Professional Documents
Culture Documents
WS&IM Vol 3.0 June 2019 Complete
WS&IM Vol 3.0 June 2019 Complete
THE AVALON HILL GAME COMPANY’S TRADEMARK FOR ITS FIGHTING SAIL GAME
i
Transfer Phase Transfer between friendly ships occurs during the Transfer Phase, rather than at the end of the Melee Phase.
(2.3) Ships must be grappled to friendly ships to transfer crew. Prize crews have restrictions during the turn after capture
Advanced Game
Wind is now rolled every turn using two dice (2.3) at the end of the turn. Wind change numbers are changed to reflect a
two dice system.
Wind Effects: Changed to reflect limited use of modifiers/effects instead of entire table.
(2.3) Being fouled or grappled to another ship during a gale or storm may cause damage.
Full Sails: Sail changes must be noted during the Planning Phase and require commitment of a crew section to Men in the Rigging.
A ship which is fouled or grappled may not changes its sail status.
Ships at Full Sails suffer a negative HDT modifier (see Advanced Game HDT).
Damage taken against rigging at FS has been reduced.
(2.4) Marines begin on the deck but may be moved to the rigging. Musket fire is more effective from rigging, but carries risk of
marine losses and rigging fire.
Firefighting: Only one crew section may be assigned to fight a fire, succeeding on a die roll of 1. If crew is crack or elite, a 1-2
puts out the fire.
Movement: A ship may not begin movement with a turn if it ended the previous movement with a turn (but see 20.3.4.1 & 20.4.1).
Repairs must be plotted during Planning Phase. (2.3) Full sail capacity, once lost, cannot be regained by repairs.
Fouling/Unfouling, Grappling/Ungrappling: Modifiers added reflect Wind Effects.
Anchors: (2.3) Ships now have two anchors. Ships anchored by one anchor may partially drift. Struck ships anchor to avoid land.
If a crew section is in the rigging during the phase, it is assigned to the boarding party and ceases its ordered change of rigging.
Chainshot now has a range of four. (2.3) Ships have a limited supply of chainshot. British ships may fire chain, but only two
broadsides per game.
Doubleshot (2.3) requires only one turn to load. If fired beyond one hex, it suffers a penalty.
Grapeshot (2.3) has been revamped and is fired with other shot). (2.5) If grape may result in bonus hits and Leader Casualties.
Men in the Rigging: Use of crew section affects combat.
Musket Fire: (2.3) Marines may fire muskets at adjacent ships. (2.5) Leader Casualty roll results have been added to Musket Fire
Table. If no melee is in progress, marines in boarding parties may fire muskets but at -1 if in OBP.
Critical Hits: It is now a two dice system with significant changes in results (see Critical Hit Table).
Melee: (2.6) The grapeshot modifier for boarding applies even if the grapeshot caused no casualties.
Sink & Explode: (2.6) These results occur less often and a ship’s fate will be less predictable.
Exploding Ships have been moved from the Optional Rules to Advanced Game Rules. (2.3) In addition to adjacent ships,
ships two hexes away may suffer damage.
Anchored Ships (2.3) suffer reduced rigging damage (see parenthesized note on Hit Tables).
Reload Phase: (2.3) If a player does not order a change, gun crews will usually continue to load the most previous ammunition.
Repairs: (2.3) Repair attempts are not as restrictive but are usually less productive. Repairs require a die roll.
Repairs may not be conducted in turns when firing, unless anchored. If firing anchored, a crew loss modifier must be applied.
Optional Rules
(2.3) Critical Hit/Critical Miss: A critical hit is no longer tied to rolling a “6” on the hit roll. Uncommonly poor shots can occur.
A “critical miss” now results in a reduced die result.
(2.3) Small Targets: Negative HDT modifiers apply when firing at vessels occupying only one hex.
(2.3) Small Crews: Ships with only one crew section suffer fewer crew hits.
(2.3) Variable Seamanship: Crew quality can affect changing sails and repairing rigging.
(2.3) The Towing optional rule has been clarified and modified.
(2.3) Rowing (previously published in the General) has become an optional rule.
(2.3) Wind Velocity is moved to Optional Rules. Gales & storms can cause damage to fouled/grappled ships.
(2.3) Land, Rocks, & Shoals: A ship entering a land hex is not removed from the game but becomes a wreck. “Rocks” are a new
terrain form. The rule for refloating a ship has been changed. (2.5) Guns may be thrown over side to lighten ship.
(2.3) Fireships have been modified).
(2.3) Boats have been added (based, in part, on rules found in The General.) 2.5 Ships’ boats may be needed to change flag ships
and may evacuate crew from sinking and exploding ships.
(2.3) Forts & Shore Battery rules have been provided.
Bombs rules have been added from the General and clarified.
(2.3) Rules are provided for carrying soldiers. (2.6) Soldiers do not confer the benefits that marines confer, especially in melee.
(2.6) The Ship Specification Charts have been totally revised for historical accuracy and expanded choice. Do not make
assumptions about a ship’s features without carefully examining it.
The length of time required to write orders in advance when a flagship surrenders is now variable.
The number of boats a ship may carry is more variable than in previous editions.
Melee Tactical Cards are in development to add gamesmanship to the process.
ii
TABLE OF CONTENTS
INTRODUCTION ................................................... 1 Critical Hit/Critical Miss ..................................... 19
Small Target Modifiers ........................................ 19
COMPONENTS ...................................................... 1 Small Crew Modifier ............................................ 19
Variable Seamanship ............................................ 19
PREPARE TO PLAY ............................................. 2 Loss of Rigging....................................................... 19
Towing..................................................................... 19
BEGINNERS’ RULES ........................................... 5 Fore & Aft Rigging ............................................... 19
Sequence of Play ...................................................... 5 Rowing .................................................................... 20
Unfouling Phase....................................................... 5 Wind Velocity ........................................................ 20
Planning Phase......................................................... 5 Blocked Wind ......................................................... 20
Movement Phase...................................................... 7 Variable Wind Direction & Velocity .................. 20
Grappling and Ungrappling Phase....................... 7 Changing Wind Number ...................................... 20
Boarding Preparation Phase ................................. 8 Land, Rocks, & Shoals, Refloating ..................... 20
Combat Phase .......................................................... 8 Casting the Lead .................................................... 21
Melee Phase ............................................................ 10 Multi-Player Communication ............................. 21
Reload Phase .......................................................... 12 Scurvy...................................................................... 21
Victory Conditions ................................................ 12 Copper Bottoms ..................................................... 21
Command Lag ....................................................... 21
ADVANCED RULES ........................................... 13
Sequence of Play .................................................... 13 DESIGN YOUR OWN SCENARIOS ................ 22
Planning Phase....................................................... 13 Fireships.................................................................. 22
Full Sails.................................................................. 13 Merchantmen ......................................................... 22
Anchors ................................................................... 14 Pirates & Privateers .............................................. 22
Turning ................................................................... 15 Boats ........................................................................ 22
Firefighting Phase ................................................. 15 Forts………… ........................................................ 24
Combat Phase ........................................................ 15 Bombs ...................................................................... 24
Destroyed Hulls ..................................................... 17 Soldiers .................................................................... 24
Musket Fire ............................................................ 17
Reload Phase .......................................................... 18 APPENDICES
Sail Status ............................................................... 18
Repair Phase .......................................................... 18 INDEX
Wind Phase............................................................. 18
iii
WOODEN SHIPS & IRON MEN
THE AVALON HILL GAME COMPANY’S TRADEMARK FOR ITS FIGHTING SAIL GAME
TOURNAMENT EDITION RULES 3.0
Developed by William Rohrbeck and Timothy Hitchings (hitchings@juno.com)
1.0 INTRODUCTION Wooden Ships & Iron Men is a ships for each scenario. This code is also valuable in checking
tactical simulation of warfare during the great age of sail. The a ship’s movement. Shaded areas of the board are sometimes
game covers the period from 1775 to 1815 when Europe’s used as land or shoals and will be defined as such in the
great square-rigged ships-of-the-line dominated the oceans applicable scenarios. A wind direction hexagon is found in the
and the speedy and durable American frigates gave world lower left-hand corner. Each edge of the board is labeled by
recognition to their young navy. The game is played by two or the wind direction numbers pointing to it. The four edges are
more players, each commanding a ship, squadron, or whole labeled in clockwise order: 1, 2-3, 4, 5-6.
fleet! Scenarios depict the famous naval engagements of the
2.3 Ship Counters: Included in the game is a sheet of die-cut
Seven Years’ War, the American and French Revolutions, and
counters which represent ships and markers of various types.
the Napoleonic Wars. The game is also a kit from which other
Each ship counter has a colored band amidships to identify it
scenarios or any fictitious engagement may be designed.
and act as the ship’s colors. Red bands identify British ships;
Each ship covers two hexes of the mapboard. Orders for
white bands identify French ships; gold bands identify Spanish
movement are written for each ship on a “log”. Ships are then
and Venetian ships; light blue bands identify American ships.
moved simultaneously over the mapboard. Ships may fire at
Various markers are printed with information helpful to the
opposing vessels, hoping to reduce them to a state of
play of the game. Examine the examples below:
surrender. Any ship which is fouled or grappled to an enemy
ship may form a boarding party to attempt to capture that ship
by force. Skillful maneuvering and good fleet organization are
essential to defeat the enemy and gain victory.
