![]() ![]() The range is measured from the individual bridge of each model. Most weapons will be limited to a specific arc of fire, and of course, must be in range. Gunnery Phaseįirepower comes in many forms in Victory at Sea – from the immensely powerful guns found on the largest of battleships to the torpedoes unleashed from fast attack boats, there are many ways to ensure your opponent meets destruction. Some of these orders will pass automatically, and overs will incur a crew quality check. These can range from a carrier scrambling its squadrons, initiating evasive manoeuvring, or, in the direst of circumstances, flooding the magazines to combat outbreaks of fire (amongst many others). ![]() It is also during the movement phase that you can attempt to issues orders. Important to note, vessels cannot remain stationary and must always move an inch. It is not restricted in how many times it can turn – so long as the minimum straight distance is achieved between each turn. Movement PhaseĪ ship can move up to its distance (in inches) up to its Flank Speed characteristic and can only change its direction by up to 45 degrees after travelling 2 inches in a straight line. However, the opposite is true of the Gunnery phase, in which the player who won initiative has the first opportunity to unleash a deadly barrage of fire. Player Initiative – The player that loses the initiative roll moves one of their ships first alternating thereafter. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |