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Naval Wargame Rules 1700 – 1830

These rules were developed more years ago than I care to remember, they were developed from ideas from several commercial sets that were available at the time (might still be?) and many hours of gaming with friends. Our aim, as it was always, was to construct a simple set of rules that resulted in a realistic but still an enjoyable game (over a few beers!) with lots of models for large fleet actions (that is why all guns on the ships have the same value).  Any sticky decisions being resolved by the use of common sense or if it came to it the roll of a dice.

Contents

1. Equipment
2. Preliminaries
3. Wind Direction
4. Weather Direction
5. Effects of Weather Condition
6. Sailing Speeds
7. Manoeuvring
8. Crew Efficiency Gradings
9. Vessels Being Towed
10. Rowing
11. Gunnery
12. Damage Calculation
13. Effects of Damage
14. Fires
15. Boarding
16. Prize Crews
17. Sinking
18. Striking Colours
19. Vessels Becoming Entangled
20. Ships Boats
21. Shoals and Shallows
22. Anchoring
23. Mortars
24. Shore Batteries
25. Marines
26. Merchant Vessels and Transports
27. Ship Definitions
28. Gunnery / Boarding Action Chart
29. Turning Circle
30. Mortar Spider
31. Vessel Info Chart

 

1. Equipment

1. Model ships (I use 1/1200 scale models)
2. One pair of Average Dice (six sided dice numbered 2,3,3,4,4,5)
3. One pair of Decimal Dice (ten sided numbered 0 – 9, one represents single units the other units of ten)
4. One Ordinary dice (six sided numbered 1 – 6)
5. A metric tape measure
6. Turning Circle
7. Cotton wool for smoke
8. Paper and pencil for recording vessel combat results
9. ‘Spider for fall of shells from mortars

2. Preliminaries

1. One move equals about one minute of real time.
2. Record on each vessel's 'Info Chart' the following information:

i. Name
ii. Type
iii. Efficiency Grading
iv. Nationality
v. Guns starboard (right) and port (left)
vi. Crew / Damage points

3. Establish wind direction
4. Establish the weather condition
5. Moves are alternate

 

3. Wind Direction

Throw two Decimal dice and consult the table below:

    1 – 13 Wind from North
    14 – 25 Wind from North East
    26 – 38 Wind from East
    39 – 50 Wind from South East
    51- 63 Wind from South
    64 – 75 Wind from South West
    74 – 88 Wind from West
    89 – 100 Wind from North West

    Wind direction is changed by a dice throw every ten move. Wind will shift one point every subsequent move until it is in the new quarter. Throw one average dice: 2 or 3 veers, 4 or 5 backs.

     

4. Weather Condition

Throw two Decimal dice to determine the weather, wind strength and visibility. Visibility is halved at night.

At the end of every ten moves weather conditions are liable to change, throw two Decimal dice and consult the chart below. Any change is made in steps of ten points per move until the new conditions reached

    Weather Condition Visibility (mm) Calm Light Breeze Moderate Breeze Strong Breeze Gale
    Fog and Mist 200
    500
    1500
    1 – 3
    5 – 7
    9
    4
    8
    10
         
    Clear 1500
    Unlimited
    11 – 12
    19 - 27
    13 – 14
    28 – 38
    15 – 16
    39 - 50
    17 – 18
    51 - 59
     
    Rain 500
    1500
    Unlimited
      89
    79 – 83
    64 - 65
    88
    75 – 78
    62 – 63
    86 – 87
    70 – 74
    60 - 61
    84 – 85
    66 - 69
    Gale 200
    500
    1500
        94
    90
    98
    95
    91
    99 – 00
    96 – 97
    92 - 93

5. Effects of Weather Condition

    Condition Wind Effect
    Storm Gale No firing from any vessel, speed reduced by half
    Storm Strong Breeze No firing from unrated vessels, one third of guns on rated vessels may not fire
    Rain Gale Speed reduced by half
    Storm Moderate Breeze No firing from unrated vessels, normal movement
    Rain Strong Breeze No firing from unrated vessels, normal movement
    Clear Strong Breeze Normal moves
    Fog, Mist, Clear, Rain Moderate Breeze Normal moves
    Fog, Mist, Clear, Rain Light Breeze Speed reduced by half
    Fog, Mist, Clear, Rain Calm No movement