“Five minutes may make the difference between victory and defeat.” Wind Direction
Admiral Horatio Nelson
1
Wooden Ships & Iron Men Tournament Edition Rules 3.0
Privateer (P) (Class varies) The first digit refers to the nationality of the ship (see below).
The second number refers to the class of the ship.
The last two digits serve to identify the specific counter.
1 (red) = British 2 (white) = French
3 (gold) = Spanish (or Venetian) 4 (light blue) = American
Merchantman (M) (Class varies) 5 (orange) = Dutch 6 (violet) = Danish
7 (gray) = Ottoman Empire (Turks) 8 (green) = Russians
9 (yellow) = Swedes 0 (pink) = Portuguese
2.3.1.7 Bow: The bow of a ship is its front. This is the pointed
Fireship (FI) (Class varies) end of the ship diagram on the counter. The bow always points
in the direction in which the ship is sailing.
2.3.1.8 Bow Hex: The hex that the bow occupies.
2.4 Log Sheet Pad: All the essential information needed for
moving and firing ships is placed here.
Bomb (B) 3.0 PREPARE TO PLAY Clear for Action!
3.1 Mapboard Set Up:
3.1.1 A scenario is selected from the scenario section of this
manual. All information necessary for the set-up is found in
the scenario. It is better to start with the single ship encounters
Nr. 7 Gunboat (GB) and move on as experience is gained.
3.1.2 Remove from the counter sheet a counter of the proper
nationality and class for each ship played.
3.1.3 Lay the mapboard out and place each ship’s bow in the
assigned bow hex and pointing in the number direction
Nr. 8 Ship’s Boat or other small boat (SB) corresponding to the wind direction hex on the board.
2.3.1.1 Turning Ability: The maximum number of 60 degree 3.1.4 The wind arrow counter is placed in the wind direction
turns which that ship can make during the course of the hex pointing to the proper numbered direction.
Movement Phase. 3.1.5 If the scenario has any land features, shoals or rocks, the
2.3.1.2 Battle Sail Speed: The maximum speed that a ship has applicable hexes will be listed.
under battle sails. (3 or 4.)
2
Wooden Ships & Iron Men Tournament Edition Rules 3.0
3
Wooden Ships & Iron Men Tournament Edition Rules 3.0
3.2 Log Sheet: A log must be filled out for each ship. All 3.1.18 The circle at number 18 is marked out during the game
information for that ship necessary to play the game will be to show that the initial broadside of the ship has been fired.
placed there. This information is found on the ship counter or 3.1.19 Use the box at 19 to enter movement orders for the ship
in the ship’s Order of Battle, found in the scenario. A diagram during the Planning Phase. (An example is shown.)
is given as an example of this procedure. 3.1.20 Use the box at 20 to enter other orders during the
3.2.1 The name of the ship is placed in box 1. Planning Phase, such as a grappling attempt, as well as other
3.2.2 The ship’s nationality is placed in box 2. orders, such as the formation of a boarding party during the
3.2.3 The identification number of the ship is placed in box 3. Boarding Party Preparation Phase, and conditions, such as
3.2.4 The official gun rating is placed in box 4. Note: This is fouling.
not the same as the number of gun squares allotted to the ship 3.1.21 Use the boxes at 21 to indicate whether the marines are
for game purposes. That number is addressed later. sent to the rigging or posted on the deck.
3.2.5 The ship’s type is placed in box 5. (ship of the line, 3.1.22 During the Reload Phase, mark the reloading of guns in
frigate, brig, sloop, etc.) the boxes at 22. It is composed of two spaces, one marked L
3.2.6 The ship’s class is place in box 6 (1, 2, 3, 4, etc.) for left (port) broadside; the other marked R for right
(starboard) broadside. The shot for each broadside is marked.
3.2.7 The quality of the ship’s crew is placed in box 7. Only roundshot (“R”) may be loaded in the Beginners’ Game.
3.2.7.1 Each crew quality level has a number value: (The Advanced Game adds chain, doubleshot, and grapeshot.
elite=5, crack=4, average=3, green=2, and poor=1. The crew 3.1.23 Occasionally, crew may be transferred from one ship to
quality number affects the crew’s ability to fire guns, melee, another. If there are more crew on board than required to fill
and engage in other activities. At times, a ship will be required the ship’s standard sections, additional crew may be shown in
to take a “morale check” by rolling a die. If the roll is equal or the squares at 23. An optional rule allows for ships to carry
below the crew quality number, the ship passes the morale soldiers, which are also shown here.
check. If the roll is greater than the crew quality number, the 3.1.24 In the Advanced Game, chain shot is marked off the
ship fails the morale check. The effects of failing a morale squares in 24.
check are described in the relevant sections of these rules. 3.1.25 In the Advanced Game, grape shot is marked off the
“Heart of oak are our ships, heart of oak are our men.” Heart of Oak squares in 25.
3.2.8 The ship’s victory point value is placed in box 8 3.1.26 The number of marine squares allotted to the ship
3.2.9 Enter the ship’s movement points in wind attitude D at is entered in this section. (Most nations had men designated as
battle sails on line 9. The advanced game full sails movement marines. Those that didn’t still had men assigned to fire small
is entered in the parenthesis. arms and serve in boarding parties and shore parties. For game
3.2.10 Enter the ship’s movement points in wind attitude C on play, “marines” applies to both )
line 10. 3.1.27 The Optional Rules provide depth values to ships. If a
3.2.11 Enter the ship’s movement points in wind attitude B on ship moves onto a hex with its depth value or less, it has run
line 11. aground. Enter the ship’s depth value in the box labeled “27”.
3.2.12 Enter the ship’s movement points in wind attitude A on 3.1.28 The Boarding Party box, 28, is used to indicate the
line 12. crew and marine squares being used in a boarding party.
3.2.13 Section 13 is the rigging section. Each line of squares 3.1.29 If the ship is captured, the new owner indicates his
represents one battle sail speed factor. The number of rigging prize crew by using the squares in 29.
squares per battle sail speed factor is found in the Order of 3.1.30 Ship’s boats, an optional rule, are shown in 30.
Battle. Squares not used are marked out. 3.1.31 The Planning Phase box, 31, is a reminder of actions
3.1.14 The number of crew squares allotted to the ship is that can be planned during the Planning Phase. All apply in
placed in section 14. Sections are divided into squares. Find the Beginner’s Game; all apply in the Advanced Game.
the number of sections and number of squares per section in 3.1.32 During a battle, players may want to use the “Damage
the Order of Battle. Each crew section has a corresponding to Enemy Ship” section, 32, to keep track of damage a ship
numbered row in the log. has caused to an opponent’s ship.
3.1.15 The number of hull squares for each ship is placed in 3.1.33 The wind change number (an Advanced Game Rule) is
section 15. Excess squares are marked out. entered in the box at 33.
3.1.16 The number of gun squares allotted for the left or port 3.1.34 The number of turns available to the ship is shown at
side of the ship is placed in sections 16. Note the separate 34. This can be reduced during the game by battle damage.
squares for bow (front) guns and stern (rear) guns. Also note 3.1.35 Anchors are shown at 35.
the squares for carronades. Carronades are special heavy guns
“Commence the work of destruction.” Admiral Richard Howe
of limited range. Mark out gun and carronade squares not
being used.
3.1.17 Section 17 is identical to section 16, except that it
applies to gun and carronade squares on the right or starboard
side of the ship.
4
Wooden Ships & Iron Men Tournament Edition Rules 3.0
BEGINNERS’ RULES
4.0 INTRODUCTION The Beginners’ Game gives the If a player plans for a ship to grapple another ship during
information needed for a beginner to play Wooden Ships & the turn, that intent must be noted in the notes section of the
Iron Men. Once this section of the rules is complete, play can ship log. (Ships on fire may not attempt to grapple other
begin. Later rules sections include the Advanced Game and ships.)
Optional Rules which provide more realism and challenge. 7.1 Movement and Turning Allowance:
There is also a section of rules which allows players to design 7.1.1 Before writing orders, the movement allowance for each
their own scenarios. The rules outline for the Beginners’ ship must be determined. This movement allowance is a
Game follows the sequence of play for each turn. product of a ship’s sail speed and its attitude to the wind
5.0 SEQUENCE OF PLAY Once the game has been set up, direction.
play begins. The game is played in turns (representing 7.1.2 The battle sail speed of each ship is printed on the
approximately three minutes). Most scenarios have no limit to counter, adjacent to the stern of the ship diagram (see 2.3.1.2).
the number of turns to be played. Each turn is divided into All ships have a battle sail speed of either 3 or 4.
phases. The sequence of play for each turn is as follows: 7.1.3 Along with the battle sail speed, the attitude of the ship
Unfouling Phase: Make attempts to unfoul ships which were to the wind must be determined. There are four attitudes to the
fouled on previous turns. wind for each ship: labeled A, B, C, and D. Each letter
Planning Phase: Players secretly write intended represents a different position of the ship in relation to the
movement for each ship and grappling attempts on their log direction that the wind is blowing. See diagram:
sheets. Diagram No. 1 compares the different ship positions to wind.
