NEW IRONCLADS RULES Continued Portrait

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TABLE OF CONTENTS

INTRODUCTION TO THE RULES………… ... Page 3 XIV. Vessels Sinking ………………………………..Page 22


I. General Introduction ……………………………….Page 3 XV. Drift Table…………….…………...…………....Page 22
II. Game Scale…………………………………… …. Page 3 XVI. Burning Vessel Table………………………… Page 22
III. Game Components……………………...…….…. Page 3 XVII. Wheel House Damage………………………. Page 23
IV. Basic Concepts of Play……………….……..…….Page 5 ADVANCED RULES…………………………....... Page 23
SET-UP AND PREPARATION FOR PLAY ….… Page 5 I. Smoke and Wind…………………………..……... Page 23
I. Selection of a Scenario……………………………. Page 5 II. Morale of the Crew …………………….………. Page 23
II. Interpreting the Vessel Data Card………………... Page 5 III. Crew Quality…………...……………………..... Page 24
III. Preparation of the Vessel Log Sheet ……………. Page 8 IV. Command Control and Communications………. Page 24
IV. Preparation of Fort & Battery Log Sheets….…... Page 9 V. Visibility…………………………………...……. Page 24
VI. Night Scenarios……………………...…………. Page 25
THE BASIC GAME ………………………………. Page 9 VII. Doing Your Own Scenarios……..…………..... Page 25
I. Introduction………………………………………...Page 9
II. Basic Play Flow…………………………………...Page 9 THE INTRODUCTORY GAME…………………. Page 25
III. The Facing of Units……………………...……… Page 9 THE SCENARIOS………………………………... Page 29
IV. Units Per Hex ……………………..………….. Page 10
Morale Tables………………………………….….. Page 42
V. Hidden Movement…………………..…………... Page 10
VI. Sequence of Play…………………… ………… Page 10 GUN TABLES ……………..…..inside back Cover-Page 43
VII. Order Writing for Vessel Movement
CREDITS
How to Move and Maneuver ……….. …… Page 11
Design and Development : John W. Fuseler
** Emer* engine capacity: River and Tide current.. Page 11
Production : Jay Steven Peek
VIII. Execution or Plotted Movement… …… Page 14
Graphics and printing: Yaquinto Printing Co.
IX. Special Events During Movement…………...… Page 14
Playtesters: Thanks to – William Cuter, Wayne Lanham, Michael
X. Gunfire Combat ……………………………… Page 15
Matheny, Steve Peek, Craig Taylor and John White.
** Silhouette modifiers and Speed of the Vessel… Page 19
XI. Gunfire Damage Phase……………………….... Page 20
** extra content not in the original The Ironclads
XII. Spar Torpedo Combat Resolution…………….. Page 20
Extra content & errata added: Michael Parsons.
XIII. Ramming Combat and Resolution Phase …….Page 21
** Advanced Ramming Rules ……………….….. Page 21
INTRODUCTION TO THE RULES pieces, and for range determination. An individual hexagon is defined
as a hex, and each hex has a four digit identification code number.
I. GENERAL INTRODUCTION The mapboard forms the playing surface on which the unit counters
THE IRONCLADS is a tactical simulation of ship-to-ship and ship- are laid out and maneuvered for combat.
to-shore naval combat which occurred during the birth of armoured The mapboard consists of four mapboard sections which are labelled
warships in the American Civil War. This game includes the most I, II, III, IV. The individual map board sections can be made to lay
important and/or interesting types of vessels used by the Union and very flat by counter folding the existing creases. The four mapboard
Confederate navies that fought in the rivers, coastal waters, and open sections can be arranged in several orientations, as defined by each
oceans of this conflict. The game is played by two or more players, scenario.
each commanding an individual vessel, a squadron, an entire fleet of 1. DIRECTIONAL HEX : Each side of a hex is identified by a
vessels, a Fort, or shore batteries.. directional notation, that direction corresponding to that same side of
The game provides information for setting up various historical the directional hexagons.
scenarios and several "what if " situations to provide a great number
of different games which can be played using the same set of rules.
The scenarios depict some of the major encounters between Union
and Confederate vessels and forts, ranging from the first duel of
ironclads between the U.S.S monitor and C.S.S Virginia in 1862 to
the last dash for freedom of the C.S.S Webb in the closing days of the
war. Also included in the game is information for setting up
numerous "what if " scenarios and designing your own scenarios.
Each unit represents a single historical vessel which is maneuvered
across the mapboard’s hexagonal grid according to the individual
movement characteristic of each different type of vessel. Orders for
movement are written in advance for each vessel in its "log". All the
There is a directional hex on each of the four mapboard sections.
vessels are then moved simultaneously, accomplishing their written
orders. Skillful planning and maneuvering and accurate shooting and 2. TERRAIN HEXES OF THE MAPBOARD: The mapboard
ramming are needed to defeat your opponent and to gain the victory sections can be arranged to represent narrow or wide rivers, coastal
conditions. bays, and open oceans.
a. The dark blue hexes are deep water.
For those of you who are new to the fraternity of historical
simulation, conflict or "wargaming" as it is more commonly known, a b. The light blue hexes are shallow or shoal water.
welcome and a word of explanation to help you understand what this The shallow water areas are labelled on each mapboard section, using
game is all about. THE IRONCLADS attempt to simulate reality in consecutive lettering ( A, B, C, etc.,). Each active shoal, (that is one
a game format. Simulations come in many forms. A scene staged and that exists), are defined in each individual scenario.
filmed for a television show or movie is a "visual" simulation of c. Continuous green lines running through the hex rows define the
reality. Similarly a carefully describe scene or passage in a book can river boundaries. The boundary lines are consecutively numbered on
be regarded as a written or "literary" simulation. The mapboards, each mapboard. The boundary lines which are active, (that is exist as
units, rules, etc., contained in this game constitute a "gaming" actual riverbanks), are defined in the individual scenarios.
simulation of the "real thing". Of course, absolute realism in any type
B. UNIT COUNTERS : Contrasting colour die cut counters are
of simulation is impossible; but, within the framework of this game,
provided for the playing of THE IRONCLADS. There is one sheet
the major factors and problems which confronted the actual
of these extra thick (for ease of play) counters, and they represent the
antagonists in the historical battles are duplicated.
playing pieces for the game.
Through the use of this game, players can gain an increased When punched out, there are "3/4 x 1/2" counters representing
appreciation of how it really was at the dawn of the age of iron ships vessels and shore batteries, "1/2 x 1/2" counters for small vessels and
and steam, and of what factors influenced the actual participants in torpedoes, damage and other identification counters, and counters for
the actions. However, unlike a visual or literary stimulation, the game forts and various obstructions. These counters are defined as "units".
player does not assume a passive role in reading or watching the It is to the players advantage to keep the units separated by colour
simulation, but becomes an active participant in the action. The and type once punched out, as this greatly facilitates set up and play
players are in command of their vessels and their decisions and of the game.
actions determine to whom go to laurels of victory.
The units represent the various vessels, forts, shore batteries,
II. SCALE OF THE GAME obstructions etc., available to the opposing forces which will engage
Each hex on the mapboard is about 100 yards across. Each vessel in battle, as well as units required by the mechanics of the game.
counter represents one vessel. Each turn represents the passage of 1. UNION VESSELS : Union vessels are black on a blue
about 3 minutes of real time.
background.
a. Ironclads: Union casemate ironclads and monitors are black
III. GAME COMPONENTS vessels on a blue background.
The following items should be included in the box and are used for
play of THE IRONCLADS.
A. MAPBOARD: The mapboard shows the terrain over which the
important engagements covered in the game scenarios took place.
A hexagonal grid has been superimposed on the map to facilitate
casemate monitor
movement, allowing for the precise positioning of the playing
A monitors turret is assumed to be in "constant" slow rotation, and 6. DAMAGE UNITS: Placed on vessels when specific damage
hence can be hit on all sections, and can also be jammed in a random occurs.
direction. see special hit 2c; critical hit 3b. a. VESSEL BURNING UNIT: Shows burning vessel and level of
b. Union wooden vessels are black vessels on a blue background. fire.

b. TURRET JAMMED UNIT: Shows direction turret is jammed.


A turret is assumed to be in "constant" slow
2. CONFEDERATE VESSELS: Confederate vessels are rust red on rotation, and hence can be hit on all sections, and
a gray background. can also be jammed in a random direction. see
a. Confederate ironclads are rust brown on a gray background. special hit 2c; critical hit 3b.
c. RUDDER JAMMED UNIT: Shows direction of movement
and sequence when rudder is jammed.

Rudder Jammed Right: Movement is,


ahead 1 MP, turn right, ahead 1 MP etc
b. Confederate wooden vessels are brown on a gray background.

Rudder Jammed Left: Movement is,


ahead 1 MP, turn left, ahead 1 MP etc.

3. FORTS AND SHORE BATTERY UNITS: These units can be


used by either side, as called for by the particular scenario. The gun d. ENGINE HIT: Placed on a vessel when engine is stopped by
types in the numbered emplacements on the units are given in a damage.
scenario.

e. VESSEL SINKING: Placed on vessel when sinking.

4. OBSTRUCTION UNITS: These units, representing sunken


hulks, piles, chain and log booms, can block or channelize vessel 7. ANCHOR UNITS: Show vessel is anchored.
movement, and can be used by either side, as called for by the
individual scenarios.

8. CURRENT UNIT: : These units show direction and speed


of the current of a river etc.
5. TORPEDO UNITS: Torpedoes in the American Civil War are
equivalent and to modern contact mines. These units will be referred
to in the game as torpedoes to preserve historical accuracy.
9. DUMMY UNIT: used to use inverted to suspected fixed units or
THERE ARE TWO KINDS OF TORPEDOES: gun batteries.
a. FIXED TORPEDOES: Explosive containers moored in a fixed
location and detonated by contact with a vessel.
(1) TYPE P: Principally used in rivers and shallow waters.
10. UNION UNIT CHIT:*

(2) TYPE K: Larger explosive charge used in coastal waters.


Used principally by the Confederates in defensive fields.
11. CONFEDERATE UNIT CHIT:*

b. SPAR TORPEDOES: Explosive containers attached to a long


*Chit Units are drawn by age respective player to depict
spar or pole, mounted on the bow of a vessel. The Spar torpedo
unknown vessels, vessel movement, and vessel availability.
explodes on the contact when rammed into an enemy vessel, most of
the time ! C. UNIT SORTING TRAY: A compartmented plastic tray is
(1) TYPE A: Small explosive charge. provided to facilitate the storage and sorting of the units after they are
(2) TYPE B: Heavy explosive charge punched out. It is a convenient way to keep Union and Confederate
vessels units separate, and keep all units of the same kind in a conditions. At Charleston Harbour or James River, the Confederates
particular compartment / group of compartments. have enough vessels to comprise a combined fleet of ironclads and
Keeping the units organised in the plastic tray greatly aids in wooden vessels. The handling of such a mixed group of vessels will
minimising setup time and maximising ease of play. have to be evolved by the player.
The combat between the Union and Confederate cruisers on the open
D. VESSEL DATA CARD: These cards give the individualised
ocean is marked by speed and maneuvers to bring the heavy guns to
information for each type or class of vessel used in the game.
bear. These battles were often swift and decisive, as these vessels had
E. COMBAT AND MOVEMENT TABLES CARDS (2): These no armour and usually had two or three powerful guns.
cards contain all the charts and tables used in playing the game. These ideas and concepts should be kept in mind by the players as the
F. VESSEL LOG PAD: These log sheets are used to write down the rules are read and while the game is being played. Within the
movement orders for the vessel and to record damage hits on the framework of the rules of play, these concepts and innovations on the
vessels or forts. part of the players, will lead to the players becoming skillful in the
play of this simulation.
G. RULES OF PLAY AND SCENARIO MANUAL: This booklet
contains all of the rules of play of the game and also the various
combat scenarios.
SET-UP AND PREPARATION FOR PLAY
I. SELECTION OF A SCENARIO
I. FIELDS OF FIRE PATTERNS CARDS. A scenario is selected from the Scenario section of this booklet. All
H. PAIR OF DICE: 1 Red and 1 White. information necessary for the set-up, is given in the individual
scenarios. It is suggested that the players begin with one of the
Not included in the game, but necessary for play, is a pencil for each simpler scenarios which involve only combat between two vessels,
player to use in marking on the Log Sheets. and advance to the more complex scenarios as experiences is gained.
IV. BASIC CONCEPTS OF THE GAME A. The geomorphic map sections are placed together as described in
Players new to the adventures of wargaming will find THE the scenario map arrangement, and can be set up on any smooth, level
IRONCLADS quite unlike any game they have played in the past. surface. A table large enough for placement of the map sections, and
The units of the game represent far more than different coloured other game materials (vessel log sheets, vessel data cards, combat
pieces of cardboard that move across or occupy a position on the tables, etc.,) makes an ideal playing area.
mapboard. They simulate the movement and characteristics of the
actual vessels which participated in combat at the dawn of modern B. The vessel units needed for scenario are selected.
naval warfare. C. The data cards for each vessel being used in the scenario, are
As with all games of this type, a bit of imagination is required for a selected and laid out where they can be rapidly referred to by the
player to visualize what is being simulated. The player must envision player commanding that vessel or vessels.
his vessel moving through the waters of western rivers or coastal D. The mapboard is laid out, and each unit is placed in the hex
estuaries. Such waters contained shoals, on which vessel could corresponding to the hex code number given for each unit in the
become grounded, becoming a helpless, stationary target. The individual scenarios. The unit is placed, facing the proper direc- tion
shallow waters were, often as not, mined with fixed contact corresponding to directional hex on the mapboard, when this
torpedoes, which could suddenly destroy a vessel of any size. information is required by the scenario.
The vessel commander, within the confines of these waters and
characteristics of his vessel, must bring his guns and/or ram to bear E. Each player fills out a Log Sheet for each vessel or fort he
on the enemy, and destroy them. The combat between ironclads had commands. The log sheet is laid out in a convenient place where it
none of the classical grace of maneuvers seen in can be written on, and yet concealed from the other players view.
the age of fighting sails. It was a slugging match, pitting heavy iron F. The Combat Tables Card should be laid out where it can be
shot, against heavy iron armour, more often than not, at point - blank conveniently referred to.
- range. Damage to the ironclad was either minimal, or at times,
devastating ! II. INTERPRETING THE VESSEL DATA CARDS
The vessel date card contains all the information necessary to "steam"
The introduction of the powerful new weapon, the ironclad, into the
and "fight" the vessel, and also shows the effect of damage on the
area of war rendered the fleets of wooden vessels possessed by the
vessel’s ability to maintain combat. The same card serves as a
navies of the world obsolete.
reference for all the vessels of that particular class the player has on
The American Civil War did not last long enough or have a sufficient
the mapboard.
number of balanced naval engagements, for a doctrine of tactics to
evolve in which wooden, and ironclad vessels, could operate in close A. THE KEY PARTS OF THE VESSEL DATA CARD:
co-ordination. In THE IRONCLADS the player will have to evolve In the examples on the page following these explanations, each
the tactics he thinks are best for handling various types of vessels in section of the vessel data card has been numbered and is explained.
his command. The vessel data cards themselves do not have their sections
The Union player has little to fear when the powerful monitors are numbered.
present. The attack on a squadron of wooden blockading vessels by 1. I.D. - VESSEL IDENTIFICATION NUMBER:
one or two Confederate ironclads and their supporting gunboats is a This number corresponds to the identical identification number on
different matter entirely. The Union river navy utilized rather each vessel unit.
successful tactics for reducing the forts and batteries emplaced by the
2. NAME: Name of the vessel.
Confederates on the Mississippi River and its tributaries. The river
ironclads would attack in line abreast, approaching the fort, keeping 3. CLASS: Class of the vessel. Numerous classes and types of
their forward armoured shields toward the fort. Then the vessels vessels were used in the American Civil War, ranging from ironclads
would attempt to shift into line ahead to pass the fort, and deliver to converted ferryboats. These numerous vessels have been grouped
their massed broadsides. Such tactics worked well for the Union at as follows:
Fort Henry and other points along the Mississippi. a. WOODEN VESSELS (W.V.): Unarmoured vessels.
The Confederate player must evolve his tactics for a single ironclad b. PARTIALLY ARMOURED VESSELS (A): Wooden vessels
to engage a monitor, which is a more powerful vessel, or engage which have certain sections of the vessel protected by iron plates or
numerous wooden vessels of a blockading squadron, inflicting bars. These armoured sections are identified by the letter ‘A’ and a
enough damage on them to open the blockade, or satisfy victory special note on that particular vessel data card.
c. MONITOR (Mon.): Completely armoured low freeboard turret 13. TURRET Z: Armour protection factors of the stern turret.
vessel. A monitors turret is assumed to be in "constant"
14. DECK: Armour protection factors of the deck in the sections of
slow rotation, and can be hit on all sections, and can also be jammed
the vessel.
in a random direction. see special hit 2c; critical hit 3b.
d. IRONCLAD CASEMATE VESSEL (IC): Completely armoured 15. PILOTHOUSE: Armour protection factors of the pilothouse
casemate vessel, usually designed as a ram. and the section of the vessel in which it is located.
e. ARMOURED FRIGATE (AF): Completely armoured frigate Example: a) C.S.S. Albemarle has its pilothouse on top of the
vessel, which may or may not possess a turret. foreship casemate. b) U.S.S. Weehawken has its pilothouse on top of
the forward turret A.
4. CLASS VESSELS: The names of vessels which are of the type
or class. Vessels names marked with an (*) are not included in the 16. ARMAMENT: This section of the vessel data card gives number
game’s countermix. Named vessels of the same class can be used in and types of guns, and where they are located on the vessel.
their place. a. L.B.S.: Left broadside guns.
b. R.B.S.: Right broadside guns.
5. VALUE (ADVANCED RULES): The point value of the vessel
itself, without crew. This point value of the vessel considers c. Pv.G.: Pivot guns and guns located on the center line of the
basically the amount of armour, construction of the vessel, the vessel which can be fired in more than one direction.
armament, engine power, and – to a certain degree - reflects the cost 17. RAM ATTACK FACTORS: The capacity of a vessel with an
of the construction. armoured ram bow (R.) and a vessel with an unarmoured bow (N.R.)
6. ARMOUR: Positions on the vessel which are armoured. to inflict damage on any vessel. The ram attack factor is the number
in the individual ram boxes; the number of ram boxes are the rams
7. SECTION (SECT.): Sections of the vessel which are protected by ability to receive damage. As the ram is damaged and ram boxes
armour. L refers to left side of the vessel, and R refers to the right crossed off, the ram attack factor is decreased.
side of the vessel. The Armour Protection Factor of a vessel section is
found by cross indexing the section of the vessel with the armour 18. SPAR TORPEDO (SPT): The number and type of spar
position of the vessel. torpedoes the vessel carries. An X in the spar torpedo box means no
Example: a) C.S.S. Arkansas (I.D. No.64) has an armoured spar torpedo is carried by the vessel.
protection factor of 15 on the midship left waterline; 19. ENGINE CHARACTERISTICS OF THE VESSEL:
b) U.S.S. Hartford (I.D. No.16) has an unarmoured protection factor a. TURNING CAPACITY (T.C.): The turning capacity of the
of 7 on the midship left waterline. vessel, is the ability of the vessel to make turning maneuvers, and is
8. HULL: That portion of the vessel located above the waterline. given by two numbers separated by a slash ( / ) mark. The number in
front of the slash mark, is the number of 60 degrees hexside facing
9. CASEMATE: A fully or partially armoured gun box on the deck changes a vessel can make in a single hex. The number following the
of a vessel. slash mark, is the maximum number of movement points (M.P.'s) the
a. The value in parenthesis for bell casement armour protection vessel can expend in turns during its movement phase.
factor indicates the armoured shield facing directly forward. Example: A turning capacity of 1/2 means the vessel can make one
b. Similarly, the value in parenthesis for the stern casemate is (1) 60 degrees hex side facing change in a single hex, and vessel can
the armoured shield faced directly aft. The forward and aft spend two (2) M.P.’s in turning maneuvers during the movement
armoured shield do not have left and right armour protection phase.
factors. The single number is the armour protection factor for
b. FORWARD SPEED (F.S.): The forward speed section contains
the entire forward or aft shield, respectively.
two pieces of information related to the engine of the vessel. The
Example: The C.S.S. Albemarle has an armoured protection factor of
numbers contained in the forward speed engine boxes are the number
18 on the bow forward armoured shield.
of movement points the vessel can expend in the movement phase.
10. WATERLINE: Armour protection factors portion of the vessel The series of boxes themselves represent the vessels engine, and its
at or below the surface of the waterline which can be affected by ability to withstand damage.
combat. Damage to the engine is defined as speed hits. Damage to the engine
reduces the number of movement points the vessel can expend in the
11. WHEELHOUSE: The amount of damage the side or stern
movement phase.
paddlewheels can receive after the hull or casemate section in which
they are located is destroyed. c. REVERSE SPEED (R.S.): The numbers in the reverse speed
engine boxes are the number of movement points the vessel can
12. TURRET A: Armour protection factors of the sections of the expend while moving in reverse.
vessels forward turret.
d. ENGINE CAPACITY (E.C.): The positive (+) number is the
a. FS TURRET: Forward section of the turret containing the guns
maximum number of movement points a vessel can increase its
and gun ports. ( FS = Forward Section ).
speed by, in a given movement phase. A vessel can continue to
b. MS TURRET: Left and Right sides of the central section of the increase its speed in this fashion until the desired speed is obtained.
turret ( MS = Mid-Section). The negative (-) number indicates the maximum number of
c. AS TURRET: Rear section of the turret. (AS = Aft Section ). movement points a vessel can decrease its speed by, in a given
movement phase.
A turret is assumed to be in e. EMERGENCY ENGINE CAPACITY (E.C.) The use of the
"constant" slow rotation, and emergency engine capacity is explained in the Advanced Rules
can be hit on all sections, and
section.
can also be jammed in a
random direction. see special 20. CUMULATIVE DAMAGE: Effect of cumulative damage on
hit 2c; critical hit 3b. the vessels ability to move, maneuver and maintain combat status.
a. HULL: Effect of damage to the structural integrity of the vessel
above the waterline. Increasing hull damage decreases engine speed,
by applying speed hits (S.P.) to the vessels engine boxes and
produces leaks which are reflected by Floatation (F.) hits.
b. FLOATATION: Effect of damage to the vessel at, or below, the c. HIT PROBABILITY NUMBER (D.R.): The number rolled on
waterline. Increasing floatation damage decreases the vessels speed two dice must be equal to or greater than the D.R. number,
by applying speed hits (S.P.) to the vessel’s engine boxes. including any H.P.T modifiers, and/or die roll modifiers, for a given
range.
c. DRAFT: The depth of water the vessel draws originally, and the
d. PENETRATION FACTOR (P.F.): The number in front of the
increased depth due to damage.
slash ( / ) is the basic penetration factor for solid shot. The number
d. WHEELHOUSE: The effect of damage to the side or stern after the slash, is the basic penetration for shells. The penetration
paddlewheels, is reflected by applying speed hits (S.P.) to the factor is modified by range. 3X means the basic penetration factor is
vessel’s engine boxes, which affects the ability of the vessel to tripled, 2X means the basic penetration factor is doubled, 1X means
maneuver. D.E. means paddlewheel is destroyed. the basic penetration factor is unchanged.
e. STACK: Damage to the vessel’s ‘smokestack’ decreases its ability e. GRAPE SHOT (G.S.): Number of grapeshot factors a gun can fire
to maintain engine draft, which is reflected by applying speed hits at a target at a given range.
(S.P.) to the vessel’s engine boxes. f. RATE OF FIRE (R.O.F.): Rate of fire of the gun type. 1 /1: Gun
f. CREW: The number of crew factors a vessel has in its full can be fired and loaded each turn.
complement. The relationship between crew loss, and the decrease of Example: A gun with a R.O.F. of 1 / 1 can be fired and reloaded on
the ‘crew basic morale value’ is explained in the Advanced Rules. game-turn 1, and then fired again on game-turn 2; a gun with a
R.O.F. of 1 / 2: requires two game-turns for loading after being fired.
21. VESSEL DECK PLAN: This sketch of the vessel’s deck, shows A gun with a R.O.F of 1 / 2 fired on game turn 1 can be fired again
the location and types of guns carried by the vessel. The letters R on game turn 3. e.g. fired game-turn 1 and reloaded, continues to be
and L, placed at the bow of a vessel refer to the right and left sides of reloaded on game-turn 2, and can be fired again game-turn 3..
the vessel, respectively.
23. Note: Notations concerning special characteristics of the vessel.
22. GUN HIT PROBABILITY TABLES (H.P.T.): A hit (i.e. silhouette modifier : expansion rule)
probability table is provided for each gun type on the vessel.
a. Gun type
b. R: Range of the gun in hexes.
III. PREPARATION OF THE VESSEL LOG SHEET L. ENGINE CHARACTERISTICS: The vessel’s engine are
The players must fill out a log sheet for each vessel he commands described by these four items: Examples:-
with the necessary information required to steam and fight the vessel. 19A – Turning Capacity (T.C.); 19B - Forward Speed (F.S.);
The Vessel Log Sheet is divided into several sections organised in 19C - Reverse Speed (R.S.); 19D - Engine Capacity (E.C.), and
basically the same format as the Vessel Data Cards for ease in 19E - Emergency Engine Capacity (Emer*), and are recorded in this
copying the information onto the log sheet. section of the Vessel Log exactly as they appear on the Vessel Data
A. VESSEL: The name of the vessel is entered here Card. Damage to engines is termed speed hits (S.P.); these are
recorded by the marking off of boxes on the Forward Speed (F.S.)
B. ARMOUR: This section of the vessel log sheet is for recording row, beginning from right to left, with a box which contains the
damage inflicted on the various sections of the vessels armour. The highest number of movement points (M.P.s) first.
armour protection factor of each section of the vessel, found on the
Vessel Data Card, is entered in the upper left corner of the same M. DECK PLAN: The deck plan of the vessel is provided for
corresponding section box found on the Vessel Log Sheet. The extra sketching the location of the various guns carried by the vessel,
space in each box is used for recording damage, armour hits (A), on exactly where they appear, on the Vessel Data Card (Example 21).
that section of the armour on the vessel. Included in this section of Loss of a gun is recorded, by crossing off that gun (marking an X
the Vessel Log are the armour protection factors for the right (R) and through it), on the Vessel Log Deck Plan.
left (L) sides to the vessel's hull or casemate, waterline, wheelhouse, N. SILHOUETTE MODIFIER: applied to gunnery target.
and deck. O. ORDER WRITING: The lower section of the Vessel Log Sheet,
C. TURRETS: In this section of the Vessel Log is recorded the is composed of four columns:
armour protection factors for the turrets of the vessel, if it has any. The first column contains the game turn number.
These spaces are filled out and damage is recorded exactly like the The second column, Moves, is provided for writing in advance the
other sections of the vessel which are armoured. movement order, which the vessel will execute during the movement
A turret is assumed to be in "constant" slow rotation, and can be hit phase of a game-turn.
on all sections, and can also be jammed in a random direction. see The third column, Gun loads and Fire, is used for recording the
special hit 2c; critical hit 3b. type of ammunition (SS, SH, GS), to be fired during the game-turn;
D. PILOTHOUSE: The section of the vessel in which the pilothouse and also, when the heavy guns (e.g. R.O.F. 1/2 ) are fired and
is located, its armour protection factors, and damage hits are recorded reloaded, and when they can be fired again.
in this box. The fourth column, notes, is provided for any special notations
concerning orders to the vessel and/or crew.
E. HULL: The basic, undamaged hull strength is given on the Vessel Example: The number crew factors allocated to fight a fire on the
Data Card under Hull (Example No.20A). Damage to the vessel’s vessel.
hull (H hits), are marked off it in this section of the Vessel Log. The
H hits are not marked off in the hull armour section of the Vessel
Log.
F. FLOATATION: The basic floatation of the undamaged vessel is
found on the Vessel Data Card under floatation (Example No.20B).
Damage to the vessel’s floatation (F hits), are marked off in this
section of the vessel log, and reflects the effect of water entering the
vessel.
G. STACK: The value of the smokestack is found under stack on the
Vessel Data Card (Example No.20E). The smokestack on the Union
Monitors was armoured, and on these vessels the stack value, is also
its armour protection factor. Damage to the smokestack or stack hits
(SK), are recorded in this section of the Vessel Log Sheet.
H. CREW: The number crew factors a vessel has is found on the
Vessel Data Card under Crew (Example No.20F) and is recorded in
this section. The crew quality hit probability
modifier, found in the scenarios, is recorded outside the left edge of
this box.
I. DRAFT: The draught of the vessel, the depth of the water it
displaces, is given on the Vessel Data Card (Example No.20C).
A vessels original draft, and increase of draft due to damage, are
marked in these boxes.
Example: A vessel with a draft of 2, would have box 1 crossed off.
J. RAM: The ram factor attack factors of the vessel are recorded in
these boxes as they appear on the Vessel Data Card (Example
No.16). A letter R or NR is placed at the end of the row of boxes to
denote if the vessel has a ram or non-ram bow, respectively. Damage
to the ram (ram hits) are marked off from left to right, beginning
with the highest ram attack factor.
K. SPT: Spar torpedo (Example No.18). The number and type of
spar torpedoes the vessel carries is recorded here. The number of spar
torpedoes the vessel has, is placed in this box; the type of spar
torpedo is written adjacent to the box. When the torpedo is used, the
box is crossed off.
IV. PREPARATION OF FORT AND BATTERY
LOG SHEETS
The information concerning the makeup of a particular fort or battery
is given in the scenarios in which these units are found. Each gun
emplacement in a fort is identified by a number. Individual guns, are
identified by their own individual number. Large batteries are
identified by a letter; small batteries by number.
A. The upper section of the Fort Log Sheet consists of five columns.
At the top of the columns the name of the fort or battery is recorded.
If the fort consists of separate gun batteries, the Log Sheet can be
divided and labelled as such.
1. GUN NUMBER: In this column the gun’s number (No.)
position in fort is recorded.
2. GUN TYPE: The type of gun located in that position.
3. GUN ‘X”: When the gun emplacement is destroyed, an X
is placed in this column, in-line with the gun’s number.
4. ARMOUR: The Armour Protection Factor of the gun’s
position, and the armour damage hits (A) it receives are
marked off in this section.
5. CREW: The number of crew factors allocated to each gun
and the number of crew hits (C) a gun crew takes during
combat are recorded in this column.
B. The lower part of the Fort Log, consists of three columns:
1. TURN: This column consists of the number of game turns.
2. GUNLOADS AND FIRES: This column is for recording
the type of ammunition (solid shot, shell, grapeshot) to be fired
during the game turn; and also, when the heavy guns (e.g. R.O.F.
1/2) are fired, and when they are reloaded and can be fired again.
3. NOTES: Any notation the fort commander wishes to record,
concerning the functioning, or status of the fort, is recorded in
this column.

