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STEAM AND STEEL

by RA WALKER

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QUICK PLAY RULES FOR NAVAL


WARGAMES 1880-1906

navwar
STEAM AND STEEL
QUICK PLAY RULES FOR NAVAL
WARGAMES 1880-1906
by RA Walker

PUBLISHED BY

NA vwAR PRODUCTIONS LIMITED


11 ELECTRIC PARADE, SEVEN KINGS ROAD, ILFORD, ESSEX, IG3 8BY

Published 1990

Copyright c 1989 R A WALKER

All rights reserved. No part of this publication may be


reproduced, stored in a retrieval system, or transmitted, in
any form, or by any means, electronic, mechanical,
photocopying, record or otherwise whatsoever, without
the prior permission of Lhe publishers.
CONTENTS
Page
Introduction 1
Section
1 Equipment 2
2 Scales 2
3 Sequence of Action 2
4 Adherence to orders 2
5 Setting up the action 3
6 Manoeuvring 3
7 Towing 4
8 Defence values of ships 4
9 Gun Values 5
10 Gunnery 7
11 Gunnery chart 8
12 Position of hits 9
13 Effect of damage 10
14 Fires 12
15 Torpedo attacks 13
16 Effect of torpedoes 16
17 Ramming and collisions 17
18 Other considerations 18
Appendices:
1 Advanced rule entry point notes 19
2 Ship Definitions and Lists 23

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INTRODUCTION
Steam and Steel is a simulation of naval warfare from the development of the
pre-dreadnought battleship in about 1880 to the launch of H.M.S. Dreadnought in
1906. The rules may be used to simulate actions involving ships built before
1880 with some loss of realism, but the gunnery tables are not intended to
simulate either the centralised fire control or the large main armament of
dreadnought battleships or battlecruisers.

Unlike many more complex sets of naval wargames rules, Steam and Steel is
intended to enable a single player to operate a sizeable fleet of warships on
the wargames table without the need for subordinate commanders. This allows the
rules to be used for single player tournament-style competitions and for "club
night" games where a small number of players may wish to reach a realistic
conclusion to an action within a single evening.

The rules achieve the necessary speeding up of the game mechanics without
exces'sive loss of realism by relying on the organiser of the game to prepare
beforehand from information obtained from the Ship Definitions and Lists at
Appendix 2 or his own sources a small chart for each ship involved, summarising
its offensive and defensive capabilities. The simple calculations involved in
preparing these charts serve with the gunnery system to "pre-execute" many of
the more time-consuming routines found in naval wargames rules. This makes for a
very fast-moving game on the table, and also allows players to choose forces and
compete without extensive knowledge of the technical specifications of the
various vessels involved.

For those desiring more realism than provided by the basic rules, Advanced Rule
Entry Points are indicated in the text where more sophisticated modules may be
added by those players with the necessary technical knowledge and historical
material to design them. In view of this, these rules may also be regarded as a
playable starting point for more serious game design, and some discussion of
each Advanced Rule Entry Point is provided in the appendices.

ACKNOWLEDGEMENTS

General information and encouragement: John Wallis

Playtesting initial design: Dave Chandler, Clive Essery, Kevin Phare, George
Warren and Paul Wallis of The Naval Wargames Society

Playtesting final product Terry Drewett, Robin Levett, Stuart Oden-Walder,


George Warren and Geoff Willson of The Privateers of
London.

.1 ' \

- 1 -
1 EQUIPMENT
In order to play Steam and Steel, players will require the following equipment:

A metric rule, preferably flexible, at least 1 metre long.


A pair of decimal dice. The rules assume that a throw of 00 on two decimal dice
represents 100 and that a throw of 0 on a single decimal dice represents 10.
A protractor or angle indicator.
Models or card cutouts of the ships involved to 1/3000 scale.
Damage Control Card for each ship involved.
Pencil and paper for notes, orders, etc.
Small scraps of paper and adhesive tape, or adhesive labels for torpedo attacks.

2SCALES
a) Each model ship on the table is intended to represent one real ship.
b) One move on the table represents four minutes of real combat.
c) One centimetre on the table represents 130 yards in reality.
d) A real speed of one knot is represented by a speed of one centimetre per move
on the table.

3 SEQUENCE OF ACTION
a) Before moving any vessels on the table, each commander must write orders for
each formation of vessels under his command stating their speed for the
forthcoming move and any alterations of course required. Orders may also be
written at this stage for any vessels to leave their formation next move.

b) Both players then move their vessels simultaneously in accordance with their
written orders, checking for collisions if necessary.

c) Torpedo attacks are then resolved against any ships subject to them and the
results are applied together with the effect of any collisions.

d) All gunfire is then executed simultaneously and its results are applied to
all vessels simultaneously.

e) Any torpedo fire is then recorded.

f) Any damage control procedures may then be executed and the results appliea:

4 ADHERENCE TO ORDERS
** Advanced Rule Entry Point No.l
Each ship must move in accordance with its formation's orders for that move,
retaining its place in the formation except in the following circumstances:

a) Where it cannot do so due to damage or a collision. In these circumstances


the ship must attempt to comply with the formation orders so far as it can.

b) Where it encounters an immediate threat of a collision or is threatened by a


torpedo attack. In these circumstances the ship may disregard the formation
orders.
c) Where another vessel ahead of it cannot obey the formation orders for a valid
reason. Such a vessel may be avoided and/or overtaken.

- 2 -

..__
d) Where the formation orders are illegal. In these circumstances the orders
should be carried out in so far as is legal.

e) Where orders were written the previous move for the vessel to leave the
formation on a specified course and speed. Such orders establish the vessel's
concerned as separate formations from this move on.

Where a vessel has left its formation without orders, it must attempt to rejoin
it as soon as possible unless subsequently ordered to leave the formation one
move in advance as normal. For the purposes of these rules, any manoeuvre to be
executed by each ship in the formation simultaneously as opposed to in
succession (e.g. a front-to-flank or flank-to-front turn) is to be regarded as
an instruction to each ship to leave the formation and must accordingly be
ordered a move in advance.

5 SEffTING UP THE ACTION


** Advanced Rule Entry Point No.2
In view of the tournament nature of the rules, all actions are regarded as
taking place in clear and moderate weather conditions on the open ocean with a
visibility in excess of maximum gunnery range. Weather is accordingly assumed to
have no effect on movement or combat, and the two sides should be set up on the
table with a distance of at least 100 ems between their forces. The presence of
islands, shoals etc. is not envisaged as part of a standard game. At this stage
players should declare which ships are part of which formations to avoid
misunderstandings in the interpretation of their orders.

6 MANOEUVRING
** Advanced Rule Entry Point No.3
No ship is permitted to accelerate or decelerate by more than one third of its
nominal maximum speed in any single move. No ship may move astern at more than
one half of its maximum forward speed.

Ships may alter course as shown by the following table:

Turn Mode A for ships over 300 feet long 30 degree turn for each 2 ems
moved straight.

Turn Mode B for ships under 300 feet long 30 degree turn for each 1.5 ems
moved straight.

Turn Mode C for destroyers and 30 degree turn for each 1 cm


smaller torpedo craft moved straight.

There are no physical turning circles. Each ship is moved in straight lines
punctuated by turns in place of up to thirty degrees as required. Turns smaller
than thirty degrees may be made more frequently than the above intervals if
desired, provided that the total turned over any part of the vessel's course
which is the specified interval long does not exceed 30 degrees. In addition to
the above turning power, any formation or any individual vessel which receives
an order to turn in a specified direction at least one move in advance may
commence the turning move with an in place turn of up to 30 degrees in the
direction specified by the order.

- 3 -
?TOWING
**Advanced Rule Entry Point No.4
Disabled vessel may be taken in tow by other friendly vessels if required. To
secure a tow on board a disabled vessel requires both the vessel towing and the
vessel to be towed to remain stationary in physical contact with one another for
four moves plus the number of moves shown on the throw of one ordinary dice.
During this time, neither vessel may fire its main guns on pain of starting the
process again from scratch. Once this period has elapsed, they may move off with
the towed vessel following in the .wake of the towing vessel with its bow
physically touching the towing vessel's stern.

The maximum speed of any tow will be one-half of the towing vessel's current
maximum speed or one-half of the towed vessel's nominal maximum speed, whichever
is the slower.

Tows may be cast off at will.

8 DEFENCE VALUES OF SHIPS


**Advanced Rule Entry Point No.5
Each vessel involved in the game is assigned a basic Nominal Points Value which
is arrived at by dividing its Standard Displacement in tons by 1000 and rounding
up to the nearest whole number. Obviously this favours very small vessels with
an unduly high value, but this can be assumed to reflect the difficulties of
hitting such a small target rather than the defensive capabilities of the
vessel's structure.

In addition to this basic value, each vessel is assigned an armour class based
on a comparison of its armour protection with the following table:

Armour Class "UP": Vessels with no armour protection, or whose armour


protection is either non-metallic, or less than one inch
maximum thickness, or protects only the gun and/or
steering positions.

Armour Class "PC": Vessels whose armour protection is restricted to an


armoured deck, protection to the gun and/or steering
positions, and/or belt armour less than two inc'fies
maximum thickness.

Armour Class "AC": Vessels with protection to vitals two to eight inches
maximum thickness usually with fully armoured main gun
turrets.

Armour Class "BB": Vessels with protection to vitals exceeding eight inches
in maximum thickness, usually with even heavier main gun
turrets.

Having thus assigned an armour class to the whole vessel, the armour protection
of the vessel's Main Gun Positions and Vitals are considered again in turn. If
it appears that the vessel's protection arrangements in either or both of these
specific areas is more in keeping with vessels of a higher armour class, then
the specific area that is so protected is upgraded to the armour class of the
vessels with which it is more in keeping. The only occasion when a downgrading
is appropriate, is on those vessels classified "BB" with open-topped Main Gun
Positions; such gun positions should only be classified "AC".

- 4 -
Example: French Cruiser D'Entrecasteaux

Displacement 7,995 tons - 8 points


Armoured deck 3.25 inches plus gun etc. positions - Vessel Armour Class PC
Main Gun Positions armoured and fully enclosed Main Gun Armour Class AC

9 GUNVALUES
**Advanced Rule Entry Point No.6
Each type of gun used in the game is assigned a Range/Accuracy Category by
comparing its calibre and design with the following table:

Range/Accuracy Category A: Modern 10" and heavier.


Range/Accuracy
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Category B: Modern 8.2" to 9.4", Old 10.8" and heavier.
Range/Accuracy Category C: Modern 6.7" to 8", Old 9" to 10.6".

Range/Accuracy Category D: Modern 5.9" to 6.4", Old 6.7" to 8".

Range/Accuracy E: Modern 4.1" to 5.5", Old 5.9" to 6.4".

Range/Accuracy Category F: Any smaller calibre weapons.

For the purposes of designating guns "Modern" or "Old" treat any guns of types
later than 1895 as being "Modern".

