CASEMATE - CANNONv2 101609
CASEMATE - CANNONv2 101609
&
Cannon
Fleet Action Naval Rules for the Age of Steam 1820 -1900
By John Cunningham
& Manny Granillo
Welcome to Devil’s Fire, Fleet level miniatures rules for gaming the pivotal battles of the Age of Ironclads. Devil’s Fire
may be used for any Fleet action from the early 19 th century to the Age of the Dreadnaught. Devil’s Fire was written
during the course of a Civil War campaign to solve a fundamental problem: How can you play a large free-form battle
from a campaign when rival fleets clash, let alone a large historical battle such as New Orleans, in a single afternoon?
There are a number of high quality Ironclad-era rules that excel in depicting ship-to-ship, or small squadron actions, and
usually entail such a high level of detail that makes fleet scale actions impractical to play -- unless you have a week of
free time! Devil’s Fire fills the fleet-scale action gap, and allows gamers to step into the role of Fleet Admiral, directing
the actions of dozens of ships, not just a small squadron. These rules may be used as a stand-alone game, or in
conjunction with the strategic campaign rules in HRGames’ “Eagle’s Prey.”
In trying to capture the pacing of the battles of the day, and allow a player to focus on maneuvering entire fleets and
worrying about making the right command decisions, some design decisions were made early on that affect the nature
of the game. For example, there is a level of abstraction built into the game in terms of absolute ground scale and turn
time. Instead of an absolute turn time of “1 turn = 3 minutes,” there is an initiative driven floating time scale that
reflects the pacing of the battle being driven by the respective admirals on each side – meaning that a turn, therefore,
may be from 30 minutes to 2 hours long. Give this scale, each shot in the combat system represents a series of
broadsides over the course of a turn, not a single shot. So too has the ground scale been somewhat abstracted, though it
has been made compatible with Hoplite Research’s “Eagle’s Prey” land warfare rules to allow combined arms actions.
For 1/1200 scale models measurements in inches is recommended, and for 1/2400 it is recommended to play using
centimeters.
Equipment
The rules were written for games featuring 1/1200 or 1/2400 scale models on standard game tables – you may wish to
use two such tables for best effect. And given the nature of naval combat, there may be a tendency for the action to
wander off of the edge – simply play with a large enough space, or spot-measure each ship and move them all far
enough away from the edge to allow action to continue. For actions near land, you may use string or felt to represent
shorelines and depth-lines, and there are a number of companies that manufacture 1/300 and 1/1200 scale terrain and
figures (should you wish to fight a combined arms action).
Photocopy the Compass Rose, Movement Diagram and Broadsides templates at the back of the book onto clear plastic
for ease of use, and glue the command chits and markers onto thicker card stock for cut-out if you so desire. Ship effects
may also be marked on the stand using colored pipe cleaner or special markers from one of several naval miniatures
companies. Ship records will be kept on the Fleet Command record sheet, and you may also photocopy the ship
silhouettes and create paper fleets if you can’t wait to play. You will need a tape measure (inches for 1/1200 or 1/2400,
though scaling everything into centimeters at the smaller scale also works quite well) and a short ruler, and you may
wish to have a protractor as well.
Dice used in the game are standard six-sided dice (called a d6), twenty sided dice to be used for rolls from 1-20, and
ten-sided dice (d10) to be used for rolls of 1 to 10. The first edition’s d100 combat and morale resolution has been
modified to a d10-based resolution system to speed game play.
Game Sequence
Sighting and Interception (Once per battle) Sequence: For campaign and generated battles, determine sighting and
interception.
1. Sighting: Fleets in the same sea zone check to see if they have spotted each other.
2. Interception: Fleets spotting each other now attempt to evade or intercept. If Interception attempts result in a battle,
proceed to Battle Set-up.
Combat
1. Once per day, determine beginning weather
2. At the start of each Day Segment, check for a Weather Change, and determine Initiative and number of battlefield
"Day Segment Turns”
3. Routs & Rallies (Each Day Segment Turn)
4. Damage Control (Each Day Segment Turn)
5. Issue orders to Fleet (Each Day Segment Turn)
6. Movement (Each Day Segment Turn)
7. Check for Striking Ships (Each Day Segment Turn)
8. Gunnery (Each Day Segment Turn)
9. Boarding (Each Day Segment Turn)
General Rules
Interception at Sea and closing for Naval Battle in a Sea Zone: SIGNAL: ENEMY SIGHTED
These rules are designed to allow a player to game the entire range of naval combat, from interception and sighting to
combat. This section of the rules deals with determining the setup of the game, and will discuss the sighting and
interception process, and the placement of fleets and terrain.
Sighting
Fleets moving through a sea zone during the same turn, or ending their move in the same sea zone have a chance of
sighting each other, modified by the size of the sea zone. Roll on the sighting chart. If a sighting occurs, proceed to
Interception. Each Admiral will get a rough idea of the number of ships in the opposing fleet, "10-15," or "20-25," etc.,
within 25% of actual numbers.
Sighting Table
1-2 No sighting
3-6 Sighting, proceed with Intercept
6 Intercept, proceed with Battle
Modifiers:
Any Atlantic sea zone: -1
Any transit sea zone: -1
Ending movement in same sea zone: +1
Each 20 ships in target fleet: +1
Steamships under steam in same sea zone: +2
Gulf of Mexico/Caribbean Sea: +1
Florida Straights /Yucatan Channel: +2
River: +3
Interception
Even after having sighted the foe, it is not a certainty that interception and battle are the result. Admirals now engage in
maneuvers as they attempt to close, maintain distance and shadow, or disengage entirely from their adversary. Once
Fleets have sighted each other, they may attempt to intercept. Each Admiral will secretly write one of three orders:
"Close," Maintain Position," or "Disengage." These order are cross referenced on the Intercept Chart.
Results
"X" means both players attain the same result.
"roll" means both players must dice off to obtain the results of the intercept. The dice roll is modified by Admiral grade.
Each player rolls a 1d6, modified by admiral grade, and by the presence of steam vessels. If one side only has steam
vessels, that player receives an additional +3 on the interception roll. The high roll wins the dice off and succeeds with
their written order. Admiral Grade A: +2, Grade B: +, Grade C-F: 0, Grade G: -1, Grade H: -2
Order results:
"Maintain": if both players wrote "Maintain," then the fleets maintain distance and attempt intercept the next day. Each
day Fleets maintain contact without engaging they get additional information on the enemy.
"Disengage": The fleets disengage and lose contact. Fleets may attempt sighting and intercept again on the next day.
No more than 10 sighting and interception attempts may be made in any one sea zone.
Placing Fleets:
The Naval Zone, or NZ, is divide into nine boxes, or Battle Zone (BZ). Each BZ represents an abstract portion of the
sea area where the naval battle will be fought. Each BZ can hold a maximum of four fleet markers, regardless of
nationality. Each box can have ships located in any one of the several compass directions. There can be only two sides
to every naval engagement, and this can be with multiple allies against only one nation or any combination thereof.
Once the sides have been determined, the player with the largest number of ships rolls a d6 and references the Naval
Map: Side A. The player then places some or all of the fleet markers in that zone. The opposing player rolls a d6 and
compares it to Naval Map: Side B. That player then places all or some of the Fleet markers in that zone. Players take
turns with this method until all Fleet markers have been placed. Rolling a 6 indicates that the fleet marker in question
has not arrived in the vicinity for the round in question. Determine Wind Direction, the Weather Gauge, and place ships.
Naval Zone
Player A's side
Player B
1 2 3 Player A
2 4
3 4 5
Player B's side
Determine Wind Direction
Roll 1d8 and a d6 (for even/odd) to determine wind direction. For the 1-8 combination, the d6 will be odd. For the 9-16
combination, the d6 will be even. Place the wind marker on the zone map and determine the weather gauge.
1
N
16 2
NNW NNE
3
15 NE
NW
4
ENE
14
WNW
5
13 E
W
6
12 ESE
WSW
7
11 SE
SW
8
10 9 SSE
SSW S
Note: If both fleets are proceeding into action under steam alone, the Weather Gauge will have no effect.