THE BASIC GAME


I. INTRODUCTION TO THE BASIC GAME
The rules described in the Basic Game provide all the required
information to play the various scenarios of THE IRONCLADS. It
is suggested that the players read this section of rules, then play
through or study the introductory game, to see how these rules occurs when a vessel encounters fixed torpedoes or obstructions. The
apply to the phases of the game-turns and, the flow of the game play. value of a vessel in combat, is dependent on its armament, number
and type of guns, it's armour, and speed. Damage inflicted on a vessel
THE IRONCLADS is not a highly complex game to learn, but or fort, during the combat phases of the game turn, are recorded in
requires some bookkeeping for the vessels as they maneuver and their respective "Logs", and becomes effective, at the end of each
receive damage. Development of the ability to skilfully handle and combat phase.
fight the various classes of vessels present in the game, will require
practise and experience. The section of Advanced Rules introduces III. THE FACING OF UNITS
further topics, which increases the complexity of play, providing A. The font of a vessel unit is defined as the edge of which the
added realism. The scenarios may be played with, or without, using "bow" of the pictorial vessel symbol points. The "bow" of the vessel
the Advanced Rules. The players may mutually agree to use only is marked by an adjacent L for the left side of the vessel, and an R for
some, none or all of the advanced rules for a particular scenario. the right side of the vessel.

II. BASIC PLAY FLOW BOW


Each game turn, which represents the passage of 3 minutes of real
time, is divided into a specific sequence of phases. The players
simultaneously evaluate the present situations and conditions of their B. The front or bow of the vessel must at all times be facing toward
combat units, 'vessels and forts', with respect to the victory a definite hexside. The vessel should not at any time be facing toward
conditions of the particular scenario, they then write the orders for the angle of a hex. The players should exercise great care in the
their vessels, then maneuver their vessels in strict accordance with placement of their vessels, with regard to the direction they are facing,
the written orders. All combat by gunfire, spar torpedoes and so that there is no chance for any confusion to occur.
ramming etc., is resolved, and the damage inflicted on the vessel as
result of combat is recorded on the Vessel’s a Log Sheet.
The movement of vessels in simulated by moving the vessel units
from hex to hex. Each hex entered by a vessel, and each turn of 60
degrees hexside the vessel executes in a single hex, costs the vessel
one Movement Point (M.P.). Combat between units, is simulated by
the firing of individual guns at selected enemy targets, or by attacking
the enemy vessel with a spar torpedo, or armoured ram. Combat also
C. A vessel which is improperly faced, has its facing changed to the VI. SEQUENCE OF PLAY
nearest hexside of the opponent’s choice. Play of the game begins after all set-up of units on the mapboard, and
D. A vessel using forward movement, must be moved with the bow preparation of the vessel and fort log sheets are completed. The game
of the vessel facing the direction of movement. Similarly, a is played in game-turns, and each game-turn is divided into phases,
which are carried out in a specific sequence. The sequence of phases,
vessel moving in reverse, must have the back, or the stern, of the
which is repeated for each game-turn, is as follows :
vessel facing in the direction of movement.
A. ORDER WRITING PHASE:
E. The facing of forts or batteries is given in the individual scenarios.
1. MOVEMENT ORDERS:
a. A die is rolled to attempt to free any grounded or fouled vessels.
IV. UNITS PER HEX
b. Crew factors are allocated to fight fires, man certain guns, and the
A. Normally, only one vessel unit is allowed in a single hex at any
engines, if required.
one time. Two vessels are allowed in a single hex under the special
c. The movement and maneuvers the vessel is to execute during the
conditions of one vessel towing another, or assisting in the vessels
movement phase, are written in the vessel’s log under the Moves
movement. The towing of vessels is covered in the Movement
column, for that turn.
section of the Rules.
2. The type of ammunition loaded into the vessel’s guns is recorded
B. Friendly vessels which enter a single hex simultaneously during
in the vessel’s log, under Gun Loads and Fires.
the movement phase, may suffer a collision. Vessel-to- vessel
collisions are explained in the Movement section of the Rules. 3. Spar torpedoes are raised or lowered in the notes section.
C. Enemy vessels which simultaneously enter a single hex during the 4. The number of movement point to be expended in the current
movement phase undergo spar torpedo and/or, game turn is recorded for the next game turn in the Moves column, of
ramming combat. This type of combat is explained in the Combat the vessels log.
section of the Rules. No more than three vessels may occupy a hex B. PLOTTED MOVEMENT PHASE
for ramming or spar torpedo combat. 1. When all the players have completed their order writing phase, all
D. Only one of any type of obstruction units (piles, hulks etc.,) can be vessels are moved simultaneously exactly as their movement orders
placed in a single hex. were recorded in the Vessel Logs. Attempting to move several
E. Up to two fixed torpedo units can be placed in a single hex, vessels simultaneously is somewhat impractical, so each player may
depending on the scenario instructions. move his vessels in any convenient order, until all units have
completed their movement.
V. HIDDEN MOVEMENT 2. Any units which may be in danger of collision or being rammed
Union and Confederate vessels, operating on the narrow, winding are moved together, utilising the Sequenced Movement Chart
rivers of the Southern States, at times had a nasty surprise as to the (No.25) for vessel movement.
type of vessel which was advancing on them. The high riverbanks 3. Vessels which run aground in shoal water, or become fouled on
and thick woods which line many of the rivers completely blocked obstructions, halt their movement in that hex. The remaining
the line of sight (L.O.S.) and the line of gunfire of vessels movement points possessed by the vessel, which grounds or fouls are
approaching each other in these environs. The plume of smoke seen lost for the rest that turn.
above the treetops, may have announced the presence of a small C. GUNFIRE COMBAT PHASE
gunboat, or ironclad vessel. 1. All guns on vessels or forts which are loaded and can bear on
A. To reflect this uncertainty as to the identity of vessels in these enemy targets which are in range, can be fired by the owning player.
waters, all vessel units enter the mapboard inverted, and are 2. The firing of guns is not mandatory, but executed at the discretion
maneuvered inverted until the vessel enters the unobstructed line-of- of the player controlling the vessels. Damage inflicted is marked on
sight of an enemy unit inside a range of 20 hexes or less. A vessel the vessel log sheet, for each shot that hits.
identified at this range is flipped over and its name given. A vessel or D. GUNFIRE DAMAGE PHASE: All damage inflicted on a vessel
unit sighted between 20 to 30 hexes, is during the gunfire combat phase becomes effective in this phase, and
identified only by its type, i.e., casemate, ironclad, monitor or all communitive damage effects are marked on the Vessels Log
wooden vessel. The Vessel Unit is turned over, but its name is not Sheet.
given until the sighting range is 20 hexes or less. E. SPAR TORPEDO AND RAMMING COMBAT PHASE:
B. Inverted vessel units may still fire their guns at targets which are 1. All attacks by spar torpedoes and by ramming are resolved in
this phase.
in range, and can be fired upon.
2. Loss of the spar torpedo or ram attack factors during the
C. Large named forts are never inverted on the mapboard. gunfire combat phase, negate their being used during this
D. Gun batteries are placed on the mapboard, as defined by the phase of combat.
individual scenarios. F. SPAR TORPEDO AND RAMMING COMBAT
1. A gun battery may be masked, that is, it is not visible to the DAMAGE PHASE: All damage inflicted on a vessel as a result of a
enemy at any range. Spar Torpedo or Ramming Attack becomes effective and all
2. A masked battery is not placed on the mapboard, but has cumulative damage effects are marked on the Vessel Log Sheet.
its location recorded on its log sheet. Dummy counters are G. FIREFIGHTING ON VESSELS PHASE: Firefighting on
used on the mapboard to confuse the enemy as to the actual burning vessels by the allocated crew factors is resolved, and any
location of the masked battery. damage to vessel as a result with the fire, is marked on the Vessel
3. A battery counter is placed on the mapboard when the masked Log Sheet.
battery fires its guns for the first time. H. VESSEL AND FORT MORALE CHECK PHASE (Advanced
4. A masked battery, when revealed, functions as a normal gun Rules): Morale of the crew is checked based on damage inflicted on
battery and remains on the mapboard during the game. The vessel.
VII. ORDER WRITING FOR VESSEL C. VESSEL ENGINE CAPACITY: The engine capacity (E.C.)
reflects the powering ability of the engine, to speed up or slow down
MOVEMENT – HOW TO MOVE AND
the vessel.
MANEUVER THE VESSELS. 1. The positive (+) number indicates the maximum number of
All vessels are assumed to be moving simultaneously. The movement movement points a vessel can add to its present speed in a single
of each vessel must be secretly plotted in the vessel’s log for that movement phase. A vessel can continue to increase speed in this
game turn before any vessel is actually moved on the mapboard. The manner until the desired speed is obtained.
movement of a vessel is based on its present speed (the number of The maximum number of M.P’s given in the engine boxes may
movement points it has available for movement), its turning capacity, not be exceeded by E.C., except via movement WITH the river or
its engine capacity, and the direction of the vessel’s bow in relation to tidal current, in which case the vessel is not in full control at that
the speed of the rivers current or tide effects present. The vessels point, and will suffer the following special illegal move penalty.
movement for the game turn should be entered in the Moves column Roll one die. . A roll of 1-2 = NE; a roll of 3-5 = the vessel loses 1
and is also used for the next game turn, as the base number of speed box; a roll of 6 = the vessel loses 2 speed boxes.
(interpretation of moving with the current).
movement points (M.P’s) to be modified by subsequent maneuvers
See also., new rule Emergency engine capacity; D.4 below.
of the vessel.
2. The negative (-) number, indicates the maximum number of
A. VESSEL FORWARD SPEED: movement points a vessel can decrease its present speed by in a
The maximum number of movement points (M.P’s) a vessel can single movement phase.
expend during the movement phase of the game turn, is given in the Example: A vessel moving at a present speed of 4 M.P., and with a
forward engine speed boxes, found on the Vessel Data Card, which maximum forward speed of (F.S.) of 7 M.P’s., and with an engine
has been recorded on the Vessel Log Sheet. The engine speed boxes capacity (E.C.) of +2, -2, could, during the present game turn,
represent the engine’s power and its ability to withstand damage. increase its speed to a maximum of 6 M.P, or slow down to a
Each hex which a vessel enters while executing forward movement, minimum speed of 2 M.P. The vessel could use less than all of its
engine capacity, and increase speed to 5 M.P, or slow down to 3 M.P.
costs 1 Movement Point (M.P.).
D. VESSEL EMERGENCY ENGINE CAPACITY
B. VESSEL TURNING MANEUVERS: This is when a vessel attempts to increase power of its engine
1. A change of facing of 60 degrees, or one hexside, is a turning capacity by tying down the safety valves, or pushing the boiler
maneuver, and costs 1 Movement Point (M.P.). pressure beyond the safety limits.
2. The ability of a vessel to execute a turning maneuver, depends on 1. To use Emergency Engine Capacity, one die is rolled during the
its present speed, and Turning Capacity (T.C.). order writing phase: A die roll of 1-3 means emergency engine
3. The turning capacity (T.C.) of a vessel, is given by two numbers capacity is available; a die roll of 4-5 means emergency engine
separated by a slash ( / ). capacity is not available; a die roll of 6 means the engine is
The number in front of the slash, is the maximum number of 60 damaged, and emergency engine capacity lost for the remainder of
degrees hexside facing changes the vessel can make in a single hex. the game. As a result normal engine capacity is reduced
permanently to +1, -1; and 2 crew factors are lost.
The number after the slash, is the total number of movement points
the vessel can expend in making 60 degree turns during the 2. Emergency engine capacity must be rolled for each game-turn it is
desired to be used.
movement phase.
The higher the speed of the vessel, the greater the amount of time 3. If (and each time) emergency engine capacity is used successfully
for more than three consecutive game-turns, roll one die: A roll of
required for the vessel to turn.
1-2 means the engine is undamaged; a roll of 3-4 means emergency
This is reflected by a reduction of the vessels turning capacity (T.C.),
engine capacity is lost for the remainder of the game; a roll of 5-6
at the expenditure of the higher number of movement points means emergency engine capacity is lost, AND normal engine
expended. capacity is permanently reduced to +1, -1; and 3 M.P’s are lost
Example : (speed boxes are crossed off) and 3 crew factors are lost.
Turning Capacity 4. River and Tide Current (New Rule Interpretation): Emergency
2/3 1/2 engine capacity may be used to help maintain a ships M.P’s affected
Forward Speed 1 2 3 4 5 6 7 by river currents and tides while at full speed, the above rules in D.
apply in full, except only a ships M.P’s are increased/decreased for
Reverse Speed 1 2 3 that game-turn only NOT it’s Engine Speed. Penalty as in 1 and 3
Engine capacity +2, -2 Emer.* None above.
Example: A vessel moving at its full/maximum speed of 6 M.P. at the
At a speed of up to 5 movement points, the vessel has a turning
beginning of a game turn, wishing to move into/against a river current
capacity of 2/3. This 2/3 means the vessel can expend three (3)
moving at 2 M.P., would have a base movement allowance of 4 M.P. to
movement points in 60 degree turns during its movement phase, and apply to movement. If the vessel had an emergency engine capacity
can make a maximum of two (2) 60 degree hexside facing changes (Emer*) of +2, -2, it could apply + 2 E.C., thereby cancelling the
(turns) in a single hex, in its movement phase. effect of the current and able to maintain 6 M.P. for the this movement
The vessel could 'ultimately' expand the three (3) M.P’s, by phase. At a risk of damage to the engine.
performing three single 60 degree turns in three different hexes, or
E. REVERSE MOVEMENT:
two 60 degree turns in a single hex, and one 60 degree turn, in a
1. The number of movement points a vessel can expend in moving
different hex. At a speed of 6 or 7 M.P’s, the vessel’s turning
backwards, is given as the reverse speed boxes, on the Vessel Data
capacity is reduced to 1/2. This 1/2 means the vessel can expend
Card.
two movement points, for making 60 degree turns, and can execute
2. All vessels, with the exception of the Union double ender gun
only one 60 degree turn in a single hex, during the movement phase.
boats, Miami and Agawam classes, lose 1 movement point from
4. A vessel is not required to use all of its Turning Capacity during their turning capacity when moving in reverse. A 2/3 would become
the movement phase. a 2/2. A vessel’s turning capacity can-not be reduced to below 1/1
for reverse movement.
3. The engine capacity (E.C.) or emergency engine capacity, of a
vessel is not affected by reverse movement.
F. LOG NOTATIONS FOR VESSEL MOVEMENT: c. [4 +1 E.C, LL1L1] :- Vessel present speed is 4 M.P. Increase
1. The Moves column on the Vessel Log Sheet is used by each player speed by 1 M.P., giving 5 M.P. for this movement phase; 2 left turns
for marking the movements of the vessels under his command. A executed in the same single hex, move 1 hex ahead; left turn, move 1
system of notations is used in making the movement entries into the hex ahead. 5 M.P. are available for the next movement phase.
vessel’s log. All players must learn to utilize this system, so that any
other player examining the vessel’s log can understand the entries.
The notations used in this section are given below :-
a. “#” : the vessel is moving ahead that number of hexes.
b. “R” : the vessel makes a 60 degree turn to the right. Repeat
for additional right turns.
c. “L” : the vessel makes a 60 degree turn to the left. Repeat for
additional left turns.
d. “B” : the vessel is moving in reverse. Note once for each hex
moved in reverse. d. [1 -2 Emer*E.C, B] ;- Vessel present speed is 1 M.P. Using
e. “+” : an increase in movement points by the application of emergency engine capacity (on a successful die roll), decrease speed
engine capacity factors. by 2 M.P., (going to 0, then -1 in reverse speed boxes), giving a
speed of -1 M.P. in reverse for this movement phase. Vessel moves 1
f. “-” : a decrease in movement points by the use of the engine
hex backwards B.
capacity.
g. “X” : used when vessels are fouled or grounded.
h. “D” : the vessel is drifting out of control.
i. “A” : the vessel is anchored or moored.
j. ANY number written after a movement notation is the number
of M.P’s the vessel will expend executing movement
functions.
2. EXAMPLES OF VESSEL MOVENT LOG NOTATIONS:

G. DAMAGE TO ENGINE
1. Damage inflicted on the engine is recorded by marking off engine
speed boxes, beginning with the box containing the highest M.P. on
the right hand side. Engine damage reduces the maximum number of
The following four examples (a. b. c. d.) shows vessels notations and M.P. available to a vessel.
movement explanations, using turning capacity and engine capacity Example: This vessel has lost 2 engine speed boxes, and, as a result
and emergency engine capacity. of this damage, now has a maximum speed of 6 M.P. available for
a. [4+1 E.C, 2R2] : - Vessel present speed is 4 M.P. Increase vessel movement.
speed by 1 M.P., giving 5 M.P. for this movement phase; move 2
hexes forward (ahead); right turn, move 2 hexes ahead. 5 M.P. are
available for next the movement phase.

