Summary of Speed/Fuel Considerations (Intermediate Game) Unit Method ---- ------ Air Unit left #=endurance, right #=speed Aircraft Carrier 1 fuel expended for 2 zones/turn Armored Cruiser 1 fuel expended for 2 zones/turn Battlecruiser 1 fuel expended for 2 zones/turn Battleship 1 fuel expended for 2 zones/turn Convoy-C moves 1 zone/C-turn Convoy-S moves 1 zone/S-turn Cruiser 1 fuel expended for 2 zones/turn Destroyer 1 fuel/turn at sea; 3 fuel for 2 zones/turn Emergency moves 1 zone/C-turn and to nearest port Heavy Cruiser 1 fuel expended for 2 zones/turn Light Cruiser 1 fuel expended for 2 zones/turn Ramillies 1 fuel expended for non-C-turn Revenge 1 fuel expended for non-C-turn Rodney 1 fuel expended for non-C-turn Submarine 1 zone/turn Task Force moves at speed of slowest ship U-Boat 1 zone/turn VISIBILITY MODIFICATIONS Visibility Effect ---------- ------ >=5 DD pays double normal fuel >=7 moving cruiser pays +1 fuel >=8 moving battleship pays +1 fuel