Movement Phase: When both players have completed their
log notations, all ships move simultaneously, exactly as their
movement is written in the log. Retrace any possible collisions
one movement point at a time. If any collisions occur, check
for fouling and damage.
Grappling and Ungrappling Phase: Make all attempts to
grapple and ungrapple.
Boarding Preparation Phase: Write any boarding parties in
the logs of the involved ships.
Combat Phase: Resolve all gunfire and mark all hits on the
hit boxes of the log sheet.
Melee Phase: Resolve all boarding actions and mark all lost
crew hits on the log sheet.
Reload Phase: Load broadsides.
Transfer Phase: Transfer Boarding Parties may move to
adjacent ships to which their ships are grappled.
6.0 UNFOULING PHASE Ships with rigging fouled (tangled
with other ships) on previous moves may attempt to unfoul Diagram No. 2 compares the different wind directions to the
(They are not required to). (Historically, other parts of the ship position.
ships were capable of becoming fouled to other ships.)
6.1 Roll two dice on the Unfouling Table for each ship
attempting to unfoul. Players may add +1 to the unfouling
roll by marking off one rigging square for the rolling ship
before rolling the dice. Only one rigging square may be
marked off per attempt in this fashion.
6.2 If unfouling is successful, both ships may move normally
on that turn. If a ship is fouled with more than one ship, a
player may roll for each fouled condition. Successful
unfouling is noted by writing a circled letter F in the notes
section of the log.
6.2 If, after all unfouling attempts, a ship remains fouled to
one or more other ships, it must wait until next turn to attempt
to unfoul again.
7.1.4 The movement allowance is now checked on one of the
7.0 PLANNING PHASE “’Tis to glory we steer.”—Heart of Oak
following two charts:
All ships move simultaneously. The move of each must be
written secretly in its log before any ship can actually be
moved on the mapboard.
5
Wooden Ships & Iron Men Tournament Edition Rules 3.0
column (not “Notes”), along with the orders for ship 8.3.2 Only one ship can enter the collision hex. If the bow or
movement. stern of a ship is in the hex at the same point in movement
when one or more other ships attempt to enter the hex, the
8.0 MOVEMENT PHASE
occupying ship remains. The other ship is placed in the
8.1 Movement:
hex(es) occupied just prior to the collision. If the stern of a
8.1.1 All players move their ships simultaneously.
ship enters a hex in a turning maneuver at the same point in
8.1.2 Ships move as planned on their logs during the Planning
the phase as the bow of another ship, the bow enters the hex.
Phase. If an illegal move has been plotted, only an initial legal
The turning ship returns to its previous position. In other
portion of the planned movement is taken. Movement ceases
cases, the ship that was plotted to move the higher number of
before any illegal element of move cam occur. Ships which
hexes in forward movement gets the hex. If that number is
are scheduled to enter the map, enter and move their full
tied, each player rolls a die. The high roller occupies the
movement this turn.
hex.
8.2 Drifting: This is a special type of movement. It may be 8.3.3 When a collision occurs and the positions of the collided
voluntary or involuntary. ships have been determined, voluntary movement ends for the
8.2.1 Whenever the bow hex of a ship does not change or is ships involved, even if their logs have been plotted for further
not plotted to change for two consecutive Movement Phases, movement. Log notations must be changed to match with the
at the end of the second phase, the ship will drift one hex in actual move. Ships due to drift do so at the end of the phase.
the direction the wind is blowing (The obligation to drift is not 8.3.4 If the collision was caused by one or both of the
met by turning in place.) Both bow and stern move in this ships' bows entering the collision hex at the moment of
direction. This applies also to ships which are fouled or collision, roll a die for each such ship for possible bowsprit
grappled together, if both or all are on at least their second damage. On a 1 or 2: for a ship of the line, mark out the
consecutive Movement Phase without the bow moving into remainder of its first rigging section; for any other vessel
another hex. Ships drift at the end of all other movement under sail, mark out one half of the remainder of the first
8.2.2 Ships-of-the-line (classes 1-2) drift one hex every other section, rounded up.
turn. Smaller vessels (classes 3-8) drift one hex per turn. Ships 8.3.5 When a collision occurs, the rigging of the involved
continue drifting at these rates until they voluntarily move ships may become fouled, locking them together. For each
forward at least one hex. Drifting also applies to struck ships, collision, one of the players rolls two dice. Consult the
other surrendered ships, and sinking ships. Fouling Table, apply the appropriate modifiers, and implement
8.2.3 Ships which are fouled or grappled together cannot move the result immediately. Rolls of 12 always foul, regardless of
or turn in place; they can only drift. modifiers. If the result is “ships are not fouled”, they may
8.2.3.1 Where ships of different classes are fouled or continue to move normally the next Movement Phase.
grappled together, they drift at the speed of the highest class 8.3.6 Fouled ships cannot move or turn in place. On the
ship (Rule 2.3.1). second turn after fouling they must drift.
8.2.4 For each turn a ship is to drift, a “D” is written in the 8.3.7 Ships that are fouled may perform boarding maneuvers
move column. and melee on that turn and/or on any or all subsequent turns
8.2.5 Ships which have lost all rigging squares (become that they remain fouled.
dismasted) drift with a special turning allowance: 8.3.8 The fact that a ship is fouled is indicated in the Notes
8.2.5.1 Dismasted ships with a turning ability of one must wait section of the ship’s log by writing an “F”.
at least three consecutive turns while drifting before being able
to make a single 60 degree turn. 9.0 GRAPPLING AND UNGRAPPLING PHASE
8.2.5.2 Dismasted ships with a turning ability of 2 must wait at At the end of the Movement Phase, any ship occupying a hex
least two consecutive turns while drifting before being able to adjacent to a hex occupied by another ship (friendly or
make a single 60 degree turn. enemy), fouled or unfouled, may attempt to grapple, if a
8.2.5.3 Dismasted ships with a turning ability of 3 must wait at “G” was written in its “Move” column during the Planning
least one turn while drifting before being able to make a single Phase and if it has a crew section available (i.e., not in rigging,
60 degree turn. engaged in melee, etc.). If no crew is available, an attempt
8.2.5.4 If a dismasted ship makes a 60-degree turn while cannot be made.
drifting, it must again wait the same period before making 9.1 Grappling:
another turn. 9.1.1 A ship plotted to grapple during the
8.3 Collision: “Can’t help it…let the weakest fend off.” Planning Phase may attempt to grapple, but is
Captain Thomas Troubridge at Cape St. Vincent not required to do so.
Ships that cross the course or position of other ships (enemy or 9.1.2 To grapple, roll two dice and consult the Grappling
friendly) during movement may collide with the other ships. Table
9.1.4 Rolls of 12 always grapple, regardless of modifiers.
8.3.1 To see if ships have collided, players retrace the courses
9.1.5 As with fouled ships, grappled ships cannot move or turn
of the ships one hex at a time. For purposes of collision, a 60-
in place. They can only drift.
degree turn counts the same as a hex moved into by forward
9.1.6 Boarding parties can be formed and boarding actions
movement. If two or more ships are found to be in the same
fought between grappled ships.
hex at the same time in their move, a collision takes place.
7
Wooden Ships & Iron Men Tournament Edition Rules 3.0
9.1.7 The fact that ships are grappled is indicated by writing a party (“DBP”), and transfer boarding party (“TBP”). These
“G” in the Notes section of each ship’s log for each successful abbreviations will be used to denote the boarding party types
grapple. hereafter. An OBP must attempt to melee in the Melee Phase.
9.1.8 Ships that are grappled may fire during the Combat A DBP melees only if attacked by an OBP. A TBP is used
Phase. only for transfer of crews between friendly ships. Only
9.1.9 A ship may attempt to grapple once per turn to each ship one type of boarding party may be formed per ship.
to which it is adjacent. Once two ships are grappled, The selection of an OBP or DBP commits a ship to that
additional grapples may not be made between them. status for the Melee Phase or, in the case of a TBP, for the
9.2 Ungrappling Transfer Phase. If ships are in melee, their boarding party
9.2.1 After all grappling attempts have been made in this designations may not be changed. (Exc.: see rule 12.2.9.)
phase, any ship which has been grappled may attempt to 10.2.3 To form a boarding party, the abbreviation for the
ungrapple by rolling two dice, consulting the Ungrappling boarding party type desired plus each crew section number
Table, and applying the appropriate modifiers. A roll of 12 involved are written in the Notes section.
always succeeds, regardless of modifiers. Friendly ships 10.2.4 If there are several ships to which a OBP could board at
ungrapple automatically without dice roll. the same time, the log notation must also indicate the ship(s)
9.2.2 On each turn that a ship is grappled, it may attempt to to be boarded.
ungrapple. If a ship is grappled to more than one other ship, it 10.2.5 If all crew sections are in a boarding party, the ship
must ungrapple every successful grapple before it is free. may not fire broadsides and may not move, other than drifting.