2. When engine damage extends to where reverse speed boxes are


adjacent to crossed out forward speed boxes, the reverse speed boxes
are also crossed out . In the above example, if the forward speed box
3 was crossed out, so would the reverse speed box 3 also be crossed
out automatically.
H. GRAPPLING AND TOWING VESSELS: Two vessels may
occupy the same hex for the purpose of one vessel towing the other.
The following conditions must be satisfied for towing operations to
take place :
b. [5 -1 E.C, 1L1L] :- Vessel present speed is 5 M.P. Decrease 1. The vessel to be towed must be either a friendly vessel whose
speed by 1 M.P., giving 4 M.P. for this movement phase; move 1 M.P’s are reduced to 1, (either by damage or voluntarily), or a
hex ahead; left turn; move ahead 1 hex, left turn. 4 M.P. are available surrendered enemy vessel (Advanced Rules).
for the next movement phase. 2. The towing vessel must be moving at a speed of 3 M.P. or less
when it enters the hex containing the vessel to be towed, and
Attempt To Tow (A.T.T.) must be written in the vessel log for that
game turn.
3. The vessels must obtain a successful grapple roll on the grapple
table (combat table No.9) before towing can commence. If grappling
is not successful, it must be rolled for again on the next game turn, or
the vessel attempting to tow may continue moving if it has M.P’s
remaining.
4. In the towing vessel log, the position it will take relative to the 1. A vessel heading into/against the current has the speed of the
vessel to be towed must be stated, since these positions will affect current’s M.P’s, subtracted from the number of M.P’s (not its
combat. engine speed) the vessel can expend in its movement phase. Heading
a. STERN–TO-BOW TOWING : The vessel being towed trails into the current is defined as having the arrow of the current direction
behind the stern of the vessel which is towing. The movement is marker pointing directly at the vessel's bow or into either the left or
executed as follows : After a successful grappling, the towing vessel right hexside adjacent to the bow.
moves ahead 1 hex, then can maneuver. The vessel being towed Example: A vessel with a present speed of 6 M.P. at the beginning of
a game turn, wishing to move into/against a river current moving at
follows the movement of the towing vessel exactly.
2 M.P., would have a base movement allowance of 4 M.P. to apply to
Cairo towing Cincinnati movement. If the vessel had an engine capacity (E.C.) of +2, -2, it
could apply + 2 E.C., increasing its speed to 8 M.P. and thereby
cancelling the effect of the current and able to maintain 6 M.P. for
the movement phase.
See also., new rule Emergency engine capacity; SECTION VII. D.4.
Example:

b. SIDE–TO–TOWING : The vessel being towed is lashed to


either the right or the left side of the towing vessel. The side to which
the vessel being towed is lashed to is written in the towing vessel’s
log.
(1) The side of the towing vessel to which the vessel being towed is
lashed, screens the towing vessel from firing it's guns on that side, or
receiving damage on that side, with the exception of plunging fire.
Similarly, the side of the vessel being towed which is next to the
towing vessel is also screened.
(2) In side-by-side towing, the vessel unit which is being towed is Vessel Moving Against The Current
placed on the appropriate side of the towing vessel and is considered 2. A vessel moving with the current, has the speed of the current’s
to occupy only the hex which contains the towing vessel. M.P’s added to the number of M.P’s the vessel can expend in this
(3) Both units move as a single unit, following the movement orders movement phase (not its engine speed). A vessel moving with the
of the towing vessel. current, has the arrow of the current direction marker pointing
directly at the vessels stern, or into the right or left hexside adjacent
to the stern.
When a vessel moves with the current using M.P’s via river or tidal
Hartford is towing current in excess of its maximum engine speed, it will move the full
Sciota on M.P’s gained, however, the vessel is not in full control at that point,
Hartford’s left side and will suffer the following special illegal move penalty. Roll one
die. A roll of 1-2 = NE; a roll of 3-5 = the vessel loses 1 speed box; a
roll of 6 = the vessel loses 2 speed boxes. (interpretation of moving
with the current).
See also., new rule Emergency engine capacity; SECTION VII. D.4.
Example:

c. A vessel which is towing another vessel, has its turning capacity


(T.C.) reduced to 1 /1, at any speed, and the engine capacity is
reduced to +1, -1 during the towing operation. Speed available to the
towing vessel is given in Combat Table no.10.
d. A vessel may cast off the vessel being towed by rolling a 1–4 on
the grapple table. This die roll is made before movement for the
game turn commences.
e. If either vessel involved in towing operations begins sinking, the
other vessel will automatically cast off, when the sinking vessel
sinks.
f. If either vessel involve in towing blows up due to a magazine hit
(critical hit no.2.), the other vessel must also suffer a die roll on
critical hit no.2.
g. Vessels involved in side-by-side towing suffer the same damage to Vessel Moving With The Current
each vessel if they explode a fixed torpedo. 3. The effect of the current or tide on vessels is determined during the
h. In stern-to-bow towing, only the leading vessel (towing vessel) order writing phase and its modifications remain in effect during the
suffers damage by fixed torpedo attack, since it enters the hex ahead vessel’s immediately following movement phase regardless of the
of the vessel being towed. directions of the movement of the vessel.
4. On narrow rivers, the current will change directions as the river
I. RIVER AND TIDE CURRENTS: The direction and strength of a
bends and curves. These direction changes for the river or tidal
river or tidal current is given in the individual scenarios. The speed of
currents are given in the individual scenarios.
the river current or tide, affects movement of the vessels in the
following manner:
VIII. EXECUTION OF PLOTTED MOVEMENT 1. A grounded vessel which is freed from the Shoal, has the number
PHASE : of M.P’s equal to its maximum engine capacity.
A. VESSEL MOVEMENT : The vessel units on the mapboard are 2. A grounded vessel attempting to back off a Shoal, that is the
now actually moved. engine capacity is applied to reverse movement, will receive a - 1 die
1. The vessel units should be moved on the mapboard exactly as roll modifier on the Vessel Grounding Table. Treat a modified die
stated in their written orders in their vessel logs. Vessel movement is roll of zero, as 1.
considered to be simultaneous, but can be carried out in any C. VESSEL FOULING : A vessel which enters a hex containing an
convenient order. obstruction unit or shoreline boundary hex (green line) is subject to
2. Players may now inspect each other’s log sheets if any movement fouling and damage. Depending on the type of obstruction, a vessel
of the vessel is questionable. may elect to attempt to pass through the obstruction at reduced speed
3. Enemy or friendly vessels which are close together, (e.g. within 4 or attack, with the purpose of destroying the obstruction unit.
hexes of each other), should use the Sequenced Movement Chart 1. Only one vessel may attack a given obstruction unit during a single
(Combat Table No.23), to determine if collisions, ramming or spar game turn.
torpedo attacks between vessels would occur. 2. Only light obstructions (boom units) and pile units may be
B. SEQUENCED MOVEMENT CHART (Combat Table No.23) : attacked by a vessel using a spar torpedo or by ramming.
1. The majority of vessel movement does not require the use of the 3. Heavy obstructions, and Hulk units cannot be attacked by any
Sequence Movement Chart. This chart is used primarily to indicate vessel in any fashion. These units are rather nasty and are best
which vessel will enter certain hexes, relative to the speed of another avoided.
vessel. This relationship of speed between two vessels is necessary to D. COMBAT AGAINST LIGHT OBSTRUCTIONS : Boom units
determine if a vessel-to-vessel collisions occur, or if spar torpedo and are light obstructions and have an armour protection of 5, and
ramming has occurred. flotation of 5. Boom obstructions may only be attacked by ramming
2. The chart has the movement execution phase divided into 20 or spar torpedo.
increments of time, called movement sequences. A vessel’s present 1. Boom units may not be passed through, they must be destroyed by
speed will determine which movement sequence it will expend a combat before a vessel can move through the hex they occupy.
M.P. on, to execute a movement function. 2. A boom unit is destroyed when it has received 5 floatation hits,
3. The chart is used as follows : and is removed from play, clearing the hex for unobstructed vessel
a. The number of M.P’s the vessel has to expend in movement movement.
that turn is located on the chart opposite vessel speed. 3. If a boom unit destroyed on the same game turn it is attacked, the
b. Follow the vessel speed column down each numbered attacking vessel (A.V.) is not subject to a die roll on the Vessel
movement sequence box -- there will be an "M" or "-". Fouling Table (Combat Table No.13) and continues its movement.
The "M" indicates the vessel will expend one M.P. in that
E. COMBAT AGAINST PILE OBSTRUCTIONS : Pile
particular movement sequence. The "-" indicates the vessel
obstruction units have an armour protection factor of 10, 15, or 20.
expends zero (0) M.P. in that movement sequence, that is, the
The reduction of these armour protection factors to zero (0)
vessel does not move or turn.
destroys the unit, which is removed from play, clearing the hex for
Example: A vessel with 5 M.P. to expend on movement, and with
unobstructed movement. They may only be attacked by ramming.
written orders of, 3, R, 1, would move as follows by the Sequenced
Movement Chart: - 1. If a pile-10 unit is destroyed on the same game turn it is attacked,
the attacking vessel (A.V.) is not subject to a die roll for fouling on
Sequence 4 – vessel moves 1 hex ahead.
Combat Table No.13. If the pile-10 unit is not destroyed, the vessel is
Sequence 8 – vessel moves 1 hex ahead. subject to a roll for fouling on Combat Table No.13.
Sequence 12 – vessel moves 1 hex ahead. 2. A vessel which attacks a pile-15 or pile-20 unit is subjected to a
Sequence 16 – vessel makes a right turn (60 degrees). die roll for fouling on Combat Table No.13, regardless of whether or
Sequence 20 – vessel moves 1 hex ahead. not the obstruction unit is destroyed.
4. The Sequenced Movement Chart may be used for all movement of 3. A vessel may attempt to pass through a pile-10 unit without
the vessels for added realism of play in the scenarios where the attacking it, and may receive a - 1 die roll of modifier on the Vessel
number of vessel units are quite small. Fouling Table if the vessel in the obstructed hex is at a speed of 4
M.P’s or less. The -1 die roll modifier is lost if the vessel’s speed is
IX. SPECIAL EVENTS DURING MOVEMENT greater than 4 M.P’s. A modified die roll of zero (0) is treated as a U
Several things may happen to a vessel during the movement phase, result.
which can affect the vessel’s functional abilities for the remainder of 4. The pile-15 and pile-20 units may not be passed through, they
the present and subsequent game turns. must be attacked and destroyed before the hex is cleared for
unobstructed vessel movement.
A. GROUNDING (Running Aground) : Any vessel which enters
5. A pile unit which is not destroyed has its hex identification
an active shoal hex, either partially or fully, must stop movement in
recorded, and the amount of damage it has received recorded in the
that hex, and roll 1 die on the Vessel Grounding Table (Combat table
attacking vessels log for reference in future attacks.
No.12), to determine if the vessel has run aground in the shallow
water, or can continue its movement. F. UNSUCCESSFUL ATTACKS ON PILE OR BOOM
The die is rolled for grounding for each M.P. the vessel expends in OBSTRUCTIONS :
the active show hex or hexes. 1. A vessel which unsuccessfully attacks a pile or boom unit stops
movement in the obstructed hex and loses any remaining M.P’s. The
1. A vessel which grounds stops movement immediately in that hex.
vessel may not move further or turn in place.
All remaining M.P’s available to the vessel are immediately lost.
2. The vessel rolls one die to determine if the vessel is fouled
2. The grounded vessel may not move or execute turns until free from
(Combat Table No.13). If the vessel is fouled, it remains in the hex
the Shoal.
until freed. The vessel cannot turn or move.
B. FREEING THE GROUNDED VESSEL : In the order writing 3. A fouled vessel attempts to be freed in the order writing phase.
phase of each turn, 1 die is rolled on the Vessel Grounding Table to One die is rolled on the Vessel Fouling Table (No.13) to determine if
determine if the vessel remains grounded or is free to move. the vessel remains fouled or is free to move. If the vessel is freed, it
may move with a number of movement points equal to the vessel’s K. ILLEGAL MOVES : From time to time in the heat of combat,
engine capacity during that game turn. players will discover vessels whose log notations are incorrectly
4. If the vessel is not fouled on the obstruction, it must move in marked, describing movements that are impossible for the vessel to
reverse out of the obstructed hex. The vessel is then free to make any accomplish. Since it is too late at this point to rewrite the log
other movement desired by the vessel’s commander. notation, the following steps are taken to correct the illegal move.
5. The weakened obstruction unit may be attacked as many times as 1. When a vessel’s written move exceeds the number of M.P’s
necessary to destroy it in subsequent game turns. available for that particular movement phase:
a. Erase all portions of the plotted movement which are in excess of
G. HEAVY OBSTRUCTION AND HULK UNITS the maximum M.P’s available and move the vessel back the number
1. These units may not be attacked in any fashion by any vessel. of M.P’s which were in excess, retracting the plotted movement
2. A vessel attempting to pass through a hex blocked by a hulk unit or from the vessel’s final position.
a heavy obstruction unit is subject to a die roll on the appropriate b. Penalty = Excessive M.P’s damage the engine and machinery:
column, on the Vessel Fouling Table (Combat Table No.13). Roll 1 die. A roll of 1-4 means the vessel loses 1 speed box; a roll of
3. The heavy obstruction unit affects the hex which it is located in 5-6 means the vessel loses 2 speed boxes.
and the four adjacent hexes into which the corners of the large unit When a vessel moves with the current using M.P’s via river or tidal
extent. current in excess of its maximum engine speed, it will move the full
H. PLACEMENT OF OBSTRUCTION UNITS : M.P’s gained, i.e., the M.P’s will not be erased as in ‘a’ above.
1. Boom units can be placed in any water hex. Roll one die; a roll of 1-2 = NE; a roll of 3-5 = the vessel loses 1
speed box; a roll of 6 = the vessel loses 2 speed boxes.
2. Pile-10 and pile-15 units are placed in waters adjacent to an active (interpretation of moving with the current).
shoal or riverbank. Pile-20 units can be placed in any
2. A Vessel Exceeds Its Turning Capacity:
water hex.
a. The vessel is returned to the hex in which the infraction occurred;
3. Hulk units can be placed in any water hex. and it is turned its maximum legal amount and then moved in a
These units are also used for marking vessels which are sunk in rivers straight line for the remainder of its M.P’s.
or shallow channels as described in the scenarios, and function as a b. Penalty = Vessel rudders are damaged : The vessel’s turning
regular hulk unit. capacity is reduced to 1/1, regardless of its speed, for the remainder
4. Heavy obstruction units can be placed in any water hex. of the game.
Heavy obstruction unit may not be placed in adjacent hexes. 3. Turning Maneuvers are Executed Incorrectly:
I. FUNCTION OF HEAVY OBSTRUCTION UNITS : a. Vessel turns in a direction opposite to which it is written in the
Obstruction units are used basically to channelize the movement of vessels log.
enemy vessels into the field of fire of shore batteries, or into waters b. Penalty = Vessel’s steering temporarily broken down : The
which are mined with torpedoes, or into positions which are vessel must circle in the direction turned for two game turns. The
otherwise unfavourable to the attacking vessel. Obstructions carefully movement dictation is 1, turn, 1, turn, etc., at one-half of the
vessel’s available M.P’s.
placed in connexion with fixed torpedoes can result in greatly
restricting and blunting the attack of a superior force on a weaker, X. GUNFIRE COMBAT
defensive force. Vessels and forts fire their guns at enemy targets which are in range
J. VESSEL-TO-VESSEL INTERACTION DURING and in field-of-fire, and any hits and damage they incur are assessed.
MOVEMENT : A. FIRE DETERMINATION : All gunfire is conducted from the
1. Friendly Vessel-To-Vessel Collision: Two friendly vessels which positions of the vessels after all movement has been completed. The
enter the same hex in the same movement sequence may collide. One firing of the guns on vessels and on forts is considered to be
die is rolled. A roll of 1-4 causes the vessels to collide, and 1 die is simultaneous, and can be conducted in any convenient order. Effects
rolled on the Vessel-to-Vessel Collision Table (Combat Table No.14) of the hits are ignored until the gunfire damage phase.
for each vessel involved. 1. The guns of a vessel or fort can be fired at any enemy unit which is
The damage, if any, is marked on each vessel’s log sheet. The in range and in the guns field-of-fire.
movement phase of each vessel is ended in the hex in which the 2. Each gun which is loaded and can bear on the target unit is fired
collision occurred. A die roll of 5-6 means no collision occurred, and individually. The penetration factor (P.F.) of several guns cannot be
combined for one shot. A gun can be fired only once in a game turn,
the vessels continued their movement. Vessel’s which have collided
and cannot be fired again until reloaded.
have 3 M.P’s subtracted from their movement point base on the next
game-turn. B. PLAY OF THE GUNS : Vessels have guns mounted in the
broadside position which have a limited field of fire and pivot guns
2. Enemy Vessel-To-Vessel Collision: Enemy vessels entering the
which have wide arcs of fire and can be fired in more than one
same hex result in spar torpedo or ramming combat. These vessels direction. The symbol used for the gun on the Vessel Deck Plan
halt their movement upon entering the same hex and are not moved indicates a type of gun and is field-of-fire.
or turned for the remainder of the movement phase. Attacks by spar
torpedo and ramming are resolved after the 1. BROADSIDE GUNS : Open deck mounted guns, or guns
resolution of gunfire combat. mounted in an armoured casemate or turret. The arrow shows
direction of fire.
3. Vessel’s Subjected To An Attack By Fixed Torpedoes: Any
vessel which enters a hex containing a fixed torpedo unit stops in that
hex and is immediately attacked by the torpedo before movement is 2. UNION IRONCLADS,--- UNION AND CONFEDERATE
continued. One die is rolled on the Torpedo Damage Table (Combat WOODEN VESSELS : These vessels have a large field of fire
Table No.8) under the column for the appropriate class of fixed from their broadside guns and use the large triangular playing aids
labelled Broadside Guns. The field-of-fire consists of three areas.
torpedo. If the damage inflicted on the vessel is equal to or greater
than the vessel’s flotation value, it immediately begins sinking Area 1 (bow and stern) - Targets in this area can be fired upon by
broadside guns in the bow or stern broadside sections only of the
(vessel unit is replaced with sinking vessel marker) in the hex in
firing vessel, depending on which way the firing vessel is heading.
which it was attacked. If damage is less than the vessel’s floatation
value, the vessel continues its written movement for that game turn.
Area II - Targets in this area can be fired upon by all guns in firing Example 1:
vessels broadside. Broadside
Example: field of fire.

Target in Area I in the hex labelled "a" can be fired at by


broadside guns in the vessel's bow section only.
The target in Area II in the hex labelled "b" can be fired at by the
vessel's full broadside guns.
The target in Area I in hex labelled “c”, can be fired at by the
broadside guns in the vessel’s stern section only.
3. UNION CASEMATE IRONCLADS – BOW AND STERN Example 2: Casemate ironclad is the firing vessel.
GUNS : These guns have a wide arc of fire and used the large
triangular playing aids, labelled Union Casemate Ironclad’s Bow
and Stern Guns. The field of fire from bow or stern gun shields, are
divided into 3 areas.
Area I - Targets in this area can be hit by guns in the left side, and a Example 2:
gun in the centre, of the casement shield. Bow and Stern
Area II - Targets can be hit by all guns. field of fire.
Area III - Targets in this area can be hit by guns in the right side,
and a gun in the centre, of the shield.
A Jammed Turret uses the Bow and Stern Guns Template
Due to it facing a "hexside" when jammed.
Example: A vessel with three guns in the shield, the centre gun can
fire at a target in either area I, or area III.
Target in Area 1, in the hex labelled “a”, can be fired at by the guns
in the left side of shield and a gun in the centre part of the
shield, if present.
Targets in Area II, in the hex labelled “b”, can be fired at by all guns
in the shield.
Targets in Area III, in hex labelled “c”, can be fired at by guns in
the right side of the shield and any gun in the centre of the shield if
present.
5. If the target occupies a hex which is split between two areas of fire
the larger portion of the hex determines in which area the target is
located. If the target occupies a hex which is split exactly in half by
two areas of fire the target receives fire from all guns in the broadside
or shield section. See example 2, the hex labelled “d”.
6. PIVOT GUNS : Pivot guns were mounted to be fired in more than
one general direction. The arcs of fire of pivot guns, depend on where
they are located on the vessel.
4. CONFEDERATE CASEMATE IRONCLADS : a. Open Mount Pivot Guns :
These vessels have a smaller field of fire from their broadside guns, (1). Can be fired in either left, or right broadside.
as a result of smaller gun ports. The smaller triangle player aid, is
used to determine the field of fire for these vessels. It is divided into
2 areas, and functions like its larger counterpart for Union ironclads.
Bow and stern guns use the smaller triangular playing aid, which is
divided into 3 areas, and functions exactly as its larger counterpart for
Union ironclads.
The following two examples show the targeting of vessels in both
broadside line of fire, and bow and stern line of fire.
(2). Can be fired in a 90 degree arc, limited by the directions of the (b). U.S.S. Passaic And Canonicus Class Monitor: Cannot fire
arrows. directly astern.

(2).Double Turret Monitors: Onondaga Class.


Bow (forward) turret has a 300 degree arc of fire, it can-not fire
astern. Aft (stern) turret has 300 degree arc of fire, it can-not fire
(3). Can be fired in a 180 degree arc, limited by the direction of the forward
arrows.

(3). Armoured Frigate With Turret: C.S.S. Stonewall.


Turret has 120 degree arc of fire on each broadside.
(4). Can be fired in a 240 degree arc, limited by the direction of the
arrows.

7. FORTS: The guns in forts and batteries have a 120 degree arc
of fire from the face of the Fort.
b. Pivot Guns Mounted In An Armoured Casemate: a. Example 1: Straight section of a battery or fort.
(1). Armoured pivot gun: These types of guns can be fired forward,
or on one broadside only, if mounted in a forward
casemate. Facing
These guns do not have a full arc of fire, but are subject between
to the areas of fire as described for shield and broadside hexsides.
mounted guns. This type of gun, mounted in the stern section of the
casemate, would fire astern or on one broadside only.
(2). Armoured Pivot Gun: These types of guns can be fired in
either left or right broadside or forward, if mounted
in the bow shield or astern if mounted in the stern
shield. Facing a
c. Turrets: Armoured 360 degree, ‘constant’ rotating gun hexside.
mounts on monitors and other armoured vessels. Turrets have all
around fire, except where restricted by deck fittings.
A turret is assumed to be in "constant" slow rotation, and can be hit
on all sections, and can also be jammed in a random direction. see
b. Example 2: Angle section of a battery or fort.
special hit 2c; critical hit 3b.
(1). Single Turret Monitors:
a. U.S.S. Monitor: Can-not fire guns directly ahead.

Facing between hexsides. Facing a hexside.


C. TARGET SELECTION : Vessels firing guns must have an 2. FORT OR BATTERY IS THE TARGET UNIT:
unobstructed line-of-sight (L.O.S) to the target. The numbered gun emplacement in the fort or battery is recorded in
1. L.O.S. is blocked by shoreline terrain as described in the scenarios. the firing vessel’s log, as the target which is being aimed at.
2. L.O.S. is blocked by a friendly vessel in-between the firing vessel A die roll of 1-4 indicates the gun emplacement aimed at is hit. A die
and the target. An enemy vessel may block L.O.S.to another enemy roll of 5 indicates the gun emplacement to the left of the targeted
vessel, if a straight line from the firing vessel intersects the closer emplacement is hit. A die roll of 6 indicates the gun emplacement to
enemy vessel. the right of the targeted emplacement is hit. If there is no gun
emplacement to the left or right of the targeted emplacement, a die
a. The entire broadside or shield guns are blocked by a friendly
roll of 5 or 6 respectively is treated as NO EFFECT.
vessel in Area II.
b. A friendly vessel in Area I or Area III blocks the fire of the guns F. GRAPESHOT AMMUNITION (G.S.)
in that section only. Grapeshot is used to damage the enemy vessel’s smokestack,
c. Open mounted pivot guns only can fire at a target outside of the reducing its speed, and to destroy gun crews; silencing the gun for a
broadside areas provided the direct L.O.S. of the pivot gun does not number of turns.
intersect the friendly vessel. A. Grapeshot is loaded at the R.O.F. for the guns, the same as solid
d. Turret Vessels: The L.O.S. is blocked if the friendly vessel is shot or shell, and is written in the vessel log as G.S.
intersected by a straight line from the firing vessel to the target. B. Grapeshot is treated the same as solid shot or shell in determining
if the grapeshot hit the target and what position and section of a
D. GUNFIRE PROCEDURE: vessel or section of a fort is hit.
1. The range (R.) of the target from the gun (vessel or fort) firing is
C. The number of grapeshot (G.S.) factors which hit the target is a
determined by counting the number of hexes, by the
function of range and is found on the Vessel Data Card opposite G.S.
shortest route, including the target hex, but not including the firing
(22e on the Vessel Data Card).
hex from the firing unit to the target unit.
Example: An 11" inch Dahlgren S.B. could fire 3 grapeshot factors
2. The target unit is hit when the die roll hit probability number at a target 2 hexes away and would require a dice roll of 3 or higher
(H.P.N.) for the target’s range, is equalled, or exceeded by the roll of to hit target, with an average crew.
two dice.
a. The die roll for hitting the target is modified by the quality of the D. GRAPESHOT DAMAGE: The damage inflicted by grapeshot is
crew (Combat Table No.5) and smoke (Advanced Rules). determined by cross-indexing the roll of one die, with a number of
grapeshot factors fired on the Grapeshot Hit Table (Combat Table
b. The H.P.N. number is modified by the silhouette modifier and the
No.4).
speed modifier of the target vessel.. (expansion rule)
1. Vessels receive Stack Hits (S.K.) only when hit in the midship hull
c. The H.P.N. number is modified by any fires burning on the vessel
or casemate.
or fort (Combat Table No.21).
2. Ironclads receive Stack Hits only, and then only when hit on the
3. If the number rolled on two dice, is less than the D.R. number for
midship casement.
the target’s range (R.). The shot is a miss and has no effect.
3. A monitor never receives damage to the stack or crew when hit by
4. A vessel with a large number of guns, (1st class steam sloops and
grapeshot. e.g. it’s immune to grapeshot crew hits unless the turret
armoured frigates only) may elect to fire their guns in sections of up
armour section hit, is at zero (0).
to 3 guns of the same gun type. One To Hit dice roll for the 3 guns is
rolled of the same gun type die roll. 4. Wooden vessels and forts take crew factor losses on open mounted,
If a hit is rolled all 3 guns hit the target. If a miss is rolled, all 3 guns pivot deck guns in a section of the vessel hit. If there is not a pivot
miss. The damage for each hit is still determined individually for gun in the section hit, crew factors are lost from a broadside gun.
each gun hit. The effects of the 3 hits are not combined as a single 5. When there are three or more crew factor losses from grapeshot
shot. hits on the same gun during the gunfire combat phase results in
possible damage to the gun. Roll one die. A roll of 1-5 = NO
E. LOCATION OF A HIT ON THE TARGET UNIT : EFFECT: a roll of 6 = the gun hit is out of action for one game-turn.
1. Vessel Is The Target Unit: The location of the hit on the vessel The gun may not be loaded or fired if it is already loaded.
unit is determined by the roll of 2 dice (1 Red, 1 White) and the
6. Grapeshot factors from several guns may not be added together for
target’s position relative to the firing vessel.
one shot. Grapeshot is fired individually, exactly the same as solid
a. The White die (Combat Table No.1), indicates the position of the shot or shell.
vessel hit. The type of vessel hit is cross-indexed with the die roll to
give the position on the vessel which was hit. H. INDIRECT FIRE : Only mortars are capable of indirect fire.
b. The Red die (Combat Table No.2), indicates the section of the Mortars may not engage in any direct fire.
target vessel hit depending on its orientation relative to the firing 1. In order to be able to fire at an enemy unit, a mortar unit must have
vessel. either:
(1) TARGET BROADSIDE: The target vessel is broadside a. An unobstructed L.O.S. to the target unit, or
when neither the bow edge or stern edge of the target unit is b. The mortar unit may fire over terrain which normally blocks its
facing into the direction of fire from the firing vessel. L.O.S. to the target unit, if it has a friendly unit (spotter) which has
(2) TARGET RAKED: The target vessel is subjected to raking a clear L.O.S. to the target unit and the mortar unit, and the spotting
fire when either the bow or stern edge of the target unit faces unit is within 8 hexes of the mortar unit.
into the direction of fire from the firing vessel. 2. MORTAR FIRE PROCEDURE: The target hex, if the mortar is
(3) TURRET: This column is used when a turret hit is required. attempting to fire at a vessel unit, or the gun emplacement number if
The turret is assumed to be in constant slow rotation for the target is a fort or battery, must be written one game-turn in
damage location, turret jam results etc., advance of firing. The mortar unit must be moored or anchored to
A turret is assumed to be in "constant" slow rotation, and can be hit fire.
on all sections, and can also be jammed in a random direction. see a. A die roll equal to or greater than the D.R. To Hit number results
special hit 2c; critical hit 3b. in the possibility that the target is hit. To determine if the target
c. PLUNGING FIRE: Vessels are exposed to plunging fire when suffers a direct hit, 2 dice are rolled (1 White 1 Red).
batteries are at a higher elevation than the vessel. This condition is A roll of 1 on the Red die indicates the target is hit; A die roll of 2-6
described in the scenarios in which this type of fire is possible. means the target was missed and a hex adjacent to the target hex is
Plunging fire does not exist in direct fire between vessels. hit instead.
The white die indicates which hex is actually hit; 3. It is suggested that these silhouette modifier numbers be
a die roll of : 1=N; 2=NE; 3=SE; 4=S; 5=SW; 6 =NW. written on the vessel cards for quick reference.
The white die is meaningless if a 1 is rolled on the red die. 4. The silhouette modifiers for vessels in the expansion kit are
b. The mortars have a 360 degree arc of fire. given on the vessel data cards as Sil. Mod.
c. The P.F. of the mortar is always 14, regardless of the range to the
target. The mortar always fires shells only. J. SPEED OF THE VESSEL: (Expansion rule)
d. Any direct hit on a vessel by a mortar unit is always a Deck hit. The speed of the target vessel also affects its susceptibility to be
e. Once a mortar has scored a direct hit on the target, that particular hit by gunfire; the following table reflects this aspect of a
mortar receives a – 1 die roll modifier on the red die only for any moving target:
further To Hit die rolls on the same target.
A modified red die roll of zero (0) is still a hit. Additional hits do not
increase the -1 modifier.

