River Plate Complete
River Plate Complete
River Plate Complete
of the
River Plate
Introductory Naval Rules
From the Naval Wargames Society
Battle of the River Plate
Battle
of the
River Plate
Introductory Naval Rules
From the Naval Wargames Society
Battle of the River Plate is a fast play introductory set of WW2 naval rules covering the famous battle of the
same name, fought in December 1939 off the coast of South America. The set is aimed at the newcomer to
the hobby. It is a self contained set in that all you will need to play are a few 6-sided dice (at least three dice
of two different colours), a tape measure, pens and pencils. You wont need models to use the rules as
counters showing plan views and profile views of the ships involved are included (although you can of course
use models in place of the counters if you wish).
Scales
One inch on the tabletop equals 500 yards (so main gun range is 20,000 yards, close to the opening range
at the real battle. Each turn is approximately 4 minutes (actually 3 minutes 45 seconds), Ship movement in
inches by dividing the real ships maximum speed by 4. Ajax, Exeter, Achilles and Cumberland have speeds
of 8, Graf Spee has a movement of 6. Ships have 1 hull damage point per 500 tons displacement.
Dice
As stated above youll need at least three six sided dice of two different colours. For the purposes of
explaining the mechanisms of the rules the colours will be described here as white and red.
Order of Play
Each turn is made up of a number of segments, or phases. These are played through in order.
Initiative Phase
Movement Phase
o Player A moves their ships
o Player B moves their ships
Gunnery Phase
o Player B resolves their gunfire
o Player A resolves their gunfire
Torpedo Phase
o Move any torpedo counters on the
table
o Player A launches torpedoes
o Player B launches torpedoes
Damage Control
o Both players roll to see if they can repair any damage
Initiative Phase
Both players roll a d6. Reroll in the event of a tie. The player with the higher score chooses whether they will
be Player A or Player B for the turn.
Movement Phase
Each ship has a number of movement points listed. Each movement point allows the ship to move inch
each turn. Unless a ship has been immobilised through damage it must move at least 1. Ships can turn up
to 45 degrees after completing half their move, and another 45 degrees at the end of movement. For
example, a cruiser has 6 movement points so it may move 3. It can turn 45 degrees after moving 1 and
another 45 degrees after moving another 1. Ships with only 2 movement points or less can ONLY move at
the end of movement.
Gunnery Phase
Measure the range between the firing ship and the target. Determine the Gunnery Modifier. Starting from
zero, add 1 for each complete group of 3 guns that are firing (example Exeter is firing six 8 guns, so adds
2 to the die roll; Ajax is firing two 6 guns so adds nothing). Add the die roll modifier in the table below
depending on the range.
Roll two white dice and one red. Add the Gunnery Modifier to the total of the white dice, and to the score of
the red dice.
If the result of the white dice throw is 12 or more the target has been straddled and has been hit. If the result
of the red dice is 8 or more then three hits have been scored. If the result is 6 or 7 then 2 hits have been
scored, otherwise 1 hit is scored.
Example: Exeter is firing all six 8 guns at a range of 13. The Gunnery Modifier is 2 (6 guns firing) plus 1 (8
guns firing at up to 20), total 3. The white die throws are 6 and 4, the red die throw is 4. The total of the
white die throws is (6+4+3) = 13. This is greater than 12 so the target is straddled. The result of the red die
throw is (4+3) = 7. Two hits are scored.
For each hit scored roll 2d6 and determine the hit location from the table below
Location Effect
Hull Lose the number of hull points as shown in the gunnery table. If a ship loses all its hull
points it sinks. If it loses more than 75% of its hull points it may not fire torpedoes.
Forward or Aft If the turret armour is penetrated the turret is destroyed. If the ship has more than one
turret forward or aft turret (e.g. Ajax and Exeters forward turrets) choose the turret that is hit at
random
Engines The ships speed is reduced by 1
Secondary One secondary gun mount is knocked out
Guns
Armour
If a hit location is shown that has Y in the Armour column that means that the ships armour must be
penetrated to cause damage. If the armour is penetrated, then the results above come into effect. If the
armour is not penetrated the effects of the hit are ignored. The table below shows the armour value of each
location
Location Ship
Ajax, Achilles Exeter Cumberland Graf Spee
Turrets 4 4 4 6
Hull 4 4 4 5
Engine, Boilers 4 4 4 6
Gun Range
5 10 20 30 40
4 -1 -2 -3 X X
5.9 +1 0 -1 -2 X
6 +1 0 -1 -2 -2
8 +1 0 0 -1 -2
11 +2 +1 +1 0 0
To see whether the ships armour has been penetrated roll a dice and add the number in the table
corresponding to the firing gun and the range. For example, an 8 gun firing at 13 would add 0, whilst an 11
gun at the same range would add 1. If the result equals or exceeds the Armour value of the location that has
been hit the armour is penetrated.