Guns on each vessel are grouped into batteries. A battery is a group of guns
which are all of the same Range/Accuracy Category and which are all capable of
engaging the same target. The Firing Strength of a battery is assessed by
multiplying the number of guns of each calibre by that calibre's Gun Strike
Value as shown by the following table (and by adding the results together where
a battery consists of guns of more than one calibre):

Gun calibre, type etc. Gun Strike Value

13.5" Britain and Italy 6.0


13.4" France 6.0
13" USA (Alabama) 8.5
13" USA (Other) 7.0
12. 6" Spain and Japan 5.0
12" Britain (Majestic and earlier) Japan (Fuji) 6.5
12" France (Bouvet and later) USA 6.5
12" Britain and Japan (Other) Italy Spain 8.5
12" Russia (Tsarevitch, Slavs and later) 7.0
12" Russia (Older) 5.5
11" Germany (Deutschland and Hessen) 6.5
11" Germany (Older) Turkey Spain 4.0
10.8" France (Henri IV) 4.5
10.8" France (Bouvet and Massena) 4.0
10.8" France (Older) 3.5
10.6" Greece 3.5
10" Britain (Swiftsure) USA (Seattle) Italy (Pisa) 7.5
10" Japan (Kashima and later) Russia 7.5

- 5 -
Gun calibre, type etc. Gun Strike Value

10" Italy (Older) Japan (Kasuga) Argentina Sweden 7.0


10" Britain USA and Japan (Older) 5.0
10" Italy (Dandolo) 4.5
9.4" Germany and Austria (Modern) 6.5
9.4" Holland 5.5
9.4" Germany (Hagen and Beowulf) Austria (Wien) 4.5
9.4" Other 5.0
9.2" Britain (Cressy and later) Greece Brazil 7.5
9.2" Britain (Terrible) Turkey 5.5
9.2" Britain (Older) 4.0
9" Japan 4.0
8.3" Sweden 5.5
8.2" Germany (Vineta) 4.0
8.2" Germany (Other) Norway Holland 6.0
8" USA (Kearsarge) 3.0
8 11 USA (Virginia and prior) 4.0
8 11 USA (Later) 5.5
8 11 Japan (Aso) Russia (Bayan and prior) 4.5
8 11 Russia (Khrabri) 3.5
8 11 Other 5.0
7.6" France 4.0
7.5" All 4.5
7" America 4.0
6.7" Germany 4.0
6.4" France (Suffren, Dupleix and later) 3.5
6.4" France (Older) 3.0
6 11 Britain (Canopus and earlier) USA Italy 3.0
6 11 South American 3.0
6" Britain (Later) Japan (Kashima, Kasuga) Turkey 3.5
6 11 Japan (Akitsushima and Takachiho) 2.5
6" Other 3.0
5.9" Germany (K.Augusta, Irene, P.Wilhelm) 2.5
5.9" Austria (KK.Maria Theresia, K.Elizabeth) 2.5
5.9" Other 3.0
5.5" All 2.5
5.1" Russia 2.5
5" USA (Kearsarge, Brooklyn and earlier) 1. 5
5" USA (Later) 2.0
4. 7" All 1. 5
4" All 1. 5
3. 9" All 1. 5
3.4" All 1.0
3" All 1. 0
For each 10 pounds of smaller shells in salvo 1.0

In assessing the Firing Strength of a battery, round any fractions in the end
result down, subject to a minimum value for a battery of one point.

Where a vessel has batteries of more than one Range/Accuracy Category, these are
named the vessel's Primary, Secondary and Tertiary batteries in descending order
of range. Where a vessel has more than three batteries, the fourth battery
should be named as part of the Secondary Battery.

- 6 -

.___
l

lOGUNNERY
Guns may only be fired if they could be traversed in reality to bear on the
intended target at the end of the move. Where only a part of a battery can bear
on the target, the Firing Strength of the battery is reduced by that proportion
which is derived from those guns which cannot bear. No firing is permitted where
the line of fire passes through the hull of another model on the table. All guns
may be fired every move if targets are available, no orders being necessary to
load or fire.
The procedure for firing each battery of guns is as follows:
a) Measure the range from the bow of the firing vessel to the bow of the target
vessel.
b) In the upper portion of the Gunnery Chart, find the range in the row of
numbers to the right of the battery's Range/Accuracy Category as shown under
"Gun-ff'·. Should the range fall between two such numbers, treat it as the higher of
the two. Allow for any Evading Target Effect or Firing Ship Damage (q.v.).
c) From this number, read down the column until reaching the number or group of
numbers which lie on the same line as the Firing Strength of the battery as
shown under "Pts". Th}s number or group of numbers shows:

EITHER % throw for one hit


OR % throw for one hit - % throw for two hits
OR % throw for one hit - % throw for two hits - % throw for three hits

EXAMPLE: the bottom right hand entry in the Gunnery Chart should be read as:

Throw 1 to 34 equals three hits


Throw 35 to 52 equals two hits
Throw 53 to 96 equals one hit
Throw 96 to 100 misses
d) Throw a pair of decimal dice to ascertain whether any hits have been scored .

.;_:.. ·. '-C-J.-

SARDEGNA (ITALY)

- 7 -
11 GUNNERY CHART

Gun Range to target in ems.


A 80 60 40 3S 32 28 2S 21 17 13 10 s
B 68 so 3S 31 28 24 21 17 14 11 8 4
c 60 4S 30 27 24 21 18 lS 12 10 7 4
D so 38 2S 22 20 17 lS 13 10 8 6 3
E 40 30 20 18 16 lS 13 11 9 7 s 3
F lS 10 7 6.S 6 s.s s 4.S 4 3.S 3 2
I

Pts Dice throws required to hit.


1 0 0 0 1 2 2 3 4 s 6 7 8
2 0 1 2 3 3 s 6 7 9 11 14 lS
3 1 1 3 4 s 7 9 11 13 16 21 2S
4 1 2 4 s 7 9 12 lS 17 21 27 31
5 1 2 4 6 8 11 14 18 21 2S 32 38
6 1 3 s 8 10 14 17 21 2S 30 37 43
7 1 3 6 9 11 16 20 24 28 34 42 48
8 2 4 7 10 13 18 22 27 32 37 46 S3
9 2 4 8 11 14 20 2S 30 3S 41 so S7
10 2 s 9 12 16 22 27 33 38 44 S4 61
11 2 s 9 13 17 23 29 3S 41 48 S8 6S
12 2 6 10 lS 19 2S 31 38 44 Sl 61 68-16
13 3 6 11 16 20 27 34 40 46 S3 64 71-19
14 3 7 12 17 21 29 36 43 49 S6 66-13 73-22
15 3 7 13 18 23 31 38 4S Sl S9 69-17 76-26
16 3 8 13 19 24 32 40 47 S4 61 71-19 78-29
17 3 8 14 20 2S 34 41 49 S6 63 73-22 80-31
18 4 9 lS 21 27 3S 43 Sl S8 66-13 7S-2S 82-34
19 4 9 16 22 28 37 4S S3 60 67-lS 77-27 83-35
20 4 10 17 23 29 38 47 SS 62 69-17 79-30 8S-38
21 4 10 17 24 30 40 48 S7 64 71-19 81-33 86-39
22 4 10 18 2S 31 41 so S8 6S 73-22 82-34 87-40-14
23 s 11 19 26 33 43 Sl 60 67-lS 74-24 83-3S 89-43-1:'9
24 s 11 20 27 34 44 53 61 68-16 76-26 8S-38 90-44-21
25 s 12 20 28 3S 4S 54 63 70-18 77-27 86-39 91-46-23
26 s 12 21 29 36 47 56 64 71-19 78-29 87-40-14 91-46-23
27 s 13 22 30 37 48 S7 66-13 73-22 80-31 88-42-16 92-47-2S
28 s 13 22 31 38 49 59 67-lS 74-24 81-33 89-43-19 93-48-27
29 6 14 23 32 39 Sl 60 68-16 7S-2S 82-34 90-44-21 94-49-30
30 6 14 24 32 40 S2 61 70-18 76-26 83-3S 90-44-21 94-49-30
31 6 14 24 33 41 S3 62 71-19 77-27 84-37 91-46-23 95-Sl-32
32 6 15 2S 34 42 S4 63 72-21 79-30 8S-38 92-47-2S 9S-Sl-32
33 6 15 26 3S 43 SS 65 73-22 80-31 86-39 92-47-2S 96-S2-34
34 7 16 26 36 44 S6 66-13 74-24 80-31 86-39 93-48-27 96-52-34
35 7 16 27 37 4S 57 67-lS 7S-25 81-33 87-40-14 93-48-27 96-52-34
..

- 8 -
a) Evading Target Effect:
Should any guns above Range/Accuracy Category F be fired at any target smaller
than 1,000 tons displacement, or at any target moving faster than 25 knots, or
at any moving target which is end-on to the firing vessel, or should the line of
fire pass through smoke caused by fire on board another ship then the range used
on the Gunnery Chart must be treated as one column to the left of that actually
measured.
The effect of these three situations is cumulative, so that, for example, a
vessel under 1,000 tons heading directly towards the firing vessel at 27 knots
would be fired at at three columns longer range than a normal target.
Guns of Range/Accuracy Category F do not suffer penalty in the second of these
situations.
b) Firing Ship Damage:
The used on the Gunnery Chart must be treated as one column to the left of
measured in each of the following situations:
i) For each fire burning on the firing ship.
ii) Where the firing ship has lost 90% of its Nominal Points Value
(fractions rounded up).
iii) Where the(Effect of Damage rules specifically apply this penalty.
The effect of these situations is cumulative in the same way as Evading Target
Effect.

12 POSITION OF HITS
**Advanced Rule Entry Point No.7
a) For each hit scored on a target, throw a pair of decimal dice and determine
the position of the hit on the target vessel by finding the score to the left of
the number of nominal points of the target in the table below:

Nominal Pts. Vitals Main Guns Smaller Guns Minor Damage

1 1-100 N/A N/A N/A


2 1-50 51-100 N/A N/A
3 1-33 34-66 67-83 84-100
4 1-25 26-50 51-75 76-100
5 1-20 21-40 41-70 71-100
6 1-17 18-34 35-67 68-100
7 1-17 18-34 35-67 68-100
8 1-17 18-34 35-67 68-100
9 1-17 18-34 35-67 68-100
10 1-17 18-34 35-67 68-100
11 1-13 14-28 29-64 65-100
12 1-13 14-28 29-64 65-100
13 1-13 14-28 29-64 65-100
14 1-13 14-28 29-64 65-100
15 1-13 14-28 29-64 65-100
16 1-13 14-28 29-64 65-100
17 1-13 14-28 29-64 65-100
18 1-13 14-28 29-64 65-100
19 1-13 14-28 29-64 65-100
20 1-13 14-28 29-64 65-100

- 9 -
b) Given the wide availability of polygonal dice in the current wargames world,
players may substitute such dice throws for the above table if desired, where a
dice exists to suit the percentage chances shown thereon.