I. VESSEL SILHOUETTE MODIFIERS (Expansion rule)


and Tournament Values Example: A 6.4" Brooke 2B rifle fires at the U.S.S. New
1. The size of vessel affects its susceptibility to be hit by direct gun Ironside (No. 13) which is moving at a speed of 6 M.P. at a range
fire. The H.P.N table die roll modifiers are presented in the following of 17 hexes.
table for vessels in THE IRONCLADS basic game. The I.D. No. is The H.P.N. die roll modifier for the shot would be +2 for the
the vessels I.D. number. The modifier value for each target vessel is size of the New Ironsides and -1 for a speed of 6 M.P. The total
added to the firing gun’s Hit Probability Number die roll, and V is modifier will be +1 A die roll of 6 or higher will result in a hit.
the tournament value.
XI. GUNFIRE DAMAGE PHASE c. A Stack Hit (S.K.) represents damage to the vessel’s stack and is
Each shot that hits the target unit has the damage it inflicts marked off in the vessel’s log in the section marked 'stack'.
determined before the next gun is fired. 5. CRITICAL PENETRATION (P*) HIT: The armour of the vessel is
A. The damage inflicted on a unit by direct or indirect fire is resolved completely penetrated with serious results. Two dice are rolled on
on the Hit Damage Table (H.D.T. Combat Table No.6). The damage the Critical Hit Table and the damage is applied to the vessel.
column used for each hit is determined by subtracting the number of 6. PENETRATION BY SHELLS: A penetration hit either a P or P*
remaining intact armour factors present in the section of the target by shells shifts the H.D.T. one column to the right. Non-penetration
hit, from the range modified penetration factor (P.F.) of the gun fired. hits by shells shifts the H.D.T. one column to the left.
One die is rolled on this column for the amount inflicted on the Example: An 11”inch Dahlgren S.B. (P.F.10/9), hits 6 intact
target. Damage to the section of the target unit hit is marked off in the armour factors with a shell at a range of 10 taxes. The P.F. at a
appropriate section of the target’s log. range of 10 hexes is doubled for shell, giving 18. The basic column
Example: A 9”inch Dahlgren S.B. (P.F. 6/5) fires solid shot, and used is 18 - 6 = 12, on the +11 to +15 column. A die roll of 2 calling
hits 10 intact armour factors on the target at a range of 7 hexes. The for a P hit will shift the H.D.T. to the +16 to +20 column, where the
column on the H.D.T. used would be column 2, (2x6=12-10=2). damage applied to the target will be P*, 2A, C. If the shell had not
Column 2 lies in the +1 to +5 column; one die is rolled on this penetrated, the damage would be shifted left to the +6 to +10
column for the damage result. A die roll of 3 would result in the column.
target losing 1 Armour Factor from the section hit.
7. AUTOMATIC PENETRATION: Automatic penetration can occur
B. MARKING HITS ON THE TARGET AND ASSESSING in two circumstances.
DAMAGE: Hit damage is marked in the appropriate section of the a. All the armour in the section is destroyed; e.g. armour protection is
target by marking a vertical line in the space of the vessel’s log, next at zero (0).
to the letter that identifies the part of vessel which is receiving the
b. A hit on a wooden vessel or on an unarmoured section of a
damage. The H.D.T. has five types of damage the target unit can
vessel in which the difference between the P.F. of the shot and the
receive.
unarmoured protection value is equal to 10 or greater.
1. ARMOUR FACTOR (“A”) HIT: Armour hits represent damage to
the protective shielding of the target. Armour can be iron plating, 8. WATERLINE PENETRATION: Any shot which penetrated the
thick wood, cotton bales on a vessel and earth or stone etc., for forts vessel’s waterline (P or P* hit) inflicts a Floatation ("F.") Hit
and batteries. "automatically", in addition to the damage called for by the H.D.T.
and the P or P*.
a. Loss of all the armour factors in a section gives that section a
protection of zero (0). The die is still rolled on the H.D.T. for 9. SPECIAL (“S.”) HIT: Special hits are "lucky" non-penetration hits
additional damage and possible critical penetration (P*) hits. which inflict damage on the target. Two dice are rolled on the
All additional hits in that section automatically penetrate on the Special Hit Table and the damage is applied to the target.
game-turn after armour is reduced to zero (0) e.g. end of the Gunfire 10. CUMULATIVE DAMAGE: At the completion of all gunfire and
Damage Phase. combat damage marking, any cumulative damage effects due to Hull
b. Damage to a section on a vessel in which all the armour is reduced or Floatation damage is marked in the vessel’s log.
to zero is instead applied to adjacent sections of the owning players Loss of the spar torpedo and ram factors negate their use in the spar
choice. This rule does not apply to forts or shore batteries. torpedo and ramming combat phase of the same game turn.
2. HULL FACTOR ("H") HIT: Hull hits represent damage to the 11. DAMAGE TO FORTS AND BATTERIES: Forts and batteries
structural integrity of the vessel. Hull hits are marked in the receive damage exactly like the vessels, with some exceptions:
vessels log next to Hull, not in the hull armour sections of the a. Hull (“H”) hits on a fort and excess armour (“A”) hits are treated
vessel. as NO EFFECT.
Hull hits on a fort or battery, are treated as NO EFFECT. b. The Fort Column is used on the Penetration Hit Table.
3. CREW FACTOR ("C") HIT: Crew hits indicate the loss of c. A gun in the fort must have two crew factors to maintain its
personnel on the vessel. The loss of crew can affect the R.O.F. of the maximum R.O.F. One crew factor manning a gun increases the
guns, speed of the vessel, and morale. reloading time for a gun by one game-turn.
a. Each gun, to maintain its maximum R.O.F., must have 2 crew d. Crew factors may be shifted between adjacent gun emplacements
factors manning it. A gun may be manned with 1 crew factor with an to replace crew losses at certain guns to maintain their maximum
increase of 1 turn on the R.O.F. For example, a R.O.F. of 1/1, R.O.F. The movement of crew factors is written in the fort’s notes
becomes a 1/2 . log during the order writing phase.
b. A vessel must have 3 crew factors in the engine room to maintain e. Guns in a fort or battery are destroyed on Special, P or P* hits
the engine’s full Movement Points and the Engine Capacity. tables. In a section of a fort or battery with all armour destroyed
(1) A vessel with 2 crew factors on engine duty has its top speed (reduced to zero), add +1 to penetration (P) combat table no.7 die
available reduced by 2 M.P.; and E.C. is reduced to + 1, -1. rolls, treat a die roll of 7 as 6. P* hits are not modified.
(2) With 1 crew factor on the engine duty reduces top speed by 3
M.P.; and the E.C. to + 1, -1.
X11. SPAR TORPEDO COMBAT RESOLUTION:
Vessels equipped with spar torpedoes initiate combat under the
(3) With no crew factors on engine duty reduce the vessel’s speed at following conditions:
a rate of 1 M.P. per game-turn from the speed the vessel is presently
A. The spar torpedo must be in the lowered position: The Spar
moving; and the E.C. is reduced to +0, -1.
Torpedo unit must have its pictorial representation exposed to view,
(4) Allocation of crew factors are recorded in the notes section of the before the movement phase begins. The spar torpedo may be raised
vessel’s log, when required. or lowered any number of times during a game-turn.
4. PENETRATION (P.) HIT: The armour of the target is penetrated, Noted in the orders when lowered/raised during a game-turn.
but not extensively damaged. The turning capacity (T.C.) of a vessel with the spar torpedo
a. One die is rolled on the Penetration Hit Table (Combat Table lowered is reduced to 1/1.
No.7) for additional damage incurred by the penetration hit on the B. Vessels with a spar torpedo must have entered the hex containing
target type. the enemy vessel to attack it during the movement phase or been
b. A Critical hit on this Table is rolled on the Critical Hit Table. rammed in the bow. Both vessels stop when they occupy the same
hex.
C. If the spar torpedo is not destroyed by gunfire, the attack against 4. The damage inflicted on the target vessel (T.) and any possible
the enemy vessel is resolved. damage to the attacking vessel (A.V.) is determined from the Ram
D. Spar torpedo combat is resolved by rolling two dice (1 red and 1 Damage Table (Combat Table No.18). One die is rolled on the
white) on the Torpedo Damaged Table (Combat Table No.8). column of the Ram Damage Table, determined in step 3. The die roll
is modified according to the section of the target and type of target
1. The red die indicates damage which may be suffered by the
struck.
attacking vessel.
2. The white die, indicates the damage inflicted on the target vessel, B. If the attacking vessel suffers any ram hits during the gunfire
depending on the type of spar torpedo used in the attack. combat phases, these hits are marked off, and the ramming attack
3. All damage is scored in Floatation (“F.”) Hits. must still be carried out, with any remaining intact Ram Attack
Factors.
4. Dud torpedoes have no effect on the target and the torpedo is lost.
1. If all the attacking vessel’s Ram Attack Factors are lost during the
5. Vessels which attack with the spar torpedo only do not roll on the
preceding gunfire combat phase, the ram attack is instead resolved on
Vessel Fouling Table (Combat Table No.13) for vessel-to-vessel
column 1 of the Ram Damage Table with no die roll modifier. Only
fouling.
Combat Tables No.15 and 18 are used.
6. Vessels sunk by a spar torpedo sink in the normal manner.
2. If the attacking vessel is completely destroyed, e.g. blows up due
7. After the spar torpedo attack, regardless as to if the attack is a to a magazine hit or sunk, the ram attack is not resolved.
success or a dud, the spar torpedo unit is removed from play.
C. The damage inflicted on the target and attacker is marked on their
E. If the attacking vessel is completely destroyed, e.g. blows up due log sheets and becomes effective at the start of the next game-turn.
to a magazine hit or sunk, the spar torpedo attack is not resolved.
D. The attacking vessel (A.V.), if not fouled with the target (T.)
F. A spar torpedo that is destroyed during the gunfire combat phase, during ramming, has its speed reduced to zero, and using its engine
is removed from play immediately, and the spar torpedo attack, if capacity (E.C.) on the next game-turn, the A.V. must back directly
any, is not resolved. out into the hex it attacked/entered from, using reverse movement. It
XIII. RAMMING COMBAT and RESOLUTION PHASE: may then maneuver normally. The target (T.) if not sunk, has its
Any vessel which enters a hex containing an enemy vessel and has speed reduced to zero as a result of the ramming, and may use its
remaining ram attack factors, attacks the enemy vessel by ramming. maximum engine capacity if not destroyed, for movement on the next
The attacking vessel (A.V.) is the second vessel to enter the hex game-turn.
which contains the enemy vessel using the Sequenced Movement E. The attacking vessel (A.V.) may become fouled with the target
Chart (Combat Table No.23). vessel (T.) after ramming. To determine if the A.V. is fouled on the
Enemy vessels entering the target hex bow to bow or during T, one die is rolled on the Vessel Fouling Table (Combat Table
simultaneous movement segments, the vessel with the larger ram No.13) in the column which is shared by the A.V. and T. vessel types.
attack factor is considered to be the A.V. 1. Vessels which are fouled cannot move, but drift as a single unit.
A. The ram attack is resolved in four steps and uses four separate The drift of the A.V. determines the direction that both vessels take.
tables (Combat Tables No.15-18). 2. Unfouling is rolled for at the beginning of each game-turn the
1. The first step to resolve the ram attack, is to determine which vessels are fouled in the orders writing phase, until the A.V is freed.
waterline section of the target vessel is struck by the ram. Using 3. If the target vessel sinks while the A.V. is still fouled with it, the
Combat Table No.15, the section of the vessel struck is determined A.V. can roll twice in succession to attempt Unfouling. If these
by which hexside the attacking vessel entered, relative to the bow of saving throws fail the A.V. also sinks with it.
the target vessel, and the roll of 1 die.
F. Vessels attacking obstructions by ramming use Combat Tables
Example: The ramming vessel enters hexside 3, and a die roll of 1 is
No.16, 17 and 18, to determine damage inflicted on these units. The
obtained; this indicates the right broadside stern waterline section of
resolution of ramming combat against obstructions is the same as in
the target vessel is struck by the ram.
steps 2, 3 and 4.
2. The force, or momentum (M.) value with which the ramming
vessel strikes the target can be obtained from Combat Table No.16. G. A Ram Attack cannot be initiated with a vessel’s stern. Such
The current speed of the ramming vessel is crossed indexed with its contact is considered a vessel-to-vessel collision (Combat Table
remaining number of intact Hull Factors, to give the M. value for the No.14), and the A.V. automatically suffers critical hit 12a waterline,
attack. Hull Factors are rounded off to the nearest 10. section S.
Example: A hull factor of 33 rounds down to 30; a hull factor of 46 H. ADVANCED VESSEL RAMMING RULES (expansion
would round up to 50; and hull factors of 45 would round down to rule)
40. A. Bow to Bow Ramming.
3. The ramming factor (R.F.) combines the attacking vessel’s The A.V ( the vessel with higher ram attack factor in this
momentum and ram strength against the target’s waterline armour
instance) rolls 1 die for the position of the bow hit.
section to give the Ram Damage Column, determined by Combat
Table No.17. The ramming vessel’s M value obtained from Combat 1. Die roll 1-2; Direct (D) bow to bow ram:
Table No.16, is cross indexed with the Ram Attack Odds (R.A.O.) on Target uses base undamaged bow waterline armour for defense
Combat Table No.17. The Ram Attack Odds is the ratio of the against ram attack regardless of damage to left or right bow
number of intact Ram Attack Factors to the amount of intact sections. Target receives armour damage called for to both left
waterline armour struck in the section of the target vessel rammed. and right sections of the bow.
The R.A.O. is rounded off in favour of the defending vessel’s The A.V. receives a -2 die roll modifier on Table 18 and
armour. The number obtained from this cross-index gives the column damage to A-V. is tripled. Any bow torpedo tube on target
to be used on the Ram Damage Table (Combat Table No.18 to destroyed.
determine the damage inflicted.
Example: An attacking vessel with an M. value of 25, and Ram 2. Die roll 3-4, Left (L) side of targets bow hit by ram:
Attack Factor of 50, striking 12 waterline armour factors, would be Targets current waterline armour in that section is used for
resolved as follows: The R.A.O. would be 50:12 or 4:1. Cross- defense. A.V receives +1 die roll modifier on Table 18 and
indexing the R.A.O. of 4:1 with an M. value of 25 would give a damage to the A.V. is doubled.
damage column of 6.
3. Die roll 5-6, Right (R) side of Targets bow hit by ram: enemy vessel with loaded guns (i.e. enemy vessel did not fire
Targets current waterline armour in that section is used for in game turn of the ram attack), the enemy vessel may not fire
defense. A.V receives +1 die roll modifier on Table 18 and on the A.V., since the target vessel screened the A.V. during
damage to the A.V. is doubled. the gunfire phase of the turn.
B. Bow to Stern Ram: Roll 1 die for position of targets stern XIV. VESSELS SINKING
hit. When all of a vessel’s Floatation is destroyed, the vessel will begin to
1. Die Roll 1-2; Direct (D) stern ram: sink. Sinking of a vessel can occur in two ways:
Target uses base undamaged stern waterline armour values for A. CATASTROPHIC SINKING: Vessel strikes and explodes a fixed
defense, regardless of damage to left and right stern armour torpedo.
section. The target receives critical hit 12a (section S) 1. If the damage to the vessel is equal to or greater than its intact
automatically. Any armour hits on the target are applied to Floatation Value, the vessel ceases movement for that game-turn in
both sides of the stern. the hex where the torpedo was exploded and begins sinking;
a sinking vessel marker is placed on the vessel.
The A. V. receives a +2 die roll modifier on Table 18. Any
2. Any vessel passing through the hex containing the sinking vessel,
stern torpedo tube on target destroyed.
must roll on the Vessel-to-Vessel Collision Table (Combat Table
2. Die roll 3-4. Left (L) side of stern section hit: No.14) for the possibility of a collision.
Target uses the current armour in that section for defense. 3. The sinking vessel is sunk at the start of the next game-turn, and
The A.V. receives a +2 die roll modifier in Table 18. is replaced with a hulk counter. Any vessel entering the hex with the
3. Die roll 5-6, Right (R) side of stern section hit: sunken hulk must roll one die on the Vessel Fouling Table; Hulk
Column.
Target uses the current armour in that section for defense.
The A.V. receives a +2 die roll modifier in Table 18. 4. If the damage to the vessel is less than its intact Floatation Value,
the vessel continues its movement, the damage only becoming
C. The Cutting of a Vessel in Half by Ramming. effective in the gunfire resolution phase.
The force of a ram attack was often with sufficient energy that B. VESSEL BLOWS UP AND SINKS: The vessel is removed from
the target vessel was completely broken in half. This result of a play at the end of the gunfire damage phase. A sinking vessel marker
ram attack can occur under the following conditions. is placed on the vessel when it blows up. No hulk counter is used to
1. The target vessel (T) is a wooden vessel only. mark its position.
The T may have minimally armoured sections (example C. NORMAL SINKING: When a vessels Floatation Value is
armoured bow, armoured midship, CS.S. Gaines). exceeded as a result of gunfire, spar torpedoes or ramming combat,
2. The attacking vessel (A.V.) must have a Ram bow, and the vessel begins sinking on the next game-turn.
intact hull (H) factors equal to or greater than the intact hull 1. Any wooden vessel will remain afloat one game-turn for each 10
factors of the target. intact hull factors the vessel possesses.
3. The A.V. must score floatation hits (F) equal to or greater 2. Any ironclad or armoured frigate will remain afloat one game turn
than the targets base undamaged floatation plus 50% of the for each 20 intact hull factors the vessel possesses. Hull Factors are
rounded down to the nearest 10.
base undamaged floatation value.
3. Sinking vessels have no steam function, cannot move, except to
Example A: Vessel with a base of 10 floatation factors would drift (Combat Table No.11), turrets cannot rotate (see Critical Hit
be cut in half by a ram attack, if the A. V. scored 15 floatation No.10a, for a loss of steam power function.
hits. (10 + 0.5 x 10) = (10+5) = 15. Round up fractions. 4. Vessels may fire their guns on each turn the vessel is sinking,
4. If the T is cut in half by the A. V. may continue movement except the game-turn during which it sinks completely.
into the hex directly in front of its bow, if the A.V has any M.P Example: On game-turn 6, a wooden vessel has its remaining
remaining, and regardless of its written orders. All remaining Floatation destroyed by ramming. This vessel has 34 intact hull
M.P of the A.V. are considered expended in this movement. If factors, which is rounded down to 30, indicating the vessel will
the A.V. has no M.P remaining it remains in the hex of the ram remain in a sinking condition for the next 3 game-turns, and be sunk
attack. at the end of game-turn 9. The vessel may fire its guns on game-
turns 7 and 8. This final fire before sinking can be altered by the
5. The A.V does not roll for fouling with the target if the T is morale of the crew (See Advanced Rules).
cut in half. 5. Guns which fire from a sinking vessel have a - 2 modifier
6. The target vessel is removed immediately at the conclusion subtracted from the H.P.T. die roll.
of the ram attack when cut in half, and is considered
completely destroyed regardless of the number of hull (H) XV. DRIFT TABLE (COMBAT TABLE No.11)
Any vessel which has lost steam power or had its engine stopped by
factors the target vessel has remaining. The vessel cut in half is
damage, or had its M.P. reduced to zero and has no M.P. and is not
not marked with a sinking vessel or hulk counter even if in a anchored will drift with the current or tide.
river.
A. Drifting of a vessel is uncontrolled. One die is rolled on the Drift
7. The A.V. on the subsequent game turn begins movement Table to determine how the vessel is moved by the current.
with half of its previous game turn speed in which the ram
B. Any events which can occur during the powered movement phase
occurred.
can occur to a drifting vessel.
Example: on game turn 6 the A.V. conducted a ram attack at a
C. Drifting vessels may fire at enemy targets.
speed on 10 M.P and successfully cut the target vessel in half
on game turn 7 the A.V. would have half of 10 or 5 M.P. XVI. BURNING VESSELS TABLES
available for movement plus its engine capacity (round up any Critical penetration hits by shells may start fires automatically or
fractions). cause the possibility of a fire starting, as called for by the roll of the
die on the Critical Hit Table.
8. The A.V if it enters a hex after cutting the target vessel in
half which places the A.V. in the ARC of the gun fire of an A. A fire that starts automatically has a level marker of that fire
placed on the vessel.
B. The possibility of a fire starting is rolled on the Fire Ignition Table right paddlewheel would suffer the loss of 4 M.P. from the engine
(Combat Table No.19). If a fire is started, the first level marker is speed.
placed on the vessel.
D. The destruction of a wheelhouse (D.E.) reduces the vessel’s
C. Fires burn at various levels. At the end of all combat on the turn forward and reverse speed to one M.P. A vessel will circle in the
after the fire is started, one die is rolled on the Fire Level Effect direction toward the destroyed wheelhouse if a speed of more than
Table (Combat Table No.20). The die rolled on this Table is 1 M.P. is expended in movement. The movement sequence will be 1,
modified by the quality of the crew fighting the fire, the number of turn, 1, turn, etc., until all M.P. are expended. Vessels with the left
fires burning on the vessel, and the level of the fires burning. wheelhouse destroyed will circle to the left, and with the right
1. The die roll modifier for the effect of crew quality and the number wheelhouse destroyed, the vessel will circle to the right.
of crew factors allocated to fight the fire are given in Combat Table
E. The destruction of both wheelhouses will result in a vessel’s M.P.
No.22.
reduced to zero. Vessels can only drift or be towed.
2. The die roll modifier for the level of the fire burning, is given in
the Fire Damage Effect Table (Combat Table No.21).
a. Combat Table No.21 also gives the modifier to the D.R. number ADVANCED RULES
on the gun’s D.R. Hit Probability Number. The Advance Rules are basically Optional Rules which are included
Example: A vessel with a level II fire, firing a 9"inch Dahlgren S.B. to enhance the realism and scope of the play of the game. They also
at a target 7 hexes away, would need a Dice Roll of 9 or better to add an extra degree of complexity to the game. These rules may be
score by hit, instead of a 6 or better if no fire is burning, with an used in any scenario, and all need not be used. The players may
average crew. mutually agree on which Advanced Rules they wish to use in a
b. Fires above level II destroy Hull Factors for each turn they burn. scenario.
The number of Hull Factors destroyed per turn depends on the level I. SMOKE AND WIND
of the fire. The vessels of the Civil War era used coal, wood, and pitch to fire the
Example: 15 factors of elite crew are allocated to fight a level II fire boilers of the engines. These fuels produced large quantities of dense
on a vessel. The die roll modifier for Combat Table No.20 would be: smoke. This smoke could obscure the target, making it more difficult
a -2 for the elite crew, +1 for the level of the fire, -2 + 1 = - 1 on the to hit.
die roll. If a die roll of 3 was rolled, it would be modified to a +2 ,
A. Smoke moves in the direction of the Wind Direction Marker.
and the fire would be put out.
1. The wind direction is given in the scenario instructions.
D. FIRES BURNING IN FORTS: Fires burning in forts have the same
2. Players may use the variable wind rule instead of what is given in
affects as on a vessel, with the following exceptions:
the scenario. At the beginning of the game, a die is rolled twice. The
1. Any fire above level III in the gun emplacement causes destruction first roll is for initial wind direction, the second die roll is for the
of the gun and abandonment of the emplacement. game-turn number multiplier used to check for a change of wind
2. The loss of Hull Factors on Combat Table No.21, is treated as NO direction.
EFFECT on a fort. 3. Wind Direction die roll: 1 = N; 2 = NE; 3 = SE;
3. Each turn a fire of any level burns in a gun emplacement results in 4 = S; 5 = SW; 6 = NW.
the loss of one armour "a" hit per turn. Example: The variable wind rule: The First die roll, a 4 means the
E. The effect of multiple fires burning on a vessel or fort is as wind is out of the South. The Second die roll indicates the number of
follows: game-turns to check for wind direction change. A die roll of 3
1. The Dice Roll (H.P.T.) value modifier is added for each fire indicates a wind change may occur on every 3rd game-turn.
burning for the firing of each gun. B. A vessel firing downwind in the direction of its smoke has a -2
Example: Two level I fires on a vessel would produce a D.R. value modifier subtracted from the H.P.T. die roll for each gun firing.
modifier of +4. A 9"inch Dahlgren S.B. firing at a target 7 hexes
C. Vessels in open sea which are dead in the water due to engine
away with an elite crew and two level I fires burning on the vessel
damage will drift with the wind at 1 M.P. per game-turn. The
would need a D.R. value of 10 or better to hit the target. The elite
direction of the vessel heading is determined by a die roll on the
crew will add a + 2 to the die roll, so die roll of 8 or better would hit
Vessel Drift Table each turn.
the target.
2. Each fire burning in a vessel or fort must be fought and put out
individually. Each can be fought in the same game-turn, if sufficient II. MORALE OF THE CREW
crew factors are available. The morale of the crew is determined by several factors. These
include; loss of crew factors, and the condition of the vessel or fort,
3. Each fire causes the loss of Hull Factors or Armour Factors
events of combat and the state or condition of the enemy.
according to its level in the Firefighting Phase. (S.o.P).
A. The full crew of the vessel has a base morale value. This base
4. Multiple fires burning in a fort gun emplacement have their levels morale value is found on the Vessel Data Card, No.20e. As crew are
added together and are treated as one fire, for damage and H.P.T. lost, the base morale value decreases.
modifications only. e.g., they must still be fought and put out Example: The C.S.S Arkansas, with a full crew of 40 factor has a
individually. base morale value of 16. After 10 crew factors have been lost due to
XVII. WHEELHOUSE DAMAGE combat, the base morale value drops to 14. The morale would remain
The wheelhouse represents the ability of the side or stern paddle at 14 until 20 crew factors are lost, when the morale value would
wheels to receive damage and how this damage affects vessels drop to 12.
movement. B. This base morale number is modified by adding or subtracting the
A. Wheelhouse factors are marked off after all the armour factors in appropriate morale modifiers for a vessel or fort. The morale
that section of the vessel are destroyed. modifiers are given on the Morale Tables.
B. Hull Factors lost by hits in the section of the vessel with the C. This modified base morale number is the current morale value of
exposed paddlewheels are equal to wheelhouse factors lost. the vessel or fort used in the morale check.
C. Damage to left and right wheelhouses are addictive.
Example: Miami Class double-ender which has lost 3 wheel -house D. The morale check consists of rolling two dice. If the number rolled
factors from the left paddlewheel and 2 wheelhouse factors from the is greater than the current morale value, the morale of the vessel or
fort is broken.
E. EFFECT OF BROKEN MORALE IV. COMMAND CONTROL AND COMMUNICATIONS
1. VESSEL: A vessel with broken morale cannot load or fire its guns. The multiplayer scenarios usually require this advanced rule to aid in
The vessel must voluntarily withdraw from combat by heading preventing total chaos on the mapboard.
toward the area of the mapboard it entered or toward friendly vessels A. The game-turns should be timed. The order writing phase should
or forts. Movement toward the edge of mapboard in which enemy be timed (3) minutes, using a bell timer or egg timer which all the
vessels entered, or the enemy controls with forts or batteries, is not players can see.
allowed except on the open sea.
B. Communications between wooden vessels of this period would be
2. Fort: A fort with broken morale cannot load or fire its guns.
by signal flags. These signal flags had to be arranged for messages
3. If morale remains broken for three consecutive game-turns, one and hauled aloft from the flagship’s rigging, or what was left of it, for
die is rolled: the other vessels of the squadron to read and follow. This method of
A die roll of 1 means to add +2 to the fort or vessel’s commanders signalling was complicated, since almost all wooden vessels went
rating and then morale is immediately checked again. If morale is into combat with masts stripped to the main top. Ironclads, monitors
not restored, the vessel or fort surrenders; and gunboats without any rigging had difficulty in reading messages
A die roll of 2-4 means a vessel in a river must be grounded on the and could rarely, if at all, send a message. To reflect this system in a
nearest riverbank and is abandoned and destroyed by the crew. A multiplayer scenario, the following rules can be used in governing a
vessel in open ocean is abandoned and considered destroyed by the mixed fleet of wooden vessels and ironclads;
crew. For a FORT: Guns are spiked and the Garrison abandons the
1. The players of each side hold a conference before the game starts
fort.
to devise a plan of attack. Wooden vessels were usually grouped into
A die roll of 5-6 means the vessel or fort surrenders intact to the
squadrons, separate from the ironclads; these separated groups
enemy as a prize.
usually acted independently. After the game has begun,
F. RESTORATION OF MORALE: The vessel or fort’s current morale communication must be by written messages passed between the
value is determined, the commanders rating is added to the current players during the timed order writing phase.
morale value, and the dice are rolled. If the die roll is equal to or C. THE LAG OF COMMAND COMMUNICATIONS:
greater than the current moral value plus the commanders rating, An Admiral could effectively control 4-6 vessels. In this game a fleet
morale remains broken; if the die roll is less than this modified is divided in squadrons of 6 or less vessels. Communication between
morale value, the morale of the crew is restored. civil war vessels was greatly hampered due to the smoke of battle
1. A vessel or fort with restored morale may re-engage in normal and from the vessels smokestacks and the limited visibility available
combat. to ironclads, monitors and gunboats. Orders signalled from the
2. If an Admiral or Flag Officer is on board a vessel, his rating is flagship maybe misread or not seen.
added to the current morale value, along with the commanders. 1. Wooden vessels not in the admiral’s squadron can have movement
G. A vessel destroyed by its own crew counts its basic value toward orders written from turn to turn if the vessels are within 6 hexes of
victory conditions. the flagship and conformed to the movement of the flagship. Wooden
vessels beyond 6 hexes from the flagship must have their moves
H. A vessel surrendered as a prize counts double its basic value and written 2 game-turns in advance.
crew toward victory conditions.
2. Ironclads, because of their limited visibility, must be within three
(3) hexes of the flagship to conform to fleet movements.
III. CREW QUALITY a. Ironclad captains were an independent group and were ordered to
The quality of a crew will affect the morale and value of a vessel. engage enemy ironclads as soon as possible. To reflect this condition,
The effect the crew has is given in the Effect of Crew Quality Table. ironclads, casemated or monitor, always have their moves written
from turn to turn, and try to conform to fleet manoeuvres.
b. The identified presence of an enemy ironclad results in
independent movement for all ironclads.
3. Any vessel in immediate danger of being rammed or attacked with
a spar torpedo, may take evasive action without orders from the