9.2.3 If, after completing all ungrappling attempts, any ship 10.2.6 Transfer of crew is allowed between grappled
remains grappled to one or more enemy ships, it must wait friendly adjacent ships if neither is grappled or fouled to an
until next turn to attempt to ungrapple again. enemy ship, and neither has been fired at on any hit table
9.2.5 Ungrappling is indicated by writing a circled letter “G” during the Combat Phase. A ship may not accept additional
in the Notes section of the ship’s log. crew squares resulting in a doubling of its specified crew size.
9.2.6 A successful ungrapple negates all effects of grappling. 10.2.7 Transferred crew may not be used for any purpose
An ungrappled ship may move normally on the next turn. on the turn of transfer. On the following turn, transferred crew
may only be used as part of a defensive boarding party. On
10.0 BOARDING PREPARATION PHASE later turns, they function normally as part of their new ship.
“Commandant, n’oubliez pas l’abordage!”
10.2.8 A ship receiving transferred crew immediately
10.1 Boarding Party Formation
assumes the worse crew quality of the two ships involved.
10.1.1 Boarding parties intended to board an enemy ship
10.2.9 TBPs may be formed to board ships which one thinks
or to defend against enemy boarders are formed by the ship’s
will surrender. If, for any reason the ship does not surrender,
crew and/or marines. Crew intended to move to friendly ships
no transfer is made and the crew section(s) involved may not
may also form boarding parties. be used in any other function for that turn.
10.1.2 One of a ship’s crew sections and its marines
may form a boarding party as long as the following procedure 11.0 COMBAT PHASE
is followed: “No captain can do very wrong if he places his ship alongside the enemy.”
Nelson
10.1.2.1 For Offensive Boarding Parties (OBPs) and
Defensive Boarding Parties (DBPs), the lowest numbered In this phase, ships may fire broadsides at enemy ships within
crew section may be joined by the ship’s marines (Starting their field of fire and range. Firing is considered simultaneous.
with the crew section used to grapple). If the first crew section 11.1 Fire Determination:
is under strength, squares may be added during this phase 11.1.1 Each ship has a right and left broadside (starboard and
from the second section to bring the boarding section to full port). Each broadside has an area over which its broadside
strength. (If the lowest-numbered section is in the rigging, it is firepower is effective—its “field of fire”. The field of fire of
assigned to the boarding party and ceases its rigging change.) each broadside is shown on the following diagram:
10.1.2.2 After boarding has occurred, on later turns, the
marines (if not already in the boarding party) and a ship’s
second crew section may be added. However, there must
always be a crew section aboard a ship—a ship may never
send its last section to join an OBP, but all crew may be added
to a DBP. Sections must be chosen in order. A player may
never skip a lower numbered crew section to choose a higher
numbered crew section for a boarding party.
10.2 Boarding Preparation Procedure
10.2.1 Players secretly write down crew assigned to boarding
parties in the Notes section for each ship fouled and/or
grappled. If the player does not want to form boarding parties,
“NBP” is written. 11.1.2 Each ship has two fields of fire, one for each broadside.
10.2.2 There are three types of boarding parties which may be Blocking of one field has no effect on the other field of fire.
formed: offensive boarding party (“OBP”), defensive boarding
8
Wooden Ships & Iron Men Tournament Edition Rules 3.0
11.1.3 A broadside’s field of fire is the area covered by the number rolled with the proper Hit Table. The result gives the
play of the broadside up to the ten hex firing range. number and types of hits scored on the target.
11.1.4 A ship may fire at a single enemy ship in a broadside’s 11.2.7 There are four types of hits: Rigging (R), Crew (C),
field of fire subject to two conditions: Hull (H), or Gun (G). At the end of the Combat Phase, the
11.1.4.1 The ship being fired on must be the closest ship in number and type of hits are marked off the appropriate
number of hexes to the firing ship in the field of fire; sections of the target ship’s log, as explained in 11.4.
11.1.4.2 If the closest ship happens to be friendly, surrendered,
captured, or a hulk, the field of fire is blocked and the ship 11.3 Hit Table Modifiers
may not fire that broadside in that turn. The field is also 11.3.1 Crew Quality: Crew quality increases or decreases the
blocked if land is closer than the target. Basic Hit Table as shown in the HDT (Hit Determination
11.1.5 If there is more than one target which qualifies as Table), depending on the number of gun squares being fired.
closest ship, the attacker may choose which to fire at. 11.3.2 Raking: Raking (when one ship is in position to fire
11.1.6 Firing is noted on the log by drawing a slant line “/” down the length of a target ship) increases the hit table as
through the last loading notation on the broadside fired. shown on the HDT, depending on the number of gun squares
11.1.7 Firing is simultaneous; it may be carried out in any firing. A ship is in a raking position anytime it occupies a
order. Hits do not count until all firing is completed. hex to which the bow or stern of an enemy ship points.
Mark the square with a “/” for damage that occurs during Ships can only be raked within a five hex range.
the turn as it happens. After all firing is completed, mark all 11.3.3 Crew Losses: For each section eliminated, formed
squares with a “/” with a “\” to form an “X” in the square, into a boarding party (or attempting to grapple), changing sail
showing damage affecting next turn’s combat. status, or fighting a fire, the Crew Section Loss modifier
11.1.8 A ship may fire both broadsides during the same on the Hit Determination Table must be applied. (Exc.:
Combat Phase, if both are loaded. Captured Ships, see 11.3.5.). This penalty is cumulative.
11.1.9 Carronades are a special type of heavy caliber, short If no crew section is available, the guns may not be fired.
range gun. They can only fire at ships within a three hex 11.3.3.1 If the ship was plotted to grapple (“G”) it will
range. Carronade gun squares are added to the regular suffer a grappling attempt loss modifier even if it failed to
broadside capability when used. (See historical note) grapple. If the ship grappled and formed a boarding party, use
the crew section loss modifier for the boarding party instead of
11.2 Fire Procedure the grappling attempt modifier.
11.2.1 Count the number of hexes to the target by the shortest
possible route. It may be to either bow or stern hex, whichever 11.3.4 Initial Broadside : “The first broadside we gave to them, it
is closer. This is the range. caused them for to wonder.”--Warlike Seamen
11.2.2 In the gun section of the firing ship’s log, count the The first time a ship fires a broadside, that broadside will be
number of gun squares on the broadside firing. Do not include the most carefully loaded and aimed that it will fire. Each ship
damaged gun squares in this count. Also, do not include has one initial broadside (If both broadsides are
carronades unless the range is three hexes or less. fired at the same time, only one receives the initial bonus—
11.2.3 Consult the Hit Determination Table (HDT). Cross firing player’s choice.). The initial broadside will increase the
reference the row showing the number of gun squares firing Hit Table as shown on the HDT, depending on the number of
with the column showing the range in hexes. The number gun squares being fired in the broadside. (See historical note.)
found is the number of the Hit Table to be used. 11.3.5 Captured Ship: When using the guns of a captured
11.2.4 Check the HDT modifiers (ignore advanced modifiers ship, the Hit Table is decreased by two tables. Ignore the crew
unless playing with the Advanced Rules). These modifiers will loss modifier when firing from a captured ship.
increase or decrease the Hit Table to be used. Modifiers are
cumulative, unless otherwise stated. If, after applying all 11.4 Marking Hits and the Effects of Damage:
modifiers, Table 0 or above has not been reached, the result is Hits are marked on the log of the target ship with an “X”. The
an automatic miss. If a table number higher than 10, use log has four major parts, each part corresponding with a type
Table 10. of hit on the Hit Table.
11.2.5 The player firing now decides if the fire is to be aimed 11.4.1 Hull Hits (“H”)
at the hull or at the rigging. If the range is six hexes or more, “When the mainmast started, it gave a dreadful stroke, in our starboard
quarter, a large hole did it broke. Then the seas came battering in, our guns
the fire must be at the rigging. soon overflow.” Bay of Biscay-o
11.2.5.1 If the target is within five hexes of the firing ship
11.4.1.1 Mark off one hull square per hull hit called for on the
and the firing player fails to state whether the broadside is
Hit Table.
aimed at hull or rigging before rolling the die, the die must be
11.4.1.2 When all of a ship’s hull squares have been marked
rerolled. However, if a player states “All shots will be at hull
off, it is in such danger of sinking that it can neither be sailed
until further notice,” or similar policy, it shall be honored.
nor its guns worked for the remainder of the game. Excess hull
11.2.5.2 Grappled and/or fouled ships may not fire at each
hits are treated as misses. It surrenders by “striking her
other’s rigging.
colors”. Place a strike marker it. The crew of a struck ship
11.2.6 Consult the Hit Table, as determined in 11.2.3 and
cannot participate in melees even if boarding parties have been
11.2.4, at the hull or rigging effects section, depending on the
formed. None of its crew can be removed (all are required to
decision made in 11.2.5. Roll one die. Cross-reference the
keep it afloat). Neither side may fire on a struck ship, though it
may be boarded. It cannot defend itself against boarding.