6. Sailing Speeds

One millimetre = 10 metres

    Wind from 1st – 3rd Rates 4th - 5th Rates Others
    Beam or Quarter 160mm 200mm 240mm
    Aft 120mm 160mm 200mm
    Bow 80mm 120mm 160mm

    Vessels must move at least 50% of the distance moved from the previous move.

    A vessel cannot sail closer than 22 ½º to the wind (except when tacking).

    If 50% of the Crew or Damage points have been lost all course changes are at half speed.

    Mast damage reduces possible sailing speed, vessels that have suffered 100% reduction in speed drift downward at 25% Aft speed. After two moves a temporary mast may be raised which will permit the vessel to move at 25% of Normal speed.

     

7. Manoeuvring

For changes of course, use a turning circle, place it along side the vessel centre mast and measure movement off in the normal manner. Use the lesser of the speeds for the old or the new course for the whole move.

Merchant ships, transports and all vessels with 50% or more Crew or Damage points perform all changes of course at half speed.

The ‘wind’ arrow on the turning circle should be turned in the direction of the wind. Except when tacking vessels may not move through the ‘Fore’ section of the turning circle.

Tacking may only be carried out by vessels that have suffered no mast damage -in all wind strengths except strong breeze and gales.

This manoeuvre takes a full move:

i. Using turning circle, turn vessel into wind.
ii. Pivoting on its Stern (back), the vessel moves it bow until pointing 45º from the wind on the tack. Forward movement may commence on the new move.

 

8.Crew Efficiency Gradings

Throw one ordinary dice:

5 or 6 Efficiency Grade Good
3 or 4 Efficiency Grade Average
1 or 2 Efficiency Grade Poor

 

9. Vessels Being Towed

It takes two moves to secure a tow rope. 25% of the towing vessels move distance is the maximum possible move.

 

10. Rowing

Only vessels of 99 Damage points or less can be rowed, maximum move is 50 mm

 

11. Gunnery

Broadside fire cannot be split between targets.

Ranges Short Medium Long
All Rated Vessels 0mm – 100mm 101mm – 200mm 201mm – 300mm
All Unrated Vessels 0mm – 50mm 51mm – 100mm 101mm – 150mm

Firing takes place after movement, at any target that presented itself during the move.

As each broadside is fired, cotton wool is placed alongside so that it can be seen in the next move to be reloading, which takes one move.

The possible angle of fire is 22º from the centre of each vessel.

To qualify as a rake, it leaves part of the vessel’s broadside must at some time during the move overlap the whole of an opponent’s stern or bow, so that at least part of the vessel’s broadside is able to shoot down the entire length of the target.

To load double shot takes two moves. When firing double shot all ranges are halved.

 

12. Damage Calculation

Crew and Damage points lost on the vessel being fired on is calculated by cross referencing the total number of guns fired by the firing factor on the Gunnery Chart.

The Firing Factor is arrived at through working through the following chart:

+4 Stren Rake -2 Gale
+2 Bow rake -1 Merchantman or Transport
+1 Guns land based -1 Efficiency Grade Poor
+1 Efficiency Grade Good -1 Nationalities other than British, American, Dutch, Danish or French
+1 British or American -1 Long Range
+1 Short Range -1 Strong Breeze
+1 First Time Fired    
+1 Calm or Light Breeze    
Add to the above figure the sum of two Average dice.

 

13. Effects of Damage

By cross referencing the total number of guns firing by the Firing Factor on the Gunnery Chart, the Crew and Damage points inflicted on the target vessel are obtained (top number), the lower number (in brackets) is the number of guns destroyed. (Double result when firing double shot).