Modifiers
Wind to rear: +1
Wind bow on:-1
Admiral Grade A: +2
Grade B +1
Grade C-F: 0
Grade G: -1
Grade H: -2
Fleet comprised of only steam vessels: +3
NZ Map movement:
Once the wind gauge has been determined, the player with the wind gauge will move first, then followed by the
opposing side until all fleet markers have been moved. It is possible that no player will have the weather gauge, in
which case players will write down their box move. Player’s under sail power without the Weather Gauge have to roll
1d6 per fleet marker on the crew quality chart to move on box on the NZ map. Players under steam may always move.
Placing Fleets
Once all fleet markers have moved, fleets that are in the same BZ are placed, terrain is determined and battle
commences. Fleets are placed with respect to the direction from which they entered the BZ, and whether or not the hold
the Weather Gauge. Fleets holding the Gauge will be placed upwind of the opposing fleet. Example:
Wind
E.g: Fleet "B" enters from the bottom of the BZ "south", while Fleet "A" enters from the right side, "west". The wind is
coming from point "8" (North east). Fleet B holds the weather gauge, and so will be placed in line facing north, above
and athwart "As" entry point.
Wind
A
If neither player held the weather gauge, then both fleets enter the field from their respective sides. Once the fleets have
been placed, combat will commence.
Combat
Combat is split into several segments:
1. Once per day, determine beginning weather
2. At the start of each Day Segment, check for a Weather Change, and determine Initiative and number of battlefield
"Day Segment Turns”
3. Routs & Rallies (Each Day Segment Turn)
4. Damage Control (Each Day Segment Turn)
5. Issue orders to Fleet (Each Day Segment Turn)
6. Movement (Each Day Segment Turn)
7. Check for Striking Ships (Each Day Segment Turn)
8. Gunnery (Each Day Segment Turn)
9. Boarding (Each Day Segment Turn)
1. Determine beginning Weather for the Day
Weather Table
Die Roll Wind Level
(1d10)
1< Becalmed
1-2 Calm
3-7 Steady
8-9 Brisk
10 Gale
10> Storm
1
N
16 2
NNW NNE
3
15 NE
NW
4
ENE
14
WNW
5
13 E
W
6
12 ESE
WSW
7
11 SE
SW
8
10 9 SSE
SSW S
If Fog or Rain are rolled, roll 1d6 again to determine how heavy it is: 1-3 = light, 4-5=moderate, 6=heavy.
Note: In North Atlantic and higher latitudes "rain" result may actually be snow. In Fall for Atlantic and Bay of Biscay
and Higher, roll 1d10, +1 to the die roll if in North Sea latitudes. On a "0+" the result is snow. In Winter roll 1d10, +3 to
the die roll of in North Sea latitudes or higher. On a "9-0+" the result is snow. (See section on Visibility for the effects
of fog, etc.)
1.1 Weather effects
Becalmed: no significant wind, all ships in the battle area are becalmed. Non-steamships or galleys may elect to move
by using "sweeps," basically oars, at a rate of 2". Ships using sweeps have a -2 combat die roll modifier as at least one
gun deck of cannon is being used to move the ship.
Storm: Combat is ended, high winds and rough seas force the combatants apart. All ships make a "survival roll." Make
a modified morale roll, ships failing to pass the test will roll once on the storm damage table. Coastal galleys roll on this
table at a +1 modifier. Add +1” to River current speed.
Rain: Rain conditions subject the battlefield to Visibility limitations, and add +1” to River current speed.
Initiative Table
Die roll to determine number of Army Leader values; Average Other modifiers to Die Rolls
turns per Day Segment them to come up with modifier
to die roll. Initiative player
rolls.
7+ on modified d6 = 5 turns "A" admiral = +4 +1 for each frigate, with a
maximum of 3
5 or 6 on modified d6 = 4 turns "B" admiral = +3 -1 for Rain
3 or 4 on modified d6 = 3 turns "C" admiral = +2 -2 for Snow, Fog
0 to 2 on modified d6 = 2 turn "D" admiral = +1 -1 being out of supply
+1 for holding Weather Gauge
+2 if one side only is steam
powered
-1 or less after modified d6 roll = "E" admiral = 0 -1 for second or successive day of
1 turn. Day Segment uneventful, "F" admiral = -1 battle
roll for new Day Segment "G" admiral = -2 -1 if 60% or more of fleet is
"H" admiral = -3 Conscript or worse morale
Once all of the eight total Day Segment rounds normally possible in the Naval Day have been played, the remaining
fleets can elect to continue the fight be secretly writing down their intentions. Fleets may elect to stay and continue the
action, or to attempt to evade out of the area to another Sea Zone or into a qualified friendly port. Fleets staying may
continue a Night Action of one combat turn per two hour Night Segment until the engagement concludes, one side
disengages, or Dawn of the next day is reached, at which time normal Day Segment rules come into effect.
If one side attempts to evade, the non-evading fleets (per fleet) that wish to pursue the evading ships may do so by
rolling on their crew quality chart and if successful, will pursue. If caught in pursuit, the evading enemy has to fight
another day of action unless there is a friendly port into which it can be pursued. Players that evade do not take any
captured ships/disabled hulks with them.
2.3 Naval Day Segment Simulator
Early Morning Late Midday Afternoon Late Dusk Night
Morning 8am to 10am Morning 12pm to 2pm 2pm to 4pm Afternoon 6pm to 8pm-10pm+
6am to 8am 10am to 4pm to 6pm Sunset and
12pm night
An A, B, or Conduct the Conduct the Conduct the Conduct the Conduct the Forces Night action
C Naval number of number of number of number of number of conduct one may occur if
Commander turns as turns as turns as turns as turns as turn of Dusk both sides
may force dictated by dictated by dictated by dictated by dictated by action. stay and
Players
battle to start the modified the modified the modified the modified the modified secretly write
continue the
b rolling die rolls die rolls die rolls die rolls die rolls down whether action.
4,5,6 on d6 from the from the from the from the from the the Fleet will Action, with
Segment Segment Segment Segment Segment continue or visibility
Fog and Simulator Simulator Simulator Simulator Simulator attempt to rules in
Visibility disengage. effect,
rules are in Visibility continues at
effect rules are in one turn per
effect. Night Night
action may
occur if both
Segment
sides stay. until action
concludes,
The Fleet that or reach the
retreats will Dawn
lose any segment of
captured ships the next day.
if the other
stays.
2.4 Out of Command: Divisions must check to see if they are out of command at the beginning of every Day Segment.
If a Division is in Command it may respond normally to the player’s orders for the duration of the entire Day Segment.
Should a division flagship be out of the command and control radius of the fleet Flagship at the beginning of the Day
Segment, the player may roll for activation on the “Action points available per grade” table. The player must roll
1d10, and roll the activation number or less to assume active control over the division. A successful roll means that the
division commander exercises his initiative and may act as the player sees fit. A failed roll means the they will continue
on their last orders until activated, or take new actions. Roll 1d6 for the lead ship in the Out of Command Division
(officer level modifiers A:+2, B-C: +1, D:+0, other:-1). <1 = retire, 1-4 = follow previous orders, 5-6 = move to rejoin
command, 7+ = close with enemy. See Command Radius rules.
For example, Rear Admiral Thomas Graves (E) of His Majesty’s Royal Navy is commanding his fleet, but with a 15”
command radius, his second division, ordered to “Engage the enemy more closely” has fallen out of the command
radius by the beginning of the next day segment. After initiative has been determined, Admiral Graves Checks for
Command of his Division, and finds that the Division led by Sir Hyde Parker (F) is out of command. The Activation
chance for an "F" grade officer is a 4. Rolling a 6 on a d10, it is determined that Parker's division is out of command.
Another die roll at a –1 for Sir Hyde Parker’s command grade results in a 3 – his division must pursue the "Engage the
enemy more closely" command for the duration of the new Day Segment, which could be from 0-4 Turns long.
3. Routs & Rallies
Ships in combat are only as sturdy as the men manning them, and the intense experience of naval combat
could make any man quail. Each testing ship must make a d10 roll below the modified morale score in order
to stay in the Line of Battle. Ships that fail this test will automatically retire from the Line at best possible
speed, moving directly away from the enemy if possible. A ship that is retiring will automatically strike to
any enemy vessel within Point Blank range during the Check for Striking Ships phase.
A prize ship that fails its morale will automatically strike to any enemy vessel within Point Blank range, otherwise the
original crew makes an attempt to recapture the ship and engages the prize crew in a Boarding Action that will last the
remainder of the Day Segment Turn.