9
Wooden Ships & Iron Men Tournament Edition Rules 3.0
+1 for OBP if the ships are positioned directly stern to stern a. If neither fails a morale check, there is no effect.
OR The melee continues on the next turn if the ships
+1 to an OBP roll if the target is in position to rake the OBP’s remain grappled or fouled.
ship’s bow (The bowsprit overhanging the deck of the raking b. If both fail a morale check, the melee ends,
ship, gives the OBP a height advantage!) with the boarding party returning to its own ship.
-2 for an OBP which has been forced to withdraw from c. If only the defending ship’s boarding party fails its
another ship under rule 12.2.9. morale check, it surrenders. The melee ends.
d. If an OBP which has boarded an enemy ship fails a
Special--If OBPs from more than one ship are attempting to morale check and the boarded ship does not fail a
board the same ship, separate rolls must be made for each. morale check, the OBP is repelled. The boarded ship
Subtract 1 from each die roll of a ship with more than one may make an additional roll against the repelled OBP
opponent attempting to board. on the Melee Crew Loss Table (without a column
12.2.2 The player with the higher adjusted roll prevails. If rolls shift) (members of the defeated OBP
are tied, neither side has boarded. If the prevailing player has a captured, killed, or falling into the sea while fleeing
DBP, the opponent’s OBP is repelled; the Melee Phase ends to their ship!). The melee ends.
for them. If a player with an OBP prevails, boarding has 12.2.6 If neither BP fails a morale check, they are
occurred and the melee is on! locked in melee. Melee continues on subsequent turns, without
further boarding rolls, until one ship surrenders or they
A melee begins when boarding succeeds.
become ungrappled/unfouled. If a melee ends due to the ships
Fighting becoming unfouled/ungrappled, the boarding OBP returns to
12.2.3 If a melee is on, determine each side’s Total Melee its ship and the defender makes a Crew Loss roll against it,
Strength (TMS) by multiplying the number of crew squares in without a column shift (This occurs in either the Unfouling
the boarding party by the crew quality (elite-5, crack-4, Phase or Ungrappling Phase).
average-3, green-2, poor-1). Don’t forget the marines! 12.2.7 During a subsequent Boarding Party Preparation Phase,
12.2.4 Melee is conducted simultaneously. Each player a new crew section may be added to the melee, if available.
rolls a die and consults the Melee Crew Loss Table. The roll is 12.2.8 Crew squares engaged in melee may not withdraw
cross-referenced with the ship’s TMS. On the first turn of from a boarding party until the engaged ships become
melee, only, a roll by a DBP is cross-referenced one column to ungrappled or unfouled or one of them surrenders.
the right of its TMS. 12.2.9 If a ship with an OBP meleeing an enemy ship is
12.2.4.1 The result is the number of enemy crew squares to be grappled or fouled by a different enemy ship, during the
marked off of the boarding party’s marines or lowest Boarding Party Preparation Phase, its OBP returns to its ship
numbered crew section. If the die roll was a “6”, one loss must of origin. The original defending ship makes a Crew Loss roll
be a marine square, if one is available; if a “5” the loss must against the OBP as it withdraws (This is the only case in
be a sailor, if available. which losses can be taken during this phase). The ship then
12.2.4.2 If a defending ship is being attacked by OBPs from prepares a new boarding party, including the returning OBP.
more than one ship, combine the crews of the attacking ships Then, the boarding roll for the different enemy ship is taken,
when rolling for crew losses, but roll separately for morale possibly resulting in a new melee.
checks (see 12.2.5, below). Losses for multiple attackers are to
be taken as evenly as possible between the crews involved, 12.3 Capturing Procedure:
“Don’t give up the ship.”—James Lawrence
starting with the boarding party with the most squares.
12.2.4.3 If all squares in a ship’s boarding party are eliminated 12.3.1 Surrendered ships may not fire their guns, melee, or
by an enemy OBP which has boarded the ship, the ship move as long as they are surrendered (whether by striking,
surrenders. However, if both side’s boarding parties are firepower, or immobility).
eliminated simultaneously, neither ship surrenders. (Melee 12.3.2 Any ship which surrenders in any of the four ways,
ends) striking, firepower, melee or immobility, may be captured.
12.2.4.4 Once casualties have been removed, both players 12.3.3 A ship which surrenders by melee is captured by the
refigure their total number of surviving crew squares, victorious boarding party.
recompute their TMS, and determine if either boarding party 12.3.4 A ship which surrenders by any other means is captured
has a 2-1 ratio over the other. Then... when either a TBP or OBP is placed aboard.
12.3.5 Once a ship is captured, the victorious player assumes
Winning “Steady boys, steady” Heart of Oak control of the ship and its log sheet.
12.2.5 Each player rolls one die, applying the following 12.3.6 The original crew become prisoners. The
modifiers (also found on the Melee Sequence Chart): victorious player determines a number of squares from his or
+1 if opponent has a 2-1 ratio in TMS (after losses); her ship to serve as the “prize crew” of the captured ship,
-1 if the rolling player’s ship is a flagship; indicated separately on the log.
If the modified roll is equal or less than the crew quality, there 12.3.7 On the turn after a prize crew captures a ship, it
is no effect. If the roll is higher than the crew quality, the may not change sails, turn the ship, grapple an enemy ship,
boarding party fails the morale check. However, if the up-anchor, perform repairs, or load or fire guns. It may
boarding party contains marines, the failed morale check may attempt to unfoul, anchor, form a defensive boarding party, or
be re-rolled once in the current Melee Phase. engage in musket fire (Advanced Rule 25.7). On subsequent
11
Wooden Ships & Iron Men Tournament Edition Rules 3.0
turns, the prize crew may run the ship normally. Struck ships 15.2 Multi-Ship Victory Conditions:
may not be run by a prize crew (other than under 20.3.9, if "Enough, sir, no more of that; the die is cast, and if there are fifty sail I will
playing with Advanced Rules). go through them"--Admiral Sir John Jervis at Cape St. Vincent
12.3.8 The captured ship assumes the quality of the prize In multi-ship scenarios, special victory conditions are printed
crew. with the scenario. Some general rules follow.
12.3.9 At least one crew square of the prize crew is required 15.2.1 Each ship has a point value written in the order of
for every six prisoner crew squares on a ship. If the numbers battle.
fall below this ratio, the prisoners immediately take over the 15.2.2 A ship which strikes or is otherwise surrendered at
ship, and the prize crew becomes prisoners. the end of the scenario gives the opposing player that ship’s
12.3.10 If for any reason a prize crew leaves or is eliminated, point value, awarding its value to the capturing player. Some
the ship returns to the control of the original owner. scenarios may award additional points for capturing ships.
12.3.11 If a ship with a prize crew on board is fired upon 15.2.4 At the end of the scenario, all points are counted and
during the Combat Phase, take odd crew square losses (first, the player with the highest amount is declared the winner.
third, etc.) from the prize crew and even losses from the 15.3 If a player refuses to have combat and continually moves
prisoners. Remember that ships with all their hull squares his ship out of the enemy’s ship’s range, he is considered the
marked out cannot be fired upon. loser. This is not an explicit rule, so some intelligence must be
used to implement it. Its function is to keep partially damaged
13.0 RELOAD PHASE ships from attempting to draw by avoiding victory conditions.
A ship’s broadsides may be loaded at the start of the game
or loaded during the Reload Phase. After the initial loads have 16.0 MISCELLANEOUS--Except for scenarios where land
been fired, they may be reloaded during the Reload Phase. or shallows hexes are present or where land is defined as being
13.1 A ship can load only one broadside per turn. just off a board edge, it should be possible for players to keep
13.2 A broadside can be loaded in the turn that it is fired and from sailing off the mapboard by the expedient of moving all
fired again during the following turn or any later turn. Thus it ships a certain number of hexes in the same direction. This
is possible for the same broadside to be fired every turn. method maintains the ships’ relative position to one another.
