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These rules have been written specifically to allow wargamers to fight naval actions from the
American Civil War. They are designed to give a quick game, which captures the flavour of these
actions without requiring extensive book-keeping. Another feature is that only minimal information is
required about each vessel allowing some of the more obscure or less well documented vessels to be
used in games.
It should be stated here that the basic core of these rules is not of my creation. They are a heavily
modified version of the classic AndyCallan 'Rules for ACW Naval Actions', published in Miniature
Wargames many, many years ago. I was inspired to start wargaming in this period by
Andy Callan's rules, and set out to find a more detailed and realistic set. None of the commercially
available sets seemed quite right though and I was forced to the conclusion that the only way to get a
set I liked was to write my own. The basic mechanisms in Andy's rules were so good though that I
used those as my starting point. The turn sequence and movement rules are basically unchanged from
the original. The firing rules now differentiate between hitting the target and scoring damage, the
armour rules cover some of the more out of the ordinary ship designs and the rules for ramming and
for the recording of damage are completely new.
I endeavoured to keep the whole set based around D6s and inches , but found that the only an Average
dice gave the correct spread of probabilities to allow the armour penetration table to work. Sorry. I did
stick to the inches though.
Although written for use with 1/1200th scale models, there is no reason why 1/600th scale models
couldn't be used instead. Indeed they have been used with such at my club. I would suggest that if
using ships of this scale that all distances are doubled.
These rules are (c) Alan Saunders 1998. They can be copied and distributed freely as long as they are
not changed.
Equipment Required
Armour
Calculate rating for Bow, Midships and Stern. The general armour of the ship is that of the casemate,
side or belt. More specific armour protection is covered below.
None 0
Cotton Timber or Tinclad 1
Up to 2" Iron 2
Up to 4" Iron 3
Up to 6" Iron 4
Up to 8" Iron 5
More than 8" Iron 6
These are the default ratings for each area of the ship. Some sections of the ship may have armour
ratings that are different to the defaults, such as an ironclad with unarmoured paddle wheels, or
an unarmoured vessel with cotton bales protecting the engines. Possible sections are Armament,
Steering, Machinery, Pilot House and Propulsion. If any of these sections have a different protection
to the rest of the ship then their armour value should be calculated separately. Monitor turret armour is
assumed to be Armament armour, the general armour factor is that of the side armour.
Hull Hits
Turning
This table shows the maximum turn a vessel may plot for a given move.
Gun Ratings
Gun Type Rate of Fire Strength
Up to 12pdr Light (L) 1 shot/turn 1
18-60pdr or up to 8"SB, 7" Rifle Medium (M) 1 shot/turn 2
64-100pdr or up to 11"SB, 8" Rifle Heavy (H) 1 shot/ 2 turns 3
Over 100pdr or 11"SB, Rifles over 8" Extra Heavy (X) 1 shot/ 3 turns 4
Arcs of Fire
A turret may fire into any one of four 90º arcs, fore, port, starboard or aft. If both guns fire on the
same turn, then they must fire into the same arc and at the same target. The arc into which a turret is
facing must be plotted when the vessels movement is plotted; it may change by a maximum of one
point from the previous turn's facing if desired (from port to aft for example, but not from port to
starboard). Whilst a turret may face in any direction, on certain ships fire may be impossible:
On single turret monitors fire is possible into all arcs unless a stern wheel is fitted in which case the
aft arc is blocked.
On twin turret monitors, the forward turret may not fire aft and the aft turret may not fire forward.
On a triple turret monitor the fore and aft turrets are blocked as for a twin turret monitor; the centre
turret may not fire forward or aft.
On all monitors, the vessel's own funnel or superstructure blocks fire within a given arc.
The arc of fire of deck mounted pivot guns varies according to the vessel.
Guns firing through gun ports have a 10º arc of fire. Note that if they are pivot guns they may have a
choice as to which gun port they fire through.
Firing
Range Distance
Point Blank Up to 3"
Medium Up to 15"
Long Up to 30"
Damage
For each hit roll 1DAV for penetration and 1D6 for location
D6 Roll Location
1-4 Hull - Damage is scored as below.
5 Armament - 1 Gun in arc of fire destroyed if any armour protecting it is
penetrated.
6 Critical Hit - Roll on table below. If applicable the shot must penetrate the
armour protecting the relevant section.
To the DAV roll add the firing gun's strength and subtract the armour rating of the area hit. The
armour rating that should be used is that of the most exposed side for Hull hits, otherwise that of the
armour protecting the relevant section. In many cases this will be the same as the armour of the most
exposed side. Adjust the total as follows:
Rifle +1
Long range -1
Point Blank range +1
A broadside ram must be within 45 of the perpendicular from the broadside of the target vessel else
the collision is a glancing blow.
A stern ram must be within 45 of the perpendicular from the stern of the target vessel else the
collision is a glancing blow.
If the ships are bow to bow then roll 1 DAV with the following modifiers:
The optional modifiers allow vessels of the same side a chance to achieve a glancing blow rather than
a ram. The ship with the highest score is the rammer. If the scores are equal then the collision is a
glancing blow.