If the fire is a rake, an equal number of guns are destroyed on each side, otherwise guns are lost from the side being fired at. For every 50 Damage points removed from the vessel, or part thereof, throw two Decimal dice and consult the following chart:

00 Admiral killed if aboard, no singles for next six moves
1 Captain killed, no course changes for next two moves
2 Admiral wounded if aboard, no singles for next three moves
3 Captain wounded, no course change next move
4 – 8 Mast damage, sailing speed reduced by 25%
9 – 13 One fire started
14 - 18 One ships boat destroyed
19 - 23 Nothing
24 – 28 Two fires started
29 – 33 Mast damage, sailing speed reduced by 25%
34 – 38 One ships boat destroyed
39 – 43 One fire started
44 – 48 Nothing
49 Wheel crew hit, vessel turns 90º to port, all further course changes at half speed
50 Wheel crew hit, vessel turns 90º to starboard, all further course changes at half speed
51 Anchor cable hit if laid, vessel will drift downwind next move
52 Sever underwater damage, all sailing speeds reduced by 50%
53 Pumps destroyed - if sever underwater damage sustained (as above) vessel will sink in four moves
54 - 58 One ships boat destroyed
59 – 63 Nothing
64 – 68 Mast damage, sailing speed reduced by 25%
69 – 73 One fire started
74 – 78 Two fires started
79 – 83 Mast damage, sailing speed reduced by 25%
84 – 88 Nothing
89 – 93 One ships boat destroyed
94 – 98 One fire started
99 Magazine explodes, vessel will sink next move

Note: all sailing speed reductions are cumulative

14. Fires

A player may attempt to put out a fire at the start of his move, if unsuccessful further attempts may be made on each move. Throw one Average dice, a four or a five is needed on the first two attempts, four on the third and five on the fourth. If the fire is not out by the fourth move, it is out of control and the crew must abandon ship in the following move. The vessel will drift downwind as if dismasted.

Each unsuccessful attempt to put out a fire must be accompanied by an immediate throw of two Average dice. A score of ten and the vessel explodes and sinks next move.

When a vessel explodes, all vessels within 75 millimetres must test for fires, throw one Normal dice for each vessel to determine how many fires are started.

Each move a fire is out of control on a vessel must be accompanied by a check (as above) to see if the vessel explodes, such fires cause 40 Damage points per move.

 

15. Boarding

For a boarding action to take place two vessels must become entangled, the attacker must leave 20% of their crew on their own vessel while a defender may fight with his whole crew.

Attacker and defender both throw one dice, modify for Efficiency Grade and National Characteristics.

Consult Gunnery Chart, cross-referencing the number of men on each side with their modified dice roll. The lower number on the chart (in brackets) is the number of casualties inflicted on the other side.

The side inflicting the most casualties is the winner.

A melee must take place over each deck of a vessel before it can be captured. 1st and  2nd and  Rates have three decks, 3rd, 4th and 5th Rates have two decks and other vessels one deck.

The winner of a melee of attacking advances to the next deck. If defending, they recover a deck.

The side actually boarding in a melee may, if defeated, be pushed back to their own vessel.

Melees continue in the next player’s move.

If the side pushed back to their own vessel have their own move next they may attempt to cast off, - if it is not their move next the victor has the option in their move of boarding or attempting to cast off.

Melees take place after al firing, firing does not take place in continued melees.

[HMS Victory]

16. Prize Crews

The prize crew must equal 10% of the full crew for the classes of vessel captured. If these cannot be mustered, the vessel must be turned loose.

 

17. Sinking

In addition to sinking by blowing up, a vessel will sink when all its Damaged points have been eliminated.

 

18.Striking Colours

A player may elect to strike his colours for any vessel at any time, however, striking is compulsory when damage points for below 20% and the vessel cannot escape without coming under further fire.

 

19. Vessels Becoming Entangled

If vessels come into contact, they become entangled.

The direction and speed vessels move when entangled is taken as the average of the combined direction and speed of the two vessels prior to becoming entangled. The move distance of such vessels is halved each move until both vessels are stationary for one move then on they drift downwind.