Modifiers
Ship
Each level of Disorder and/or damage+1
Every 2x Day Segments of combat in which vessel has participated: +1
Each critical hit or fire: +1
Unsupported (no friendly vessel within 8") and/or a prize crew testing morale: +2
Retiring ship attempting to rally: +2
Testing Ship is the Flagship: -2
Fleet/Other
Each retiring/sunk friendly ship within view: +1 (+2 if sunk by magazine explosion)
Each 1/4 of fleet retiring/sunk: +1
Seeing Admiral/division flag out of action: +2
Friendly fleet retiring: +2
Each retiring/sunk enemy ship within view: -1 (-3 if sunk by magazine explosion)
Admiral attaches to ship: -2
Each enemy fleet retiring: -2
3.2 Rallies and Remove Disorder Markers: During this phase any ship which has Retired may attempt to Rally and
return to the fight. Roll against that ship's modified morale to see if it rallies. Should a Division retire the Flag may
order it to Rally, and each ship in the Division will check morale. Should the frigate or Flag "attach" to that ship or
Division it may give its bonus to the morale check. A ship/Division which rallies will maintain position and avoid
engagement until ordered back into the Line. A ship/Division which fails to rally will continue to retire at best possible
speed.
Removing Disorder Markers: Ships may also remove Disorder Markers at this point based upon their Crew Quality.
4. Damage Control
Ships and Forts which have taken damage and critical hits may attempt to repair the damage, put out fires,
etc. Ships may recover damage levels based upon their crew quality. They must make a d6 roll to see if they
repair damage and Critical Hits:
Fleet Organization
5.1 What is a Naval Group? A Naval Group is a collection of as many as 40 ships of the line and attendant support
and reconnaissance vessels. Each Fleet Marker (Naval Group) enables these ships to move together and fight as a
cohesive force when challenged for naval supremacy on the high seas.
Naval Groups can be organized into as many as four Divisions, depending on the Grade of the commanding Admiral.
Historically, each Division would be commanded by the Flagship to take independent or joint actions, either remaining
as part of the main Line of Battle, or being directed to pursue another action, like line breaking, doubling up, etc. Each
Division is commanded by a Commodore or Rear Admiral. Each Fleet and Division Flagship may be handled at the
same Grade as the officer in command. Each Fleet Admiral has a frigate at their disposal to serve as messenger, or as
"Aide de camp”. This frigate may add a positive modifier to a ship for morale purposes, and may serve as a relay ship to
other vessels within its command radius. It may also pass orders from the Flagship directly to one single Division
flagship within 6" distance at a cost of 1 Action Point per command set. The frigate does not count toward the total
number of ships, may engage at a -2 combat roll, and may only take 5 damage points before being disabled. Shooting at
a frigate is conducted at an additional -2.
Division A
Fleet Flagship
Admiral Division B
Division C
5.2 Line of Sight: A commander has a command radius based upon his morale grade, simulating the clarity and speed
with which the commander issues or changes orders. For example, Nelson (A) may be able to make a very rapid
decision and issue very clear orders, allowing him a 32” command radius; but poor Sir Hyde Parker (F) takes a bit
longer to issue orders while pondering the situation, and then sometimes issues a muddle of flags that don’t make the
best sense, thus having a command radius of but 12”. Ships outside of this radius have a delay period associated with
receiving new orders, unless a frigate or designated aide de camp ship can serve as a relay. Each multiple again of the
leader’s command radius takes one additional turn to receive orders.
Frigates or other ships serving as a command relay vessel have an additional command radius they may lend to the
Flagship so long as they are within the Flag’s command radius. This vessel is usually pacing the Line to one side, and
will repeat the command issued by the flag. Other vessels will know to watch this vessel for the Flag’s orders and will
be able to follow then accordingly. If a Division is out of sight of the Flagship (in rain, snow, fog), or Out of
Command, they will continue on their last orders until activated, or take new actions. Roll 1d6 for the lead ship in the
Out of Command Division (crew level modifiers A:+2, B-C: +1, D:+0, other:-1). <1 = retire, 1-4 = follow previous
orders, 5-6 = move to rejoin command, 7+ = close with enemy.
Visibility:
Light Fog/Rain: 18”
Medium Fog/Rain: 12”
Heavy Fog/Rain: 8”
Halve all visibility distances if the result is actually snow.
Night: Visibility at night may vary, depending on average, moonlit, or moonless conditions.
Roll 1d6 to determine: 1=moonless (8” visibility), 2-5=average (16” visibility), 6=moonlit (24” visibility). Combat at
night is usually conducted at –6. A vessel firing at night will be spotted, and the opposing player must (if out of normal
spotting range) place a spotted marker for the firing ship, and any vessel within 2”, on the table. This marker serves as a
reference point for the opposing player, and it may be fired upon at –4 modifier, instead of the usual -6 night combat
modifier. A burning vessel is automatically spotted at any range, and may be fired upon with only a –3, half of the
normal night combat modifier. A player with rockets may be able to fire them a pre-written distance to illuminate an
area out to 36” from the firing unit. One rocket “shot” will illuminate a 1” radius from the centerpoint of the shot for
that turn only, allowing a cannonade attack at a –4.
Smoke (Becalmed or Calm winds only): Continuous gunfire for a Day Segment at least two turns in length will
create a zone of smoke on the “field” of battle centered on engaged ships at Short Range and Point Blank Range,
1d6+6” radius. The smoke will obscure sight as if it were Heavy Fog and dissipate in Steady Winds or higher.
Command & Control: Command Radius Example
FLAG
FRIGATE FRIGATE
Order Explanation:
Any Fleet order: An order intended for the entire fleet
Any Division Order: An order intended for a single division
Individual ship order: An order for a single ship only
Retire: Withdraw from the Sea Zone
Rally: Rally, do not retire. Maintain position.
Disengage: Leave combat line and await further orders. The ship shall withdraw two full moves from the line and
maintain position and pace with the Fleet.
Engage this Target: order to a division/ship to attack a specific target, either an individual or group target.
Attach to/Drop out of Division: Order for a ship to attach itself or detach from a Division, either for independent
action or to join its fire power with the Division.
Create/Disband Division: The Admiral orders the creation of a new division. All ships are informed of the new
division and one ship designated as division flag. The admiral must then order ships to attach to the division. Also
used to disband a division.
Maintain Position: The ship shall maintain its position relative to the fleet.
Go with "X" bearing: An order to assume a new bearing as quickly as possible. The unit will turn to the new
bearing as best as possible. Bearings are given by number/direction:
1
N
16 2
NNW NNE
3
15 NE
NW
4
ENE
14
WNW
5
13 E
W
6
12 ESE
WSW
7
11 SE
SW
8
10 9 SSE
SSW S
Make more sail: Units to make more sail and increase speed by one level
Make less sail: Units to reduce sail and make less speed
General pursuit: Break formation and pursue and attack nearest enemy
Follow this ship: Directs a ship/Division to follow another unit and follow in Line.
Conform to Flag: Directs the units to match the flag's movement.
Engage more closely: Orders units to close the distance and attack from the next closest possible range.
Engage from Farther: Orders units to open the distance and attack from the next furthest possible distance.
Close the Line: Order ships to tighten the Line by one ship length. Ships usually start at 2 ship lengths distance
apart.
Open the Line: Order ships to open the Line by one ship length.
Assist: This ship will go to one other ship's aid, and attempt to take under tow, assist in damage control (in which
case two damage control rolls may be made), etc.
In Succession: Following the ship in front, perform this maneuver as soon as the ship in front has completed it.
Tack: Change heading across the wind to the opposite tack.
Form Line of Battle: Directs ships to maneuver into an extended line formation, one behind the other, two ship
lengths distance apart.
Form Line Abreast: Directs ships to maneuver into a formation in which the ships sail parallel with each other.
Ram/Torpedo attack: Orders a ship or ships to conduct a ramming attack, or spar torpedo attack (if so armed). Ships
armed with these weapons may conduct such attacks as a matter of course if ordered into action with a “General
Pursuit” order.
As a Body: The ships are ordered to perform the orders all at the same time.
Example of orders: At the issue Order phase Almirante Inigo Montoya, Grade "C" is in command of the Fleet, with two
divisions (B&C) and in personal command of a third (A). He therefore has only 9 Action Points to spend.