For bow to bow rams or glancing blows, a ship's speed for the purposes of calculating ram damage is
the sum of both ship's speeds. In a stern ram, the ship's speed for the purposes of calculating ram
damage is equal to the difference between the two ship's speed. For side rams, a ship's current speed is
used.
A ship is considered uncontrolled if it is abandoned, surrendered or has lost all of its hull points.
The ramming ship loses its ram bow if it scores less than the hull damage it receives on 1 D6.
If there is a paddle on the contacted side, then it is lost on a D6 roll less than the hull damage. Treat as
Critical hit 54-56 for effect.
For each special roll 1D6. On a 5-6 lose one gun, those nearest the impact point being lost first.
The ramming ship may also hole the target. Roll 1D6 for each special; a hole is caused for every
4,5 or 6 if a ram bow is fitted otherwise on a 6. See Critical hit 15-16 for effect.
A glancing blow causes loss of guns and paddles, but will not cause holes.
After a any form of collision, neither vessel may fire any guns for the rest of the move. After a ram,
both vessels are assumed to be halted, and must remain so for the next move. A glancing blow or a
stern ram causes each vessels current speed to be reduced by 2 knots for every special hit received.
The smallest vessel is deflected from its course by the minimum necessary to pass alongside the other
vessel.
Effects of Damage
When applying speed loss through damage, apply any deductions first followed by any reduction of
speed by a fraction. For example a ship with a speed of 6 receives damage which gives it a -1 speed
and reduces its speed by half. Its new speed is 2.5 ( (6-1)/2 ).
If a vessel's current speed is greater than its new speed it must decelerate at 2 knots/turn until it
reaches the new speed.
A ship, which has lost half of its hull, is reduced to 3/4 maximum speed (rounded down)
A ship, which has lost 3/4 of its hull, is reduced to half speed
Apply the above after applying any speed reductions caused by critical hits.
A ship, which has lost all of its hull, will begin to sink if it has any unrepaired holes. Roll a dice for
each hole at the end of each turn. On a score of 6 the ship sinks.
Otherwise a ship which has lost all of its hull will surrender, reducing its speed to zero and becoming
dead in the water.
A ship that is abandoned will drift to a halt. If it has any fires on board roll one dice for each fire at the
end of each turn with a 6 indicating that the ship explodes.
If the abandoned ship has any holes it may sink. Roll one dice at the end of each turn for each hole
with a 6 indicating that the ship sinks.
Running Aground
A ship which enters water with a depth less than its draft will run aground, its speed being reduced to
zero. At the end of each turn it may try to move if it is still able to requiring a 6 to break free. If it fails
four such attempts it is permanently stuck.
A ship that runs aground should roll for damage on the ramming table. The modifiers for speed are
applied as normal, other modifiers are :
Holes are caused as for rams, with mud or sand requiring a 6 and rocks a 4,5 or 6.
Torpedoes
Torpedoes should be marked on the table as areas of varying size, each with a varying density. Ideally
the density should be unknown to both players, but if this is not possible, only the player whose
torpedoes they are should know. For each density there is a chance that any ship moving through the
danger area will hit a torpedo. For each 1" a ship moves through an area, roll 2 D6 and total the score.
The ship will strike a torpedo on the following rolls:
Density Roll
None No chance
Low 2-3
Medium 2-4
High 2-5
1 Dud - No effect
2 Torpedo explodes clear of hull - 1 point of Hull damage.
3-6 Torpedo scores full damage
The damage scored by a torpedo is determined by rolling 1 D6, adding 2 to the score and reading the
results from the ramming table. For each special hit a hole is caused on a roll of 3-6. In addition, if a
D6 roll is equal to or less than the number of special hits then the screw or one paddle of the vessel is
destroyed. For a screw vessel or a stern wheeler all motive power is lost and the vessel will drift to a
halt. For a side wheeler, randomly determine which paddle is affected, and treat the results as for
critical hits 53-55.
Spar Torpedoes
Ships may be fitted with a spar torpedo. The mechanism for operating the torpedo is treated as a gun
for game purposes, and will usually be unarmoured. A spar torpedo may be deployed or undeployed,
the decision being made when orders for the vessel are plotted. Ifundeployed, the vessel suffers no
penalty, but cannot attack with the torpedo. If deployed, the vessel's turn rate is reduced by one level;
thus if it is allowed a 60 degree turn normally it is reduced to 45 degrees when it deploys a torpedo.
A spar torpedo attack is resolved during the gunnery phase or at the instant of a ram; an exception to
the rule prohibiting firing by a ramming vessel. An attack can be made on any enemy ship within a 45
degree arc of the bow of the attacking ship and within 1/2" range.
1 Dud - No effect
2 Resolve attack no dice roll modifier
3-5 Resolve attack with a modifier of +1
6 Resolve attack with a modifier of +2
Roll a second D6 applying the above modifiers to determine the damage caused. There is a modifier
of -1 if the target has an armour factor of 3 or more at the point of impact. Read the resulting damage
from the ramming table. Resolve special hits as if the target vessel was rammed by a ram bow. The
vessel using the spar torpedo also rolls to see what damage it receives using the same modifiers as
above but also applying a -3 to the roll. Special hits are resolved as if rammed by a ship with no ram
bow. Spar torpedoes cannot be reloaded during a game unless the ship was equipped to do so.