Admiral. He may, however, incur the wrath of the Admiral.
4. The death of an admiral and/or destruction of the flagship results
10/sq.= value points for each crew factor of elite crew on the in independent movement for the vessels for 6 turns until a new
vessel. flagship and admiral can be designated. After a new flagship and
A. Crew quality modifies the H.P.T. die roll (Basic Rules) and the admiral or fleet commander are established, reorganisation of the
basic moral value. fleet, order writing and coherent fleet movement can recommence.
B. The value of each crew factor is given in the third column of the
Table for designing your own scenarios. V. VISIBILITY
Visibility affects the ability of vessels to read messages from the
C. MIXED CREW: A crew may be composed of factors of different flagship indicating changes in tactics or movement, or to see an
quality. enemy vessel for identification and combat.
1. Only two different classes of crew quality may be used to compose
the crew of a vessel or fort. One class must comprise a minimum of
60% of the greater class.
Example: One may wish to man a vessel with 60% average crew,
and 40% crack or elite crew to man the guns and obtain the
increased H.P.T. modifier. This arrangement would be written in the
vessels log. Crew hits would begin with the elite crew factors, since
they would be exposed in manning the guns. This would be a measure
of economy, since the 60% average, 40% elite crew would cost fewer
points than 100% elite crew.
3. The mixed crew is used basically in designing your own scenarios A. The visibility during the game is determined by a die roll on the
or "what if" conditions in historical scenarios. Visibility Table before the game.
B. Visibility effects Example:
1. Vessel identification. a) Two 9"inch Dahlgren smoothbores in a 2 gun battery, each with
2. Target acquisition: if a target cannot be seen, it cannot be hit. an armour protection factor of 10, manned by 6 factors of elite crew;
3. Messages can be sent to or received from the flagship at a distance value would be:
equal to 30% of the maximum visibility. Value = 50 + (10 x 2)x 2 + (12 x 10) + (6 x 20)x 2 = 450 points.
b) A five gun battery, armed, armoured, and crewed, as in the above
C. For each 10 game-turns of combat, the maximum visibility
example, would be:
decreases by 10%.
Value = 200 +(10 x 5)x 2 +(30 x 10) +(6 x 20)x 5= 1200 points.
VI. NIGHT SCENARIOS 1. A typical made up scenario may consist of the Confederate player
Combat at night gave the advantage to the attacker, in the form of having 2,500 points of defensive units (batteries, fixed torpedoes, and
surprise. This is simulated in the following manner: obstructions) and 2,000 points of vessels, being attacked by 4,000
A. HIDDEN MOVEMENT AT NIGHT: The vessels moving at points Union vessels (wooden and ironclads).
night are represented by the Union or Confederate chit markers. 2. A typical Union scouting patrol would consist of 600 points of
Some of the chits represent the actual vessels, and others are vessels and would encounter 1,000 points of Confederate defensive
dummies. The enemy does not know which is which. All the chits are units, but no vessels, or perhaps only a single small armed Tug or
moved as if they were actual vessels. Gunboat.
1. VESSEL IDENTIFICATION AT NIGHT:
a. When a vessel is identified; its chit is replaced by the actual vessel E. VICTORY CONDITIONS: For "what if " scenarios the victory
on the map board, when it is in visibility range of an enemy vessel. If conditions would be set by the players. A specific goal would have to
two enemy vessel chits are within visibility range, the opponent may be obtained or protected by one side or the other.
inquire if the chit is a vessel. If both chits represent vessels, their 1. VICTORY BY POINTS: A player may accumulate more points
identities are revealed. If one chit is a vessel and one is not, the than his opponent. Points are awarded as follows :
dummy chit is removed from play and the actual vessel represented a. Vessel sunk, blown up, or surrendered = Double the value of
by the other chit is not required to identify itself. the vessel and crew.
b. The smokestack of a vessel would often flare up a shower of b. Vessel destroyed by own crew = Basic value of the vessel.
sparks. This flare of light could be seen for quite some distance at c. Over 50% of the Hull or Floatation destroyed on the vessel
night. To reflect this possibility of vessel discovery, one die is rolled = 1/2 of the basic value of the vessel.
every third turn for each chit on the map board: d. Fort surrenders = Double the value the of the fort and crew.
A die roll of 1-2 means the vessel’s stack flares; if the chit represents e. Fort abandoned by crew = Basic value of the fort.
an actual vessel, it's counter is placed on the mapboard face up, for
f. Fort silenced, all guns destroyed = Basic value of fort and crew.
three (3) consecutive game turns. If the chit is a dummy and suffers a
flare, it is removed from the mapboard. 2. Loss or use of torpedoes and obstructions eliminated do not count
A die roll of 3-6 means there is not a stack flare and the vessel towards victory conditions.
continues hidden movement on the mapboard as a chit.
2. NIGHT RANGE: The range at which a vessel can be seen at night GUN TABLES
is determined at the beginning of the game by rolling one die on the These tables contain the Gun Types used by the Union and
Night Column of the Visibility Table. The number obtained, is the Confederate forces, and can be used in designing your own, or "what
range in hexes a target can be seen. if " scenarios. The value of a certain gun is computed by multiplying
a. A vessel beyond the maximum night visibility range can be fired its P.F. for solid shot by 20.
upon after the vessel has fired its guns. Guns firing on this vessel The Gun Tables are on the inside back cover-page of the rules.
will have a -2 modifier subtracted from their H.P.T. die roll.
VII. DOING YOUR OWN SCENARIOS
Not all units provided in the game are used in scenarios.
The extra units are for use by the players to design their own
scenarios based on a value point system.
A. Each vessel has a basic value which is exclusive of the crew
value.
B. VALUE OF OBSTRUCTIONS
1. BOOM-UNIT: 75 points
2. PILE-10: 100 points
3. PILE-15: 150 points
4. PILE-20: 200 points
5. HULK: 350 points
6. HEAVY OBSTRUCTION: 500 points
C. VALUE OF TORPEDOES
1. SPAR TYPE A: 100 points
2. SPAR TYPE B: 150 points
3. FIXED TYPE P: 100 points
4. FIXED TYPE K: 200 points
D. VALUE OF BATTERIES
1. 1 gun: 25 + Y
2. 2 guns: 50 + Y
3. 3 guns: 100 +Y
4. 4 guns 150 + Y
5. 5 guns 200 + Y
Y = (Armour of each gun) x 2 + (number of crew factors x crew
quality) + (P.F. of gun x 20) for each gun in the fort.
INTRODUCTORY GAME Fredericksburg's shot, 8"inch Brooks 2B Rifle. Ranges 10 hexes;
This is a sample game played using the Basic Game Rules. H.P.N dr 4 is needed to hit, a dr 7 is rolled, +1 for crack crew = 8, a
This game depicts the attack of Confederate ironclads on the Union hit his scored; Position and section of vessel hit --(white die 3, red
defences on the James River in Virginia near Drewy's Bluff. The die 2) foreship (F.S. forward) section of turret A.
Union monitor Onondaga is on guard at a cross river obstruction, Gun P.F. is doubled for range, 15x2=30. Turret's armour is 24;
and is supported by a shore battery. Combat occurs on mapboard II. H.D.T. column is 30-24=6, the +6 to +10 column, one die is rolled, a
The river is bounded by lines 15, and line 12 (hex 3419 to hex 3324) dr of 1 is obtained. Damaged is P*, 2A, C.; The 2A and 1C are
then continues by line 13 from hex 3324 to hex 1224. Shoal BB is the marked on the Onondaga's Log Sheet. The P* is a critical penetration
only active shoal. The remaining lines and shoals on the map are not hit; two dice are rolled on the Critical Hit Table, a dr 5 rolled. A
active, do not exist to affect movement. The river- banks are high and gunport shutter is jammed shut on the turret. Since there is a choice
can block L.O.S. The current is moving at 1 M.P. Current direction of gunports note * is referred to. A dr 6 was rolled the gunport of 150
changes: hexes 3619 to 3627--NE; hexes 3627 to 2134--SE; hexes pdr. Parrott Rifle (P.R.) is jammed. Additional damage of the P* is
2134 to 1229--S. 4A, 2H. This damage is entered on the vessel's log.
Union Order of Battle: U.S.S Onondaga (Mon.) any hex south of The Onondaga fires both guns of turret A at the Virginia II.
hexrow 1928-1934; a Hulk unit in hex 3127, and a Boom unit in 150 pdr P.R.; at range 9 hexes, a dr 5 is needed for a hit, a dr 2 was
hexes 3228, 3328, 3429; a two gun battery (100 pdr Parrott rifles in rolled, +1 for crack crew = 3 -the shot is a miss. 15"inch Dahlgren
hex 2434 facing west at medium level, capable of Plunging Fire with S.B.; at range 9 hexes a dr 6 is needed for a hit; a dr 9 is rolled, +1
a +1 column shift on the H.D.T. The U.S.S. Onondaga has a crack for the crack crew = 10; The shot is a hit.
crew; the gun battery has an average crew. Position and section hit –(white dr 1, red dr 1) indicates the Left Bow
Waterline is hit.
Confederate Order of Battle: C.S.S. Virginia II (IC) C.S.S. P.F. of the gun is doubled for range, 20x2=40. Waterline armour
Fredericksburg (IC) enter between hexrows 3519-4020. Both vessels’ struck is 28;
crews are crack crews. H.D.T. column is 40 minus 28=12, in the +11 to +15 column; a dr 2
rolled, the damage is P, 2A. The penetration hit (P) on the waterline
C.S.S. Virginia II enters on hex 3819 speed 5 and C.S.S. scores 1 floatation hit automatically; The P. hit is rolled (1 die) on the
Fredericksburg enters on hex 3619 speed 4. Confederate vessels Penetration Hit Table; a dr 2 was rolled -the additional damage is 2A,
are in view of the Union gun battery, so enter the board face side 2H, 2C. Both shots were in bow rake position.
up. The U.S.S. Onondaga speed 6 set-up in hex 1728 is not in
view of the Confederate vessels, so is inverted Union battery fires at the Virginia II; at range 13 hexes; a H.P.N.
dr 6 or better is needed for a hit.
THE REPLAY Gun 1: a dr 6 was rolled, a hit was scored. Position and section hit
Turn 1: The Virginia II and Fredericksburg move straight ahead. (white dr 4, red dr 6) bow casemate (forward shield, because of bow
Speed of the current 1 M.P. is cancelled by the application of -1 E.C. rake position).
The Onondaga moves forward, adding +1 E.C. to cancel the effect of P.F. is doubled 16, armour is 26, 16 minus 26=10. Shift 1 column to
the current. the right for the height of the gun to column -9 to -5. A dr 3 was
The Union battery fires both guns at the Fredericksburg. Range on rolled, damage was -NO EFFECT.
their H.P.T. is 17 hexes, a H.P.N dice roll of 7 or higher is needed to Gun 2: a dr 9 was rolled, a hit was scored. Position and section hit
hit the target. (white dr 6, red dr 5) indicates foreship deck was hit (plunging fire
Gun 1: H.P.N. dice roll is a 9, the target is hit. Position and section rule). P.F. is doubled to 16, armour is 12, 16 minus 12=4. The +1 to
of hit – (white die roll 1, red die roll 1) indicating Right Bow +5 column is shifted 1 to the right for height of the gun to the +6 to
Waterline was hit. Vessel waterline armour protection is 22, +10 column, a dr 2 was rolled, the damage is P, A. On that P. hit a
battery gun P.F. is doubled, 8x2=16. DR 2 was rolled --additional damage 2A, 2H, 2C.
The H.D.T. column is 16 minus 22, or -6; this falls within the -9 to - Turn 3: The maneuvers written by the Confederate vessels require
5 column which is then shifted 1 column to the right for plunging fire the use of the Sequential Movement Chart.
height advantage bonus to the -4 to 0 column. One die is rolled on
this column a dr 5 = NO EFFECT. Virginia II 6 M.P. Fredericksburg 4 M.P.
Gun 2: H.P.N. die roll is a 12, target is hit. Position and section of hit sequence 3-F
–(white dr 2, red dr 1), indicating Right Bow Waterline. sequence 5-L
Same place as gun #1 hit; sequence 7-F
Vessel waterline armour protection is 22, sequence 10-L sequence 10-F
battery gun P.F. is doubled, 8x2=16. sequence 13-F
The H.D.T. column is 16 minus 22, or -6; this falls within the -9 to - sequence 15-F
5 column which is then shifted 1 column to the right for plunging fire sequence 17-F
height advantage bonus to the -4 to 0 column. One die is rolled on sequence 20-F sequence 20-F
this column a dr 6, a Special Hit. On sequence 13, the Virginia II rams the boom.
Two dice are rolled on the Special Hit Table: a dr 9 was rolled; 9b: This attack is resolved during movement. The Virginia II stops in hex
I.C. waterline any section 1F, 2A. 1 floatation hit, and 2 armour hits 3228 with the 5-5 boom. Virginia's M value is 40 intact hull factors
in the section of the vessel struck. This damage is marked on the Log cross-indexed with 6 M.P. to give 24 on Combat Table No.16. The
Sheet of the Fredericksburg. R.A.O is 85:5 (8:1+) cross-indexed with 24 M or 21-25 M line gives
Turn 2: Moves; see Log Sheets. The Onondaga is in view of the a R.F. column number of 10 on Combat Table No.17. One die, with
Confederate vessels, so its counter is turned over. no modifiers, is rolled on column 10 of Combat Table No.18; a dr 2
Both Confederate vessels fire at the Onondaga (bow raking position). was rolled; the target (a 5-5 boom) received 7F (Floatation Hits) and
Virginia II’s shot, range 9 hexes with the forward 7"inch Brooks 3B is destroyed and removed from play, clearing hex 3228.
Rifle, a H.P.N dr 4 is needed to hit; a dr 8 is rolled with +1 for the The Virginia II receives 1F hit and 1A hit to the side of the bow
crack crew quality results in a dr 9, a hit. Position and section hit waterline armour (players choice). The Virginia II does not roll for
(white die 2, red die 5) monitor is target hit in right MS of turret A. fouling, since the obstruction was destroyed on the turn it was first
PF of gun is doubled for range, 12x2=24, Turret armour is 24; H.D.T. attacked. The Virginia II completes the written movement orders.
column is 24 minus 24=0, a dr 3 indicates 1 armour hit on that Confederate Vessel Gunfire: The Fredericksburg cannot fire on the
section of turret A. Onondaga because only the forward 8"inch Brooks 2B Rifle can bear
on the target and it is not yet reloaded. The Virginia II can fire full One die is rolled on Table No.18, with no modifier, on column 9
broadside, but without the 7"inch Brooks 2B Rifle, which is not yet gives the damage inflicted on the boom. A die roll of 6 gives target
reloaded. damage (to the boom unit) of 14F, the boom is destroyed and remove
a) 6.4 Brooks 2B Rifle: range 3 hexes. Automatic hit. Position and from play. The vessel receives damage of 1F, 2H.
section hit (target is monitor); white dr 2, red dr 3. Turret A foreship The Fredericksburg does not roll on the Fouling Tables and continues
F.S. (foreship section). movement.
P.F. is tripled; 8x3=24, turret A's armour has been reduced to 18; 24- The Virginia II can fire at the Onondaga with its bow casemate gun
18=6, H.D.T. column +6 to +10; dr 3 damage is A, H. in the right broadside position. The 7"inch Brooks 3B rifle, range 2
b) 11"inch S.B.: range 3 hexes. Automatic hit. Position and section hexes. Automatic hit. Target is in stern rake position. Position and
hit (white dr 1, red dr 5) indicates left Aftership A.S. waterline. section hit (white dr 1, red dr 2) indicates a right stern waterline hit.
P.F. is tripled, 10x3=30, armour is 21; 30-21=9, column +5 to +10 on The P.F. is tripled, 12x3=36, the armour is 21; 36-21=15, the +11 to
the H.D.T. a dr 6 is rolled. Special hit. Two dice are rolled on the +15 column on the H.D.T.; a dr of 3 is damage of P, A. The P hit is 1
Special Hit Table; a dr 10 was rolled (Special Hit 10b). Damage is floatation hit automatically, because of penetration of the waterline.
2F, 2A, 2H. One die is rolled on the Penetration Hit Table, giving the extra
Onondaga fires turret Z at Virginia II (target is broadside). damage; a dr 5 was rolled, the damage, A, H.
a) 150 pdr P.R.: range 3 hexes; Automatic hit. Position and section The Fredericksburg can fire is forward casemate gun only at the
hit (white dr 2, red dr 6) indicates right stern (S.) waterline. Onondaga. The target is in broadside aspect. The 8"inch Brooks 2B
P.F. is tripled 10x3=30; armour is 23; 30 - 23=7, column +6 to +10 Rifle, ranges is 6 hexes. Hit is automatic. Position and section hit
on the H.D.T.; a dr 1 was obtained, damage is P*, 2A, C. The P* on (white dr 5, red dr 1) indicates forward (F.S.) turret Z hit. P.F. is
the waterline inflicts 1 floatation hit automatically, plus a die roll on tripled, 15x3=45; armour is 24, 45-24=21, the +21 to +25 column
the Critical Hit Table. A dr 7 was rolled, the damage is (critical hit on the H.D.T.; a die roll of 2 gives damage of P*, 3A, 2H, C. The
7C); 2A, 2F. The 'A' hits are applied to the section hit (right stern P* critical hit is a die roll of 8 (critical hit 8a); damage is 2A, 1H, 1C.
waterline). The Onondaga cannot fire the guns in turret Z because they are not
b) 15"inch Dahlgren S.B.: range 3 hexes. Automatic hit. Position reloaded. In turret A only the 15"inch S.B. can fire, since the 150pdr
and section hit (white dr 6, red dr 1) indicates the right aftership P.R’s port shutter his still jammed. The 15"inch S.B. fires at the
(A.S.) casemate. Fredericksburg (target is broadside). The range is 6 hexes, a H.P.N.
P.F. is tripled, 20x3=60; armour is 23, 60 - 23=37, column +36 to dr of 5 or better is required for a hit: a dr of 6 is rolled, with +1 for
+40 on the H.D.T., the dr 4, the damage P*, 3A, 3H, 2C. The P* is a crack crew = 7, target is hit. Position and section hit (white dr 3, red
critical hit; a dr 11 was rolled (critical hit 11b), 3A, 1H, 2C; 1 gun is dr 5) indicates right aftership (A.S.) casemate. The P.F. is doubled,
destroyed in section hit. 20x2=40, the armour struck is 20; 40-20=20, the +16 to +20 column
Union shore battery fires at Virginia II. Range is 8 hexes. A H.P.N. on the H.D.T.; the dr of 4 gives damage of 2A.
of 5 or better is needed for a hit; Target is in the broadside aspect. The Union shore battery fires at the Virginia II. Range is 4 hexes,
Gun 1: a dr 3 was rolled; the shot misses. a H.P.N. dr of 3 or better is needed to hit the target. The target is in
Gun 2: a dr 9 was rolled; the target was hit. Position and section hit bow rake position.
(white dr 4, red dr 2) indicates the right foreship (F.S.) casemate hit. Gun 1: a dr of 6, target is hit. Position and section hit (white dr 4,
P.F. is doubled, 8x2=16, armour is 26, 16 minus 26= -10, which is in red dr 2) indicates bow casemate (forward shield);
the -14 to -10 column, shifted one H.D.T. column to the right for P.F. is tripled, 8x3=24, armour is 26, 24 minus 26 = - 2, the -4 to 0)
plunging fire; the die roll was a 1, the damage is 1A. column shifted one column right for plunging fire, to the +1 to +5
Cumulative Damage: The Virginia II suffers cumulative damage column, the dr of 5 rolled = NO EFFECT.
due to 5 floatation hits -2 speed hits (boxes) marked off, and vessel's Gun 2: a dr of 11, target is hit; Position and section hit (white dr 4,
maximum speed drops to 5 M.P. The 11"inch S.B. in the stern was red dr 6) indicator left midship (M.S.) casemates truck;
destroyed. P.F. is 24, armour is 23, 24 - 23 = + 1, the +1 to +5 column on the
H.D.T. shifted one column to the right plunging fire, a die roll of 3
Turn 4: indicates damage of 1A, 1H.
a) The Onondaga and Virginia II use sequenced movement chart to ------------------------------------------------------------------------------
determine if spar torpedo and ram attack occur. The game continues with the union forces trying to prevent their
Onondaga 7 MP Virginia II 5 MP confederate forces from exiting the lower half of the mapboard.
sequence 3-F
sequence 4-R
sequence 6-F
sequence 8-F
sequence 9-R
sequence 12-F sequence 12-F
sequence 14-R
sequence 16-F
sequence 17-F
sequence 20-F sequence 20-F
Since the Virginia II did not enter a hex containing the Onondaga
during the movement phase, no spar torpedo or ramming combat can
occur.
b) Movement of the Fredericksburg: The Fredericksburg enters
hex 3328 containing the boom; it halts movement and attacks the
boom by ramming. The M value of vessel 40 hull factors cross-
indexed with 4 M.P., to give an M value of 16.
The R.A.O. is 75:5, or 8:1+ column cross-indexed with an M value
16-20 on Table No.17 to give an R.F. column number of 9.
Shore Active Current Direction
THE SCENARIOS Mapboard Lines Shoals and Speed
The scenarios can be grouped into three types. These are duels which
are basically for two players, e.g. scenario numbers 1, 2, 3, 4A-D, II line 17; line X, BB. hexes 3620-3627
13 from hex N.E. 1M.P.
5A, 5D, and 9A. Multiplayer scenarios e.g. 5B, 5C, 9B, 10, 11A, 12,
13, 14 and 15, and Solitaire 6, 7, 8 and 11B. The solitaire scenarios 4024-3924; hexes 3627-2134
line 15 from S.E. 1M.P.
can be played with two players also.
It is suggested that new players try scenarios 8 or 11B for solitaire, hex 3924- hexes 2134-1224
4119; line 12 S. 1M.P.
and Scenarios 2 or 4B for two players. The multiplayer fleet action
scenarios should only be tackled when the players have gained from 3419-
3324; line 13
experience in handling the vessels and understanding the combat
tactics, and when plenty of players are available. from 3324-
1224.
Scenario 1: First Fight of the Ironclads. IV line 5; line J,K,M. hexes 1109-1712
7 which is N. 1M.P.
March 9th, 1862. Hampton Roads, Virginia.
adjacent to hexes 1712-4001
Confederate Order of Battle: line 17 on N.E. 1M.P.
C.S.S. Virginia (IC): Lieutenant, C. Jones +3, crew-crack. map II
C.S.S. Patrick Henry (WV): Captain J. Tucker +2, crew-crack. I Open water, A,C,E,F. no current effect.
C.S.S. Raleigh (WV): Lt Comdr J. Alexander +2, crew-crack. no shore
lines
Union Order of Battle:
U.S.S. Monitor (Mon-IC): Lieutenant J. Warden +3, crew-crack. Wind: South West (S.W.)
U.S.S. Minnesota (WV): Captain Van Brunt +2, crew-crack. Visibility: 25 hexes or visibility rule.
U.S.S. Zouave (WV): Lieutenant Reany +1, crew-average. Set Up:
MAP C.S.S. Atlanta enters mapboard II between hexes 4033-4035 or 3519-
ARRANGEMENT: 4020 on game-turn 1.
U.S.S. Weehawken enters mapboard I between hexes 4101-4118 on
game-turn 5, U.S.S. Nahant enters the same area on game-turn 10.
Shore Active Current Direction Victory Conditions:
Mapboard Lines Shoals and Speed Confederate:
I line 1 A,B,C,F. South (S) 1M.P. Decisive: One Union monitor damaged with either 50% or more of
II line 16 N, BB. South (S) 1M.P. hull or floatation destroyed, or Speed reduced to 2M.P. or less, and
III line 11 P,S,V. South (S) 1M.P. the C.S.S. Atlanta exits off the North or Northwest of Mapboard I
IV line 7, line J,K,M. South (S) 1M.P. with less than 50% hull or floatation damage.
6 to hex
Marginal: One Union monitor damaged as above, but the Atlanta
4003 only.
retires and exits off mapboard II between hexes 4135-4124,
Wind: South (S) regardless of her damage.
Visibility: 40 Hexes
Union: The Atlanta must be either sunk, destroyed or captured for a
Set Up: Union victory.
U.S.S. Minnesota is grounded on Mapboard II in hex 1530 facing
S.E. and cannot move or turn for the entire game. U.S.S. Monitor and Game length: 30 game-turns.
U.S.S. Zouave set-up anywhere within 3 hexes of the U.S.S. "What if " scenario: The Confederates add :
Minnesota. The Confederate fleet enters on turn 1 on mapboard IV C.S.S. Savannah (IC) Commander W. Brent +2, crew-average. which
between hexes 3501-3901. sorties with the Atlanta. Victory conditions are the same except that
Special Rules: Historical Conditions; The Monitor was firing her they apply to both Confederate vessels.
guns with reduced powder charges as ordered by the Navy High
Command. This is reflected by reducing the P.F. of the 11"inch guns Scenario 3: Palmyra Island, Mississippi.
on the Monitor to a basic value of 6/4. The Confederates were not February 25th, 1863
expecting the Monitor and had loaded the Virginia with shells 'only'
for all of her guns. The Virginia can fire shells only for this scenario. CONFEDERATE ORDER OF BATTLE:
These historical conditions can be ignored to produce a "what if " C.S.S. Webb (WV ram) Captain C. Pierce +2; Fleet commander J.
scenario. Grent +3, crew-crack.
C.S.S. (former U.S.S.) Queen of the West (WV ram) Captain J.
Victory Conditions: McCloskey +2, crew crack.
Confederate: destroy the Minnesota.
Union: prevent the Confederate victory conditions and destroy the Union Order of Battle:
Virginia any other result is a draw. U.S.S. Indianola (IC) Lieutenant Commander G. Brown +1, crew-
average.
Game length: 30 game-turns.
MAP
Scenario 2: Ossabaw Sound. Georgia. June 17th, 1863. ARRANGEMENT:
Confederate Order of Battle:
Shore Active Current Direction
C.S.S. Atlanta (IC): Lieutenant W. Webb +2, crew-crack.
Mapboard Lines Shoals and Speed
Union Order of Battle: I line 4; line D.G. hexes 1418-1411
U.S.S. Weehawken (Mon.): Captain J. Rodgers +3, crew-elite. 3 from hex S.W. 1M.P.
U.S.S. Nahant (Mon.): Commander J. Downs +1, crew-crack. 1218-2703; hexes 1411-3003
line 2 hex N.W. 1M.P.
MAP ARRANGEMENT: 2703-4008. hexes 3003-4008
N. 1M.P.
II line 15; line W. hexes 1228-2434 Wind: North West.
13 from hex N. 1M.P. Visibility: 20 hexes
Hex 1224- hexes 2434-3528 Set Up:
3324; line 12 N.W. 1M.P. The Alabama is placed anywhere on mapboard II heading South. The
12 from hex hexes 3528-3519 Hatteras is placed anywhere on mapboard I heading South East.
3324-3419. S.W. 1M.P. The Alabama and Hatteras cannot open fire until the range between
III line 9; U,T,R,O. hexes 1536-1522 them is 8 hexes or less.
line 10. S.W. 1M.P. The Itasca entered the South West edge of mapboard I six (6) game-
hexes 1522-1622 turns after the Alabama and Hatteras open fire.
N.W. 1M.P. There Winona enters the South West edge of mapboard I twelve (12)
hexes 1622-3230 game turns after the Alabama and Hatteras open fire.
N. 1M.P. The Richmond entered the South West edge of mapboard I
hexes 3230-3429 eighteen (18) game-turns after the Alabama and Hatteras open fire.
N.W. 1M.P.
hexes 3429-3420 Victory Conditions:
S.W. 1M.P. Confederate:
Decisive: The Alabama must sink or destroy the Hatteras and exit off
Wind: Calm, No Effect. the North East edge of mapboard III, not in the L.O.S. (20 hexes or
Visibility: 9 hexes; more from a Union vessel) of any Union vessel.
Night Combat; Variable visibility and night combat rules are used.
Marginal: The Alabama must sink or destroy the Hatteras and exit
Set Up: off the North East edge of mapboard III in the L.O.S. of a Union
The U.S.S. Indianola begins the game on mapboard I in hex 3306 vessel.
heading N.W. The Confederate vessels enter on mapboard I between
Union:
hexes 1218-1718 on game turn one.
Decisive: The Alabama is sunk or destroyed.
The Indianola was surprised by the Confederate vessels. Marginal: The Alabama receives more than 50% hull or floatation
To reflect this when the Confederate player enters the mapboard he damage and exits off the North East edge of mapboard II or III.
enters four inverted vessels, two are his actual vessels and two are
dummy vessels. All of these "vessels" move normally. The identity Game length: 30 game-turns
of an inverted Confederate vessel is not revealed until it is 4 hexes
from the U.S.S. Indianola, or has been fired and hit upon by the Scenario 4B: Duel off Cherbourg, June the 19th, 1864.
U.S.S. Indianola. Confederate Order of Battle:
The U.S.S. Indianola does not have hidden movement. C.S.S. Alabama (WV) Admiral R. Semmes +4, XO J. McIntosh Kell
+2, crew-average.
Victory Conditions:
Confederate: Union Order of Battle:
Decisive: U.S.S. Indianola is sunk, destroyed or captured with a loss U.S.S. Kearsarge (WV) Captain J. Winslow +3, crew-elite.
of no Confederate vessel. Map
Marginal: U.S.S. Indianola suffers more than 50% hull or Arrangement:
floatation damage and exits off mapboard III between hexes 2037-
1437.
Union: All map sections are deep water with no shorelines or active shoals or
Decisive: one Confederate vessel is sunk or destroyed, the other effects of current
suffers more than 50% damage to its hull or flotation, and the Wind: North.
Indianola exits off mapboard III between hexes 3420-3919. Visibility: 30 hexes.
Marginal: one Confederate vessel suffers 50% or more damage to
its hull or floatation and the U.S.S. Indianola exits off mapboard III Set Up:
The Kearsarge is placed anywhere on mapboard III.
with less than 25% hull or floatation damage.
The Alabama enters on mapboard II between hexes 3519-4119.
Any other result is a draw.
Victory conditions:
Game length: 30 game-turns Union: Sink or destroy the C.S.S. Alabama.
Confederate: Sink or destroy the U.S.S. Kearsarge.
The High Seas Raiders.
Optional Rule: The Alabama shells were defective, to reflect this
Scenario 4A: The C.S.S. Alabama and the U.S.S. Hatteras off condition, for each penetration hit by a shell from the Alabama roll
Galveston, Texas, January 11th, 1863. one die; a dr of 1-4 the shell explodes normally, a dr of 5-6 the shell
Confederate Order of Battle: is a dud and inflicts no P or P* damage, and no fires can be started.
C.S.S. Alabama (WV) Admiral R. Semmes +4, XO J. McIntosh Kell
Game length: until one vessel is destroyed or sunk.
+2, crew-average.
Union Order of Battle:
Scenario 4C: High Seas Blind Encounter
U.S.S. Hatteras (WV) Lt Com'dr H. Blake +2, crew-average.
U.S.S. Itasca (WV) Commander +2, crew-average. Union and Confederate vessels would often encounter each other on
U.S.S. Winona (WV) Commander +2, crew average. the high seas or in the coastal waters of the United States.
U.S.S. Richmond (WV) Captain T. Jenkins +3, crew-crack. Historically a long chase or brief battle would result. This scenario
pits various Union cruisers and blocking vessels against the
Map Confederate cruisers and vessels built for the Confederacy by
Arrangement: European countries.
The opposing vessels are chosen blindly. The vessels which comprise
each side are determined by drawing a chit unit for each vessel the
All maps are deep water with no shorelines or active shoals or effects opponents wish to play. The chit units are placed number side down
of current. and mixed up so that no player will know which vessel he will draw.
Each player selects a chit unit, and obtains the vessel data card and Scenario 4D: Breakout at Ferrol, Spain, March 24th, 1865.
set up a log sheet for the vessel. The identity of the vessel indicated
Confederate Order of Battle:
by the chit unit is set in the Union and Confederate orders of battle
C.S.S. Stonewall (AF-IC) Captain T. Page +3, crew-average.
respectively. The vessels enter and are maneuvered on the mapboards
inverted until they are within 15 hexes of each other, at which point Union Order of Battle:
the vessel units are turned over and identified. The Optional U.S.S. Niagara (WV) Commander T. Craven +1, crew-crack.
Visibility or Night Rules may be used. The inverted vessel units may U.S.S. Sacramento (WV) Commander A. Benhan +2, crew-average.
engage in gunfire combat without revealing their identity if the range
is greater than 15 hexes and they have guns of that range. Map
arrangement:
Confederate Order of Battle:
Chit No.
1 C.S.S. Florida (WV) Captain J. Maffitt +2, crew-crack.
2 C.S.S. Georgia (WV) Captain M. Maury +2, crew-average. Shore Active Current Direction
3 C.S.S. Shenandoah (WV) Captain J. Waddle +2, crew- Mapboard Lines Shoals and Speed
average I none none none
4 C.S.S. Tallahassee (WV) Commander J. Wood +2, crew- II none AA S.W. 1M.P.
average III none O,S. S.W. 1M.P.
5 C.S.S. Ajax (WV) Captain +2, crew-average. IV none none none
6 C.S.S. Sumter (WV) Commander R. Semmes +3, crew-
Wind Direction: North or variable wind rule.
crack.
7 C.S.S. Nashville (WV) Lt Commander Pegram +2, crew- Visibility: 30 hexes or variable visibility rule.
average. Set Up:
8 C.S.S. Alabama (WV) Admiral R. Semmes +4, XO J. Kell C.S.S. Stonewall enters mapboard III between hexes 3037-4037.
+2, crew-average. Union vessels are set up anywhere on mapboards I or IV.
9 C.S.S. Stonewall (AF-IC) Capt. T. Page +3, crew-average.
Victory conditions:
10 H.M.S. (C.S.S.) Warrior (IC) Captain +3, crew-average. Confederate: C.S.S. Stonewall must exit off the southwest edge of
Union Order of Battle: mapboards I or IV with less than 50% hull or floatation damage, or
Chit No sink or destroy both Union vessels.
1 U.S.S Iroquois (WV) Captain J. Palmer +2, crew-crack. Union: Prevent the Confederate victory conditions, by sinking the
2 U.S.S. Ossipee (WV) Commander W. Leroy +2, crew- C.S.S. Stonewall or preventing it from exiting the mapboard by the
crack.
end of the game.
3 U.S.S. Sacramento (WV) Commander A. Benhan +1,
crew-average. Game length: 20 game-turns.
4 U.S.S. Seminole (WV) Commander E. Donaldson +1, crew-
average. The "Arkansas" Saga.
5 U.S.S. Kearsarge (WV) Captain J. Winslow +3, crew-elite. Scenario 5A: The First Encounter, July 15th, 1862, A.M.
6 U.S.S. Hatteras (WV) Lt Commander H. Blake +2, crew-
average. Confederate Order of Battle:
7 U.S.S. Quaker City (WV) Commander J. Fraily +2, crew- C.S.S. Arkansas (IC) Commander I. Brown +3, crew-crack.
crack. Union Order of Battle:
8 U.S.S. Niagara (WV) Commander T. Craven +1, crew-crack. U.S.S. Carondelet (IC) Captain H. Walke +2, crew-crack.
9 U.S.S. Octorara (WV) Lt Commander C. Green +2, crew- U.S.S. Tyler (WV) Lieutenant W. Gwin +2, crew-crack.
average. U.S.S. Queen of the West (WV) Lieutenant J. Hunter +1, crew-
10 U.S.S. New Ironsides (IC) Commander T. Turner +2, crew- average.
elite.
Map arrangement:
Map
Arrangement:

All map sections are deep water with no shorelines or active shoals or
Shore Active Current Direction
effects of current
Mapboard Lines Shoals and Speed
Wind: Variable direction rule. III line 10 T,R,S,O. hexes 1436-1423
Visibility: 30 hexes, vessel identification range 15 hexes; or use line 9 S.W. 2M.P.
optional visibility rules. hexes 1423-1522
Set Up: N.W. 2M.P.
Confederate vessel or vessels enter any edge of mapboards I or II. hexes 1522-3130
Union vessel or vessels enter any edge of mapboards III or IV. N. 2M.P.
hexes 3103-3528
Victory conditions: N.W. 2M.P.
Decisive: Enemy vessel or vessels are sunk with destroyed. hexes 3528-3519
Marginal: (for the) Weaker vessel; to engage the larger enemy S.W. 2M.P.
vessel and exit off the edge of the mapboard entered by the larger I line 3 hex D,G. hexes 1418-1411
vessel. 1218-2703 S.W. 2M.P.
Marginal: (for the) Larger vessel; to engage and force the weaker line 2 hex hexes 1411-3003
enemy vessel to exit off the mapboard it entered. 2703-4007 N.W. 2M.P.
Game length 25 games. line 4 hexes 3003-4008
N. 2M.P.
All shorelines block L.O.S.
Wind: Calm, no wind or variable wind rules Victory conditions:
Visibility: 20 hexes. C.S.S. Arkansas must exit N.E. edge of mapboard I between hexes
1718-1218 to win. Union must prevent Arkansas from exiting to win.
Set Up:
Union vessels enter on the N. edge of mapboard I between 4007- Game length: until victory conditions are met, or cannot be met.
4012 and heading S.
The Confederate vessel sets-up within four hexes of the N.E. edge of Scenario 5C: Surprise Attack on the Arkansas.
mapboard III. July 22nd, 1862.
Victory conditions: C.S.S. Arkansas must exit the N. edge of Confederate Order of Battle:
mapboard I between hexes 4007-4012 to win. C.S.S Arkansas (IC) Lt J. Grimball +2, crew-crack.
Union player must prevent the Confederate victory conditions. Set-Up:
Game length: until victory conditions are met or cannot be met. Battery F., Armour 10, crew 12, Set-up in 1607
crack morale 12. facing N-NE. to river.
Scenario 5B: C.S.S. Arkansas Runs the Union Fleet. Gun 1-32pdr. S.B. 52C.
July 15th, 1862, pm. Gun 2-5.8"inch Banded Rifle.
Gun 3-8"inch Columbiad S.B.
Confederate Order of Battle:
Gun 4-32pdr. S.B. 52C.
C.S.S. Arkansas (IC) Commander I. Brown +3, crew-crack.
Battery 11., Armour 10, crew 8, Set up in hex 2304
Union Order of Battle: Set-Up crack moral 12. facing N-NE.
U.S.S. Itasca (WV) (No.6) Lt Comm.’ Gun 1-10"inch Columbiad S.B.
J. Walters +2, crew-average. Map II 3325 N. Gun 2-10"inch Columbiad S.B.
U.S.S. Hartford (WV) Adm.’ D. Farragut
Battery G., Armour 10, crew 12, Setup in hex 2902
+4, crew-crack. Map II 2829 NW.
crack moral 12, facing east.
U.S.S. Iroquois (WV) Capt.’ J. Palmer
Gun 1-6.4"inch Banded Rifle.
+2, crew-crack. Map II 2630 NW.
Gun 2-10"inch Columbiad S.B.
U.S.S. Richmond (WV) Comm.’ J. Alden
Gun 3-42pdr S.B.
+2, crew-crack. Map II 2430 N.
Gun 4-42pdr S.B.
U.S.S. Sumter (WV) (captured Confed.’
Vessel) Lt H. Erbenti +2, crew-crack. Map II 2132 N. Battery H., Armour 12, crew 14, Setup in hex 3403
U.S.S. Louisville (IC) Comm.’ B.M. Dove crew morale 12. facing east.
+1, crew-crack. Map II 2030 NW. Gun 1-8"inch Columbiad S.B.
U.S.S. Oneida (WV) Comm.’ J. Mullany Gun 2-6.4"inch Banded Rifle.
+2, crew-crack. Map II 1828 N. Gun 3-6.4"inch Banded Rifle.
U.S.S. Cincinnati (IC) Lt Comm.’ B. Gun 4-10"inch Columbiad S.B.
Wilson +2, crew-crack. Map II 1727 NW. (See the Gun Table Section of the Rulebook)
U.S.S. Lancaster (WV) Lt Col.’ J. Ellet
C.S.S. Arkansas is moored in hex 3103 facing S.E. with engine
+2, crew-crack. Map II 1626 N.
damage and must remain in hex 3103 but can turn with 1 M.P. per
U.S.S. Essex (IC) Comm.’ W. Porter
game-turn. The Arkansas only has 20 crew factors on board.
+2, crew-crack. Map I 3204 N.
U.S.S. Benton Lt Comm.’ S.L. Phelps Union Order of Battle:
+2, Adm.’ D. Porter +3, crew-crack. Map I 2308 NW. U.S.S. Essex (IC) Commander W. Porter +3, crew-crack.
U.S.S. Queen of the West (WV) Lt Col.’ A. Ellet +3, crew-crack
All Union Vessels except the U.S.S. Itasca are at anchor with steam
down, and cannot move for six game-turns. U.S.S. Itasca SET-UP:
(No.6) has steam up and can maneuver from game-turn 1. Union vessels enter N.E. edge of the mapboard between hexes 1718
to 1218.