13 EFFECT OF DAMAGE
**Advanced Rule Entry Point No.8
a) I t is initially necessary to determine for each hit scored on a target
vessel, whether that hit is Penetrating or Non-Penetrating according to the
following table:
Half Max. Range or below Above Half Max. Range

Range/Accuracy Category A: Penetrates All Armour Penetrates AC or below


Range/Accuracy Category B: Penetrates AC or below Penetrates PC or below
I
Range/Accuracy Category C: Penetrates AC or below Penetrates PC or below

Range/Accuracy Category D: Penetrates PC or below Penetrates UP only

Range/Accuracy Category E: Penetrates PC or below Penetrates UP only

Range/Accuracy Category F: Penetrates UP only Penetrates UP only

b) Each penetrating hit scored on a target vessel will inflict the loss of one
Nominal Point. In addition, one decimal dice must be thrown for each hit and the
damage shown on the following tables applied to the specific position of the
target hit:
Vitals
Throw Effect
1 Lose 10% of Nominal Maximum Speed
2 Lose 20% of Nominal Maximum Speed One fire.
3 Lose 30% of Nominal Maximum Speed One fire.
4 Lose 40% of Nominal Maximum Speed One fire.
5 Lose 50% of Nominal Maximum Speed. Two fires.
6 Steering Damage. 30 degree turn only allowed for every
10 ems moved straight for next ten moves.
7 Steering Damage. 30 degree turn only allowed for every
15 ems moved straight for rest of game.
8 Underwater Hit. Lose one additional Nominal Point.
9 Underwater Hit. Lose one additional Nominal Point.
0 Magazine Explosion. Lose number of additional Nominal Points
shown on roll of two decimal dice. Two fires.

Main Guns
Throw Effect
1 Lose half of Primary Battery Points for 5 moves.
2 Lose half of Primary Battery Points for 5 moves.
3 Lose half of Primary Battery Points for 10 moves.
4 Lose half of Primary Battery Points for 10 moves.
5 Lose half of Primary Battery Points for 10 moves.
6 Lose half of Primary Battery Points. One fire.
7 Lose half of Primary Battery Points. One fire.
8 Lose half of Primary Battery Points. One fire.
9 Lose half of Primary Battery Points. One fire.
0 Lose half of Primary Battery Points. Lose remainder of
Primary Battery Points for 5 moves. Two fires.

- 10 -
In calculating half of Primary Battery Points, any fractions must be rounded up.
The loss must be calculated from the nominal Primary Battery Points. Where the
Primary Battery Points are distributed between two turrets only, loss of half
will result in the loss of one turret. In applying results to ships with more
than one Primary Battery (e.g. Port and Starboard) it should be remembered that
the percentages shown are of the TOTAL Primary Battery. The damage should be
applied to the Battery on the engaged side of the ship, or split equally between
the two broadsides if both are engaged.
Smaller Guns
Throw Effect
1 Lose 50% of Secondary Battery Points for 5 moves.
2 Lose 50% of Secondary Battery Points for 5 moves.
3 Lose140% of Secondary Battery Points and one torpedo tube.
4 Lose 40% of Secondary Battery Points and one torpedo tube.
5 Lose 40% of Secondary Battery Points. One fire.
6 __:,;-v
Lose 40% of Secondary Battery Points. One fire.
7 Lose 40% of Secondary Battery Points. Two fires.
8 Lose 40% of Secondary Battery Points. Two fires.
9 Lose 50% of Secondary Battery Points. Two fires.
0 Lose 50% of Secondary Battery Points. Two fires.
In calculating percentages of Secondary Battery Points any fractions must be
rounded up. Losses must be calculated from the nominal Secondary Battery Points.
In applying results to ships with more than one Secondary Battery (e.g. Port and
Starboard) it should be remembered that the percentages shown are of the TOTAL
Secondary Battery. The damage should be applied to the Battery on the engaged
side of the ship, or split equally between the two broadsides if both are
engaged.

Minor Damage
Throw Effect
1 Lose 40% of Tertiary Battery Points.
2 Lose 40% of Tertiary Battery Points.
3 Lose 40% of Tertiary Battery Points. One fire.
4 Lose 40% of Tertiary Battery Points. One fire.
5 Lose 40% of Tertiary Battery Points. One fire.
6 Funnels hit. Lose 10% of Nominal Maximum Speed.
7 Funnels hit. Lose 10% of Nominal Maximum Speed.
8 Lose all wireless and signals plus two torpedo tubes.
One fire. One gunnery penalty for Firing Ship Damage.
9 Lose all wireless and signals plus two torpedo tubes.
One fire. One gunnery penalty for Firing Ship Damage.
0 Bridge Hit. Maintain current course/turn and speed for 4
moves. Lose all wireless and signals. Two fires.

In calculating percentages of Tertiary Battery Points any fractions must be


rounded up. Losses must be calculated from the nominal Tertiary Battery Points.
In applying results to ships with more than one Tertiary Battery (e.g. Port and
Starboard) it should be remembered that the percentages shown are of the TOTAL
Tertiary Battery. The damage should be split equally between the two broadsides
(c.f. loss of Secondary battery.).

c) Each Non-penetrating Hit on the target vessel will be recorded and added to a
total of Non-penetrating Hits. For every ten Non-penetrating hits scored on it
vessel will suffer an additional Penetrating Hit. In addition, the dice will be
thrown for position of hit for each Non-penetrating hit as it is scored and the
damage applied if it is either (i) Minor Damage or (ii) Smaller Guns resulting
in a throw of 1 or 2. Note that a Non-penetrating hit by itself never causes a
loss of Nominal Points.

- 11 -
d) It should be remembered that when firing at a vessel whose armour protection
is not uniform overall, it will be necessary to determine position of hit before
deciding whether or not the hit will penetrate.
e) In addition to damage sustained as above, cumulative loss of Nominal Points
Value (NPV) will cause the following damage to a vessel:
Loss of each 20% of NPV Loss of 10% of Nominal Maximum Speed
Loss of each 30% of NPV One gunnery penalty under Firing Ship Damage.
Loss of 100% of NPV Vessel must stop and cease fire. Will sink in half the
number of moves shown on the throw of one decimal dice
(rounding fractions up).

14 FIRES
a) Fires are started when indicated in Effect of Damage. They result in the
gunnery penalties indicated in the Firing Ship Damage section of Gunnery. In
addition, no vessel may fire or signal during a move which commenced with it
having five or more fires burning on board. At the end of each such move one
decimal dice will be thrown for the vessel, a zero result indicating an
explosion causing the loss of one Nominal Point.

b) Fires may be fought each move commencing with the one after the fire was
caused. One decimal dice will be thrown for each fire with the following result:
1-5 Fire extinguished.
6-9 Fire burns on.
0 Minor explosion. One extra fire started.
c) Any vessel on fire will have cotton wool representing smoke trailed behind it
for a length equal to half the length of its hull. (See Evading Target Effect).

SINOPE (RUSSIA)

- 12 -

.....___
15 TORPEDO ATTACKS
**Advanced Rule Entry Point No.9
a) Torpedoes are fired only at the time indicated in Sequence of Action.
b) Torpedoes may be fired in spreads of up to four weapons, each spread having a
single nominated target vessel. The firing of the torpedoes is signified by the
laying of a scrap of paper or adhesive label under the firing ship with an arrow
drawn on it along the mean line of aim of the spread. At the time of firing, the
firing vessel's commander must make a note or advise the umpire of the nominated
target vessel of the spread and of that vessel's anticipated evasive action (see
below).
c) Vessels will be endangered by a spread of torpedoes if they spend any part of
their movement in a turn after the weapons are fired within an area bounded by
two lines emanating from the firing point and drawn 30 degrees on either side of
the line of aim of the spread. They will, however, only be endangered if
they pass within the following range brackets from the point of firing:
Torpedoes in games pre-1895
6 cm on £irst move only.

Post 1890 13.7", 14" and 15" torpedoes


10 cm on first move only.
Post 1890 17.7" and 18" torpedoes
15 cm on first move only.
Post 1900 17.7" and 18" torpedoes
20 cm on first move. 21 to 30 cm on second move.

d) When firing torpedoes the player concerned must make a note or advise the
umpire of the name of the designated target vessel. In addition, he must note
his estimate of the final orientation of the target vessel relative to the
course of the weapon/s in the move in which the vessel will be endangered. There
are four possible estimates which may be made, identified as follows:
Target Orientation Corresponding Estimate

0 degrees to 30 degrees Turned AWAY


31 degrees to 150 degrees Crossing to STARBOARD
151 degrees to 210 degrees Turned TOWARDS
211 degrees to 330 degrees Crossing to PORT
331 degrees to 360 degrees Turned AWAY

N.B. Measured from the Mean Line of Aim of the spread equal to 0 degrees.
e) Should the designated target vessel be endangered by the spread, one decimal
dice will be thrown and the result looked up on the table below by
cross-referencing the Estimated Target Orientation, Actual Target Orientation
and number of weapons in the spread. The number of hits scored is shown as 0, 1
or 2 in the body of the table.

- 13 -
Actual Target Orientation
TOWARDS PORT AWAY STARBOARD
No.of Weapons 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
Expected
Target
Orientation DicE
TOWARDS 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0
9 0 1 1 1 0 0 1 1 0 0 0 0 0 0 1 1
0 1 1 1 1 0 1 1 1 0 0 0 0 0 1 1 1

PORT 1 0 0 0 0 0 0 0 0 0 0 0 0/- 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0
5 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0
6 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0
7 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0
8 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0
9 0 0 0 0 1 1 1 2 0 0 0 0 0 0 1 1
0 0 0 1 1 1 1 1 2 0 0 1 1 0 0 1 1
AWAY 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0
9 0 0 0 0 0 0 1 1 0 1 1 1 0 0 1 1
0 0 0 0 0 0 1 1 1 1 1 1 1 0 1 1 1

STARBOARD 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1
6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1
7 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1
8 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1
9 0 0 0 0 0 0 1 1 0 0 0 0 1 1 1 2
0 0 0 1 1 0 0 1 1 0 0 1 1 1 1 1 2

- 14 -
d) The dice throw used in the above table will be modified for each of the
following conditions:

Condition Effect

Endangered vessel smaller than 1000 tons Deduct one


Endangered vessel making more than 21 knots Deduct one
Second move of torpedoes' run Deduct one
Endangered vessel making less than 5 knots Add one
Endangered vessel making less than 1 knot Add two
Range at time of firing was less than 3 cm Add one

Should this result in a throw less than 1 or greater than 10 then treat these as
throws of 1 and 0 respectively.

e) Hits apparently scored on the above table may be invalidated by reference to


any of the following overriding rules:

(i) No more than one hit may be scored by any spread in the second move of
its run.

(ii) No more than one vessel per move can be hit by torpedoes from a single
spread. If two or more ships are endangered in a move, resolve the attacks in
the sequence the vessels were endangered.

(iii) Any vessel spending the whole move in which it was endangered with an
orientation of:
0 degrees to 10 degrees OR
171 degrees to 190 degrees OR
351 degrees to 360 degrees
to the Mean Line of Aim of the spread will not be hit.

(iv) Any vessel ending the move in which it was endangered with an
orientation of:
0 degrees to 10 degrees OR
351 degrees to 360 degrees
to the Mean Line of Aim of the spread will not be hit if making more than 20
knots on the first move of the torpedoes' run or more than 15 knots on the
second unless the initial firing range was less than 3 cm.