13.3 In the Beginners’ Game, only roundshot (a solid
cannonball) may be fired. Reloading is indicated in the log by HISTORICAL NOTES
writing the letter R (for roundshot) under the L or R column of CARRONADES
the load section at the appropriate turn number. Britain’s Royal Navy began fitting its ships with carronades in
13.4 A broadside may be fired even if there are no targets, the late 1770s. It was many years before other nations were
though the initial broadside modifier is lost. able to produce carronades. At first, the French developed the
obusier de mar (sea howitzer), a short range, high trajectory
14 TRANSFER PHASE PROCEDURE answer to the more accurate carronade, before moving to the
14.1 Crew designated as TBP during the Boarding carronade in the early 1800s. Similarly, Russia developed the
Preparation Phase may now transfer as ordered to any friendly edinorog.
adjacent ship to which it is grappled. For game purposes, carronade squares sometimes represent
14.2 Cross off transferred crew on the log as if they were the cumulative value of other short range guns, including the
casualties. Enter them on the log of the transferred crew’s new obusier de mar, rather than actual carronades.
ship, either in place of previous crew casualties or, if the
ship’s crew sections are full, in the “Added Crew or Soldiers” INITIAL BROADSIDE
section of the ship’s log. When battle was imminent, the British loaded both broadsides
14.3 Crews ordered to transfer to friendlly ships which have but the French did not. Since the British fired more than one
surrendered in the Combat Phase may not transfer. round in the three minutes represented by a game turn, any
advantage from loading the initial round was not that
15.0 VICTORY CONDITIONS--Victory conditions depend significant. What is significant is that the crews of all navies
upon the scenario. Generally, victory conditions are of two were fresh when firing guns at the beginning of the battle.
categories: those for single ship scenarios and those for multi- MELEES
ship scenarios. Adventure books and motion pictures set in the age of sail
15.1 Single Ship Victory Conditions: In single ship glamorize the capture of enemy ships by boarding and hand-
scenarios, when one ship surrenders, the other player is the to-hand battle. Historically, it happened less often than fiction
victor. There is no time limit for this. Other situations that implies, particularly with larger ships. By the 18th Century,
qualify are printed below. ships carried heavier guns and more guns than in the 16th and
15.1.1 Loss of all crew squares will automatically end the 17th Centuries. The greatest loss of life in battle was caused
game with victory for the other side, even if that side strikes by wood, splintered by enemy broadsides, not by the edged
simultaneously. weapons, used in melee. When melees occurred, they were
15.1.2 If both ships surrender simultaneously, it is a draw. usually accomplished by small groups of determined boarders,
15.1.3 As soon as the victory conditions are met at the end of attempting to seize the enemy quarterdeck to capture or kill
any phase, the game ends. the captain and senior officers. If successful, the enemy crew
usually surrendered promptly.
12
Wooden Ships & Iron Men Tournament Edition Rules 3.0
ADVANCED RULES
17.0 INTRODUCTION--Upon mastering the Beginners’ G. Combat Phase: Resolve firing of the ship’s guns,
Rules, players may advance to a more realistic and marking all hits in the logs. Determine if ships are to sink or
challenging version of the game by adding the Advanced explode. Fire muskets, if indicated on the Hit Table result.
Rules. All Beginners’ rules apply to the Advanced Game H. Destroyed Hull Phase: Roll for sinking and exploding
unless otherwise stated. ships. (Rule 25.3 and Destroyed Hull Table)
I. Melee Phase: Resolve melees.
17.1 ADVANCED GAME TABLES:
J. Reload Phase: Reload broadsides–a variety of ammunition
The Advanced Tables and Charts are titled in italics. Their
may now be used.
functions are explained in the appropriate section of rules.
K. Sail Status Phase: Place or remove full sail/MIR
17.1.1 HDT Modifications:
markers on ships as indicated by the notations made.
17.1.1.1 Rake: If a ship is raking, cross-index the range of the
L. Repair Phase: Attempt repairs plotted in the Planning
target with the number of guns firing on the Hit Determination
Phase.
Table. The number in the parenthesis determines which Hit
M. Refloat Phase: (if using Optional Rule 45)
Table is to be used.
N. Transfer Phase: Transfer Boarding Parties move to
17.1.1.2 Stern Rake: A bonus of +1 is added to a rake any time
new ships, if possible.
it is fired at a ship’s stern.
O. Wind Phase: Roll two dice to determine wind
17.1.2 Hit Tables:
change and, if so, how it will change.
17.1.2.1 If a firing ship’s Hit Table is modified to a value
greater than 10, resolve the attack as separate rolls, one on 19.0 UNFOULING--This phase remains the same as in the
Table 10 and the other on the table that matches the Beginners’ Game with the following modifiers now available.
remainder. Examples: A HDT result of 11 would be a Table 19.1 -1 for each ship which is at full sails.
10 plus a Table 1; 12 a Table 10 plus a Table 2, etc.. 19.2 -2 per fireship.
17.1.2.2 In each Hit Table, “6” results are marked with an
20.0 PLANNING PHASE—
asterisk. This indicates a possible critical hit. “I wish to have no connection with any ship that does not sail fast, for I intend
17.1.2.2.1 If a 6 is rolled on a Hit Table, roll two dice and to go in harm's way.”—John Paul Jones
apply the result with the target type (hull or rigging) on the There are several additions and changes to this phase.
Critical Hit Table. 20.1 Full Sails: Full sails allow ships to increase
17.1.2.2.2 Critical Hit damage is applied after all other their movement allowance by setting more sails than
damage has been recorded at the end of the Combat Phase. normally used in battle. This benefit is offset by
17.1.2.2.3 All critical hit damage is cumulative. increased damage from enemy fire and a negative
17.1.2.2.4 Some of the results are a function of one or more of hit table modifier (representing decreased ship stability).
the optional rules. If the relevant optional rule is not being 20.1.1 Like battle sail speed, each ship has a full sail speed,
used, the result is usually a “no effect” instead. shown on the ship’s log. There are three full sail speeds: 5, 6,
17.1.2.2.5 If the ship rolled twice due to having a hit table and 7. These diagrams give a ship’s movement allowance at
greater than 10, and rolled two 6s, two critical hits are rolled. full sail in relation to wind attitude:
17.2 Log Modifications: Each broadside and carronade section
is sub-divided equally into a bow and stern section.
13
Wooden Ships & Iron Men Tournament Edition Rules 3.0
20.1.4 Sail Status Selection 20.3 Anchors: “…for if I live, I’ll anchor.”—Nelson at Trafalgar
20.1.4.1 Players may freely select their sail status at the start Ships have two anchors, one in the bow and one in the stern.
of the game unless scenario rules state otherwise. If a ship Anchoring enables a ship to hold its position and provides
begins the game at Full Sail, place a Full Sail/MIR (men-in- stability for more accurate gunnery. Anchoring is only used in
rigging) marker on the ship with the Full Sail side up. scenarios so designated. During the Planning Phase, players
20.1.4.2 Once the initial sail status is been selected, changes may decide to anchor ships by making the appropriate notation
from full sail to battle sail or from battle sail to full sail must in the notes column of the ship’s log. (See historical note)
be plotted in the Planning Phase. The plan is made in the 20.3.1 Anchoring does not go into effect until the following
Notes section as “FS” (full sails) and “BS” (battle sails), turn. Thus, ships may write movement plots and operate
otherwise, sail status will not change. A ship which is normally the turn they decide to anchor. On the following
fouled or grappled may not plan to change its sail status. turn, the ship is at anchor and may not move.
20.1.4.3 To change sail status requires assigning a crew 20.3.2 There are three types of anchoring: ordinary anchoring
section. This is always the lowest numbered section with at (written as “A”), anchored by bow (“AB”), and anchored by
least one crew square. (Having men in the rigging affects stern (“AS”). A ship may not be simultaneously anchored by
Boarding Preparation and Combat.) more than one type of anchoring.
20.1.4.4 A plan to change from Full Sail to Battle Sail is 20.3.3 Ships at ordinary anchor may not move or turn in place.
shown by flipping the marker to its MIR side. The marker is 20.3.3.1 If a ship at ordinary anchor has only one anchor,
removed during the Sail Status Phase, later in the turn. the unanchored end will drift 60 degrees downwind each turn
20.1.4.5 A plan to change from Battle Sails to Full Sails is until it is directly downwind from the anchored end. If it
shown by placing a marker on its MIR side on the ship. Flip begins directly upwind from the anchored end, determine the
the marker to its Full Sail side during the Sail Status Phase. direction of its first drift randomly by die roll.
20.2 Backing Sails--Ships desired to stay in place for part of 20.3.3.2 Ships at ordinary anchor receive a positive modifier
the Movement Phase use the notation “B” for “backing sails” when firing during the Combat Phase.
in movement notation. The use of backing sails is important 20.3.4 Ships may also be anchored by “springs”. This was a
when trying to avoid collisions (It does not indicate movement system of cables attached to anchor which enabled a ship to be
in reverse). For each movement factor a ship spends staying in turned while at anchor.(Omitted: version 1.2 ban on anchoring
place, a “B” must be written. Example: Ships A and B have by springs during battle) A ship can anchor by springs by
both been noted to move into the same hex: noting either “AS” or “AB”. A ship anchored by the stern will
pivot on its stern hex when turning, while a ship anchored by
its bow will pivot on its bow hex when turning.
20.3.4.1 Ships on springs can turn up to 120 degrees left or
right during movement. The turn and degree (60 or 120) must
be noted in the moves column during the Planning Phase.
20.3.4.2 Ships turning on springs cannot reload or fire during
that turn, although repairs can be made and melees fought.
20.3.5 The effect of anchoring on firing is found in the
advanced modifiers of the HDT.
Up-Anchoring
“Way, haul, away. We’ll even hang together.” Haul Away, Joe
A collision would occur in hex J20. If ship B had used backing
20.3.6 A ship can up-anchor by writing “U.A.” in the
sails, it could amend its movement plot to “BBB1”. Thus it
notes column of the log for two consecutive turns. On the turn
would enter J20 on the last move of the phase, thereby
following the completion of this, the ship may resume normal
avoiding ship A, which, by that time, has already passed
maneuvering.