Map Map arrangement:


arrangement:
Shore Active Current Direction
Shore Active Current Direction Mapboard Lines Shoals and Speed
Mapboard Lines Shoals and Speed
I line 4, C,G. hexes 1418-1411
II line 12, hex X. hexes 3819-3826 line 3, S.W. 2M.P.
3420-3324; N.E. 1M.P. 1218-2703 hexes 1411-3003
line 13, hex hexes 3826-2134 line 2, N.W. 2M.P.
3324-1224; S.E. 1M.P. 2703-4007 hexes 3003-4007
line 15 hexes 2134-1230 N. 2M.P.
S. 1M.P. All shorelines block L.O.S.
I line 2, D,G. hexes 4110-2604
4007-2703; S. 1M.P. Wind: Calm, or variable wind rule.
line 3, hexes 2604-1509 Visibility: 20 hexes.
2703-1218; S.E. 1M.P. All Confederate batteries are on a bluff and receive a + 2 column
line 4, hexes 1509-1518 shift to the right on the H.D.T. for Plunging Fire.
4031-1718 N.E. 1M.P. Victory conditions:
All shorelines block L.O.S. The Union player must sink or destroy the C.S.S. Arkansas and be
able to exit both vessels from either the N edge of the mapboard
Wind: Calm, no wind or variable rule. between hexes 4007-4013, or between hexes 1718-1218 to win.
Visibility: 20 hexes. Confederate's win if Arkansas is not sunk, and both Union vessels do
C.S.S. Arkansas enters South West edge of mapboard II. not exit the map.
If the Union vessels are both destroyed and the C.S.S. Arkansas is not
sunk, the Confederate Victory is decisive. Scenario 6: Fort Henry. February 6th, 1862.
Confederate Order of Battle:
Scenario 5D: The Final Sorte. August 6th, 1862. Fort Henry:
Commanded by General Tilghman +3, crew-crack, morale 16
Confederate Order of Battle: and Set-Up:
(see the Gun Table section of the rulebook).
C.S.S. Arkansas (IC) Lieutenant J. Grimball +2, crew-crack.
Gun Type Armour Crew
The Arkansas has one engine damaged. This is reflected by a die roll
1 32 pdr. S.B.27C 6 6
every third (3rd) game-turn beginning with game-turn 1.
2 32 pdr. S.B.27C 6 6
A dr of 1-3 result gives the C.S.S. Arkansas full movement M.P. for
3 32 pdr. S.B.27C 6 8
that game-turn; a dr of 4-6 reduces the C.S.S. Arkansas speed to half
4 32 pdr. S.B.27C 6 8
(1/2) it’s total M.P. for that game-turn only.
5 5.8"inch Bandit Rifle 10 10 .
C.S.S. Arkansas is placed initially in hex 3428 heading South. 6 32 pdr. S.B.52C 6 8
Union Order of Battle: 7 32 pdr. S.B.52C 6 8
U.S.S. Essex (IC) Commander W. Porter +3, crew-crack. 8 42 pdr. S.B.52C 8 10
The Essex enters mapboard III between hexes 3519-3919 on game- 9 10"inch Columbiad S.B. 10 10
turn 1. 10 32 pdr. S.B.52C 6 6
11 42 pdr. S.B.52C 8 8
Map 12 32 pdr. S.B.27C 6 2
arrangement: 13 32 pdr. S.B.27C 6 2
14 32 pdr. S.B.27C 6 2
3 x "P" type torpedoes, 3 x dummy units.
Union Order of Battle:
First Division:
Shore Active Current Direction
U.S.S. Essex (IC) Comdr. W. Porter +2, crew-average.
Mapboard Lines Shoals and Speed
U.S.S. Cincinnati (IC) Comdr.' R. Stembol +2, Adm. A. Foote +3,
III line 10 O,S,T,U. hexes 3719-3726
crew-average.
line 9 NE. 1M.P.
U.S.S. Carondelet (IC) Comdr. H. Walke +1, crew-average.
hexes 3726-2831
U.S.S. Saint Louis (IC) Lt Paulding +1, crew-green.
SE. 1M.P.
hexes 2831-1323 Second Division:
S. 1M.P. U.S.S. Tyler (WV) Lt Comdr. W. Gwin +1, crew-average.
hexes 1323-1324 U.S.S. Conestoga (WV) Lt Comdr. S. Phelps +2, crew-average.
SE. 1M.P. U.S.S. Lexington (WV) Lt Comdr. J. shirk +1, crew average.
hexes 1324-1436
NE. 1M.P. Map arrangement:
II line 15; W,X,BB hexes 3719-2726
line 12 NE. 1M.P.
hex 3420- hexes 3726-2134 Shore Active Current Direction
3324: line SE. 1M.P. Mapboard Lines Shoals and Speed
13, 3324- hexes 2134-1230 I line 4, D,C. hexes 4108-3103
1224 S. 1M.P. line 2, S. 1M.P.
4007-2703, hexes 3103-1412
All shorelines block L.O.S. line 3 S.E. 1M.P.
Wind: South or variable wind rule. 2703-1218 hexes 1412-1418
Visibility: 20 hexes. NE. 1M.P.
All shorelines block L.O.S.
Victory Conditions:
Confederate: C.S.S. Arkansas must damage U.S.S. Essex Wind: southwest or use the variable wind rule.
sufficiently (by reducing the Essex's speed to 2 M.P. or less) and exit Visibility: 20 hex's.
off the South edge of Mapboard II between hexes 1224-1230. SET-UP:
Union: To win, prevent the C.S.S. Arkansas victory conditions. Fort Henry is in hex 3302. Front guns (guns 6-11) face toward the
Game length: 30 game-turns. Southeast. Gun arcs of fire: Gun 1, north to northeast hex-rows; Guns
2-4 north-northeast to south hex rows; Guns 12-14 south to northwest
OPTIONAL RULES: to scenarios 5A,5C,5D. hex rows. Torpedoes and dummy counters are placed inverted within
a. The Confederates add:- 7 hexes of the Fort. Union vessels enter N.E. edge of the mapboard
C.S.S. Tennessee I (IC) Captain +2, crew-average. between hex rows 1218-1718.
to their order of battle. Victory Conditions:
The Union adds:- Union: Union player must exit three (3) ironclads and two (2)
U.S.S. Benton (IC) Lt Comm.’ S.L. Phelps +2, wooden vessels past Fort Henry with less than 50% Hull or
Floatation damage to each vessel. Vessels must exit off the mapboard
Adm.’ D. Porter +3, crew-crack.
between hex row 4007-4013.
Confederate: The Confederate player must prevent the Union
b. These scenarios 5A-D may be played as a campaign.
victory conditions.
The damage inflicted in the earlier scenarios is carried over
to the next scenario. The Confederate vessels can repair Optional rules:
damage as they are in port at Vicksburg. The port can The Confederate ram C.S.S. Eastport (IC) Captain +2, crew average
repair 4A, 3H, 2F, 1M.P. and 1sk for each three (3) days is available. Draw a chit for game-turn of entry, #1-4 game-turn 1,
the vessel being repaired is not involved in combat. #5-8 game-turn 2, #9-10 game-turn 3.
Union vessels have no repair capacity. C.S.S. Eastport enters north edge of the mapboard between 4107-4013.
This scenario can be played solitaire. The torpedoes and dummy counters are placed within six (6) hexes of
For solitaire play it is suggested that the Union wooden vessels be the Water Battery.
omitted from the order of battle and alter the victory conditions to The Union vessels enter the north edge of the mapboard between
exclude these vessels. Also omit the optional rule concerning the 4007-4012.
C.S.S. Eastport. Invert the dummy counters and the torpedo
Victory Conditions:
counters, mix them up and place them on the mapboard as the
Union: The union player must exit 3 ironclads and the two wooden
Confederate commander would place them.
vessels pasta batteries with less than 50% hull or floatation damage to
each.
Scenario 7: Fort Donelson. February 14th, 1862.
The vessels must exit off the map board between hexes 1218 to 1718.
Confederate Order of Battle: Confederate: The confederate player must prevent the union victory
Fort Donelson; Captain. J. Dixon +3, crew-crack. conditions.
1. Water Battery:
Optional Rules:
Gun No. Type Armour Crew
C.S.S. Eastport (IC) Captain +2, crew-average. is available to the
1 32 pdr. S.B.52C 10 6
Confederates. Draw a chit for the game-turn of entry, #1-4 game-turn
2 32 pdr. S.B.52C 10 6
2, #5-6 game-turn 3, #7-10 game turn 4.
3 32 pdr. S.B.52C 10 6
The C.S.S. Eastport enters from the N.E. edge of the mapboard
4 32 pdr. S.B.52C 10 6
between hexes 1218-1718.
5 32 pdr. S.B.52C 10 6
This scenario can be played solitaire.
2. Mid-Cliff Battery: +1 column shift to the right on the H.D.T.
For Solitaire play it is suggested that the Union wooden vessels be
for Plunging Fire.
omitted from the order of battle, and the victory conditions.
Gun No. Type Armour Crew
1 32 pdr. S.B.27C 12 6 Also omit the optional rule concerning the C.S.S. Eastport.
2 10"inch Columbiad S.B. 14 8 Invert the dummy counters and the torpedo counters, mix them up
and place them on the mapboard as the Confederate commander
3. High-Cliff Battery: +2 column shift to the right on the H.D.T. would place them.
for Plunging Fire.
Gun No. Type Armour Crew Scenario 8: Destruction of the C.S.S. Nashville.
1 8"inch Columbiad S.B. 12 6 February 28th, 1863.
2 128 pdr. Rifle 14 8
3 32 pdr. S.B.27C 12 6 Confederate Order of Battle:
Fort McAllister; Commander. +1, crew-crack. Morale 14.
2 x "P" type torpedoes, 3 x dummy counters.
Gun No. Type Armour Crew
(see the Gun Table section of the rulebook).
1 32 pdr. S.B.52C 12 6
Union Order of Battle: 2 32 pdr. S.B.52C 12 6
First Division: 3 5.8"inch Banded Rifle 12 6
U.S.S. St. Louis (IC) Lt. L. Paulding +1, Adm. A. Foote +3, crew- 4 8"inch Columbiad S.B. 12 6
average. 5 6.4"inch Brooks 2B Rifle 12 6
U.S.S. Carondelet (IC) Comdr. H. Walke +2, crew-average. 6 8"inch Columbiad S.B. 12 6
U.S.S. Louisville (IC) Comdr. B. Dove +1, crew-average. 7 10"inch Columbiad S.B. 12 6
U.S.S. Pittsburg (IC) Lt. E. Thompson +2, crew-average.
(see the Gun Table section of the rulebook).
Second Division:
U.S.S. Tyler (WV) Lt. Comdr. W. Gwin +1, crew-average. C.S.S. Nashville (Rattlesnake) (WV) Capt. +2, crew-average.
U.S.S. Conestoga (WV) Lt. Comdr. S. Phelps +1, crew-average. 4 x Pile – 15 Obstructions.
1 x Pile – 20 Obstruction.
6 x "P" type torpedoes.
Map arrangement: 4 x Dummy units.
Union Order of Battle:
Shore Active Current Direction U.S.S. Montauk (Mon.) Commander. J. Worden +3, crew-elite.
Mapboard Lines Shoals and Speed
I line 4, D,G hexes 1418-1411 Map
line 2 SW. 2M.P. Arrangement:
4007-2703, hexes 1411-3003
line 3 NW. 2M.P.
2703-1218 hexes 3003-4008
N. 2M.P.
All shorelines block L.O.S. Shore Active Current Direction
Mapboard Lines Shoals and Speed
Wind: North East.
III line 9 O,R,S. hexes 3519-3528
Visibility: 20 hexes.
line 10 NE. 1M.P.
Game Length: 20 game-turns. hexes 3228-3011
SET-UP: SE. 1M.P.
Fort Donelson is composed of 3 separate batteries. hexes 3011-1423
S. 1M.P.
1. The Water Battery is located in hex 2503 facing north.
hexes 1423-1323
Comdr. +1.
SE. 1M.P.
2. The Mid-Cliff battery is located in 2304 facing north.
hexes 1323-1336
Comdr. +1.
NE. 1M.P.
3. The High-Cliff battery is located in hex 2205 facing north.
Comdr. +1.
4. All battery crews are crack, morale 15. Cont.’ ………………………………..>
Shore Active Current Direction mapboard III between hexes 3420-3919 with 50% or less hull or
Mapboard Lines Shoals and Speed floatation damage on each ship.
II line 12; W,X. hexes 3719-2726 Union: Destroy the C.S.S. Nashville, and prevent the Confederate
3420-3420; Shoal BB NE. 1M.P. ironclads from exiting the mapboard with less than 50% hull or
line 13 3033-1430 hexes 3726-2134 floatation damage.
3324-1224; SE. 1M.P.
Line 15 hexes 2134-1230 "Albemarle Sound"
4119-3628; S. 1M.P. Scenario 9A: The First Battle. April 18th, 1864.
shoal line hexes 4134-3330
3628-4035 S. 1M.P. Confederate Order of Battle:
is deep water C.S.S. Albemarle (IC) Captain. J. Cooke +3, crew-crack.
there is no shoreline. Union Order of Battle:
Line 15 3133- U.S.S. Miami (WV) Commander. C.W. Flusser +2, crew-crack.
1230; line 17 U.S.S. Southfield (WV) Lt. Com. French +1, crew-average.
4035-3436;
Line 18 3436-3133.
Shorelines do not block L.O.S. Map arrangement:
Wind: Calm, no effect.
Visibility: 15 hexes.
Shore Active Current Direction
SET-UP: Mapboard Lines Shoals and Speed
Fort McAllister is on mapboard III hex 2424 facing southeast (SE).
I line 1 A,B,C,F. SE. 1M.P.
Piles are placed within 5 hexes of the fort. Torpedoes and their
II line 17, Z,BB. SE. 1M.P.
dummy units are placed on either mapboard.
4035-1734;
C.S.S. Nashville is grounded in hex 2830 facing south (S).
line 16,
Historical Scenario: 1734-1236;
C.S.S. Nashville had been converted to a cruiser and had run aground III line 11, V. SE. 1M.P.
fast above Fort McAllister on the Ogeechee River, Georgia. The IV line 7, I,J,K,M. SE. 1M.P.
C.S.S. Nashville could not be freed from the shoal before the U.S.S.
Montauk appeared and destroyed the Confederate vessel. In this All shorelines block L.O.S.
scenario the C.S.S. Nashville is grounded, cannot be freed, and has Wind: Northeast (NE)
no crew on board. Visibility: 20 hexes.
U.S.S. Montauk enters mapboard II on hex 3030 facing northwest Set-Up:
(NW). C.S.S. Albemarle enters mapboard I on any hex along the Northeast
Victory Conditions: map. The Union vessels set up anywhere on mapboard III or IV.
Union: Destroy the C.S.S. Nashville without receiving 50% hull or Initial placement will be noted by each player on their Log Sheets.
floatation damage to the Montauk. If the Union vessel receives this The placement will be revealed to the opposing player and the vessel
much damage it must withdraw from action and exit mapboard II. counters will be placed on the map in the specified hexes.
Confederate: Force the Union vessel to withdraw before the Victory Conditions:
Nashville is destroyed. Confederate: C.S.S. Albemarle must exit from the Southeast edge of
mapboard III or IV with less than 50% hull or floatation damage.
This is a good solitaire scenario.
Union: Prevent the Confederate victory conditions.
For torpedo placement Invert the dummy counters and the torpedo
counters, mix them up and place them on the mapboard as the Game Length: 20 game turns.
Confederate commander would place them.
Scenario 9B: Second Battle. May 5th, 1864.
Optional Scenario: Confederate Order of Battle:
This scenario is for two or more players. The C.S.S. Nashville is fully C.S.S. Albemarle (IC) Captain J. Cooke plus 3, crew-crack.
manned and can be freed from the shoal by a die roll. At the C.S.S. Bombshell (WV) Captain +2, crew-average.
beginning of each game-turn, the Confederate player will roll one die. C.S.S. Cotton Plant (WV) Captain +2, crew-average.
A dr of "1" will free the C.S.S. Nashville. Union Order of Battle:
The Confederate player adds:- U.S.S. Mattabesett (WV) Commander J. Febigu +2, crew-crack.
C.S.S. Atlanta (IC) Captain +2, crew-average. U.S.S. Sassacus (WV) Lt Commander F. Roe +3, crew-crack.
C.S.S. Savannah (IC) Captain +2, crew-average. U.S.S. Wyalusing (WV) Lt Comdr. W. Queen +2, crew-crack.
These vessels enter mapboard II between hexes 1224-1230 or 4033- U.S.S. Whitehead (WV) Act. Ens. G. Barrett +1, crew-average.
4035 or both. This must be noted on the log sheet by the confederate U.S.S. Ceres (WV) Acting Master H. foster +1, crew-average.
player before the game begins. He chit is drawn to determine the U.S.S. Commodore Hull (WV) Acting Master F. Josselyn +1,
game-turn of entry. #1-4 game-turn 5, #5-7 game-turn 7, #8-10 game- crew-average.
turn 10.
The Union player adds:- Map
U.S.S. Weehawken (Mon.) Captain +2, crew-average. arrangement:
U.S.S. Itasca 90 day Gunboat (WV) Captain +2, crew-average.
The Union forces enter between 1224-1230 on mapboard II game-
turn 1. Wind: South (S).
Victory Conditions: Visibility: 20 hexes.
Confederate: Exit the C.S.S. Nashville off the south (S) edge of
mapboard II between hexes 1224-1230, and exit C.S.S. Atlanta and
C.S.S. Savannah of either mapboard II between hexes 4033-4035, or
Set-Up: Set-Up:
Confederate vessels enter mapboard I on any hex along the Northeast The Confederate vessels and two dummy vessel units enter on the
map. The Union vessels set up anywhere on mapboard III or IV. north edge of either Mapboard I or II on game-turn 1.
Initial placement will be noted by each player on their Log Sheets. The Union forces have three dummy vessel units in addition to the
The placement will be revealed to the opposing player and the vessels regular order of battle. The Union force must have at least two
counters will be placed on the map in the specified hexes. actual vessels on Mapboards I or II, and the remainder of the of
Victory Conditions: the vessels are placed anywhere on Mapboards III and IV. The
Confederate: C.S.S. Albemarle must clear the River of Union Union dummy vessel units may be placed on any mapboards.
vessels and exit off the Southeast edge of mapboard III or IV. Any Victory Conditions:
Union vessel which receives 75% hull or 50% floatation damage Confederate: The Confederate force must break the Union blockade
must withdraw directly from combat by exiting off the southeast edge while destroying or causing the withdrawal of Union vessels
of mapboard III or IV. The Union vessel may still defend itself. sufficient to allow the blockade runner C.S.S. Stag to exit the south
Union: Prevent the Confederate victory conditions, or destroy the edge of Mapboards III or IV with less than 25% hull or floatation
C.S.S. Albemarle. damage. Any Union vessel suffering 75% hull or floatation damage
Special Rule: must withdraw from combat and exit off the SW. or S. edge of
U.S.S. Miami (WV) Commander. C.W. Flusser +2, crew-crack. is mapboard IV or the NE. or SE. edge of Mapboard III, whichever is
available in the Union Order of Battle if it received less than 50% nearer to the damaged vessel.
hull or floatation damage in the April 18th scenario if the two Union: The Union force must maintain the blockade by preventing
scenarios are played together as a campaign. the blockade runner C.S.S. Stag from exiting the south edge of map
called III or IV, or force both the Confederate ironclads to retreat. A
“What if ” Scenario: Union Confederate ironclad must withdraw when it suffers 50% hull or
Union forces manage to get the monitor U.S.S. Lehigh across floatation damage. That damaged ironclad vessel must exit off the
Hatteras Bar and into the Sound. The Union commander has added to north edge of mapboard II.
their Order of Battle:
U.S.S. Lehigh (IC) Captain +2, crew-average. “What if ” Scenario:
U.S.S. Torpedo Launch No.1 (WV) Captain +2, crew-average. Charleston Harbour was one of the few places in the Civil War where
an ironclad fleet action could have occurred. To reflect this the
The Confederate's add to their Order of Battle: Confederate and Union players draw one chit a piece for the
C.S.S. Neuse (IC) Captain +2, crew-average. additional vessels to be added to their Order of Battle. One chit is
C.S.S. Wasp squib class torpedo launch (WV) drawn by each player. Opposite each name are chit numbers. If the
C.S.S. Scorpion squib class torpedo launch (WV) number drawn is present in these chit numbers, that ship will be
The confederate ironclads add one type A spar torpedo to their box. added to the Order of Battle.
Victory Conditions: Confederate:
Confederate: C.S.S. Albemarle must clear the River of Union Chit No. 1,2,3,4,7,9,10. C.S.S. Charlestown (IC) Flag Officer D.
vessels and exit off the Southeast edge of mapboard III or IV. Any Ingraham +3, crew-crack.
Union vessel which receives 75% hull or 50% floatation damage Chat No. 1,2,5,6,8,10. C.S.S. Colombia (IC) Captain I. brown +3,
must withdraw directly from combat by exiting off the southeast edge crew-crack.
of mapboard III or IV. The Union vessel may still defend itself. Chit No. 1,2,3,4,6,8,10. C.S.S. Stag (WV) Captain +1,
Union: Prevent the Confederate victory conditions, or destroy the crew-average.
C.S.S. Albemarle. Chit No. 1,2,3,5,7,9,10. C.S.S. Bat (WV) Captain +1, crew-average.
The blockade runners C.S.S. Stag and C.S.S. Bat may enter on any
Scenario 10: Charleston Harbour. January 31st, 1863. game turn as desired by the Confederate commander.
Confederate Order of Battle Union:
C.S.S. Palmetto State (IC) Lt Comdr. J. Routledge +3, Flag Officer Chit No. 1,2,5,6,9. U..S.S. Weehawken (Mon) Captain J. Rodgers
D. Ingraham +3, crew-crack. +3, crew-elite.
C.S.S. Chicora (IC) Captain J. Tucker +3, crew-crack. Chit No. 1,3,5,7,10. U.S.S. Nahant (Mon) Commander J. Downs +1,
C.S.S. Stag (WV) Captain +1, crew-average. crew-crack.
The Union Order of Battle: Chit No. 1,5. U.S.S. Cannonicus (Mon) Lt Comdr. G. Belknap
U.S.S. Meceditia (WV) Comdr. H. Stellwagen +2, crew-average. +2, crew-crack.
U.S.S. Keystone State (WV) Comdr. W. Leroy +2, crew-average. Chit No. 1,4,5,6,8,10. U.S.S. New Ironsides (AF-IC) Commander T.
U.S.S. Memphis (WV) Lt Comdr. P. Watmough +1, crew-average. Turner +2, crew-elite.
U.S.S. Quaker City (WV) Commander. J. Fraily +2, crew-crack. This scenario can be played in daylight or at night. If it is played at
U.S.S. Augusta (WV) Commander E. Parrott +1, crew-average. night, the Advanced Visibility Rules and rules for Hidden Movement
U.S.S. Housatonic (WV) Captain W. Taylor +2, crew crack. should be used.
Victory Conditions: Are the same as for scenario 10 except the
Map mandatory withdrawal rule (due to damage) is not required. Victory
arrangement: can also be determined but the value of the vessel sunk or destroyed
on either side. The Confederates receive the value of a blockade
runner which successfully exits the mapboard toward victory points
should either C.S.S. Stag, C.S.S. Bat or both do so.
Shore Active Current Direction
Mapboard Lines Shoals and Speed
Mobile Bay August 5th, 1864
I none A,B,C,F. S. 1M.P.
II none Z,BB. S. 1M.P. Scenario 11A: Passing The Forts
III none P.(V.?) no effect Confederate Order of Battle
IV none I,J. no effect C.S.S. Tennessee II (IC) Comdr. J. Johnson +3, Adm. F. Buchanan
Winds: Calm, no effect. +4, crew-crack.
Visibility: 4 hexes. This is a night scenario and visibility rules C.S.S. Selma (WV) Comdr. P. Murphy +3, crew-crack.
apply. C.S.S. Morgan (WV) Lieutenant G. Harrison +2, crew-crack.
C.S.S. Gaines (WV) Lieutenant J. Bennett +2, crew-average. Union Order of Battle:
Water Battery: Commander +3, crew-crack. Morale 16. Starboard Column:
1. U.S.S. Tecumseh (Mon) Comdr. T. Craven +3, crew-crack.
Battery A;
Gun No. Type Armour Crew 2. U.S.S. Manhattan (Mon) Comdr. J. Nicholson +3, crew-crack.
3. U.S.S. Winnebago (Mon) Comd. T. Stephens +2, crew-average.
1 5.8"inch Banded Rifle 12 6
2 10"inch Columbiad 12 8 4. U.S.S. Chickasaw (Mon) Lt Com. G. Perkins +3, crew-crack.
3 10"inch Columbiad 12 8 Port Column:
4 10"inch Columbiad 12 8 1a. U.S.S. Brooklyn (WV) Captain J. Alden +1 crew-crack.
5 8"inch Brooks Rifle 12 8 1b. U.S.S. Octorara (WV) Lt Comdr. C. Green +2, crew-crack.
Battery 15; 2a. U.S.S. Hartford (WV) Captain. P. Drayton +2, Admiral. D.
2 10"inch Columbiad 12 8 Farragut +4, crew-elite.
3 5.8"inch Banded Rifle 12 8 2b. U.S.S. Metacomet (WV) Lt Comdr. J. Jouett +2, crew-crack.
The Water Battery is composed of two units. Battery unit A, and 3a. U.S.S. Richmond (WV) Captain T. Jenkins +3, crew-crack.
Battery unit 15. These two units are both assumed to be located on 3b. U.S.S. Port Royal (WV) Lt Com. G. Gherardi +2, crew-crack.
Mapboard IV hex 3813 facing SW. 4a. U.S.S. Lackawanna (WV) Capt. J. Marchand +2, crew-crack.
4b. U.S.S. Seminole (WV) Comm. E. Donaldson +1, crew-average.
Fort Morgan: Brigadier General R. Page +3, crew-crack. 5a. U.S.S. Monongahela (WV) Comm. J. Stron +2, crew-crack.
Gun No. Type Armour Crew 5b. U.S.S. Rennebec (WV) Lt Com. W. McCann +2, crew-average.
1 32 pdr. S.B. 52C 20 6 6a. U.S.S. Ossipee (WV) Comm. W. Leroy +2, crew-crack.
2 32 pdr. S.B. 52C 20 6 6b. U.S.S. Itasca (WV) Lt Comdr. G. Brown +2, crew-average.
3 32 pdr. S.B. 52C 20 6 7a. U.S.S. Oneida (WV) Comdr. J. Mullany +1, crew-average.
4 8"inch Brooks Rifle 20 10 7b. U.S.S. Galena (WV) Lt Comdr. C. Wells +2, crew-average.
5 5.8"inch Banded Rifle 20 6
Map arrangement:
6 6.4"inch Brooks 2B Rifle 20 8
7 8"inch Columbiad S.B. 20 6
8 10"inch Columbiad S.B. 20 8
Gun No. Type Armour Crew
9 10"inch Columbiad S.B. 20 8
10 10"inch Columbiad S.B. 20 8 Shore Active Current Direction
11 10"inch Columbiad S.B. 20 8 Mapboard Lines Shoals and Speed
12 10"inch Columbiad S.B. 20 8 IV line 8 I,J,K,M,N, South 1M.P.
13 5.8"inch Banded Rifle 20 6 CC.
14 8"inch Brooks Rifle 20 10 I none A,B,E,F. South 1M.P.
15 5.8"inch Banded Rifle 20 6 II none W,X,Y,AA South 1M.P.
16 10"inch Columbiad S.B. 20 8 III none none South 1M.P.
17 10"inch Columbiad S.B. 20 8
18 8"inch Columbiad S.B. 20 6 Wind: Southwest or variable wind rule.
19 8"inch Columbiad S.B. 20 6 Visibility: 25 hexes or visibility rule.
20 32 pdr. S.B. 52C 20 6 Confederate Set-Up (Historical):
21 5.8"inch Banded Rifle 20 6 vessels : C.S.S. Tennessee II Mapboard I, hex 1211
22 32 pdr. S.B. 52C 20 6 C.S.S. Selma Mapboard I, hex 1309
23 32 pdr. S.B. 52C 20 6 C.S.S. Morgan Mapboard I, hex 1307
24 6.4"inch Brooks 2B Rifle 20 8 C.S.S. Gaines Mapboard I, hex 1306
25 32 pdr. S.B. 52C 20 6 Torpedo Placement: Confederates must leave a two hex wide clear
26 32 pdr. S.B. 52C 20 6 channel in front of "Shoreline no.8" on Mapboard IV. This channel
27 32 pdr. S.B. 52C 20 6 must be at least four hexes long.
28 32 pdr. S.B. 52C 20 6 Example: hexes 3710-4010, and 3711-4011.
29 32 pdr. S.B. 52C 20 6 A typical placement of the "K" type torpedoes would be on
30 32 pdr. S.B. 52C 20 6 mapboard IV, hexes 3706, 3707, 3708,3709, 3809, 3909, 3009, 3806,
31 32 pdr. S.B. 52C 20 6 3906, 3007.
32 32 pdr. S.B. 52C 20 6 The "P" type torpedoes could be placed in 3612, 4012, 3705 and
33 32 pdr. S.B. 52C 20 6 3205 on Mapboard IV.
34 32 pdr. S.B. 52C 20 6 The Pile-15 obstructions could be placed in hexes 3701, 3702, 3703,
35 32 pdr. S.B. 52C 20 6 3704 to prevent shallow draft vessels from flanking the minefield.
36 32 pdr. S.B. 52C 20 6 The Pile-20 obstructions could be placed in hexes 3411, 3410 on
37 32 pdr. S.B. 52C 20 6 Mapboard IV.
38 32 pdr. S.B. 52C 20 6 These units should be placed in such a way as to maximise the time
39 32 pdr. S.B. 52C 20 6 the Union fleet must spend under the guns of the fort.
40 32 pdr. S.B. 52C 20 6
The L.O.S of Fort Morgan is not blocked by the Water Battery.
(see the Gun Tables Section of the rulebook). Fort Morgan receives a one column shift to the right on the H.D.T.
for plunging fire due to the height of the guns.
Fort Morgan is placed in hex 3814 to 3816 facing SW on map board
IV. The front of Fort Morgan is indicated by gun No.14. Union Set-Up:
Confederate torpedoes and obstructions: Union Starboard Column:
10 x "K" type fix torpedoes The Monitors enter in the sequence numbered in the Order of Battle
4 x "P" type fixed torpedoes on mapboard IV between hexes 1203-1206.
4 x Pile-15 obstructions The Port Column:
2 x Pile-20 obstructions Enters on mapboard IV between hexes 1209-1213, in the sequence
6 x Dummy counters given in the Order of Battle. The "b" vessel of each numbered pair is
lashed to the left side of the "a" vessel. Because of the narrow space Set-Up:
of hexes the "b" vessel may be stacked above an "a" vessel. The Fort Powell is in hex 3708 facing SW. The front of Fort Powell is
paired vessels move at the speed of the slowest vessel and all paired defined by gun No.3. The Pile-15 obstructions are in hexes 3712,
vessels have a Turning Capacity (T.C.) of 1/1 regardless of speed. 3709, 3704, 4003. The Pile-20 obstructions are in hexes 3710, 3711,
The paired vessels may cast off after they have passed 10 hexes 3804, 3903. The U.S.S. Chickasaw enters the southeast edge of the
beyond Fort Morgan on mapboard I or II. The Union 1st Class Mapboard between hexes 1209-1213.
Steam Sloop's U.S.S. Brooklyn, U.S.S. Hartford and U.S.S.
Victory Conditions:
Richmond have a clear L.O.S. over the Union Monitors, and may fire
Union: Silence Fort Powell by destroying all of its guns or crew.
their guns over these ironclads.
Confederate: Inflict 50% hull or floatation hits on the U.S.S.
Victory Conditions: Chickasaw. When 50% damage is reached the U.S.S. Chickasaw
Union Decisive: The Union fleet must pass Fort Morgan and destroy must withdraw from action and exit off the edge of the Mapboard
all vessels in the Confederate fleet, while losing four or less of their between hexes 1009-1013.
own vessels.
Game Length: 20 game-turns.
Union Marginal: The Union fleet passes Fort Morgan losing more
than four vessels, and destroys all of the Confederate vessels. Scenario 12: Action at Plum Point.
Confederate Decisive: The Union fleet is prevented from passing Tennessee, May 10th, 1862.
Fort Morgan and entering Mapboard I. Union vessels
which pass Fort and are later destroyed do not count as having Confederate Order of Battle
passed. The River Defence Fleet:
Confederate Marginal: Union fleet passes Fort Morgan losing four C.S.S. Little Rebel (WV) Capt. J. Montgomery +2, crew-crack. This
or more vessels, and the Confederate vessels escape by exiting off is the Flagship of the fleet.
mapboard II between hexes 4033-4035, or off the SW. edge of C.S.S. General Bragg (WV) Capt. W. Leonard +2, crew-crack.
mapboard III regardless of the damage the Confederate vessels have C.S.S. General Price (WV) First Officer J. Henthorn +2, crew-
received. average.
Game Length: 30 Game-Turns. C.S.S. General Van Dorn (WV) Capt. I. Fulkerson +2, crew-average.
C.S.S. Colonel Lovell (WV) Capt. J. Delancy +1, Crew-green.
Optional Rules: C.S.S. General Beauregard (WV) Capt. J. Hurt +2, crew-average.
The Confederate's have the C.S.S. Tuscaloosa (IC) Captain +2, crew- C.S.S. Sumter (WV ram) Capt. W. Lamb +2, crew-average.
average as a floating battery moored within one hex of shoreline 8. C.S.S. General Jeff Thompson (WV) Capt. J. Burk +2, crew-average.
The C.S.S. Tuscaloosa can block the L.O.S. of the Water Battery.
The C.S.S. Tennessee II had steering chains on the outside of the Union Order of Battle:
stern deck and were thus more exposed to damage than usual. To U.S.S. Cincinnati (IC) Comdr. R. Stembel +2, crew-crack.
reflect this any penetration hit on the stern waterline may damage U.S.S. Mound City (IC) Comdr. A. Kilty +2, crew-average.
her steering gear. U.S.S. Benton (IC) Lt Comdr. S. Phelps +2, Adm. A. Foote +4, crew-
Roll 2 dice: a dr of 2-9 = no steering damage; a dr of 10 = steering crack. This is the Flagship of the Union fleet.
gear jammed vessel remains on present heading for two game-turns; U.S.S. Carondelet (IC) Comdr. H. Walke +3, crew-crack.
a dr of 11 = Turning Capacity (T.C.) reduced to 1/1; a dr of 12 = Mortar Rafts: No.4, No.8, No.12, No.16.
steering destroyed; vessel cannot make any turns for the reminder of
the game.
Map
Scenario 11B: The Chickasaw and Fort Powell arrangement:
Confederate Order of Battle:
Fort Powell; Lt Col. J. Williams +2, crew-crack, morale 12.
Gun No. Type Armour Crew Shore Active Current Direction
1 5.8"inch Banded Rifle 8 6 Mapboard Lines Shoals and Speed
2 5.8"inch Banded Rifle 8 6 I line 4 C, G. hexes 1418-1411
3 6.4"inch Banded Rifle 8 8 line 3 SW. 1M.P.
4 6.4"inch Banded Rifle 8 8 1218-2703; hexes 1411-3003
5 10"inch Columbiad 8 8 line 2 NW. 2M.P.
6 8"inch Brooks Rifle 8 6 2703-4007 hexes 3003-4008
N. 2M.P.
(see Gun Tables Section of the Rulebook).
II line 13; X. hexes 1228-2434
four Pile-15 obstructions from 1224- N. 2M.P.
four Pile-20 obstructions 3324; line hexes 2434-3528
Union Order of Battle: 12 from NW. 2M.P.
U.S.S. Chickasaw (Mon) Lt Com. G. Perkins +3, crew-crack. 3324-3419; hexes 3528-3519
line 15. SW. 2M.P.
Shorelines block all L.O.S.
Map arrangement:
Wind: NE or Variable Wind Rule.
Visibility: 30 hexes.
Shore Active Current Direction Set-Up:
Mapboard Lines Shoals and Speed Union:
IV line 8 I,J,K,L,M, SW. 1M.P. The U.S.S. Cincinnati is anchored on Mapboard II in hex 2229 with
N, CC. steam partially down. The vessel cannot move for two game-turns, it
Wind: South. may build up speed at the EC rate.
Visibility: 20 hexes. The Union Mortar Rafts are moored in the following hexes:
No.8 hex 1928; No.4 hex 1727; No.12 hex 1425; No.14 on
Mapboard I hex 4008.
The U.S.S. Mound City, U.S.S. Benton and U.S.S. Carondelet all Set-Up:
enter Mapboard I between hexes 1218-1718 on game-turn 1. Union:
Confederate: The Ram fleet enters Mapboard IV between hexes 3402-4002 on
The Confederate fleet enters any four vessels on game-turn 1, and the game-turn 1.
remaining four vessels on game-turn 2 on Mapboard II between The Ironclads enter Mapboard IV between hexes 3401-4001 on
hexes 3519-4020. game-turn 5.
Confederate:
Victory Conditions:
The River Defence Fleet sets up anywhere on Mapboard II.
Confederate:
Ultimate: The U.S.S. Cincinnati, and all four Mortar Rafts are sunk Victory Conditions:
or destroyed with the loss of two or less Confederate vessels. Union:
Decisive: U.S.S. Cincinnati and three Motor Rafts are sunk or Destroy or sink all the vessels of the Confederate Fleet and exit two
destroyed. Confederate losses must be two or less vessels. Ironclads and one Ram vessel off the east edge of the mapboard II
Marginal: U.S.S. Cincinnati and one Motor Raft are sunk or between hexes 4035-4024.
destroyed. Confederate losses must be three or less vessels, and Confederate:
Confederate vessels exit map or two between Texas 3519-4020. Prevent the Union Victory Conditions.
Union: Game Length: 20 game-turns.
Ultimate: U.S.S. Cincinnati and Mortar Rafts are not sunk, and three
or more Confederate vessels are sunk or destroyed. Scenario 14: The C.S.S. Webb’s Last Sorte. April 23rd, 1865
Decisive: One Mortar Raft is sunk or destroyed and three or more
Confederate vessels are sunk or destroyed. Confederate Order of Battle:
Marginal: U.S.S. Cincinnati and one Mortar Raft are sunk or C.S.S. Webb (WV) Commander C. Read +3, crew-average.
destroyed and three or more Confederate vessels are sunk or Union Order of Battle:
destroyed. U.S.S. Manhattan (IC) Commander J. Nicholson +3, crew-crack.
U.S.S. Lafayette (IC) Lt Commander J. Fuster +2, crew-average.
Game Length 30 game-turns. U.S.S. Choctaw (IC) Lt Commander F. Ramsey +2, crew-average.
U.S.S. Lackawanna (WV) Captain J. Marchand +2, crew-crack.
Scenario 13: The battle of Memphis.
U.S.S. Ossipee (WV) Commander W. Leroy +2, crew-crack.
Tennessee. June 6th, 1862,
U.S.S. Quaker City (WV) Comdr. W. Spicer +1, crew-average.
Confederate Order of Battle: (same as scenario 12) U.S.S. Florida (WV) Commander P. Crosby +2, crew-average.
The River Defence Fleet: U.S.S. Richmond (WV) Captain T. Jenkins +3, crew-crack.
C.S.S. Little Rebel (WV) Capt. J. Montgomery +2, crew-crack. This
is the Flagship of the fleet.
C.S.S. General Bragg (WV) Capt. W. Leonard +2, crew-crack. Map arrangement:
C.S.S. General Price (WV) First Officer J. Henthorn +2, crew-
average.
C.S.S. General Van Dorn (WV) Capt. I. Fulkerson +2, crew-average.
C.S.S. Colonel Lovell (WV) Capt. J. Delancy +1, Crew-average.
C.S.S. General Beauregard (WV) Capt. J. Hurt +2, crew-average.
C.S.S. Sumter (WV ram) Capt. W. Lamb +2, crew-average. Shore Active Current Direction
C.S.S. General Jeff Thompson (WV) Capt. J. Burk +2, crew-average. Mapboard Lines Shoals and Speed
II line 12 from X. hexes 4019-4032
Union order of battle:
3420-3324; NE. 1M.P.
U.S.S. Benton (IC) Lt S. Phelps +2, Flag Officer C. Davis +4, crew-
line 13 hexes 4032-1933
crack.
3324-1224; SE. 1M.P.
U.S.S. Commander left (IC) Commander H. Walke +3, crew-elite.
line 15 hexes 1933-1230
U.S.S. Louisville (IC) Commander B. Dove +2, crew-crack. U.S.S.
4119-3924; S. 1M.P.
St Louis (IC) Lt W. McGunnegle +2, crew-average.
line 13 hexes 4024-3924
Ram fleet 3924-4024; S. 1M.P.
U.S.S. Monarch (WV) Lt Colonel A. Ellet +3, crew-crack. line 17 hexes 3924-2034
U.S.S. Switzerland (WV) First Master D. Millard +2, crew-average. 4035-3436; SE. 1M.P.
U.S.S. Queen of the West (WV) Colonel C. Ellet +3, crew-crack. line 18
3436-3133.
Map I line 15 C,G. hexes 4010-2703
arrangement: 3133-1230; S. 1M.P.
line 4; hexes 2703-1509
Shore Active Current Direction line 2 SE. 1M.P.
Mapboard Lines Shoals and Speed 4007-2703; hexes 1509-1518
IV line 7 H,K. hexes 3701-1313 line 3 NE. 1M.P.
line 6 SE. 2M.P. 2703-1218;
II line 17 none. hexes 1313-1112 III line 9 O,R. hexes 3519-3528
line 13 S. 2M.P. line 10 NE. 1M.P.
hexes 1227-3036 hexes 3528-3031
N. 2M.P. SE. 1M.P.
hexes 3036-4030 hexes 3031-1423
NW. 2M.P. S. 1M.P.
Shorelines block L.O.S. hexes 1423-1223
SE. 1M.P.
Winds: Calm, no effect. hexes 1223-1335
Visibility: 30 hexes. NE. 1M.P.
IV line 7; K. hexes 3701-3707 Map management:
line 5; NE. 1M.P.
hexes 3707-2911
SE. 1M.P.
hexes 2911-1504
S. 1M.P.
hexes 1504-1206 Shore Active Current Direction
SE. 1M.P. Mapboard Lines Shoals and Speed
Mapboard IV overlaps Mapboard III by 1 hex row. III line 9 O,S,T,U. hexes 3420-3429
Wind: NE. line 10 NE. 1M.P.
Visibility: game-turns 1-6 = 8 hexes, game-turns 7-15 = 12 hexes, hexes 3429-3031
game-turns 16-20 = 20 hexes. SE. 1M.P.
hexes 3031-1522
Confederate Set Up: S. 1M.P.
C.S.S. Webb enters Mapboard II between hexes 3519-4020, or 4025- hexes 1522-1423
4035. The C.S.S. Webb enters the Mapboard after the Union Forces SE. 1M.P.
are set up. hexes 1423-1436
C.S.S. Webb has 18 M.P speed, and one type 'B' Spar Torpedo. NE. 1M.P.
Union Set Up: II line 12 X. hexes 3620-3627
U.S.S. Manhattan, U.S.S. Lafayette, and U.S.S. Choctaw set up 3420-3324; NE. 1M.P.
anywhere on Mapboard I. line 13 hexes 3627-2134
U.S.S. Lackawanna and U.S.S. Ossipee set up anywhere on 3324-1224; SE. 1M.P.
Mapboard II. line 15; hexes 2134-1230
U.S.S. Quaker City and U.S.S. Florida set up anywhere on Mapboard S. 1M.P.
III. I line 2 C,G. hexes 4010-2804
The USS Richmond sets up on Mapboard IV. 4007-2703; S. 1M.P.
line 3 hexes 2804-1411
Victory Conditions:
2703-1218; SE. 1M.P.
Confederate: Regardless of damage to the C.S.S. Webb. line 4; hexes 1411-1418
Marginal C.S.S. Webb exits Mapboard II. NE. 1M.P.
Decisive C.S.S. Webb exits Mapboard III. IV line 6; H,M. hexes 3701-3707
Ultimate C.S.S. Web exits Mapboard IV between hexes 1105-1113. line 7; NE. 1M.P.
Union: Sink or Destroy the C.S.S. Webb. hexes 3707-2911
SE. 1M.P.
Scenario 15: The James River. Virginia. hexes 2911-1504
January 24th, 1865 S. 1M.P.
Confederate Order of Battle: hexes 1504-1207
C.S.S. Richmond (IC) Commander J. Kell +2, crew-crack. SE. 1M.P.
C.S.S. Fredericksburg (IC) Lt. F. Sheppard +2, crew-crack. Shoreline blocks all L.O.S.
C.S.S. Virginia II (IC) Lt. J. Dunnington +2, Comdr. J. Mitchell +3, Wind: North East
crew-crack. Visibility: 20 hexes
C.S.S. Patrick Henry (WV) Lieutenant J. Phillips +1, crew-elite.
C.S.S. Squibb (WV) Captain +2, crew-crack. Union Set-Up:
C.S.S. Hornet (WV) Captain +2, crew-crack. The Union vessels set up on Mapboard II, south of the directional
C.S.S. Scorpion (WV) Captain +2, crew-crack. marker in hex 2631.
The River is obstructed by a Hulk in hexes 2928 and 2933; Boom
Union Order of Battle: units in hexes 2929, 2931,2932 and 2831. The defence and flotation
U.S.S. Onondaga (Mon.) Comdr. W. Parker +2, crew-crack. of the Boom units are doubled to 10-10.
U.S.S. Osceola (WV) Commander J. Clitz +1, crew-crack. The remaining obstruction units are placed anywhere on Mapboards I
U.S.S. Kansas (WV) Lt Comdr. P. Watmough +2, crew-crack. and IV.
U.S.S. Commodore Morris (WV) Lt Comdr. Gillis +1, crew-average.
U.S.S. Cohasset (WV) Captain +2, crew-average. Battery 1 is in hex 2434 facing NW.
U.S.S. Shawsheen (WV) Captain +2, crew-average. Battery 2 is in hex 2029 facing NE.
U.S.S. Commodore Barney (WV) Lt. S. Huse +2, crew-average. Batteries 3 and 4 are located anywhere on Mapboards I or IV.
Gun No. Type Armour Crew All batteries receive a 1 column shift to the right on the H.D.T. due to
Battery 1 2 x 100 Pdr. Parrot Rifle 8 6 elevation advantage Plunging Fire.
crew-average, morale 12. Confederate Set-Up:
Battery 2 2 x 100 Pdr. Parrot Rifle 8 6 The Confederate Fleet enters Mapboard III between hexes 3519-
Crew-average, morale 12. 3919.
Battery 3 2 x 100 Pdr. Parrot Rifle 8 6
crew-average, morale 12. Victory Conditions:
Battery 4 2 x 100 Pdr. Parrot Rifle 8 6 Confederate: The Confederates must enter Mapboard IV and
crew-average, morale 12. "Bombard" hexes 1304, 1404, and 1303.
These three hexes represent General Grant’s supply depot at City
(see the Gun Tables Section of the Rulebook).
Point.
4 x Boom units. Each hex has an Armour Protection of 10.
4 x Hulk units. When this is reduced to zero (0) the supply depot is destroyed.
3 x Heavy Obstruction units.
Decisive: Confederate's destroy all three Union supply hexes.
4 x Pile- 20 units.
Marginal: Confederates destroy two Union supply hexes.
Union Victory Conditions: Prevent the Confederate Victory
Conditions, or sink or destroy the three Confederate Ironclads.
Game Length: 40 game-turns
"What if" Scenario: The Union force larger than the Confederate
intelligence estimates. The Union player draws one chit for additional
vessels :
Chit No.
1,2,5,8. U.S.S. Saugus (IC) Captain +2, crew-crack.
2,3,4,8. U.S.S. Atlanta (IC) (former C.S.S. ship) Captain +2,
crew-average. Armed with :
2 x 150 Pdr. Parrot Rifles pivot guns (bow & stern).
2 x 100 Pdr Parrot Rifles (broadside).
6,7,8. U.S.S. Monadnock (Mon.) Captain +2, crew-crack.
9,10. U.S.S. Commodore Morris (WV) Captain +1, crew-
average.