(v) Any vessel commencing the move behind the firing point of the spread will
not be hit.

f) Should any vessel which is not the Designated Target be endangered by a


spread, then the spread will be checked for hits as normal but the vessel's
actual orientation will be assumed to be the safest possible for the given
expected orientation i.e.

Expected Orientation Assumed Actual Orientation

Towards Away
Port Away
Away Towards
Starboard Away

- 15 -
16 EFFECT OF TORPEDOES
a) For each hit scored by a torpedo the following dice will be thrown:
Torpedoes in games pre-1895
One decimal dice, deducting one from the score.
(i.e. throw 1 - Dud)
Post 1890 13.7", 14" and 15" torpedoes
One decimal dice.

Post 1890 17.7" and 18" torpedoes


Two individual decimal dice (not a pair,
i.e. result - score 1 + score 2)
The result of these throws gives the damage to the target vessel in Nominal
Points, except as in (b) and (c) below.
b) In cases where either:
the ship hit both commenced and ended its move in Actual Orientation
"Turned Away";OR
the ship hit ended its move in Actual Orientation "Turned Away" with the
Mean Line of Aim of the spread passing through the aftermost quarter of
its length;
then the hit will be assumed to be in the stern of the vessel. In such cases,
only half the normal damage will be caused (fractions rounded up) but one extra
decimal dice must be rolled with the following effect:
Throw Effect
1 Lose 10% of Nominal Maximum Speed.
2 Lose 20% of Nominal Maximum Speed.
3 Lose 30% of Nominal Maximum Speed.
4 Lose 30% of Nominal Maximum Speed.
5 Lose 40% of Nominal Maximum Speed.
6 Lose 40% of Nominal Maximum Speed.
7 Lose 50% of Nominal Maximum Speed.
8 Steering Damage. 30 degree turn allowed only for each
10 ems moved straight for next ten turns.
9 Steering Damage. 30 degree turn allowed only for each
15 ems moved straight for rest of game.
0 Steering Damage. 30 degree turn allowed only for each
20 ems moved straight for rest of game.
c) In cases where either:

the ship hit both commenced and ended its move in Actual Orientation
"Turned Towards"; OR
the ship hit ended its move in Actual Orientation "Turned Towards" with
the Mean Line of Aim of the spread passing through the foremost quarter
of its length;
then the hit will be assumed to be in the bow of the vessel. In such cases, only
half the normal damage will be caused (fractions rounded up) but the vessel will
suffer the loss of 15% of its Nominal Maximum Speed plus its capacity to ram.

- 16 -
17 RAMMING AND COLLISIONS
**Advanced Rule Entry Point No.10
a) Any situation on the table in which the bow of one model comes into contact
with the hull of another must be regarded as a collision situation. If there is
any doubt whether such a situation will arise during any move, the commanders of
the vessels involved must write orders for their ships and then move them a
portion of the move at a time until a collision either occurs or is clearly
avoided. In any collision situation, the vessel whose bow is moved into contact
with the other's hull is considered the attacker, and the other vessel the
target.

b) Should any vessel wish deliberately to ram another during the course of its
move, this fact and the name of the target vessel must be announced before that
move takes place or orders for the move are written. If this is not done, it is
assu'.lied that the captain concerned has lost heart whilst attempting the attack
and is simply in a situation where impact may or may not occur due to the
proximity of the ships. Only vessels which are designed or specially modified
for ramming may make such an announcement.

c) Should a collision situation arise, one decimal dice must be thrown and the
following modifications made to the result:

Condition Modification

Intentional ram announced Add two to result


Target stationary Add three to result
Target making less than 5 knots Add one to result
Target smaller than 1,000 tons Deduct one from result
Attacker and Ta;rget same nat.ionality Deduct one from result
Target moving faster than Attacker Deduct one from result
Contact in aftermost half of Target Deduct two from result
Attacker's course 0 to 30 degrees Deduct six from result
Attacker's course 31 to 60 degrees Deduct four from result
Attacker's course 121 to 150 degrees Deduct three from result
Attacker's course 151 to 210 degrees Deduct ten from result
Attacker's course 211 to 240 degrees Deduct three from result
Attacker's course 301 to 330 degrees Deduct four from result
Attacker's course 331 to 360 degrees Deduct six from result

N.B. The above angles are measured from the keel-line of the target, assuming
its course to be 0 degrees.
A result of 6 or above indicates that a ram or collision has taken place.

d) If a ram or collision takes place, both vessels will stop immediately and
must remain stationary for one move. The attacker will then move one-half cm
astern and the target may move off. On the move following that the attacker may
move off. Normal rules for acceleration from stopped will apply.

e) To calculate the damage resulting from a ram or collision, first calculate


the speed at which the impact takes place, allowing for the relative courses of
the vessels.

An Attacker with a ram bow will inflict one third of its Nominal Points Value as
damage to the Target's Nominal Points Value for every 5 knots or part thereof of
the impact speed.

- 17 -
I
I

An Attacker without a ram will inflict half of this figure, rounding fractions
down.

An Attacker with a ram bow will suffer no damage as a result of ramming but will
thenceforth be regarded as without a ram bow.

An Attacker without a ram bow will suffer one-third of the damage inflicted on
the Target rounding fractions up, subject to a maximum of the total Nominal
Points Value of the Target. It will also suffer the loss of 15% of its Nominal
Maximum Speed.

In addition to the above, any vessel deliberately rammed directly in the stern
must throw one decimal dice and apply the damage shown in the table governing
torpedo hits in the stern.

e) If a collision is avoided in a collision situation, each vessel involved must


make a thirty degree turn in place at the point the collision situation arose
before proceeding with the move. It is possible in some circumstances that
models may have to be considered superimposed on one another in some such
situations and some arrangement made on the table to signify this. the turn
referred to above is made in addition to the normal turning restrictions and is
executed not by the vessels' commanders but by their opponents moving the
models.

18 OTHER CONSIDERATIONS
**Advanced Rule Entry Point No.11
a) Being a tournament-style game, it is assumed by these rules that no use will
be made of fixed defences such as forts, shore batteries, nets or mines.

b) Although widely practiced by navies of the period in drills and exercises,


the use of boarding tactics in an era of steam power, machine guns and
breech-loading rifles was possible only in theory. Accordingly no rules are
provided for their use.

c) By this historical period, naval warfare was fought between completely


professional navies to whom surrender before the vessel was in a sinking
condition had become an anathema. Accordingly, no allowance has been made in the
rules for morale considerations, their effect on gunnery being loaded into
effect of the physical damage to the vessels themselves.

- 18 -
ADVANCE RULES ENTRY POINT NOTES APPENDIX 1

1 Adherence to orders
The idea of a basically indivisible and blindly following formation is in
accordance with the tactical doctrines of the historical period and provides for
quick administration in a tournament situation. · For at Tsushima, a
poorly thought out fleet manoeuvre caused the Russian fleet to become for a
while a standing target, as the individual captains were not trained to employ
the initiative that would have been necessary for them to sort out the mess by
manoeuvring independently. The idea is, however, a generalisation.

In a more advanced simulation, where the designer is familiar with the


signalling and manoeuvring doctrines of the two historical navies, these may be
reflected in different variations on this section of the rules. In particular,
the position of the flagship of each squadron and of the overall fleet flagship
should be considered, and rules introduced to prevent the admirals on board
flagships either controlling their formations from the centre without
signalling, or taking action based on circumstances which are beyond the
visibility from their flagships.

2 Setting up the action


Many conunercial sets of rules contain more or less "periodless" sections
covering weather, visibility, sea condition etc. which may be adapted or
employed as the designer sees fit. It should be clear enough that gunnery
penalties relating to such factors should be treated in the same manner as those
for Evading Target. They may be biased against certain vessels identified as bad
seaboats by the designer's research.

Similarly, most sets of twentieth century naval rules will contain sections on
night fighting which may be adapted to suit the precise historical period by
removing anachronistic factors such as starshell and radar. These may be biased
against certain nations by reason of poor training if this is substantiated by
the designer's research.

Obviously, straight "head-on encounter" games between forces of roughly equal


strength such, as those implied by this section of the rules, are only a small
part of the business of naval warfare. In setting up more sophisticated games,
the designer should feel free to introduce more factors such as land, merchant
ships, limited fuel, or unequal or differently composed forces.

Within the scope of a tournament, organisers may choose to specify sides, say
limited to one nation each and containing only so many vessels of each Armour
Class. Entrants could be required to select two fleets from different nations,
and dice for which to use if a clash of nations occurs with any opponent. To
make choices more diverse, organisers may prohibit the selection of certain
historical vessels where these are too obvious a choice e.g. British King Edward
VII class battleships.

NEW YORK (USA) BROOKLYN (USA)

- 19 -
ADVANCED RULE ENTRY POINT NOTES APPENDIX 1

3 Turning Circles
The provision of card or plastic turning circles would clearly make this section
of the rules more precise. However, the use of such devices is difficult to
administer fairly in a simultaneous movement game at a tournament, and a simpler
approach has accordingly been adopted, reducing the amount of game equipment
necessary as an added advantage. Where designers are familiar with the turning
powers of different classes of ship involved in a game, these may be reflected
in the size (and shape!!) of the turning circles. Redesign of this section
should be regarded as a logical precursor to a redesign of the Torpedo Attacks
section along more precise lines.

4 Towing
The game function of this section is to make it clear that recovery of vessels
whose motive power has been disabled is possible within the confines of the
game, giving umpires an additional factor to consider in the 5ssessment of
victory in any given situation. The speeds shown are no more than a guesstimate
of the actual speeds which could be achieved, given that precise calculation of
these for any given tow involves very complex considerations of hydro-dynamics.
Designers with the necessary technical (professional?) knowledge may redesign
this section at will!

5 Defence values of ships


Given the number of vessels in the world during the historical period covered by
the rules, exhaustive Ship Definitions are a forlorn hope. Where players may use
ships not covered by the Ship Definitions in these rules, it is suggested that a
source such as Jane's or Conway's All The World's Fighting Ships be nominated
before selection as a source of information on those ships, avoiding disputes
over their correct details.

In assessing the Nominal Points Values of ships in an advanced simulation,


designers may take into account factors like the age and condition of the ships
and their watertight subdivision. These have been excluded from the Ship
Definitions to avoid disputes arising in tournaments regarding the
interpretation of the historical data.

There may theoretically be as many Armour Classes as the designer wishes to


allow for in the game, the level of complexity obviously increasing the nuntlrer
of lookup situations that will occur during play. In increasing the number of
armour classes, the designer may bring into consideration factors such as
differing qualities of armour from year to year and nation to nation, and
different armour distributions on board ships. It is important to recognise,
however, that the rules assume "penetration" to equate to battle effectiveness
rather than theoretical or proving ground results.

6 Gun values
There may theoretically be as many Range/Accuracy Categories as the designer
cares to calculate charts for, even down to one for each type of gun if desired!
The rules attempt to strike a balance between ease of use and historical
accuracy but lean heavily towards the former.