He orders Division B(2ap) to Go to Bearing 8 (1ap) = 3ap
He orders Division C(2ap) to Engage Closer (1ap) = 3ap
He orders DivisionA(2ap) to Conform to Flag(1ap) = 3ap
He has spent his 9aps for the turn, and must now hope that he's done the right thing!
5. Movement
This section contains rules for both sailing ship and steamship movement. During the movement phase the moving
player moves his ships in conformance with the orders issued. Most commonly, the lead ship (usually the Flag, but not
always) is used to guide the actions of the fleet – it moves first, and then all other ships conforms to its movements as
best they can. When making turns, ships will usually follow the ship ahead and attempt to turn in the same "spot" in the
ocean so as to keep the integrity of the Line. Upon occasion a Fleet/Division may be ordered to assume a bearing, turn
as a body, and reform -- the equivalent of cavalry turning from column to line, moving, and going back to column.
6. Movement
During the movement phase the moving player moves
His ships in conformance with the orders issued. Most
commonly, the lead ship (usually the Flag, but not always)
is used to guide the actions of the fleet – it moves first,
and then all other ships conforms to its movements as best
they can. When making turns, ships will usually follow the ship
ahead and attempt to turn in the same "spot" in the ocean so as
to keep the integrity of the Line. Upon occasion a Fleet/Division
may be ordered to assume a bearing, turn as a body, and reform
-- the equivalent of cavalry turning from column to line,
moving, and going back to column.
6.2 Wind Direction: Ships may not move straight into the wind, and may only sail as close to the wind as their design
allows. Ships of the Line, and most Frigates may only sail to within two points of the wind. Certain Frigates (Xebecs,
for instance) and small vessels may sail within one point of the wind.
Broad Reach 6”
Quarter
Beating 3”
Reach 9”
Quarter
Reach 9” Beating 3”
Broad Reach 6”
Movement Modifiers:
Elite Crew: +1" movement American/Spanish/French built ship: +1" to move
Crack-Vet: +0" movement Each ¼ damage: -1/4 movement base
Green-Convict: -1" Battle sail: ½ normal move
Out of Supply: -2" to movement Easy Sail: +0” to move
Full sail: +2" to move Bottom fouled unit at Sea for two or more Seasons: -1”
Plain Sail: +1” to move
Becalmed: No movement except "sweeps" at 2"
Calm winds: -2"
Steady winds: +0"
Brisk winds: +1", Strong Winds: +2", Gale: -2"
Snowing: -1" to move (ice on sails & rigging) Storm: No movement, battle ended, ships roll for survival
River Current: A River current will act to push all vessels downstream a number of inches based upon its speed at the
end of ALL movement during the combat turn. Players may decide (before the battle) to handle this in one of two ways:
All vessels may simply deduct river current costs from movement, and further ignore effects of river movement
All vessels will be pushed downstream at the end of ALL movement a number of inches equal to the river
current.
6.3 Raising & Lowering Sail: Ships may raise or lower sail each turn based upon crew morale. There are five sail
states: Furled (no movement, ship must be at anchor or hove to), Battle Sail, Easy Sail, Plain Sail, and Full Sail. Crew
capabilities: A: 3 states/turn; B-D: 2 states/turn; E-H: 1 state/turn. A ship may Heave To by reducing sail to battle Sail
or furled, turning broadside to the wind and coming to a stop.
6.4 Tacking: Ships may be ordered to tack, or turn across the wind. They must start as close to the wind as they may
sail; i.e. two points for a Lineship, one point for a small vessel; and have enough turning capacity to turn all the way
across the wind to a new heading on the opposite tack. To conduct a tacking maneuver first move the ship the requisite
1” forward for any turn, then turn the ship to point dead into the wind. At this point, if the vessel has taken damage to its
masts it may have to check to see if it can complete the tacking maneuver. They must make a modified d6 roll, and
succeed on a roll of a "2-6". Should it fail this check it “goes into irons” and stalls in place, dead into the wind. The
ship will have an automatic move on the next turn of sliding backward with the wind 1”, and then falling away from the
wind to “heave to” broadsides to the wind. On a d6 roll of a 5-6, with normal tacking modifications, the ship loses one
mast.
1. Move 1” forward,
turn into wind
6.5 Wearing: Ships may be ordered to alter course to the opposite tack by Wearing, that is, performing a near 360
degree turn away from the wind, ending on the opposite tack. This is a less risky maneuver than tacking, but requires
more sea room. A ship that is wearing will turn at its maximum turn rate in a direction that starts off away from the
wind, and continues to turn until the opposite tack is achieved.
Ship on initial
heading of 3-
North East
Ship completes
“wearing” with a series
Steamship Movement: of turns until reaching
The steam engine gaveheading 15-North
naval planners West
unprecedented flexibility and maneuverability. No longer were they dependent
upon the vagaries of wind and tide, but could sail where and when they wished to. While many designs were
experimented with, the hybrid sailing/steam ship remained a standard design for decades during this period until engine
efficiencies and coal bunker capacities made it impractical to do so. Steam-only powered vessels were primarily used
for coastal and riverine naval duties, not having the cross-ocean, long-range endurance of their steam/sail counterparts.
1847-1857:
Steam battery: 8”
Other steamship: 10”
US/British/French Steamship: 12”
1857-1866:
Coastal/riverine monitor (of any design): 10”
Confederate/Mexican and non-European-built steamship: 10”
Other European steamship: 12”
US/British/French steamship: 14”
Movement Modifiers:
Armor level:
Protected: -1”
Light: -2”
Medium: -3”
Heavy: -4”
Other:
Screw-ship in Gale/Paddlewheeler in Strong Winds/Confederate after 1863: -1”
Paddlewheeler in Gale: -2”
Elite crew/Flagship: +1”
Many hybrid vessels used sail power to cross long distances, and then used a combination of steam and sail, or steam
alone, to maneuver or go into battle. In order to go from Sail to Steam they must be ordered to Raise Steam. The ships
so ordered would then automatically Reduce Sail to Battle Sail, and then carry out an initial Make More Steam order to
raise steam to Ahead Easy. Vessels ordered to Raise Sail will complete the evolution in reverse, automatically reducing
speed to Ahead Easy and raising sail to Battle Sail. The time it takes to do this is based upon the vessel’s morale grade.
Some ship designs may affect this process, HMS Warrior, for example will take an extra turn to complete this maneuver
do to its unique propeller design.
A: 1 turn, may make steam/sail up to Ahead Half/Normal Sail
B-D: 1 turn
E-G: 2 turns
H: 3 turns
Overpressure:
A player may elect to over-pressure the boilers on a steam ship in order to gain additional speed, but risks damaging or
blowing the boilers and permanently disabling the ship. To gain an extra +1/4 speed increase (Flank Speed) from the
ship’s maximum speed, roll 1d10 per turn of overpressure, on a 10 the boilers have blown and the ship is disabled. to
gain an extra +1/2 speed increase (Emergency Flank) roll 1d10 per turn of overpressure, on an 8-10 the boilers have
blown and the ship is disabled.
Emergency Stop:
A vessel in danger of running aground, or otherwise wishing to come to an emergency stop, may declare an
“Emergency Stop” by a combination of venting steam, flooding boilers, and backing screws and paddles. A vessel
doing this may come to a complete stop in 1/4 its initial move distance. This may not always be done safely, however.
Roll 1d10 to see if the vessel has disabled itself during this process, modified by +1 on the die roll per movement level
above Ahead Easy. A modified roll of 9-10 means the vessel has damaged its propulsion system (cracked a shaft, lost a
screw, damaged the boilers, etc.) and is disabled until repairs may be effected. Roll a second d10, and on a 6+ the
damage is extensive enough that it cannot be repaired during the battle.
Example: The CSS General Brag (a gunboat-sized vessel) has a turn rating of 8. It would normally have to move
forward one inch per each 2-point turn performed, move-turn-move-turn-move-turn-move-turn. If it were moving at
Ahead Easy it could elect to reduce its forward movement by up to 2", and make additional turns in-place before having
to move forward. It could then elect to do the following: turn-turn-turn-move-turn.