Designer's Notes:
THE IRONCLADS is focused on the naval aspects of the American
Civil War 1861-1865. The game is designed to illustrate the
interaction of the various types of ironclads, monitors and wooden
vessels with each other and against fixed shore installations such as
Forts and Gun Batteries.
The game is tactically orientated, which isolates a particular incident
in the conflict, and does not consider its overall consequence on the
course of the war. The game functions well when only a small
number of units are used in recreating the naval battles of the period.
The game is is quite time consuming if used to recreate any "what if "
scenarios which involve very large forces, because of the number of
units whose movement must be plotted and the guns fired on each
game turn.
A large number of sources were used in compiling the data used to
characterise the vessels in this game. Some vessels (especially the
more obscure Confederate ironclads) information concerning armour,
tonnage, dimensions, and armament had to be inferred. Accurate data
on some of the ranges and later constructed Brooks Rifles are also
inferred. No range tables for this class of gun has yet been found.
Despite these limitations, the vessels and guns perform similarly to
their historical counterparts, and the game can be used to accurately
recreate many historical combats, and "what if " actions which could
have occurred in this conflict.
Strict historical accuracy and playability has been balanced in some
areas of armour and armaments.
This intentional compromise attempts to produce a fun game which
will provide the game players many hours of education and
entertainment. The designer assumes full responsibility for any
manner in which this format fails in either aspect.
U.S.S. ESSEX
CASEMATE IRONCLAD

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