At the end of a move either or both commanders may attempt to separate the vessels.

Throw one Average dice:

+1 Vessels on same side

-1 Vessels broadside to broadside

Result: 3 or under Vessels remain entangled

4 or under Vessels separate

Vessels once parted move off as normal on their next move.

 

20. Ships Boats

1st/2nd/3rd Rates Eight boats
4th/5th/6th Rates Four boats
Unrated One boat

 

21. Shoals and Shallows

Vessels will run aground as follows:

Five fathoms and below 1st/2nd/3rd Rates
Four fathoms and below 4th/5th/6th Rates
Three fathoms and below 13 – 25 Gunners
Two fathoms and below 5 – 12 Gunners
One fathom and below 0 – 4 Gunners

When a vessel runs aground it sustains 10% of its damage points as damage.

To attempt to refloat throw one Average dice:

5 Vessel floats off next move, otherwise 20 damage points
If other vessels are assisting –1 to dice total for each assisting vessel

For a vessel to ascertain the exact depth beneath it, it may ‘cast a log’, providing it does not move more than 60 millimetres that move.

22. Anchoring

Vessels may only anchor in less than 300 fathoms - sails must be furled.

To drop anchor takes one move, to raise it takes five moves or the cable may be cut which takes one move. It takes two moves to man the mast and a further two moves to set the sails.

 

23. Mortars

Mortars have a destructive vale of 50.

It takes four moves to load a mortar.

Minimum range is 100 mm – maximum range is 500 mm.

Ranging procedure is as follows:

Throw a pair of Decimal dice.

1 – 10 Short by 10% of the distance to the target
11 – 20 Over by 10% of the distance to the target
21 – 30 Left by 10% of the distance to the target
31 – 40 Right by 10% of the distance to the target
41 - 100 In target area

Once ranged in on target the above procedure need not be repeated until a new target is fired upon.

To determine the exact fall of the shell use the spider, place it in the ‘ranged’ targeted area indicated above - throw one Decimal dice to find the precise point of impact. A zero means the shell failed to explode.

If a hit is scored, work out damage calculation as per normal firing rules.

24. Shore Batteries

Guns are set two millimetres apart, each two millimetres section is worth ten points if open, 30 points if earth and 40 points if stone.

It takes 20 men ten moves to prepare one gun position and fifteen men five moves to position one gun. To construct two millimetres of earthworks takes ten men ten moves.

The garrison of a permanent battery is a total of six men per gun plus 50% for marines or troops for defense.

The arc of fire of a shore battery is 70º (35º either side of the perpendicular).

 

25. Marines

Vessels of over 101 damage points carry one marine for every gun on board.

 

26. Merchant Vessels and Transports

Merchant vessels have a crew of 10% that of a Man of War of comparative size. Transports converted from Men of War have 50% of their guns removed and only 10% of the normal crew for that size of vessel.

27. Ship Definitions

 

Country

Vessel Type

Guns

Crew/Damage Points

Spain 1st

130

1100

  1st

112

900

  3rd

80

660

  3rd

74

600

  5th

40

280

  6th

34

275

  Corvette

14

92

  Brig

12

82

  Xebec

12

65

  Galley

4

50

       
Dutch 3rd

74

550

  3rd

64

460

  4th

50

360

  5th

36

250

  6th

26

180

  Brig

16

100

  Schuyt

3

40

       
Britain 1st

120

900

  1st

100

850

  2nd

98

750

  3rd

80

730

  3rd

74

620

  3rd

64

500

  4th

50

350

  5th

38

280

  6th

28

200

  Sloop

18

120

  Brig

18

100

  Schooner

8

60

  Cutter

4

20

  Bomb

4 (plus 2 mortars)

70

       
USA 3rd

74

640

  4th

44

440

  5th

36

350

  6th

28

280

  Sloop

18

120

  Brig

18

160

  Schooner

16

120

  Bomb

12 (plus 1 mortar)