6.6 Effects of Moving: Each Fleet moves by flag and division, with each division moving to follow the division flag,
and maintaining distance in line. Ships which are damaged, etc, and cannot maintain the line must be ordered to
Disengage or retire, or they will struggle to maintain position in Line unless they fail morale and retire. Ships in
position behind slower moving ships will attempt to steer past and continue moving in the Line. If they must steer
around a disabled ship they will conform back to line as soon as possible. If the ships cannot avoid moving through each
other, you must check for collision and fouling. This is resolved immediately.
1. Anchor/Weigh Anchor: Ships may reduce sail and attempt to anchor. This may only be done according to
historical scenarios, or if in shallows/shoals/reef, or within 12” of land. Ships may also anchor within 6” of any
island. Ships at anchor may fit springs and use them to rotate in place up to 180 degrees per turn. It will take
one entire Day Segment to fit springs to anchors, during which time the ship must remain stationary at anchor.
Ships weighing anchor will start with all sails furled, and will spend one entire turn weighing anchor and
raising battle sail. If a ship wishes to slip its cables, it may do so and increase its sail state upon movement by
one.
2. Collision: Ships moving through/touching each other must check for collision. Make a d6 roll. A-B:-1 C-D:
+0, other:+1. A roll of a 4, 5 or 6 means a collision has occurred and the ships are fouled. Each ship rolls one
d6, on a d6 the ship has taken a Damage level. Ships taking damage must roll again for mast damage as if they
grounded. For game mechanics, only the ship on the approach may be raked during the move-through, should a
rake be normally permissible (in other words, passing through each other doesn’t mean both ships get to rake
each other).
3. Fouling: Ships which come into base to base contact/collide must roll for fouling. Roll 1d6, on 5-6 the ships
have become fouled. Fouled ships will turn broadsides into the wind and drift downwind 2" per turn. A ship
fouled with a sinking ship gets one attempt per Day Segment Turn to unfoul, or it sinks with the other ship.
4. Grappling: Ships that come into base-to-base contact may also attempt to grapple. Each player roll 1d6, with
the highest modified die roll determining the outcome (i.e. if the ships grapple or not). If both ships wish to
grapple they automatically do so. Once grappled, a boarding action may commence.5-6 means the ship has
successfully grappled and my attempt to board. Modified as follows: Gale level winds: -1, Crew levels A:+2,
B-C: +1, D:+0, other:-1. Proceed to Boarding Action.
5. Coastal Galleys: Used primarily by Spain, Galleys saw action in the Mediterranean, and the Baltic. Galleys
were not efficient vessels, usually being used as coastal patrol vessels. They may turn a total of 4 points per
movement segment, up to 2 points at one time, and have a base movement rate of 4" regardless of wind
direction. When under sail they move as a Lineship at 2/3 rd speed.
6. Ramming: Ships may attempt to ram an opposing ship. If the ship’s movement carries it into an opposing ship
at any point in its movement, it may attempt to ram. Ramming is resolved immediately. The target ship may
attempt to evade, make opposing rolls to determine if a ram has occurred, each player rolls 1d6 with the
following modifiers: Gale level winds: -1; Crew levels A:+2, B-C: +1, D:+0, other:-1; Ramming player: +1;
Steamship making ram attempt: +1, Steamship attempting to ram non-steamship: +2. The winner of the die
roll determines the outcome – if the ramming player wins, the target has been struck. If the target player wins,
his vessel evades the ram attack, and must make an immediate 2 point turn towards/away from the ramming
ship, and an emergency movement of 1” forward (or enough to clear the ramming vessel) – this movement
must be made even if the vessel will encounter an obstacle. Note, if the target vessel has steering damage, it is
automatically struck.
On a successful ram. Both ships stop dead in the water and are fouled. The target vessel takes 1x
Damage Level per each 2” of movement made in a straight line by the ramming ship before impact,
and is multiplied by the relative size/nature of the vessels involved, and checks for a critical hit.
A non-ram equipped ship does ½ normal damage to the target ship, and takes ½ of that damage to
itself. All sailing ships involved in a ramming must also check for mast damage as if it grounded.
Ramming damage modifiers: (results are damage multiplier/critical hit roll modifier)
Ship Sizes Gunboat Target Frigate Target Lineship Target
Gunboat Ram x1/+0 x.5/-1 x.25/-2
Frigate Ram x1.5/+1 x1/+0 x.5/-1
Lineship Ram x2/+2 x1.5/+1 x1/+0
Other modifiers: Iron vessel vs. Wooden vessel: x1.5 damage/+2
Roll modified 1d6, on a 5-6 a ram critical has been inflicted. Roll 1d6 for the ramming critical. A
ramming ship fouled with a sinking ship must unfoul or sink with its victim.
Grounding: Ships which cross shoals, shallows and reefs that are emplaced on the map must test for
grounding. As a rule of thumb, if a Line Ship approaches to within 3” of shore it must check to ground,
Frigates within 2”, and Coastal galleys within 1”. To check for Grounding, roll 1d10 against the
Grounding table for the ship type.
If a ship has grounded, it ceases all movement until freed, and checks grounding damage. The vessel
may take mast damage if it was under sail: Roll 1d6 for number of masts that come down in a tangle of ruin: 1=no masts
fall, 2-3=1mast, 4-5=2masts, 6=ship dismasted. Modifiers: Battle Sail= -2, Plain Sail= -1, Full Sail=+0. Should the shup
lose more than one mast, it also takes an extra damage point. A ship will free itself by making a morale check roll as per
damage control, and may fire only partial broadsides while grounded.
Shallows/Light Shoals & Obstruction: The vessel takes 1 damage point. Roll 1d10: 1-4=no extra
damage, ship may attempt to refloat; 5-9=Ship takes a flooding critical; 100= bottom ripped out, ship sinks.
Medium Shoals & Obstruction: The vessel takes 1 damage point. Roll 1d10: 1-3=no extra damage,
ship may attempt to clear off of the obstruction/refloat; 4-8= Ship takes a flooding critical; 9-10= bottom ripped out,
ship sinks.
Heavy Shoals & Obstruction: The vessel takes 2 point of damage. Roll 1d10: 1-2=no extra damage,
ship may attempt to refloat; 3-7=Ship takes a flooding critical; 8-10=bottom ripped out, ship sinks.
Reef: The vessel takes 3 damage points. Roll 1d10: 1=no extra damage, ship may attempt to refloat.
2-5=Ship takes a flooding critical; 6-10=bottom ripped out, ship sinks. Being battered against the reef by wave action,
the ship will roll for reef damage each turn until it sinks or refloats.
Movement example
Example: A Flagship with 6" in moves, turn rating of 4 It moves straight one, left turn, straight ahead 3",left turn,
straight ahead 2".
2"
Left 2
points
3"
Left 2
1" points
Gunnery:
Once movement and rakes have been completed (using the combat rules) gunnery takes place. This period saw the
introduction of new weapons and technologies that changed the face of warfare. The development of exploding shells
spelled the demise of the wooden warship, and the introduction of protective armor led to a defensive-offensive arms
race between ever thicker layers of armor, and ever large calibers of cannon to blast past defenses.
When firing on a target a player needs to declare whether they will fire high or low, it’s assumed the gun crew will fire
the appropriate ammunition. Unless ordered to do otherwise, a ship will fire upon the closest enemy vessel within its
firing arc. A ship may opt to fire both broadsides at different targets at reduced chances to hit and damage. A ship may
not be able to fire a full broadside, in which case their gunnery takes place at a penalty. A full broadside is considered
one in which the target falls into an arc measured from the center of the ship, one compass point either way from the
mainmast. A Partial broadside is any which falls outside of the full broadside arc, but within an arc of 2 compass points
measured from the center of the ship.
How to Shoot:
The combat system uses a Target Chart that cross indexes the firing ship against the target, and other factors like gun
size/type, environment, etc. Once the appropriate Target Chart has been determined, roll 1d10 to determine what
damage has been inflicted.
• Target Chart:
– Pick the type firing ship on the left column and cross-index against the target ship in the top row to
get the base Target Chart the player will roll on to determine damage. This is further modified by the
type of Gun being fired, and other Effects
– Then shift columns up or down depending on modifiers
• GUN modifiers shift up or down
• EFFECTS modifiers shift left or right
• Once all column shifts have been done you arrive at the Attack Table on which you’ll roll for damage. The
Attack table is a d10 roll cross indexed by Range to give you a damage result.
