I tried to add some rules for night fighting a recent WW2 Guadalcanal game using Naval Thunder to try and simulate the confusion. All ships had to make command rolls to do anything, with various modifications.
I used the recommendations from this article on night fighting for GQ2: PDF link
Here are the rules we used:
Night Fighting Rules (trial)
1. Set night visibility range (20"); for Japanese roll a 1d10 and add that to visibility range
2. Determine if radars start switched on at beginning of game, make a command roll to use
3. Assign each ship a command rating. Suggested command levels are 8 for Japanese and 6 or 7 for American (on a D10) at night – set the initial command rating then roll for variable command, this might mean American ships having a command of 5!
4. All ships write orders three turns in advance prior to game start, all ships must sail in formation with designated Squadron Commander (SC)
5. All ships continue to write orders so they have three turns in advance written until enemy sighted and new orders issued by SC.
6. When a ship is first sighted make a command roll to identify it as an enemy, then make another command roll to pass the message to SC. SC makes a command roll to receive message
7. For radar detection make a command roll to believe the sighting, and similar rolls to pass to SC and for SC to receive message
8. Ships can only change orders once enemy has been sighted and SC ship gives an order to change orders including opening fire.
9. SC makes a command roll to change orders, and ships in squadron make command rolls to receive order
10. Ships can change orders the next turn following a sighting and if command rolls made
11. Ships can open fire following receipt of a command order from SC.
12. Individual ships in a squadron can attempt to operate independent after sighting an enemy but suffer a minus 2 or 3 to such a roll
13. Once an engagement starts, ship can only fire at a given target after they have made a command roll, they must make a new command roll to change target
14. Ships can fire star shells out to medium range, roll to hit with no modifications. If miss, roll for deviation. Ships hit with a star shell or within 4" are classed as illuminated or silhouetted and can be seen out to 60"
15. Searchlights can be used to illuminate a ship out to 30"
16. Ships using searchlights or firing with 6" guns or larger are classed as visible for that turn but not illuminated
17. Any ship with a fire is classed as illuminated
18. Illuminated or silhouetted ships are -1 to hit
19.Ships on fire can attract enemy and friendly fire, all ships must make a command roll (with a -1) NOT to fire on the burning ship.
20. If a ship is no longer in formation, then make a command roll to stay in the battle at a +1
Each side had two heavy cruisers and 2 destroyers. These rules worked reasonable well though it was quite confusing. Both sides failed command rolls to open fire or change orders (though the American's rolled well on the night). Two ships caught fire and suffered friendly fire. Not a single torpedo hit despite some being fired at point blank range (just bad dice rolling). Formations quickly broke up with ships retiring and the engagement came to an end fairly quickly as ships moved out of visibility range. No clear winner, Americans lost a heavy cruiser and two badly damaged destroyers, the Japanese lost two destroyers with both cruisers with moderate damage.