- 20 -

-
ADVANCED RULE ENTRY POINT NOTES APPENDIX 1

The Gun Strike Values given are again a generalisation, with the aim of
encouraging players to investigate the use of ships beyond the Ship Definitions
in the rules without being terrified by the depth of the research necessary to
calculate Firing Strengths. A more precise assessment of Gun Strike Value is
given by multiplying the weight of the individual gun's shell in pounds by its
actual rate of fire in rounds per minute and dividing the result by 200. This
equation has been used to arrive at the Firing Strengths shown in the Ship
Definitions.

7 Individual Position of Hits Tables


Each class of vessel should in theory have its own Position of Hits Table. This
is only, however, practical in very small games, and its preparation for ships
outside the Ship definitions would be wide open to dispute. Those designers
having access to plans of the ships may, however, redesign this table a long
more precise lines if desired .
...};,fir

8 Effect of damage
It should be remembered in interpreting the rules that a "hit" represents not a
single shell but the accumulation of sufficient damage to sink a 1,000 ton ship.
Instances such as the knocking out of two widely separated guns by a single hit
should consequently not be regarded as unrealistic.
The complexity of the armour penetration rules will naturally reflect the number
of different gun types identified by the designer. The rules attempt to produce
a table which is easily remembered. One of the more interesting options open to
designers would be the introduction of choice between common shell and armour
piercing ammunition, as rules simply assume that a mixture has been fired. This
would affect both penetration and Gun Strike Values.
The effect of hits on each position of the target has been simplified so as to
give a result from a single dice throw, resolved against tables of a standard
ten-possibility size. This is not, however, to be regarded as sacred in an
advanced simulation, and designers should feel free to redesign the tables
taking into effect damage to whatever aspects of their vessels operation they
wish to consider, down to individual crane and small boat loss if desired.
The precision of the rules could be improved by a more complex dice resolution
of the distribution of gun losses between batteries where more than one e.g.
Secondary Battery exists. This has been omitted in favour of a rule of thumb
solely to minimise the number of dice throws required during play.

9 Torpedo attacks
In the same way that a gunnery hit in the rules is not what it may on first
reading appear to be, the firing of torpedoes does not represent a definite
release of the weapons from the Firing Point. Instead, that point is simply used
as a base point for determining who is in the general area of danger from the
attack. For this reason, torpedo speeds are approximate, and it is a false
analysis to attempt to apply the rules by pro-rata movement of the torpedoes and
ships.

- 21 -
ADVANCED RULE ENTRY POINT NOTES APPENDIX 1

Having first redesigned the manoeuvring section, the designer may, if desired,
revert to the idea of pro-rata movement of torpedoes as if they were vessels,
determining hits by intersection with the hull of the target. This may, however,
prove difficult in practice due to the length of each move in the rules and
still require a chance table of some kind due to the large scale distortion
factor involved.

More tables dealing with special effects for torpedo hits may be introduced if
required.

10 Ramming and collisions


Before questioning the introduction of a chance factor into the resolution of
collisions, it is important to remember that the models in the rules are no less
than four times the size which the ground scale requires them to be. Each model
accordingly represents "a lot of sea and not very much ship." Designers
attempting to remove this factor should first consider changes to the ground
scale, perhaps in conjunction with a redesign of Torpedo Attacks.

11 Other considerations
Fixed defences are of primary importance in a campaign game and have accordingly
been left out of the rules. The sowing of mines during a fleet action was never
a tactic actually used and should be disregarded even in a redesign. The
statements made about boarding and morale are obviously gross generalisations
and designers should feel free to introduce these factors should they wish
either to involve small vessels to whom boarding was a real threat, or to
differentiate between different national or squadron characteristics.

The historical period was full of unusual weapons, from dynamite to rubber
armour, from pneumatic guns to guided torpedoes. Rather than attempting to
devise a set of rules to cover all eventualities, the designer would do better
to adopt an approach of working on each scenario as it is encountered,
consolidating amendments and additions to the rules at a later stage, thus
avoiding being swamped with a mass of detail at the start and ensuring that the
rules produced suit the people playing them!

ODIN (GERMANY)

- 22 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

HOW TO INTERPRET THE SHIP DEFINffiONS


The first line of each ship's definition states the Vessel's Nominal Points
Value, Armour Class (plus up/down-gradings), if any), and Maximum Speed.
The first line of each ship's definition states the Vessel's armarnnet.
Gun armament is shown as:
Battery Firing Strength x Range/Accuracy Disposition
Where
Battery is Main Primary;
Sec Scondary; or
Ter Tertiary
Strength is the total nwnber of points for that battery on the ship
except wthere the disposition is P/S, in which case the number of points in each
broadside is shown.
Range/Accuracy is the Range/Accuracy Rating as described in Section 9 of the
rules.
Disposition is:
F/A - in turrets able to fire half points forward and half points astern
or full points on one broadside.
P/S - in broadside mountings with minimal ahead or astern fire
Fwd - in turrets able to fire forward or on either broadside only
Aft - in turrets able to fire aft or on either broadside only.
Torpedo armament is described as Number of tubes x calibre.

The third and subsequent lines of any definitions asre used to make specific
comment regarding, for example unusual gun dispositions on a ship and to receive
any overspill from line 2.

- -- --====- :: .
'-...,_er.:_:-.._;:·_ - - .re-_

- - COLOSSUS (GREAT BRITAIN) - - - -

- 23 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Great Britain

Cerberus 1870 4 Pts. Armour PC (Turrets AC) 10 knots


Main 9xD F/A.
Devastation 1873 10 Pts. Armour AC. 14 knots
Main 12xC F/A 2xl4"TT.
Dreadnought 1879 11 Pts. Armour AC. 14 knots
Main 12xC F/A
Cyclops 1877 4 Pts. Armour AC. 11 knots
Main 9xD F/A
Inflexible 1881 12 Pts. Armour AC. (Vitals & Turrets BB) 14 knots
Main 32xB F/A Sec 5 xE F/A 2xl4"TT.
Main gun turrets en echelon, mayu fire only every 2 moves.
Agamemnon 1883 9 Pts. Armour PC (Vitals & Turrets AC). 13 knots
Main 12xC F/A Sec SxE F/A Ter lxF P/S. 2xl4"TT.
Main gun turrets en echelon.
Edinburgh 1887 10 Pts. Armour PC (Vitals & Turrets BB). 16 knots
Main 12xC F/A Sec 7xE P/S Ter lxF P/S. 2xl4"TT.
Main gun turrets en echelon. Sec 12xE in all only.
Conqueror 1886 7 Pts. Armour AC. 14 knots
Main 6xC Fwd Sec SxE P/S Ter 2xF P/S. 6xl4"TT.
Collingwood 1887 11 Pts. Armour AC (Vitals BB). 17 knots
Main 26xB F/A Sec 7xE P/S Ter 3xF P/S. 4xl4"TT
Camper down 1891 11 Pts. Armour AC (Vitals BB). 17 knots
Main 25xB F/A Sec 7xE P/S Ter 3xF P/S. Sxl4"TT
Benbow 1888 11 Pts. Armour AC (Vitals BB). 17 knots
Main 16xB F/A Sec llxE P/S 3xF P/S. Sxl4"TT
Victoria 1890 11 Pts. Armour AC (Vitals & Turrets BB). 17 knots
Main 16xB Fwd Sec 4xC Aft+l5xE P/S Ter 3xF. 6xl4"TT
Nile 1888 13 Pts. Armour BB. 16 knots
Main 25xB F/A Sec 4xE P/S Ter 3xF. 4xl4"TT.
Royal Sovereign 15 Pts. Armour BB (Turrets AC). 16 knots
1891 Main 25xB F/A Sec 12xE P/S Ter 6xF P/S. 7xl8"TT.
Hood 1893 15 Pts. Armour BB. 15 knots
Main 25xB F/A Sec 12xE P/S Ter 5xF P/S. 5xl8"TT.
Centurion 1894 11 Pts. Armour AC. 17 knots
Main 20xC F/A Sec 7xE P/S Ter 4xF P/S. 7xl8"TT.
Renown 1897 13 Pts. Armour AC . 18 knots
Main 20xC F/A Sec 15xE P/S Ter 9xE P/S. 5xl8"TT.
Majestic 1895 15 Pts. Armour BB. 17 knots
Main 26xA F/A Sec 18xE P/S Ter 8xF P/S. 5xl8"TT.

- 24 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Canopus 1897 14 Pts. Armour AC (Turrets BB). 18 knots


Main 34xA F/A Sec 18xE P/S Ter 6xF P/S. 5xl8"TT.

Formidable 1898 15 Pts. Armour BB. 18 knots


Main 34xA F/A Sec 2lxD P/S Ter 7xF P/S 4xl8"TT.
London 1900 15 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 21xD P/S Ter 7xF P/S 4;18 "TT.
Duncan 1901 14 Pts. Armour BB 19 knots
Main 34xA F/A Sec 2lxD P/S Ter 5xF P/S 4x18"TT.
Queen 1902 15 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 21xD P/S Ter 7xF P/S 4x18"TT.
Triumph 1903 12 Pts. Armour BB. 19 knots
Main 30xA F/A Sec 3lxC P/S Ter 8xF P/S 2x18"TT.
King Edward VII 16 Pts. Armour BB. 18 knots
1903 Main 34xA F/A Sec lSxB P/S+17xD P/S Ter 10xF.4xl8"TT
Lord Nelson 1905 17 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 37xB P/S Ter llxF. Sxl8"TT.
Cressy 1899 12 Pts. Armour AC (Vitals BB). 21 knots
Main 15xB F/A Sec 21xD P/S Ter 6xF P/S. 2xl8"TT.

Drake 1902 15 Pts. Armour AC (Vitals BB). 23 knots


Main 15xB F/A Sec 30xD P/S Ter 7xF P/S. 2xl8"TT.
Monmouth 1901 10 Pts. Armour AC. 23 knots
Main 14xD F/A+17xD P/S. Sec 5xF P/S. 2xl8"TT.
Argyll 1904 11 Pts. Armour AC. 22 knots
Main 18xC F/A Sec 10 P/S Ter 3xF P/S. 2x18"TT.
Max.Main Broadside 13xC as one gun is on each beam.
Black Prince 1904 14 Pts. Armour AC. 23 knots
Main 15xB F/A+15xB P/S Sec 17xD P/S Ter 3xF P/S.
3x18"TT.
Achilles 1905 14 Pts. Armour AC. 23 knots
Main 15xB F/A+15xB P/S Sec 9xC P/S Ter 4xF. 3x18"TT

Defence 1905 15 Pts. Armour AC. 22 knots


Main 30XB F/A Sec 22xC P/S Ter 7xF P/S. 5xl8"TT.

Medea 1888 3 Pts. Armour PC. 20 knots


Main 7xE P/S Sec lxF P/S. 4xl6"TT.
SxE may fire ahead or astern.
Orlando 1888 6 Pts. Armour PC. 18 knots
Main 7xC F/A Sec 15xE P/S Ter 3xF. 6x18"TT.

Crescent 1890 7 Pts. Armour PC. 20 knots


Main 3xC Aft Sec 18xE P/S Ter 2xF. 4x18"TT.
5xE may fire forward.

Blake 1890 10 Pts. Armour PC. 22 knots


Main 7xC F/A Sec lSxE P/S Ter 2xF P/S.4x14"TT.