– “N” number = the number of damage levels inflicted on the target
– “C” = Critical roll
– “P” = Partial penetration critical
– “D”= Disorder level inflicted
• Once damage has been inflicted the target ship may be able to reduce the damage if it is armored. Each ship
has an armor rating and uses the appropriate die type. The target ship rolls its armor die against the attacker’s
die roll and checks the Armor Protection Chart for results.
8.1 Damage
All ships may take four Damage Levels before being having to check to see if they retire. Ships may also take Disorder
Levels as a result of combat that reduces a ship’s effectiveness. Disorder Levels may be recovered, and depending on
crew grade some ships may also recover some Damage Levels. All damage (except rakes, which are resolved
immediately during movement) is considered to be simultaneous.
When a ship has taken its maximum damage, it must make a morale check to stay in the Line of Battle or retire. A ship
that is retiring will automatically strike to an enemy vessel within Point Blank range during the Check for Striking Ships
phase. Damage is marked on a ship control card. All ships may take up to four damage levels before checking to retire.
Flagships get to recover one extra damage level. Each Fleet will have one Fleet Flagship, and each Division will have a
Division Flagship, usually with better than average crews (one morale step higher than normal).
8.3 Sinking: If a ship has taken more than its maximum damage it may start sinking. For each Damage Level past four
there is a cumulative 1-in-10 chance of sinking on a d10 roll, and a ship will automatically begin sinking if it reaches
double its maximum damage points in damage. It will take a ship 1d6 Day Segment turns to sink, during which time it
will remain in place awash, serving as an obstruction to other ships until it has fully sunk. Ships in this condition are in
danger of sinking if subjected to a sea state higher than “Steady,” and must make a “Flooding Damage Repair” check
each turn it remains on the board, or sink. A ship that has reached its maximum damage through flooding or fire
damage will automatically begin sinking. A ship sunk by a magazine explosion is considered blown to bits and sinks
immediately.
8.4 Rakes: A rake may occur when a ship's guns may bear on the bow or stern of an enemy ship. The raking
ship's center point must be within a 22.5 degree arc centered on the centerline of the target (one compass
point wide, centered on a line running from bow to stern on the target through the mainmast).
Rakes may only occur at short range or less. Should a ship be in position to rake two ships simultaneously,
it may opt to conduct raking fire on both target ships with a -1 column shift in the Target Table.
Arcs of Fire:
Broadside mounted cannon: A full broadside is considered one in which the target falls into a 45 degree arc measured
from the center of the ship A ship may not be able to fire a full broadside -- a Partial broadside is any which falls outside
of the full broadside arc, but within an arc of 60 degrees measured from the center of the ship. Partial broadsides take a -
1 on the Target Table.
Partial Broadside
Full Broadside (within 60o of mainmast)
(45o of mainmast)
Full Broadside
(45o of mainmast)
Partial Broadside
(within 60o of mainmast)
Casemate ironclads and stern/bow batteries: Some vessels of this time period mounted weapons in small batteries in the
bow or stern, e.g., most Confederate ironclads, and the Union’s City Class ironclads. These vessels may fire into the
“rake” aspect both bow and stern (within a 22.5 o arc of the bow/stern centerline), and have a +2 modifier when rolling
for damage.
Turreted Ships: Ships mounting a turret may fire 360 o, into any aspect not blocked by the structure of the ship. Ships
mounting multiple turrets may not fire into an arc blocked by the other turrets on the ship.
Breechloader (A breech loading cannon providing a higher rate of fire): +1 GUN modifier
Target Chart
1st 2nd 3rd Frigate Sloop Brig/ Cottonclad
Gunboat
1st D C C B B A A
2nd E D C C B B A
3rd E D D C C B B
Frigate E D D D C C B
Sloop E E D D D C C
Brig/ F E E D D D C
Gunboat
Cottonclad F F E E E E D
Critical Hit Table: Rigging shot (Not permissible at Point Blank range)
Roll Result Rigging/High Shot
1 Steering/Pilot house: Ship moves at random until the damage has been repaired or unless it has a second
undamaged pilothouse. Roll 1d6 for random course. 1-2= circle to port, 3-4=steer straight, 5-6=circle to
starboard. Roll 1d6 for officer injury. On a 6 the Captain has been injured as per the "Officer Wounded"
chart in Eagle's Prey land combat.
2 Funnel riddled with shot, reduce speed by 25%, may not make powered turns. The vessel begins filling
with smoke and functions in combat as is afire. If no funnel on target, treat as a fallen mast critical.
3 Funnel shot away, reduce speed to 1/4 move, vessel may not make powered turns. If more than one
funnel, speed reduced by 1/2. The vessel begins filling with smoke and functions in combat as is afire. If
no funnel on target, treat as a fallen mast critical.
4-7 Fallen Mast, reduce speed under sail by 1/3rd, take 1 extra Disorder Level. Fires at reduced accuracy
until damage control check clears the wreckage. Otherwise treat as funnel riddled with shot.
8 Fallen mast, fallen spars and debris smash guns, take 1 extra Disorder Level. Lose one broadside or turret
(determine randomly). Reduce speed under sail by 1/3rd, take 1 extra point of damage. Fires at reduced
accuracy until damage control check clears the wreckage. Otherwise treat as funnel riddled with shot.
9 Fallen mast, spars and debris fall through deck causing 2 Disorder Levels. Reduce speed under sail by
1/3rd. Fires at reduced accuracy until damage control check clears the wreckage. Chance of dismasting,
roll 1d10, plus 1 for each weather state above steady. Ship dismasted in cascade effect on roll of 7-10.
Otherwise treat as funnel shot away.
10 Dismasted, wreckage ablaze. Take 1 extra Damage Level, ship on fire. The ship is adrift and may not
move under sail power. Ship loses 1 Damage Level per turn until the fire has been extinguished. Roll 1d6
per turn per active fire, on a 5-6 the fire has caused an explosion and the ship sinks.
Land batteries:
Land batteries will come into play as ships support landings or come within range of coastal batteries. Land batteries
will only consist of infantry artillery pieces if the land territory has an enemy army present, and does not include a sea
port. Only sea ports will contain coastal fortifications. Each artillery battery may fire upon a ship within range. All
infantry batteries are counted as being a partial broadside and suffer a –2 Attack modifier, and gain no bonus for being
stationary (they were not trained to fire upon naval targets). Land artillery may not fire clustered in Grand Batteries at
naval targets. Combat is considered to take place at "Long" range in most instances.
Coastal forts are considered to have Heavy guns, and are trained in firing upon naval targets. They may fire Hot Shot,
but in this period most guns would be firing Shells at unprotected targets.
Hot Shot: Shot may be heated and fired as Hot Shot one full day segment after the enemy is sighted. For each Damage
Level inflicted on a target using Hot Shot there is a 1-3 chance on a d10 roll of the target suffering a fire critical.
Damage to Forts
Coastal Forts and Batteries are considered to be “armored” and get an Armor Die roll if hit based upon their
construction. They also use their own Critical Hit table.
The introduction of gun-powder filled torpedoes, i.e., anti-ship “mines” in modern day parlance, gave the defender
the ability to effectively close off key choke points, defend harbors or installation, or attempt the remote destruction
of an enemy ship. When used in a scenario, torpedoes are usually pre-placed, and their position recorded by the
defending player. The player should write down the type of torpedo, location, etc. Ships may attempt to spot
torpedoes if they approach to within short range of them. They must make a modified d6 roll, and spot torpedoes
within short range on a roll of a "5-6". Crew levels A:+2, B-C: +1, D:+0, other:-1.
1) Static: These are torpedoes that are anchored in place in the river bed or sea bed, and are set to float just beneath
the surface of the water. These torpedoes were either equipped with a contact detonator (horns, contact plungers,
etc. that would depress when striking the hull of a ship and set off the torpedo) or were detonated electrically by an
observation team ashore. Static torpedoes were the most commonly used, and were laid in fields to defend key
waterways.
When using static torpedoes, the defending player usually gets to designate areas on the board as being field of
torpedoes, usually in 1”x1” increments that may be combined to create the desired defenses.
When a ship moves through a torpedo field there is a chance that it will strike and detonate one or more torpedoes.
The owning player must roll 1d6 for each 1”x1” torpedo ridden area that it passes through to check for damage.