20.3.6.1 During the turns that a ship is up-anchoring, it
cannot change sails, load or fire guns, make repairs or form
OBPs.
20.3.6.2 A ship is not considered anchored while up-
anchoring. Therefore, it may drift.
20.3.7 A ship cuts anchors by writing “C.A” in the
notes column of the log and marking off the anchor box(es)
currently in use on the log sheet. On the following turn, it
resumes normal movement.
20.3.7.1 Once a ship cuts anchors, it cannot be anchored again.
20.3.8 If a ship suffers the loss of one anchor due to a critical
hit, the following results:
20.3.8.1 It loses the anchored modification on the HDT.
20.3.8.2 If the ship was anchored by springs, it may no
through the hex. Note that each B written is equivalent to one longer turn on springs by the lost anchor.
movement factor expended.
14
Wooden Ships & Iron Men Tournament Edition Rules 3.0
20.3.8.3 The ship is still considered anchored for the purposes 20.5.6 A ship which loses its first rigging section may not
of movement. Ships not at anchor with only one remaining regain full sail ability during the game, even if it repairs its
anchor square may still anchor. If a ship loses the other first section. It may regain battle sail speed.
anchor, it may no longer anchor during the scenario. 20.6 A crew section must be assigned to fight fires.
20.3.9 If a struck ship drifts to within two hexes of land, 20.7 No more than two crew sections can be assigned to
its crew anchors, preventing it from drifting into land. specialized tasks, such as changing sails, firefighting,
20.4 Turning repairing, or up-anchoring.
20.4.1 A ship which did not move forward by normal 20.8 Marines begin the game on a ship’s deck, but may
movement from its bow hex during the previous Movement be assigned during the Planning Phase to either deck or
Phase is limited in its movement by the following restrictions rigging. In the rigging, their musket fire is more effective, but
(Drifting does not count as forward movement): they risk added casualties and may incur rigging fires.
20.4.1.1 It must move one hex straight ahead before it may 21.0 FIREFIGHTING PHASE—
turn, or it can turn in place 60 degrees but may move no 21.1 Roll one die for firefighting—the fire is out on a roll of 1
further. or, if the crew is crack or elite, on a 1 or 2. If the fire is not put
20.4.1.2 It loses one turning factor of its turning allowance for out, mark out one rigging and one hull square each turn during
the phase. the Firefighting Phase until it is.
20.4.1.3 It may increase from battle sail to full sails only if it 21.2 If the roll is a 6, roll again. If another 6 is rolled,
moves at least one hex in a straight line in the Movement the fire is out of control. Mark out one hull and one rigging
Phase. No turning is allowed at any time during the move! square until the last hull square is marked off. Then consult
(There is no effect for going from full to battle sails). the Destroyed Hull Table during each Destroyed Hull Phase.
20.4.2 A ship which ends its movement with a turn cannot If there is no firefighting attempt, roll one die. A 6 results in
begin movement in the next game turn with a turning the fire being out of control.
maneuver unless it is the only move for the phase. A ship must 21.4 If a ship on fire is adjacent to another ship, roll two dice:
move ahead one hex before making another turn. Ex.: On turn if burning ship upwind, +1
5, a ship plots a move of “L1R”. On turn 6, if the player if downwind, -1
wishes to plot any forward movement for the turn, the ship if grappled or fouled to other ship, +3
must first move forward one hex before turning. Thus, it could if other ship firefighting, -1. A modified roll of 12 causes
plot “1L1”. Plotting another “L1R” maneuver is illegal. fire to spread to other ship (Roll on Critical Hit 2H).
20.4.2.1 In the case of ending movement with a turn and 22.0 MOVEMENT PHASE—Identical to Beginners’ Game.
beginning the next game turn with a turn, without first moving
ahead one hex, only the turn portion of the second turn is 23.0 GRAPPLING & UNGRAPPLING PHASE This phase
accepted; the rest of the plot is voided. Ex.: If on turn 5 a is identical to that of the Beginners’ Game except for added
movement of “L1R” is made and then on turn 6 another modifiers found on the tables.
“L1R” is noted (illegal for not moving ahead one hex), only 24.0 BOARDING PREPARATION PHASE
the turn “L” is allowed. The rest of the movement is voided. This phase is unchanged from the Beginners’ Game
20.5 Repairs (See Rule 29.0 for implementation of repairs.) except: If a crew section is in the rigging during the phase,
20.5.1 During the Planning Phase, a player wanting to make they become the boarding party. If so, a plotted change in sail
repairs, writes “RH” for hull repairs, “RG” for gun repairs, or status is voided. See also 18.0(Planning), 20.5.2(Repairs), and
“RR” for rigging repairs in the notes column. 21.0(Firefighting).
20.5.2 The lowest-numbered available crew section must 25.0 COMBAT PHASE
be assigned to the task. The section is unavailable to do “Engage the enemy more closely.”—Nelson’s last signal at Trafalgar
anything except serve in a defensive boarding party. If the ship This phase is conducted in the same manner as in the
becomes is grappled or fouled, the section assigned to make Beginners’ Game. However, ships may fire additional types of
repairs may serve in a DBP (not an OBP) but the plotted ammunition and each broadside has a reduced field-of-fire.
repairs are voided. 25.1 Reduced Field-of-Fire
20.5.3 Ships attempting repairs may also change sails, The ship’s field of fire in the Beginners’ Game was simplified
anchor, fire and load guns, but with a crew section loss for ease of learning. Ships actually had a more limited field at
modifier for each. Ships illegally noting repairs beyond the which a full broadside could be trained at a target, although
availability of crew must have the repair voided as well as any certain sections could fire at targets outside of this field. (In
attempt to change sail status, anchor or up-anchor. the following discussion, transpose the words “bow” and
20.5.4 A ship attempting repairs may not upanchor or “stern” to conform to the direction of the firing ship.)
spend any of its movement allowance to turn. A ship illegally 25.1.1 The play of guns is divided into five fields, numbered 1
up-anchoring or noting a turn has its repair attempt voided, yet through 5:
still suffers the crew section loss modifier during the Combat
Phase. The movement is taken as written.
20.5.5 Ships may only repair areas of the ship to which it
has suffered damage. Only one type of repairs may be
attempted per turn.
15
Wooden Ships & Iron Men Tournament Edition Rules 3.0
16
Wooden Ships & Iron Men Tournament Edition Rules 3.0
25.2.4.5.2 Regardless of whether the target ship has a carronades for a total of 20 guns per broadside. 20 guns have a
boarding party, it must take a morale check by rolling one die. one hex rake bonus of seven, doubled to fourteen. However,
If the roll is higher than the ship’s crew quality, it fails the because the maximum allowed is a Table 10 die roll, all
morale check, with these consequences: 1) a plotted change of adjacent ships would undergo a Table 10 shot at their rigging.
sail status for the turn is cancelled; 2) an OBP immediately A ship which rolls a 6 suffers a critical hit, the same as if
converts to a DBP; 3) the target melees at one crew quality she had been fired upon with roundshot.
lower. These effects only apply to the current turn. 25.3.2.3.2 Roll a die for each ship two hexes from the
"...the French commodore… was completely foiled in the attempt to board us exploded ship to check for damage from falling debris. A ship
on the starboard quarter,...his bowsprit and his forecastle being crowded with will be hit on a roll of 6. If a ship is hit, roll on the rigging
boarders,...a brass five-and-a-half inch howitzer, which had been previously effects section of the hit table equal to the exploded ship’s two
loaded seven and eight hundred musket balls, and, well-pointed, was
discharged right at them." Donat O’Brien
hex non-rake broadside (no modifiers).
25.3.3 Ships which will sink or explode remain on the
25.2.4.6 Grape cannot be fired against an enemy ship whose map until they do, but can take no further part in the battle.
DBP is in the second or later turn of melee with a boarding The crew cannot be taken off (Exc: Opt. Rule 55.4.5), repairs
party of the firing ship or another ship friendly. cannot be made, and the crew cannot melee or fire the guns.
25.2.4.7 Ships carried a limited supply of grapeshot. The The ship cannot be sailed, although it will drift normally. It
following limits are a product of supply and rate of fire-- may not be captured.
British and American ships may fire 4 broadsides of grape per 25.3.4 Ships which will explode or sink cannot be scuttled
game. Other nations may fire 5 broadsides of grape per game. so as to sink sooner than indicated on the die, except by
These limits include the initial broadsides, if the player has special scenario rule.
chosen to load grape initially. (See historical note) 25.3.5 A ship fouled to a ship that sinks rolls one die and
25.2.5 Loaded ammunition cannot be changed without firing subtracts the class number of the sunk ship. The result is a
out the first type of shot. Exc.: See 25.2.3 (doubleshot) and number of rigging squares damaged on the ship, not to exceed
25.2.4.2 (grapeshot) the number needed to eliminate one section of rigging. Ex.:
25.2.6 Carronades always carry the same type of shot as the Ship “A”, a class 2 ship of the line, is fouled to ship “B”,
regular broadside even if the broadside has changed the type which has two squares left in its first rigging section. Ship “A”
shot before the carronades have fired. sinks. Ship “B” rolls a “6” on the die and subtracts 2, leaving
25.3 Destroyed Hulls 4. In some situations it would lose four rigging squares.
25.3.1 When a ship’s last hull square is marked off, the However, since it has only two squares left in its rigging
possibility that it may sink or explode must be determined. section, it only loses two.
