Professional Documents
Culture Documents
by RA WALKER
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STEAM AND STEEL
QUICK PLAY RULES FOR NAVAL
WARGAMES 1880-1906
by RA Walker
PUBLISHED BY
Published 1990
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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
Playtesting initial design: Dave Chandler, Clive Essery, Kevin Phare, George
Warren and Paul Wallis of The Naval Wargames Society
.1 ' \
- 1 -
1 EQUIPMENT
In order to play Steam and Steel, players will require the following equipment:
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.
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:
- 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.
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.
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.
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.
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 "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
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:
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):
- 5 -
Gun calibre, type etc. Gun Strike Value
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:
EXAMPLE: the bottom right hand entry in the Gunnery Chart should be read as:
.;_:.. ·. '-C-J.-
SARDEGNA (ITALY)
- 7 -
11 GUNNERY CHART
- 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:
- 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
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.
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.
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
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
Should this result in a throw less than 1 or greater than 10 then treat these as
throws of 1 and 0 respectively.
(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.
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.
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
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.
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.
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.
- 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.
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.
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.
- 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!
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.
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.
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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.
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)
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SHIP DEFINITIONS AND LISTS APPENDIX 2
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.
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'-...,_er.:_:-.._;:·_ - - .re-_
- 23 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
Great Britain
- 24 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
- 25 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
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SHIP DEFINITIONS AND LISTS APPENDIX 2
Austria-Hungary
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SHIP DEFINITIONS AND LISTS APPENDIX 2
France
- 28 -
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SHIP DEFINITIONS AND LISTS APPENDIX 2
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
- 30 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
SICILIA (ITALY)
Greece
- 31 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
Italy
Spain
- 32 -
JID.-_
SHIP DEFINITIONS AND LISTS APPENDIX 2
Japan
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SHIP DEFINITIONS AND LISTS APPENDIX 2
Russia
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SHIP DEFINITIONS AND LISTS APPENDIX 2
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SHIP DEFINITIONS AND LISTS APPENDIX 2
- 36 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
U.S.A
- 37 -
SHIP DEFINITIONS AND LISTS APPENDIX 2
Argentina
Brazil
Peru
- 38 -
navwar
OTHER PUBLIC ATI ONS
STEAM AND STEEL - QUICK PLAY RULES FOR NAVAL WARGAMES 1880-1906
GENERAL QUARTERS - PART TWO - WORLD WAR ONE PLUS W.W 2.UPDATE
LAND WARGAMES
G I COMMANDER 1939-1945
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PUBLISHED BY