Example: Exeter has scored two hits on Graf Spee with her 8 guns fired from 13. The hits have landed on
her Hull (an armoured portion, hit location 8) and her aft turret. The penetration modifier is 0. The firing player
needs to roll a 6 to knock out the turret and a 5 or 6 to penetrate the hull.
Torpedoes
Damage Control
The last phase of each turn is the Damage Control Phase.
Players may attempt to repair damaged parts of the ship. Roll a
dice. On a roll of 6 they may repair one Turret, Secondary Gun
Mount or restore 1 of lost movement. Lost hull points cannot be
restored. This is also the point in the turn where die rolls are
made to put out fires.
Ship Data
HMS AJAX, HMS ACHILLES
Speed 8
Hull Points 15 OOOOO OOOOO OOOOO
Armour
Turrets 4
Hull 4
Engines, Boilers 4
Armament
A Turret 2x 6 guns
B Turret 2x 6 guns
X Turret 2x 6 guns
Y Turret 2x 6 guns
HMS EXETER
Speed 8
Hull Points 17 OOOOO OOOOO OOOOO OO
Armour
Turrets 4
Hull 4
Engines, Boilers 4
Armament
A Turret 2x 8 guns
B Turret 2x 8 guns
X Turret 2x 8 guns
HMS CUMBERLAND
Speed 8
Hull Points 20 OOOOO OOOOO OOOOO OOOOO
Armour
Turrets 4
Hull 4
Engines, Boilers 4
Armament
A Turret 2x 8 guns
B Turret 2x 8 guns
X Turret 2x 8 guns
Y Turret 2x 8 guns
GRAF SPEE
Speed 6
Hull Points 24 OOOOO OOOOO OOOOO OOOOO OOOO
Armour
Turrets 6
Hull 5
Engines, Boilers 5
Armament
A Turret 3x 11 guns
Y Turret 3x 11 guns
Armour Armament
Turrets 4 A Turret 2x 6 guns
Hull 4 B Turret 2x 6 guns
Engines, Boilers 4 X Turret 2x 6 guns
Y Turret 2x 6 guns
Armour Armament
Turrets 4 A Turret 2x 6 guns
Hull 4 B Turret 2x 6 guns
Engines, Boilers 4 X Turret 2x 6 guns
Y Turret 2x 6 guns
Torps B Turret
X Turret A Turret
Armour Armament
Turrets 4 A Turret 2x 8 guns
Hull 4 B Turret 2x 8 guns
Engines, Boilers 4 X Turret 2x 8 guns
Armour Armament
Turrets 4 A Turret 2x 8 guns
Hull 4 B Turret 2x 8 guns
Engines, Boilers 4 X Turret 2x 8 guns
Y Turret 2x 8 guns
Armour Armament
Turrets 6 A Turret 3x 11 guns
Hull 5 X Turret 3x 11 guns
Engines, Boilers 5
Port Secondary Gun #1 1x 5.9 gun
Port Secondary Gun #2 1x 5.9 gun
Port Secondary Gun #3 1x 5.9 gun
Torpedoes Port Secondary Gun #4 1x 5.9 gun
Stbd Secondary Gun #1 1x 5.9 gun
Port Torpedoes OOOO
Stbd Secondary Gun #2 1x 5.9 gun
Starboard Torpedoes OOOO Stbd Secondary Gun #3 1x 5.9 gun
Stbd Secondary Gun #4 1x 5.9 gun
Battle of the River Plate Ship Counters
From the Naval Wargames Society
HMS Exeter
HMS Exeter
HMS Exeter
HMS Ajax
HMS Ajax
HMS Ajax
HMS Achilles
HMS Achilles
HMS Achilles
HMS Cumberland
HMS Cumberland
HMS Cumberland
Graf Spee
Graf Spee
Graf Spee