- 25 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Pearl 1890 3 Pts. Armour PC. 19 knots


Main 4xF P/S. 4xl4"TT. lxF may fire forward or aft
Barham 1891 2 Pts. Armour PC. 19 knots
Main 5xF P/S. 2xl4"TT. lxF may fire forward or aft.
Royal Arthur 8 Pts. Armour PC. 20 knots
1892 Main 7xC F/A Sec 15xE P/S Ter 2xF. 4xl8"TT.
Apollo 1893 4 Pts. Armour PC. 20 knots
Main 6xE F/A Sec 5xF P/S. 4xl4"TT.
Eclipse 1894 6 Pts. Armour PC. 19 knots
Main 3xE Fwd+6xE P/S Sec 8xF P/S. 3xl8"TT.
6xE may fire aft.
Astrae 1894 5 Pts. Armour PC. 19 knots
Main 6xE F/A Sec 8xF P/S. 4xl8"TT.
Powerful 1895 15 Pts. Armour PC (Vitals & Turrets AC). 222ts.
Main llxC F/A. Sec 18xE P/S Ter 9xF. 4xl8"TT.
Diadem 1896 11 Pts. Armour PC. 20 knots
Main 24xE P/S Sec 7xF P/S. 3xl8"TT.
6xE may fire forward or aft.
Pelorus 1897 3 Pts. Armour PC. 20 knots
Main 6xF P/S. 2xl8"TT. 2xF may fire ahead or astern
Vindictive 1899 6 Pts. Armour PC. 19 knots
Main 12xE F/A Sec 8xF P/S. 3xl8"TT.
Max.Main Broadside 9xE as one gun is on each beam.
Highflyer 1900 6 Pts. Armour PC. 21 knots
Main 18xE P/S Sec 5xF P/S. 2xl8"TT.
6xE may fire forward and 3xE aft
Challenger 1904 6 Pts. Armour PC. 20 knots
Main 18xE P/S Sec 5xF P/S. 2xl8"TT.
6xE may fire forward and 3xE aft
Gem Class 1904 3 Pts. Armour PC. 21 knots
Main 8xF P/S. 2xl8"TT. 2xF may fire forward or aft
Forward 1905 3 Pts. Armour PC. 25 knots
Main 6xF P/S. 2xl8"TT. 2xF may fire ahead or astern
A Class DD 1895 1 Pt. Armour UP. 27 knots
Main 2xF P/S but only 3xF in all. 2xl8"TT
B Class DD 1896 1 Pt. Armour UP. 30 knots
Main 2xF P/S but only 3xF in all. 2xl8"TT
C Class DD 1896 1 Pt. Armour UP. 30 knots
Main 2xF P/S but only 3xF in all. 2xl8"TT.
D Class DD 1896 1 Pt. Armour UP. 30 knots
Main 2xF P/S but only 3xF in all. 2xl8"TT.

- 26 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

E Class DD 1906 1 Pt. Armour UP. 26 knots


Main 3xF P/S but only 4xF in all. 2xl8"TT.
Gossamer 1891 1 Pt. Armour UP. 19 knots
Main 3xF F/A . 5xl4" TT.
Alarm 1894 1 Pt. Armour UP. 18 knots
Main 3xF F/A.5xl4"TT or 3xl8"TT.

Austria-Hungary

Wien 1895 6 Pts. Armour AC (Vitals BB). 17 knots.


Main 18xC F/A Sec 9xE P/S Ter 2xF P/S. 2xl7.7"TT.
1900 9 Pts. Armour AC (Vitals & Turrets BB). 19 knots.
Main 13xB Fwd+6xB Aft Sec 18xD P/S Ter 5xF P/S.
2xl7.7"TT.
Erzerzog Karl 11 Pts. Armour BB. 20 knots.
1903 Main 26xB F/A Sec 27xC P/S Ter 6xF P/S. 2xl7.7"TT.
Sankt Georg 8 Pts. Armour AC (Vitals BB). 22 knots.
1907 Main 13xB Fwd Sec 4xC Aft+9xC P/S+6xD P/S
Ter 4xF P/S. 2xl7.7"TT ..
Kaiser Karl VI 7 Pts. Armour AC. 20 knots.
1898 Main 13xB F/A Sec 12xD P/S Ter 3xF P/S. 2xl7.7"TT.
KuK Maria Theresa 6 Pts. Armour AC. 19 knots.
1895 Main 9xC F/A Sec lOxE P/S Ter 3xF P/S. 4xl7.7"TT.
Zen ta 1897 3 Pts. Armour PC. 20 knots.
Main 2xF F/A+7xF P/S. 2x17.7"TT.
Kaiser Franz Josef 4 Pts. Armour PC (Turrets AC). 18 knots.
1889 Main 9xC F/A Sec 7xE P/S Ter 2xF P/S. 4xl5.7"TT.
Panther 1896 2 Pts. Armour UP (Vitals PC). 18 knots.
Main 3xF P/S. 4x13.7"TT.
Magnet 1896 1 Pt. Armour UP. 26 knots.
Main lxF P/S. 3x17.7"TT. Ahead gunfire possible.
Satellit 1896 1 Pt. Armour UP. 21 knots.
Main 2xF F/A+lxF P/S. 3x17.7"TT.
Planet 1890 1 Pt. Armour UP. 20 knots.
Main 2xF P/S. 3x15.7"TT. lxF ahead fire possible.
Trabant 1890 1 Pt. Armour UP. 20 knots.
Main 2xF F/A+lxF P/S. 3x17.7"TT.
Kaiman 1905 1 Pt. Armour UP. 26 knots.
Main lxF any direction. 3xl7. 7"TT.

- 27 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

France

Valmy 1892 7 Pts. Armour AC (Vitals & Turrets BB). 16 knots


Main 12xB F/A Sec 2x3F P/S. 2xl8"TT.
Marceau 1892 11 Pts. Armour AC (Vitals & Turrets BB). 16 knots
Main 12xC F/A + 6xC P/S Sec 20xF P/S TT3xl5"TT
Brennus 1896 12 Pts. Armour BB. 17 knots
Main 12xB Fwd+ 6xB Aft Sec 15xE P/S Ter 4xF P/S.
4x18"TT.
Charles Martel 12 Pts. Armour BB. 18 knots
1897 Main lOxB F/A + 3xB P/S. Sec 14xF P/S 4x18" TT.
Carnot 1897 12 Pts. Armour BB. 17 knots
Main lOxB F/A + 3xB P/S. Sec 14xF P/S. 4xl8"TT.
Jaureguiberry 12 Pts. Armour BB. 17 knots
1897 Main lOxB F/A + 3xB P/S Sec 14xF P/S. 4x18"TT.
Massena 1893 12 Pts. Armour BB. 17 knots
Main 13xA F/A + 4xB P/S. Sec 17xF P/S. 4x18"TT.
Bouvet 1893 13 Pts. Armour BB. 18 knots
Main 13xA F/A + 4xB P/S. Sec 17xF P/S. 4x18"TT.
Charlemagne 1898 12 Pts. Armour BB. 18 knots
Main 26xA F/A Sec 23xF P/S. 4x18"TT.
Henri IV 1903 9 Pts. Armour BB. 17 knots
Main 9xA F/A Sec lOxE P/S 2x18"TT.
Iena 1901 12 Pts. Armour BB. 18 knots
Main 26xA F/A Sec 13xD P/S Ter 8xF P/S. 4x18"TT.
Suffren 1899 13 Pts. Armour BB. 18 knots
Main 26xA F/A Sec 17xD P/S Ter 8xF P/S. 4x18"TT.
Patrie 1902 15 Pts. Armour BB. 18 knots
Main 26xA F/A Sec 30xD P/S Ter 3xF P/S. 4x18"TT.
Verite 1907 15 Pts. Armour BB. 18 knots
Main 26XA F/A Sec 21xC P/S Ter 4xF P/S. 2xl8"TT.
Chateaurenault 8 Pts. Armour PC. 24 knots
1898 Main 6xE F/A Sec 9xF P/S.
D'Entrecasteaux 8 Pts. Armour PC (Main Turrets AC). 19 knots
1896 Main lOxC F/A Sec 17xF P/S. 6x18"TT.
Guichen 1898 9 Pts. Armour PC. 23 knots
Main 6xE F/A Sec 9xF P/S. 2xl8"TT.
D'Estrees 1897 3 Pts. Armour PC. 20 knots
Main 5xF F/A+4xF P/S.
J.d.l.Graviere 6 Pts. Armour PC. 22 knots
1899 Main 6xE F/A+9xE P/S Sec 2xF P/S. 2xl8"TT

- 28 -

.-.._
SHIP DEFINITIONS AND LISTS APPENDIX 2

Dupuy de Lome 7 Pts. Armour AC. 19 knots


1895 Main 7xD F/A Sec 7xE P/S Ter 2xF P/S. 2xl8"TT.
2xE may fire Fwd or Aft.
Am.Charner 5 Pts. Armour AC. 19 knots
1894 Main 7xD F/A Sec 9xF P/S. 4xl8"TT.
Pothuau 1895 6 Pts. Armour AC. 19 knots
Main 7xD F/A Sec 14xF P/S. 4xl8"TT.
Jeanne d'Arc 12 Pts. Armour AC (Turrets BB). 21 knots
1902 Main 8xC F/A Sec 19xF P/S. 2xl8"TT
Gueydon 1903 10 Pts. Armour AC (Turrets BB). 21 knots
Main 8xC F/A Sec 13xD P/S Ter 5xF P/S. 2xl8"TT.
Duple ix 1903 8 Pts. Armour AC. 20 knots
Main 6xD F/A+3xD P/S Sec 4xF P/S. 2xl8"TT.
Full Main Broadside lOxD either side, 3xD the other.
Gloire 1900 11 Pts. Armour AC (Turrets and Vitals BB). 21 knots
Main 8xC F/A Sec 13xD P/S Ter 6xF P/S. 2xl8"TT.
Leon Gambetta 13 Pts. Armour AC (Turrets and Vitals BB). 22 knots
1905 Main 16xC F/A Sec 27xD P/S Ter 3xF. 2xl8"TT.
Durandel 1901 1 Pt. Armour UP. 26 knots
Main lxF Fwd+lxF P/S. 2xl5"TT.
Arquebuse 1900 1 Pt. Armour UP. 26 knots
Main lxF Fwd+lxF P/S. 2xl5"TT.

China

Ting Yuen 1884 8 Pts. Armour PC Vitals and Turrets AC. 15 knots
Main 6xC F/A Sec 2xE F/A 3xl4"TT.
Main guns en echelon.

