I just know that there is someone out there with a WWII era Argentine Navy who is waiting patiently for the ABC Supplement. I wanted to use my Argentines so badly that I made up a conflict between them and the Dutch over Dutch Guiana and the Argentines won. The AAR was posted on the Forum, but have been lost in the data dump awhile back. In any case I thought that I'd post my attempt at an Argentine CRT and see what you think. And if any of you with greater knowledge and computer skills can improve on this; please do and post the result. So, without further to do' here the ARA's CRTs. Blast it, my MS Word doc did not paste very well. I'll try and attach the file for down load.
Argentine Gunfire CRTD12
DCT
12” US
7.5” It
6” B
6” US
4.7” B
4” B
3.9” It
Dark
24000
½ CA
½ CA
(old)
15000
21000
½ BC
1 CA
1 CL
12000
18000
½ BD
1 CS
1+ CS
½ CL
½
10000
15000
1 BC
1+ CL
1+ CL
½ CL
1
1
8000
12000
1+, 2 BB
1+, 2 CL
1+, 2 CL
1+ CL
1+
1+
½
6000
9000
1+, 2 BA
1+, 2 CA
1+, 3 CA
1+, 2 CL
1+, 2 CS
1+, 2
1+
4000
6000
1+, 3 BA
1+, 3 CA
1+, 3 CA
1+, 2 CL
1+, 3 CL
1+, 2 CL
1+, 2
2000
3000
1+, 3 BA
1+, 3 BD
1+, 3 CA
1+, 3 CA
1+, 3 CA
1+, 3 CL
1+, 3 CL
Equivalent Hits
BA
x ½
BB
x 1
BC-BD
x 1.5
½ C-S-T
½ C-S-T
½ C-S-T
½ C-S-T
CA-CS
x 2
x 1
x 1
x 1
x .5
½ C-S-T
½ C-S-T
DD
x 3
x 1.5
x 1.5
x 1.5
x 1
x .5
x .5
Red= D20 Green= Rapid Fire 4” – 6” 11= 1 hit 12= 2 hits
Gunnery CRT Modifiers Roll if net .5 Odd= hit 3 EDR= Illuminated
Evasive Action by Cruisers or DDs: ½ D12s Air Spot: Down 1 row
Target DIW: Down 1 row 7.5” + vs DD: Up 1 row
4-point urn: Up 1 row 2+ Batteries: Up 1 row
Firing Ship unengaged: Down 1 row Crossing T: Target Armor down 1 lvl
Target Illuminated: Down 1 row (only during Dark
Gunfire DamageD12
Die Roll
BA-B*
CA-CS
DD
Die Roll
1
FP + Fire
FP + Fire
DC + Fire
1
2
Tertiary + TT
TT + SL
TT + SL
2
3
Secondary
Secondary
TT Mount
3
4-5
Main Turret
Main Turret
Gun Mount
4-5
6-8
1 Hull box
1 Hull box
1 Hull box
6-8
9
1 Hull box
Bulkhead
Bulkhead
9
10
Secondary
Engineering
Engineering
10
11
Main Turret
Main Turret
Gun Mount
11
12
Critical Hit
Critical Hit
Critical Hit
12
Bulkhead= 1 Hull box Fire= ½ Hull box/GT FP= Float Plane SL= Searchlight TT= Torpedo Tubes
Damage ControlD12
Ammunition
Bulkhead-Fire
Engineering-Rudder
Sensor-WT
Fix
1-9
1-5
1-4
1-2
Fail
Explodes
1 Hull- ½ Hull
9+ Crew can’t repair
9+ Crew can’t repair
Critical HitD12
1-2
Fire Control
DCT out= Up 1 row All DCT out= Up 2 rows
3-4
Bridge-CT
Steer the same course next GT + Sensors/WT out
5-7
Ammunition
Turret out & Explode if fail to flood magazine
8-10
Engineering
Limit max speed to knots in center hull box
11-12
Rudder Jam
1-4 Port 5-8 Center 9-12 Starboard
Torpedo CRTD12
21” Standard
3 TT Mount
4 TT Mount
Long Range
DIW
1-8
1-9
DIW
4400
1-6
1-7
3500
1-5
1-6
7000
1-3
1-4
8500
Torpedo CRT Modifiers Torpedo EvasionD6
Target DIW: Up 2 rows Target < 15 kts: Up 1 row Day 1-2 Dark 1
Bow Arc: Down 1 row Stern Arc: Down 2 rows Hit < spread RR +1
Mine & Torpedo DamageD12
Die Roll
BB
CL
DD
Die Roll
1
1 Hull
2 Hull & Fwd
2 Hull & 2 Fwd
1
2-3
1 Hull & Fwd
3 Hull & 2 Fwd
4 Hull & Engineering
2-3
4-5
1 Hull & Fire
3 Hull & Fire
Bulkhead & Fire
4-5
6-7
2 Hull & Fwd
4 Hull & Eng
Sunk
6-7
8-9
3 Hull & Eng
6 Hull & Eng
Sunk
8-9
10-11
2 Hull & Aft
3 Hull & 2 Aft
Sunk
10-11
12
1 Hull & Critical
2 Hull & Critical
3 Hull & Critical
12
No UE Odd= 2 Engineering
Notes
- I used the US WWI 12” for the 12”
- I used the RM WWII 7.5” for the 7.5” and modified Equivalent hits up .5
- I used the Brits for the 6”, 4.7” and 4”
- I used RM torpedoes
- I used RM stats for damage control.