>I can do a fast, step-by-step gunfire combat example if it'd help.
Actually, screw it. I'll just do one.
USS Arizona is engaging HMS Iron Duke at 12000 yards (direct fire) in the foggy, choppy (moderate), north sea. The Arizona's radar-guided main battery of 12, 14" guns each have a base to-hit number of 9 due to their fire direction system. The sea condition imposes a -1 penalty on the attack, while the range (over 10k yards) imposes a -1 penalty. The Iron Duke is sailing along the coast of Denmark and is shrouded in the dark coastal outline (just like it was at Jutland), and it's hidden in the fog. However, because the Arizona's attacks are radar-guided, it ignores both the light conditions and the fog. Its 12 Main Battery attacks, therefore, hit on a 7 or less.
The Arizona rolls 12d20 and scores 3 hits, on a 5, 4, and 2. Picking up each of these dice, we roll them to see where on the Iron Duke they hit. Locations 5, 6, and 12 are struck. The Iron Duke is a 5-Turret Superfiring ship, and therefore, is struck on the Forward Superfiring Turret, Command Space, and Amidships (secondary Battery). Because this is Direct Fire, we use the Iron Duke's main armor belt, which stretches the length of the ship so all locations are defended.
The Iron Duke's belt is rated to 13". The guns are 14". 14-13 = 1. Each d20 is rolled again for penetration; scoring (respectively) a 1, 14, and 16. The Forward Superfiring Turret suffers a critical hit. Looking at the Turret critical hit table, we roll 2d6, getting a 9. At the beginning of next turn, one of that Turret's guns will no longer be functional.
Additionally, each 14" gun hit does 7 points (14/2) to the Iron Duke's total of 250 (25,000/100) Damage Points. The Iron Duke now has 229 Damage Points remaining before it is knocked out of action.