1=two torpedoes hit, take 2pts of damage and four flooding criticals; 2=one torpedo struck, take one damage point
and two flooding criticals; 3-4=no explosion; 5-6=no explosion, torpedoes spotted.
Electrically detonated torpedoes were usually used singly, not in fields, but were often more powerful than their
contact detonated counterparts. A ship moving through the 1”x1” area of such a torpedo will be damaged by the
explosion on a d6 roll of 1-3. On a 4-6 the torpedo failed to explode, and may not be used again during the battle.
A ship that sets off torpedoes is considered to have “cleared” that particular 1”x1” area. An anti-torpedo boom may
be used in an attempt to sweep torpedoes. A ship thus equipped will move into a torpedo field, and may clear a
1”x1” area it moves through safely. Roll 1d6 for the sweep attempt: 1=torpedos cleared; 2=torpedoes
cleared, boom damaged, +1 to next attempt; 3=torpedos cleared, boom destroyed; 4-6=area not cleared,
check for ship contact.
Shelling torpedoes: Ships may attempt to shell an area containing torpedoes. Roll to hit as if shooting at a
stationary target, with a miss resolved by rolling 1d6” over/under (determine by an even/odd roll), and a roll on the
wind direction table. If the area hit contains mines, they may be set off by the explosions, with a d6 roll of a 1
indicating the area has been cleared.
2) Free floating: These torpedoes were free floating contact torpedoes set adrift in the river current in the hopes of
striking an enemy ship. They came in a variety of flavors, from home-made explosive charges burning a timed
internal fuse, or equipped with contact detonators.
When using free floating torpedoes, the player must determine which type (timed or contact), and the release
point/time.
Free floating torpedoes will move in the prevailing current, and are considered to have a “danger zone” of ¼ inch.
Ships that enter this “danger zone” will have to check for explosion with a d6 roll, a with a roll of a 1 indicating the
ship has been struck.
Timed torpedoes will explode a set number of turns/day segments in the future. They too have a ¼” danger zone
and when the explode will also cause ship damage on a 1d6 roll of a 1. They will also make a nice big bang, even if
they miss, certain to cause the attacker some concern!
3) Spar torpedoes: These torpedoes were attached to the end of a long spar, perhaps 20 or 30 feet in length, at the
bow of a ship. The charge could be either on a short fuse lit by pulling on a lanyard/striker, or contact detonated.
These charges were usually used by Confederate vessels during the American Civil War (such as the David torpedo
boats), and could be as deadly to the attacker as they were to the defender.
A spar-torpedo armed ship coming into contact bow-first with another ship may attempt to attack it with its spar
torpedo. Roll 1d6 to see if the attack succeeds: 1=success, target ship takes 1pt damage and two flooding criticals;
2=success, target ship stakes 1pt damage and two flooding criticals, attacker takes one point of damage; 3=success,
, target ship stakes 1pt damage and two flooding criticals, attacker takes one point of damage and one flooding
critical; 4=torpedo exploded harmlessly; 5-6=torpedo failed to explode. A repair roll will ready it for another
attempt.
Boarding
Ships that have successfully grappled may engage in a boarding action. The boarding action will be resolved during the
boarding action phase. Ships involved in a continuing boarding action (i.e. inconclusive result and both ships remain
grappled) spend the full day Segment Turn engaged in the boarding action and may take no other actions. Multiple
ships engaged in a boarding action will average their morale and damage levels to find their overall modifiers. Each
player rolls a modified 1d6 to resolve the boarding action and compares the difference of the die rolls on the Boarding
Resolution table. The player initiating the boarding action is considered to be the attacker.
There may be successive rounds of action during the boarding phase, with each die roll shifting the final results table up
or down in favor of the attacker or the defender until a conclusion is reached. The result is a see-saw action as the
marines and crew struggle back and forth over the embattled ships until one side breaks.
A ship that has been taken in a boarding action may not join the winner’s Line of Battle, but will instead move away
from the combat at best possible speed. Note that Monitor-class and Casemate ships may defend against, but not initiate
boarding actions. During any boarding action involving a Monitor-class or Casemate ship, the Defender may not seize
the attacking ship but instead (if it receives a winning result) forces the enemy boarders away and ungrapples.
Ship Design:
The transition period from sail to steam saw many, varied designs as shipwrights incorporated new technologies and
weapons in an effort to build the ultimate ironclad. The ships built in this time period are of improved designs over their
napoleonic counterparts, but yet may take longer to build as well. This is represented by increased base damage and
build times. While some standard ship classes have been provided, players are free to experiment with ship design using
the following guidelines.
1. Ship Hull:
First determine the basic hull type of the vessel. Please keep in mind that European powers must build all vessels as
“Ocean Going” unless they have shipyards present in the Americas. The hull types are:
• Ocean Going, full cost: A ship with a deep draft designed to face the rigors of an Atlantic crossing. These ships
take no Survival Penalty for Storms in Ocean Zones. These ships may only enter the lower portion of major rivers,
and may not enter minor rivers.
• Coastal, x3/4 EP modifier: A ship designed to ply coastal trade routes in the Americas, but may attempt to cross
oceans with a survival roll (i.e. a European Power may attempt to build and sail Coastal vessels to the Americas,
with a chance of sinking). These vessels may go up most major rivers, and partly up minor rivers.
• Riverine, x1/2 EP modifier: A vessel designed for river and shallow water operations. It may travel on any river,
but operates at a penalty in coastal zones. It may not cross oceans and must make a survival roll if it attempts to use
ocean zones for movement.
2. Hull Size
Ship hulls may be one of three sizes: Lineship (10 damage points), Frigate (6 damage points), and Gunboat (4 damage
points). The damage represents the relative size and strength of the hull, as well as giving the modifiers for combat.
• Lineship, 8eps, 10 damage points, no combat modifier, may be built only as ocean going or coastal.
• Frigate, 4eps, 6 damage points, some reduced damage modifiers for combat, may be built as any class.
• Gunboat, 2eps, 4 damage points, reduced damage in combat, may be built as any class.
Hull type modifiers: Players may also purchase vessels with modified hull designs. These hull types enhance the
defenses of the ship.
• Monitor (4ep): A shallow draft hull with little freeboard, and deck nearly at the waterline. These ships must be
armed with Turrets if they are to mount cannon.
• Casemate (2ep): A ship built with inward sloping sides to enhance its defensive armor and increase the likelihood
that shot will hit at a glancing angle.
• Watertight Compartments (5eps): Reduces flooding damage and increases the chance to stop flooding. A ship with
watertight compartments may ignore the effects of one flooding critical. Any additional flooding criticals may be
repaired with an extra +1 modifier.
• First Rate (x1.25eps from base design): The largest, stoutest ship available of its class, it may take an additional
25% more damage points before sinking. A lineship could have up to 13 damage points, a Frigate 8, and a Gunboat
5.
3. Propulsion:
Unless purchased as steam a vessel will be assumed to have been laid down as a sailing vessel. Note that ships may
always be retrofitted with steam propulsion. Costs are given for hull sizes Lineship/Frigate/Gunboat:
• Sidewheel Paddle: 4/3/2. Reduced movement in some sea states. Sidewheelers rammed on the side will lose their
paddle wheels. They may perform powered turns. Sidewheel ships mount a reduced broadside and fire at an
additional -2 on the damage table.
• Centerline Paddle: 5/4/3. Not as vulnerable as sidewheel paddles, but still at penalty in some sea states. The may
not perform powered turns, and mount a reduced broadside with a -1 on the damage table.
• Steam Propeller: 8/6/4. No penalties.
4. Armament
Ships may be outfitted with a number of weapon types, and are assumed to have an adequate mix of cannon for their
class size. As well as broadside weapons a ship may be outfitted with turreted weapons. A ship outfitted with turrets is
assumed to have traded broadside weapons space for the turrets, and fires as reduced damage on the combat charts.
• Turrets (5ep): Turrets allow firing in any direction, but do to the limited number of weapons in a turret the ship will
fire at reduced damage effect. Ships may be outfitted with a number of turrets to reduce this penalty. The base
penalty is a -3 on the damage table for one turret, -2 for 2x turrets, -1 for 3x turrets. Each additional turret must be
bought separately for an extra 3ep, up to a maximum of three turrets facing a single broadside.