- 29 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Germany

Bayern 1878 8 Pts. Armour AC 13 knots


Main 6xC Fwd + 5xC P/S Sec 4xF P/S
Odin 1894 4 Pts. Armour AC. 14 knots
Main 8xC Fwd+4xC Aft Sec 4xF P/S. 3x17.7"TT.
Max Main Broadside 8xC
Worth 1892 11 Pts. Armour BB. 17 knots
Main 17xB F/A+9xC Sec llxF P/S. 6x17.7"TT.
9xC may fire on either broadside only.
K. Friedrich III 12 Pts. Armour BB. 17 knots
1896 Main 26xB F/A Sec lOxD P/S Ter 7xF P/S. 6x17.7"TT.
Wittelsbach 13 Pts. Armour BB. 17 knots
1900 Main 26xB F/A Sec lOxD P/S Ter 7xF P/S. 6x17.7"TT.
Hess en 1902 15 Pts. Armour BB. 18 knots
Main 26xA F/A Sec 26xC P/S Ter 9xF P/S. 6x17.7"TT.
5x18"TT.
Deutschland 14 Pts. Armour BB. 18 knots
1904 Main 26xA F/A Sec 26xC P/S Ter 15xF P/S. 6x17.7"TT
Prinz Adalbert 10 Pts. Armour AC. 20 knots
1903 Main 24xC F/A Sec 16xD P/S Ter 7xF P/S. 4xl7.7"TT.
Roon 1904 11 Pts. Armour AC. 21 knots
Main 24xC F/A Sec 16xD P/S Ter 9xF P/S. 4xl7.7"TT.
Scharnhorst 13 Pts. Armour AC (Vitals BB). 23 knots
1906 Main 24xB F/A+12xB P/S Sec 9xD P/S Ter 9xF P/S.
4xl7.7"TT.
He la 1896 3 Pts. Armour PC. 20 knots
Main 3xF P/S. 3x17.7"TT.
2xF may fire Fwd and Aft.
Furst Bismarck 11 Pts. Armour AC. 18 knots
1899 Main 26xB F/A Sec 18xD P/S Ter 7xF P/S. 6xl7.7"TT.
Freya 1897 7 Pts. Armour PC (Turrets AC). 18 knots
Main 8xC F/A Sec 12xD P/S Ter 7xF P/S. 3x17.7"TT.
Frauenlob 1902 4 Pts. Armour PC. 21 knots
Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.
Bremen 1903 4 Pts. Armour PC. 23 knots
Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.
Leipzig 1905 4 Pts. Armour PC. 23 knots
Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.

- 30 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Konigsberg 1905 4 Pts. Armour PC. 23 knots


Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.
Nurnberg 1906 4 Pts. Armour PC. 23 knots
Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.
Emden 1906 4 Pts. Armour PC. 24 knots
Main 8xE P/S Sec lxF P/S. 2x17.7"TT.
3xE may fire Fwd and Aft.
Panther 1901 2 Pts. Armour UP. 14 knots
Main 3xE F/A Sec lxF P/S.
T-90 1907 1 Pt. Armour UP. 26 knots
Main 2xF P/S. 3x17. 7"TT.
No more than 3xF may fire in total.

SICILIA (ITALY)

Greece

Averoff 1908 10 Pts Armour AC (Vitals BB). 22 knots.


Main 30xB F/A Sec 18xC P/S Ter 7xF P/S. 3xl8"TT.
Hydra 1889 5 Pts. Armour AC. 17 knots.
Main 3xC P/S+3xC Aft Sec SxE P/S Ter 3xF P/S.3xl4"TT
Main broadside 7xC(or 7xC Ahead fire+3xC Aft)
Aetos 1911 1 Pt. Armour UP. 32 knots.
Main 3xF F/A+3xF P/S. 4x21"TT.
May not fire both broadsides at once.

- 31 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Italy

Affondatore 1895 5 Pts. Armour PC. 12 knots


Main 9xC F/A Sec 7xF P/S. 2xl7.7"TT.
Dando lo 1895 12 Pts. Armour PC (Vitals & Turrets BB). 15 knots
Main 18xA Sec 12xE P/S Ter lOxF P/S .. 4xl7.7"TT.
Main Turrets en echelon. Sec only 2lxE in all.
Duilio 1876 llPts. Armour PC (Vitals & Turrets BB). 15 knots
Main 36xC F/A Sec 2xF P/S. 2xl4"TT.
Main Turrets en echelon, may only fire every 4
moves. Sec from 1890 onwards only.
Italia 1885 14 Pts. Armour PC (Turrets AC). 17 knots
Main 36xB F/A Sec lOxE P/S Ter 2xF P/S. 4xl4"TT.
Main Turrets en echelon, may only fire every 2 moves
Sec only 17xE in all.
Di Lauria 1884 11 Pts. Armour PC (Vitals & Turrets BB). 16 knots
Main 36xB F/A Sec 5xE F/A Ter 2xF P/S. 2xl4"TT.
Main Turrets en echelon, may only fire every 2 moves
Sardegna 1890 14 Pts. Armour AC. 20 knots
Main 25xB F/A Sec 12xE P/S Ter 15xF. 5xl7.7"TT.
Emmanuel Filiberto 10 Pts. Armour BB. 18 knots
1902 Main 28xA F/A Sec 12xD P/S Ter 4xF P/S. 4xl7.7"TT.
Regina Margherita 14 Pts. Armour BB. 20 knots
1901 Main 34xA F/A Sec 28xC P/S Ter lOxF P/S. 4xl7.7"TT.
Regina Elena 13 Pts. Armour BB. 21 knots
1904 Main 17xA F/A Sec 3lxC P/S Ter 7xF P/S. 2xl7.7"TT.
Lombardia 1894 3 Pts. Armour PC. 18 knots
Main lOxE F/A Sec 6xF P/S. 2xl7.7"TT.
Marco Polo 1894 5 Pts. Armour PC (Vitals AC). 18 knots
Main 6xE F/A+6xE P/S Sec 8xF P/S. 5xl7.7"TT.
Carlo Alberto 7 Pts. Armour PC (Vitals AC). 19 knots
1899 Main 6xE F/A+lSxE P/S Sec 8xF P/S. 4xl7.7"TT.
Guiseppe Garibaldi 8 Pts. Armour AC. 20 knots
1898 Main 7xA Fwd Sec lOxC Aft+2lxC P/S Ter lOxF P/S. 4xl7.7"TT.
Saffo 1905 1 Pt. Armour UP. 25 knots
Main lxF Any Direction. 3xl7.7"TT.

Spain

Al.Oquendo 1894 7 Pts. Armour AC. 20 knots.


Main 8xB F/A Sec 14xF P/S. 8xl8"TT.
Reina Regente 6 Pts. Armour PC. 20 knots.
1906 Main 14xE F/A+lOxE P/S Sec 2xF. 3xl8"TT.

- 32 -

JID.-_
SHIP DEFINITIONS AND LISTS APPENDIX 2

Japan

Fuji 1897 13 Pts. Armour BB. 18 knots


Main 26xA F/A Sec 15xD P/S. Ter 3xF P/S. 5xl8"TT.
Shikishima 1898 15 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 2lxD P/S Ter lOxF P/S. 5xl8"TT.
Asahi 1899 16 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 21xD P/S Ter lOxF P/S. 4xl8"TT.
Mikasa 1900 16 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 21xD P/S Ter lOxF P/S. 4x18"TT.
Kashima 1905 17 Pts. Armour BB. 18 knots
Main 34xA F/A+15xA P/S Sec 18xD P/S Ter 9xF P/S. 5xl8"TT.
..:·-£

Asama 1898 10 Pts. Armour AC. 21 knots


Main 21xC F/A Sec 18xD P/S Ter 6xF P/S. 5xl8"TT.
Yakumo 1899 10 Pts. Armour AC (Vitals BB). 20 knots
Main 21xC F/A Sec 18xD P/S Ter 6xF P/S. 5xl8"TT.
Adzuma 1898 10 Pts. Armour AC (Vitals BB). 20 knots
Main 2lxC F/A Sec 18xD P/S Ter 7xF P/S. 5x18"TT.
Idzumo 1899 10 Pts. Armour AC (Vitals BB). 20 knots
Main 21xC F/A Sec 18xD P/S Ter 6xF P/S. 4xl8"TT.
Kasuga 1902 8 Pts. Armour AC. 20 knots
Main 7xA Fwd Sec lOxC Aft+2lxD P/S. Ter 5xF. 4xl8"TT.
Nisshin 1903 8 Pts. Armour AC. 20 knots
Main 2lxC F/A Sec 2lxD P/S Ter 5xF P/S. 4x18"TT.
Naniwa 1885 4 Pts. Armour PC. 18 knots
Main 7xC F/A Sec 7xE P/S Ter lxF P/S. 4x14"TT.
Matsushima 1890 5 Pts. Armour PC (Turret AC). 16 knots
Main 5xB Aft Sec llxF P/S. 4xl4"TT.
2xF Ahead fire possible.
Itsukishima 1890 5 Pts. Armour PC (Turret AC). 16 knots
Main 5xB Fwd Sec llxF P/S. 4x14"TT.
lxF Astern fire possible.
Takasago 1898 5 Pts. Armour PC. 23 knots
Main lOxC F/A Sec 6xE P/S Ter 6xF P/S. 5xl8"TT.
Yoshino 1893 5 Pts. Armour PC. 23 knots
Main 5xE F/A+2xE P/S Sec 3xF P/S. Sx14"TT.
Chitose 1897 5 Pts. Armour PC. 22 knots
Main lOxC F/A 6xE P/S Ter 6xF P/S. 4xl8"TT.
Tsushima 1902 4 Pts. Armour PC. 20 knots
Main 6xD F/A+6xD P/S Sec SxF P/S.

- 33 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Kagero 1899 1 Pt. Armour UP. 30 knots


Main lxF Fwd+lxF P/S. 2xl8"TT.
lxF may fire Aft but may only fire 2xF in all.
Arare 1905 1 Pt. Armour UP. 29 knots
Main 2xF F/A. 2xl8"TT.

Russia

Admiral Popov 4 Pts. Armour AC. 6 knots


1877 Main llxC any direction Sec8xF Fwd.
Petr Veliki 11 Pts Armour AC 14 knots
1876 Main 16xC F/A Sec 3xF P/S 2xl5" TT.
D.Apostolov 9 Pts. Armour AC. 15 knots
1892 Main 2lxB F/A Sec 5xE P/S Ter 2xF P/S. 6xl5"TT.
Imperator 10 Pts. Armour AC (Turrets BB). 15 knots
Nikolai I 1889 Main lOxB Fwd Sec 16xD P/S Ter 3xF P/S. 6xl5"TT.
Sinope 1887 12 Pts. Armour AC (Vitals BB). 16 knots
Main lOxB P/S+lOxB Aft Sec 8xE P/S+2xE Aft
Ter 5xF P/S. 7xl5"TT. 20xB may fire Fwd.
Ekaterina III 12 Pts. Armour AC (Vitals BB). 16 knots
1886 Main lOxC P/S+lOxC Aft Sec 8xD P/S+2xE Aft
Ter 5xF P/S. 7xl5"TT. 20xC may fire Fwd.
Gangut 1894 7 Pts. Armour AC 14 knots
Main 5xB Fwd, Sec 8xC P/S Ter 6xF 6xl5"TT.
Rostislav 1896 9 Pts. Armour BB. 15 knots
Main 30xA F/A Sec llxE P/S Ter 2xF P/S. 6xl8"TT.
5xE may fire Fwd and Aft.
Tri Sviatitelia 14 Pts. Armour BB. 17 knots
1893 Main 2lxB F/A Sec 12xE P/S Ter 3xF P/S. 2xl8"TT.
Potemkin 1903 13 Pts. Armour BB. 16 knots
Main 28xA F/A Sec 25xD P/S Ter 7xF P/S. 4xl8"TT.
Ouchakoff 1894 5 Pts. Armour AC. 16 knots
Main 16xC F/A Sec 5xF P/S. 4xl5"TT.
Apraxin 1896 5 Pts. Armour AC (Vitals BB). 16 knots
Main 15xA Fwd+7xA Aft Sec 5xF P/S. 4xl5"TT.
Oslyabia 1898 13 Pts. Armour AC (Turrets and Vitals BB). 15 knots
Main 30xA F/A Sec 3xE Fwd+l6xE P/S Ter lOxF P/S. 4xl8"TT.
Navar in 1891 11 Pts. Armour BB. 15 knots
Main 20xB F/A Sec 12xE P/S Ter 4xF P/S. 2xl5"TT.
Sec 12xD P/S after 1904.
Sissoi Veliky 11 Pts. Armour BB. 15 knots
1894 Main 20xB F/A Sec 9xE P/S Ter 3xF P/S. 6xl8"TT.

