first there are 3 different sea-scales
1:normal (this is only appropriate in battles before ww1 as after that boarding actions seased to exist) this specialises on crew
2:mini-micro this is standerd group vs group action allowing for detail about individual ships.
3:micro this is all-out fleet battles (these tend to be less enjoyable as it uses a hit or miss system)
this section of the rules covers mini-micro scale combat (the fun stuff) but first here is an example of a mini-micro scale ship. a fletcher class destroyer. ($25 on lego.com)
here's an example of a mini-micro scale ship


heres the model
http://shop.lego.com/Product/Factory/Pr ... 1ac16485e6[/img]
the first thing we will review is weapons
weapon type atk range cost
light artillery 2 "8" 10cp
medium artillery 3 "12" 20cp
heavy artillery 4 "16" 30cp
torpedoes 5 ""6" a turn 30cp
boiler/speed
every "1"=2cp
CRITICAL HITS
whenever a ship is hit it has the chance of being critically damaged. when hit by artillery roll a d6 on a 4 or 5 there is a fire (see below) on a 6 there's a water anything else is no effect.
FIRE!!
when a fire has started place a little fire thing (like red 1x1) on the hit area and every area within 3 pegs of that area. each turn the fire remains place another fire 3 pegs away from all previous fires. if the fire reaches any systems they emidiately stop working. if it reaches the magazine and remains there for a single turn then the ship blows up (this happened a lot and is sort of what happened to hood (although that was a direct hit)) also if the fire reaches the bridge then everyone abandons ship

WATER!!
sinking sucks, it really does. when a ship takes a water hit it starts to sink. water progresses like fire except if roughly a third of the ship is filled at any time then the ship sinks.
DAMAGE CONTROL!!
the only protection agains fire and water are men devoted to damage control. each class of ship has the ability to remove a certain number of fires and waters per turn as follows
destroyer 5
cruiser 8
battleship 12
aircraft carrier 10
ABANDONING SHIP!!!
no one likes too but sometimes it's neccesary. when the captain decides to abandon ship place the number of life rafts (1x1 bricks/plates) equall to it's cp
heres how many cp's life rafts are worth if:
the ship sinks: 20
the ship is prematurely abandoned: 10
example: ship with cp cost of 120 sinks life raft = 20 place 6 rafts
whenever a ship enters within "1" of a life raft that player gains 5 cp's
Victory
a player can win in many different ways depending on how you play. you can either have: last man standing ,most cp's by end of game , or you can have a scenario (cp's from rafts go to new ships fight 3 battles winner gets + 200 cp's loser + 100 best fleet at end wins) you can obviously come up with more ways to win.