80

       
France 1st 120 1100
  1st 110 1037
  3rd 80 830
  3rd 74 700
  4th 44 370
  5th 36 300
  6th 24 230
  Corvette 20 160
  Brig 18 160
  Lugger 16 75
  Xebec 8 70
  Gun vessel 3 (plus 1 mortar) 35

28. Gunnery / Boarding Action Chart

Cross reference the Number of Guns Firing / Men in Boarding Action (down side) with the Firing Factors (along top)

 

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3
(1)

6
(1)

10
(2)

13
(3)

18
(4)

20
(4)

23
(5)

27
(5)

29
(6)

33
(7)

38
(8)

41
(8)

43
(9)

47
(9)

50
(10)

53
(11)

56
(11)

59
(11)

62
(12)

23

3
(1)

7
(1)

10
(2)

18
(4)

20
(4)

23
(5)

27
(5)

29
(6)

33
(7)

36
(7)

41
(8)

43
(9)

47
(9)

50
(10)

53
(11)

56
(11)

59
(11)

62
(12)

65
(13)

24

3
(1)

7
(1)

11
(2)

20
(4)

23
(5)

27
(5)

29
(6)

33
(7)

36
(7)

38
(8)

43
(9)

47
(9)

50
(10)

53
(11)

56
(11)

59
(11)

62
(12)

65
(13

68
(14)

25

4
(0)

7
(1)

11
(2)

15
(3)

19
(4)

22
(4)

26
(5)

30
(6)

34
(7)

41
(8)

45
(9)

47
(10)

52
(10)

56
(11)

60
(12)

64
(13)

67
(13)

71
(14)

71
(14)

26

4
(1)

8
(2)

11
(2)

15
(3)

19
(4)

23
(5)

27
(5)

31
(6)

35
(7)

43
(9)

47
(9)

50
(10)

54
(11)

58
(12)

62
(12)

66
(13)

70
(14)

76
(15)

77
(15)

27

4
(1)

8
(2)

12
(2)

16
(3)

20
(4)

24
(5)

28
(6)

32
(6)

36
(7)

44
(9)

43
(10)

52
(10)

56
(11)

61
(12)

65
(13)

67
(14)

73
(15)

77
(15)

80
(16)

28

4
(1)

8
(2)

12
(2)

17
(3)

21
(4)

25
(5)

29
(6)

33
(7)

38
(8)

46
(9)

52
(10)

56
(11)

61
(12)

65
(13)

67
(14)

71
(14)

75
(15)

80
(16)

82
(16)

29

4
(1)

8
(2)

13
(3)

17
(3)

22
(4)

26
(5)

30
(6)

35
(7)

39
(8)

52
(10)

54
(11)

61
(12)

65
(13)

69
(14)

74
(15)

78
(16)

82
(16)

85
(17)

88
(18)

30

4
(1)

9
(2)

14
(3)

18
(4)

25
(5)

27
(5)

31
(6)

36
(7)

40
(8)

54
(11)

58
(12)

63
(13)

67
(13)

72
(14)

76
(15)

8
(16)

85
(17)

88
(18)

90
(20)

If the number of guns firing, or men in boarding action, exceeds the number on the chart split the number and work out the casualties/Damage points for both figures then add together for the total.

 

 

29. Turning Circle

The Turning Circle (used to manoeuvre vessels) comes in two parts the top section turns on top of the bottom section.

For changes of course, use a turning circle, place it along side the vessel centre mast and measure movement off in the normal manner. Use the lesser of the speeds for the old or the new course for the whole move.

6cm diameter
4.75 cm diameter

The ‘wind’ arrow on the turning circle should be turned in the direction of the wind. Except when tacking vessels may not move through the ‘Fore’ section of the turning circle.

 

30. Mortar Spider

Used to determine exact fall of mortar shell.

Width and depth 13 cm

31. Vessel Info Chart

Use a form like this to record the details of each vessel.

Vessel Name..................................
Type.................................................
Efficiency Grade...........................
Nationality......................................
Guns
Port
Guns
Starboard
Crew
Number
Damage
Points
 

 

 

 

     

 

[Dutch and English vessels]