- 34 -

.-_
SHIP DEFINITIONS AND LISTS APPENDIX 2

Poltava 1894 12 Pts. Armour BB. 16 knots


Main 20xB F/A Sec 19xE P/S Ter 3xF P/S. 6x15"TT.
6xE may fire Fwd and Aft.
Retvizan 1902 13 Pts. Armour BB. 18 knots
Main 28xA F/A Sec 19xD P/S Ter 9xF P/S. 6x15"TT.
Tsarevitch 1901 13 Pts. Armour BB. 18 knots
Main 28xA F/A Sec 19xD P/S Ter 12xF P/S. 4xl5"TT.
6xE may fire Fwd and Aft.
Suvarov 1902 14 Pts. Armour BB. 18 knots
Main 28xA F/A Sec 19xD P/S Ter 12xF P/S. 4x15"TT.
6xE may fire Fwd and Aft.
Imperator Pavel 18 Pts. Armour BB. 17 knots
1910 Main 28xA F/A Sec 35xC P/S+lOxE P/S Ter lxF P/S.
3x18"TT. lOxC may fire Fwd and Aft.
Vl.Monomakh 1885 6 Pts. Armour PC. 15 knots
Main 6xD P/S Sec 15xE P/S
Orn. Donskoi 1885 7 Pts. Armour PC 16 knots
Main 3xD P/S Sec 17xE P/S 5xl5"TT.
Ad.Kornilov 1887 6 Pts. Armour PC. 17 knots
Main 12xE P/S Sec lxF P/S. 6xl5"TT.
2xE may fire Fwd and Aft.
Svietlana 1897 4 Pts. Armour PC. 21 knots
Main 6xD F/A + 6xD P/S Sec5xF P/S 2x15"TT.
Ad.Nakhimov 1899 9 Pts. Armour AC. 17 knots
Main 12xD F/A+6xD P/S Sec llxF P/S. 2xl5"TT.
Bogatyr 1900 7 Pt. Armour PC (Turrets AC). 23 knots
Main 12xD F/A+12xD P/S Sec 6xF P/S. 2x15"TT.
Novik 1903 4 Pts. Armour PC. 25 knots
Main 4xE F/A+3xE P/S Sec lxF P/S. 5xl5"TT.

Askold 1900 6 Pts. Armour PC. 23 knots


Main 6xD F/A+16xD P/S Sec 6xF P/S. 6x15"TT.
6xD may fire Fwd and Aft.
Aurora 1900 7 Pts. Armour PC. 19 knots
Main 6xD F/A+9xD P/S Sec llxF P/S. 3x15"TT.
6xD may fire Fwd and Aft.
Variag 1899 7 Pts. Armour PC. 23 knots
Main 19xD P/S Sec 6xF P/S. 6x15"TT.
9xD may fire Fwd and Aft.
Rurik 1892 12 Pts. Armour AC. 18 knots
Main 9xD P/S Sec 25xE P/S Ter 6xF P/S. 4x15"TT.
4xD and 3xE may fire Fwd and Aft.
Gromoboi 1901 14 Pts. Armour AC. 20 knots
Main 9xC P/S Sec 25xE P/S Ter llxF P/S. 4xl5"TT.
4xC and 3xE may fire Fwd and Aft.

- 35 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Rossiya 1897 14 Pts. Armour AC. 20 knots


Main 9xC P/S Sec 6xE F/A+19xE P/S Ter lOxF P/S.
5x15"TT. 4xC and 6xE may fire Fwd and Aft.
Bay an 1900 8 Pts. Armour AC. 21 knots
Main 9xC F/A Sec 12xD P/S Ter 8xF P/S. 2xl5"TT.
Abrek 1897 1 Pt. Armour UP. 21 knots
Main 3xE F/A Sec lxF P/S. 2xl6"TT.
Lowki 1904 1 Pt. Armour UP. 27 knots
Main 2xF F/A. 2x18"TT.
Bditelni 1905 1 Pt. Armour UP. 27 knots
Main 2xF F/A. 3x18"TT.

GEORGI POBIEDONOSETS (RUSSIA)

- 36 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

U.S.A

Texas 1890 7 Pts. Armour AC. 17 knots


Main 13xB F/A 6xE F/A+6xE P/S Ter 3xF P/S. 4xl4"TT.
Main gun turrets en echelon.
Maine 1890 7 Pts. Armour AC. 17 knots
Main 20xC F/A 9xE P/S Ter 2xF P/S. 4xl4"TT.
Main gun turrets en echelon.
Oregon 1893 11 Pts. Armour BB. 15 knots
Main 28xB F/A Sec 16xD P/S+6xE P/S Ter 4xF P/S.
3xl8"TT. 8xD may fire Fwd and Aft.
Idaho 1905 13 Pts. Armour BB. 17 knots
Main 34xA F/A Sec 38xC P/S Ter 16xF P/S. 2xl8"TT.
llxC may fire Fwd and Aft.
Iowa 1896 12 Pts. Armour BB. 16 knots
Main 26xB F/A Sec 16xD P/S Ter 8xF P/S. 3xl8"TT.
8xD may fire Fwd and Aft.
Kearsarge 1898 12 Pts. Armour BB. 16 knots
Main 28xA F/A Sec 12xD F/A Ter 15xF P/S. 4xl8"TT.
Main and Sec must engage same target.
Illinois 1898 12 Pts. Armour BB. 16 knots
Main 28xA F/A Sec 2lxE P/S Ter 3xF P/S. 4xl8"TT.
Ohio 1902 13 Pts. Armour BB. 18 knots
Main 34xA F/A Sec 28xD P/S Ter 6xF P/S. 2xl8"TT.
Virginia 1904 15 Pts. Armour BB. 19 knots
Main 34xA F/A Sec 16xC F/A+8xC P/S+2lxD P/S
Ter 12xF P/S. 4xl8"TT. 16xC F/A must engage same
target as Main. 16xC may fire Fwd.
Connecticut 16 Pts. Armour BB. 18 knots
1904 Main 34xA F/A Sec 22xC P/S+24xC P/S Ter 19xF P/S.
4xl8"TT. Two C batteries must fire separately. llxC
may fire Fwd and Aft.
New York 1893 9 Pts. Armour PC (Turrets and Vitals AC). 20 knots
Main 16xC F/A+3xC P/S Sec lOxF P/S. 3xl4"TT.
Brooklyn 1895 10 Pts. Armour PC (Turrets and Vitals AC). 21 knots
Main 16xC F/A+8xC P/S Sec llxF P/S. 5xl8"TT.
20xC may fire Fwd and Aft.
California 14 Pts. Armour AC (Vitals BB). 22 knots
1905 Main 16xC F/A Sec 25xD P/S Ter 15xF P/S. 2xl8"TT.
Tennessee 1907 15 Pts. Armour AC. 22 knots
Main 30xA F/A Sec 28xD P/S Ter 20xF P/S. 4x2l"TT.
Olympia 1892 6 Pts. Armour PC (Turrets AC). 20 knots
Main 16xD F/A Sec llxF P/S. 6xl8"TT.

- 37 -
SHIP DEFINITIONS AND LISTS APPENDIX 2

Columbia 1892 8 Pts. Armour PC. 21 knots


Main 3xD Aft Sec 3xE P/S Ter 8xF P/S. 4xl4"TT.
6xE may fire Fwd.
Albany 1899 4 Pts. Armour PC. 20 knots
Main 6xD F/A+6xD P/S Sec 5xF P/S. 3xl8"TT.
Denver 1902 4 Pts. Armour PC. 16 knots
Main 3xF F/A+7xF P/S.
St. Louis 1905 10 Pts. Armour PC (Vitals AC). 22 knots
Main 7xD F/A+2lxD P/S. Sec 16xF.
Chester 1907 4 Pts. Armour PC. 24 knots
Main 4xE F/A Sec 4xF P/S. 2x2l"TT.
Roe 1909 1 Pt. Armour UP. 29 knots
Main 3xF F/A+2xF P/S. 6xl8"TT.

Argentina

Libertad 1890 3 Pts. Armour AC. 14 knots.


Main 9xC F/A Sec 3xF P/S. 2xl8"TT.
Pueyredon 1897 7 Pts. Armour AC. 20 knots.
Main 14xA F/A Sec 2lxD P/S Ter 3xF P/S. 4xl8"TT.
San Martin 1896 7 Pts. Armour AC. 20 knots.
Main 20xC F/A Sec-15xD P/S+4xE P/S Ter 2xF P/S. 4xl8"TT.
La Plata 1911 1 Pt. Armour UP 35 knots.
Main 3xF F/A+3xF P/S. 4x2l"TT.
May not fire both broadsides at once.

Brazil

Bahia 1909 4 Pts. Armour AC (Vitals & Turrets BB). 17 knots.


Main-16xB Fwd Sec-4xC Aft+l5xE P/S Ter=3xF. 6xl4"TT
Para 1908 Pts. Armour BB. 16 knots.
Main 25xB F/A Sec-4xE P/S Ter-3xF. 4xl4"TT.

Peru

C.Bolognesi 1906 4 Pts. Armour PC. 24 knots.


Main 7xD F/A Sec 4xF P/S. 2xl8"TT.

- 38 -
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OTHER PUBLIC ATI ONS

ANCIENT NAVAL W ARGAMES RULES - 500 BC TO AD 500

1611-I CENTURY MEDITERRANEAN GALLEY RULES

WARGAME RULES FOR NAVAL WARFARE UNDER SAIL 1715-1820

NAVAL W ARGAMES RULES FOR TI-IE IRONCLAD ERA 1860-1880

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GENERAL QUARTERS - PART TWO - WORLD WAR ONE PLUS W.W 2.UPDATE

WARSHIP COMMANDER II -1965-1997

ACTION IN TIIE PERSIAN GULF (boxed simulation)

LAND WARGAMES

5mm ANCIENT W ARGAMES RULES

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G I COMMANDER 1939-1945

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GERMAN ARMY PANZER & PANZERGRENADIER DIVISIONS

1943-44 (ORGANISATIONS and EQUIPMENn

WORLDS MAJOR ARMIES OF 1981

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