• Ram prow (2eps): A bronze or iron prow that permits an enhanced ram attack by the vessel.
• Spar Torpedo (1ep): An explosive charge attached to a long spar or pole that a vessel attempts to detonate on a
target ship.
5. Armor: A vessel is assumed to be unprotected unless it is armored in some fashion, and that armor may reduce a
ship’s movement. Note that unarmored ships may be retrofitted to “3737 Protected”
armor. Armor costs are given as Lineship/Frigate/Gunboat.
• Protected: 3/2/1, no movement penalty.
• Light: 6/4/2, -2” movement
• Medium: 8/6/4, -3” movement
• Heavy: 12/8/6, -4” movement.
6. Build time: A Lineship will take 5 seasons to build, a Frigate 3 seasons, and a Gunboat one season to build and
launch. Example, a Frigate ordered in the Spring, taking three seasons, would not be ready until Winter.
HMS Warrior:
Hull: Ocean going Lineship, 8ep
Steam Propeller: 8ep
Cannon, MSB broadsides: 4ep
Ram prow: 2ep
Medium armor: 8ep
Subtotal: 30ep
Ocean going modifier: 30ep x 1.0=30ep
First Rate modifier X1.25=30x1.25, = 38eps
USS Monitor:
Hull: Riverine Gunboat, 2ep
Monitor hull: 5
Steam Propeller: 4
Cannon, HSB Turret: 4+5=9ep
Medium Armor: 4ep
Subtotal: 24ep
Riverine modifier: 24eps x 0.5=12eps.
Ship Design:
The transition period from sail to steam saw many, varied designs as shipwrights incorporated new technologies and
weapons in an effort to build the ultimate ironclad. The ships built in this time period are of improved designs over their
napoleonic counterparts, but yet may take longer to build as well. This is represented by increased base damage and
build times. While some standard ship classes have been provided, players are free to experiment with ship design using
the following guidelines.
1. Ship Hull:
First determine the basic hull type of the vessel. Please keep in mind that European powers must build all vessels as
“Ocean Going” unless they have shipyards present in the Americas. The hull types are:
• Ocean Going, full cost: A ship with a deep draft designed to face the rigors of an Atlantic crossing. These ships
take no Survival Penalty for Storms in Ocean Zones. These ships may only enter the lower portion of major rivers,
and may not enter minor rivers.
• Coastal, x3/4 EP modifier: A ship designed to ply coastal trade routes in the Americas, but may attempt to cross
oceans with a survival roll (i.e. a European Power may attempt to build and sail Coastal vessels to the Americas,
with a chance of sinking). These vessels may go up most major rivers, and partly up minor rivers.
• Riverine, x1/2 EP modifier: A vessel designed for river and shallow water operations. It may travel on any river,
but operates at a penalty in coastal zones. It may not cross oceans and must make a survival roll if it attempts to use
ocean zones for movement.
2. Hull Size
Ship hulls may be one of three sizes: Lineship (10 damage points), Frigate (6 damage points), and Gunboat (4 damage
points). The damage represents the relative size and strength of the hull, as well as giving the modifiers for combat.
• Lineship, 8eps, 10 damage points, no combat modifier, may be built only as ocean going or coastal.
• Frigate, 4eps, 6 damage points, some reduced damage modifiers for combat, may be built as any class.
• Gunboat, 2eps, 4 damage points, reduced damage in combat, may be built as any class.
Hull type modifiers: Players may also purchase vessels with modified hull designs. These hull types enhance the
defenses of the ship.
• Monitor (4ep): A shallow draft hull with little freeboard, and deck nearly at the waterline. These ships must be
armed with Turrets if they are to mount cannon.
• Casemate (2ep): A ship built with inward sloping sides to enhance its defensive armor and increase the likelihood
that shot will hit at a glancing angle.
• Watertight Compartments (5eps): Reduces flooding damage and increases the chance to stop flooding. A ship with
watertight compartments may ignore the effects of one flooding critical. Any additional flooding criticals may be
repaired with an extra +1 modifier.
• First Rate (x1.25eps from base design): The largest, stoutest ship available of its class, it may take an additional
25% more damage points before sinking. A lineship could have up to 13 damage points, a Frigate 8, and a Gunboat
5.
3. Propulsion:
Unless purchased as steam a vessel will be assumed to have been laid down as a sailing vessel. Note that ships may
always be retrofitted with steam propulsion. Costs are given for hull sizes Lineship/Frigate/Gunboat:
• Sidewheel Paddle: 4/3/2. Reduced movement in some sea states. Sidewheelers rammed on the side will lose their
paddle wheels. They may perform powered turns. Sidewheel ships mount a reduced broadside and fire at an
additional -2 on the damage table.
• Rear/Centerline Paddle: 5/4/3. Not as vulnerable as sidewheel paddles, but still at penalty in some sea states. The
may not perform powered turns, and mount a reduced broadside with a -1 on the damage table.
• Steam Screw: 8/6/4. No penalties.
4. Armament
Ships may be outfitted with a number of weapon types, and are assumed to have an adequate mix of cannon for their
class size. As well as broadside weapons a ship may be outfitted with turreted weapons. A ship outfitted with turrets is
assumed to have traded broadside weapons space for the turrets, and fires as reduced damage on the combat charts.
• Turrets (5ep): Turrets allow firing in any direction, but do to the limited number of weapons in a turret the ship will
fire at reduced damage effect. Ships may be outfitted with a number of turrets to reduce this penalty. The base
penalty is a -3 on the damage table for one turret, -2 for 2x turrets, -1 for 3x turrets. Each additional turret must be
bought separately for an extra 3ep, up to a maximum of three turrets facing a single broadside.
• Ram prow (2eps): A bronze or iron prow that permits an enhanced ram attack by the vessel.
• Spar Torpedo (1ep): An explosive charge attached to a long spar or pole that a vessel attempts to detonate on a
target ship.
5. Armor: A vessel is assumed to be unprotected unless it is armored in some fashion, and that armor may reduce a
ship’s movement. Note that unarmored ships may be retrofitted to “3939 Protected”
armor. Armor costs are given as Lineship/Frigate/Gunboat.
Wooden ship (No protection, bare wood): 0
Protected (A vessel with heavy wooden armor or iron hull, or otherwise protected - timberclad, cottonclad):
3/2/1, no movement penalty.
Light (1-4" of armor plate effectively (CSS Stonewall, USS Cairo, La Gloire): 6/4/2, -2” movement
Medium (5-8" of iron plate effectively -CSS Nashville, USS Monitor, HMS Warrior): 8/6/4, -3” movement
Heavy (: 9+" of iron plate effectively -CSS Georgia, USS Dictator, HMS Cerberus): 12/8/6, -4” movement.
6. Build time: A Lineship will take 5 seasons to build, a Frigate 3 seasons, and a Gunboat one season to build and
launch. Example, a Frigate ordered in the Spring, taking three seasons, would not be ready until Winter.
Ocean-going/Coastal “Central Battery” Ironclads Representative of most European ironclads of the day,
including most fighting at the Battle of Lissa
French Ironclad: La Gloire (1860) Hull: Ocean going Lineship – 8eps
Propulsion: Steam Screw- 8eps
Armor: Light – 6eps
Cannon: MR Broadsides – 6eps
Subtotal: 28eps
Broadsides Ironclad: USS New Ironsides (1862)
Hull: Frigate, Coastal – 4eps
Propulsion: Steam Screw – 6eps
Armor: Medium – 6eps
Cannon: HSB broadsides – 6eps
Subtotal: 22eps
Coastal modifier: 22eps x 0.75 coastal modifier = 16eps
Monitors
Single Turret Monitor: USS Monitor (1862)
Hull: Riverine Gunboat, 2ep
Monitor hull: 5
Steam Screw: 4
Cannon, HSB Turret: 4+5=9ep
Medium Armor: 4ep
Subtotal: 24ep
Riverine modifier: 24eps x 0.5=12eps.
Casemate Ironclads
Riverine Ironclad: USS Cairo (1862)
Hull: Gunboat, riverine, casemate – 2eps + 2eps
Propulsion: Centerline Paddlewheel – 3eps
Armor: Light – 2eps
Cannon: LSB Broadsides – 1eps
Subtotal: 10eps
Riverine modifier: 10eps x0.5 = 5eps