25.3.2 If the ship is on fire, it will either sink or explode. 25.4 Rakes:
Otherwise, the enemy player rolls a die, as shown on the 25.4.1 A raking position is determined in the same way as in
Destroyed Hull Table. the Beginners’ Rules.
25.3.2.1 If the result is a less than a 6, the ship surrenders by 25.4.2 A ship which occupies the hex directly in front of the
striking, as in the Beginners’ Game. If a 6, it may sink or target ship’s bow or directly behind the target ship’s stern and
explode which may bring all its guns to bear, may fire a rake even if
25.3.2.2 If the ship was on fire or the die roll result return fire is possible.
indicates that the ship may sink or explode, it does not do so 25.4.3 A bonus of +1 is added to any rake which is fired into
immediately. Roll a die for that ship on each succeeding turn the target ship’s stern.
during the Destroyed Hull Phase. If a 6 is rolled, roll again.
Subtract 1 if the ship has waterline damage and 1 if Wind 25.5 Men in the Rigging
Velocity is gale or storm. Add 3 if the ship was on fire when 25.5.1 If a ship is noted to change sail status (from full to
the last hull square was marked off. If the modified roll is 1-3, battle or from battle to full), she has “men in the rigging”. As
the ship sinks; if 6, ship explodes. With either result, remove such she is a crew section down when using the Hit
ship from the mapboard. If the modified roll is 4-5, return to Determination Table. Ex.: a French Crack 80 firing her full
rolling during the Destroyed Hull Phase. broadside of 22 guns at a range of three has a Hit Table 3 shot
25.3.2.3 An exploding ship can damage ships within two (Range in hexes gets a Table 3 increased to Table 5 for a crack
hexes. crew (+2), reduced to 3 for being one crew section down(-2))
25.3.2.3.1 Adjacent ships suffer damage equal to a die roll on 25.6 If the target ship is at anchor, it is assumed to have
the rigging effects section of the exploding ship’s Hit Table, its rigging furled. All rigging hits are halved, rounded up.
modified by double its one hex rake bonus, not exceeding
Table 10 (Apply no other modifiers). Also, check Critical Hit 25.7 MUSKET FIRE
2H for fire damage. Ships fouled or grappled to the exploding 25.7.1 A ship’s marines may engage in musket fire against an
ship are automatically on fire. To determine the table used, the adjacent enemy ship in the Musket Fire Phase.
exploding ship’s initial gun squares are counted (losses are not All musket fire from a ship must be directed to a single target.
counted). Example: Even if a British Mars Class 74 had If more than one ship is adjacent, the choice of target must
suffered 4 gun hits to port and 5 gun hits to starboard, its full follow these priorities: 1) fire at a ship which is fouled or
broadside 20 guns is used. Ex.: An exploding British Mars grappled to the firing ship; 2) fire at the target at which with
Class 74 would use Hit Table #10. It has 18 gun squares plus 2
17
Wooden Ships & Iron Men Tournament Edition Rules 3.0
the broadside was fired; 3) otherwise, muskets may fire at the noted during the Planning Phase to make repairs may attempt
target of choice. to make the repairs, unless it was later assigned to a boarding
25.7.2 Musket fire may not take place if a) the marines moved party. Roll one die. Add +1 if within ten hexes of an un-
from deck to rigging or from rigging to deck during the turn, surrendered enemy ship. A roll of 1-3 results in one square of
b) the marines are engaged in melee, c) the wind velocity is damage being repaired.
gale (5) or storm (6).
30.0 REFLOAT PHASE: Applies only if playing with
25.7.3 To engage in musket fire, consult the Musket Fire
Optional Rule 45.
Table. Roll a die and apply the applicable modifiers, including
a +1 if marines are in the rigging. Marines in an OBP which 31.0 WIND PHASE—
has not boarded an enemy vessel suffer a -1 modifier. Cross- “I cannot command winds and weather”—Nelson
reference the modified die roll with the column on the table Wind is no longer a constant factor in the game. Changes may
corresponding to the number of marine squares firing. occur in both direction and velocity.
25.7.4 A “C” results in the loss of one or more enemy crew 31.1 Wind Numbers: Each scenario lists an initial wind
squares. If a hit result also contains an “L”, roll two additional direction number indicating the direction in which the wind is
dice and apply the result found on the Leader Casualty Table. blowing at the start of the game, a wind velocity number that
25.7.5 If marines are firing from rigging, a roll of 5 or 6, shows the strength of the wind, and a wind change number
before modification, results in possible rigging fire caused by that determines possible shifts in direction and/or velocity.
musket wadding. Consult Musket Fire Table. 31.1.1 The initial wind direction is shown by aiming the wind
marker to the stated direction on the wind direction hex.
26.0 MELEE PHASE This phase is identical to that of 31.1.2 Wind change is determined in the Wind Phase of
the Beginners’ Game except that ships which fired grapeshot each turn by rolling two dice.
during the Combat Phase add “1” to their boarding roll, even 31.1.2.1 If the result equals the wind change number, another
if the grapeshot did not provide a hit table. die is rolled and the Wind Direction Change Table is
consulted. The wind arrow is then shifted as directed.
27.0 RELOAD PHASE For any scenario found in the Avalon Hill editions of the
27.1 A ship may reload one broadside with “R” game or its magazine, “The General”, substitute the following
(roundshot), “C” (chainshot), or “D” (doubleshot). Grapeshot wind change numbers: An original wind change # of 6 (when
is loaded it in addition to round “RG”, chain “CG” or double rolled every 3rd turn), becomes an 11 (only) (when rolled
“DG”. (See limits in 25.2.2.3 & 25.2.4.7) every turn); a 5 becomes a 9 (only); a 4 becomes a 7 (only).
27.1.1 If a player forgets to reload a ship’s guns, the guns are
reloaded automatically with the same shot as was last fired. HISTORICAL NOTES
27.1.1.1 If the last shot fired was the ship’s last remaining
ANCHORS
round of grape or chainshot, round will be loaded.
Ships of the period had several anchors of different design,
27.1.1.2 If both broadsides were fired in the current turn, only
serving various purposes. The two anchors provided in the
one of them will reload automatically. Roll one die. A roll of
game are sufficient for use during battle.
1, 3, or 5 results in the left broadside being reloaded; a roll of
2, 4, or 6 results in the right broadside being reloaded. GRAPESHOT
Grapeshot stands for various forms of anti-personnel
28.0 SAIL STATUS PHASE ammunition, including actual grapeshot (small caliber balls
28.1 Flip or remove Full sail/MIR counters on ships noted bound together, resembling a bunch of grapes), langrage
during the Planning Phase. If a ship was plotted to change (scrap metal), and case/canister (musket balls bound together)
from battle to full sail and, due to combat damage, no longer
has squares in its first rigging section, it remains at battle sails. FIELD OF FIRE
If a ship became fouled during the turn, its planned 1. Why must it be so complicated?
change of sail status is canceled. The heart of the game is maneuvering ships to gain favorable
28.2 Crew sections which lose their last remaining square(s) hit tables on opponents and denying favorable tables to the
during the turn are still considered to have completed their opponents. The Advanced Game field of fire provides a
assigned task. Ex.: a crew section assigned to change sails, gradation of fields that rewards skillful movement.
does so, even if, during combat, a “C” result is suffered which 2. If he can shoot at me, why can’t I shoot at him?
eliminates the final square left in the section. This situation, which sometimes arises, is intuitively illogical
28.3 If a crew section was assigned to change sail status unless one considers the following. Guns of the period had
and abandoned that duty to serve in a defensive boarding smooth bores, causing major deviation from trajectory. A
party, the sail status change was unsuccessful—the sails retain broadside was many guns, firing continually, almost
the status held at the beginning of the turn. simultaneously, resulting in a “shotgun” effect. The further
the range, the greater the spread of shot. Hence, a ship firing
29.0 REPAIR PHASE If a ship was not planned to turn between ships close to it at a distant target can do so without
or up-anchor and was not engaged in melee, a crew section the risk of hitting the intervening ships. However, if its target
were to return fire, it would risk hitting the intervening ships,
due to its shot spreading over its greater distance to the
intervening ships.
18
Wooden Ships & Iron Men Tournament Edition Rules 3.0
OPTIONAL RULES
This section offers optional rules that may be added to suit the 37.2 In a phase in which a ship loses the last square in one or
players’ taste. Each adds greater scope and realism as well as more entire rigging section, a die is rolled for each section lost
challenge to the game. and the “Loss of Rigging Summary” is consulted.
37.2.1 If the mast falls free, its loss has no further result
32.0 TIMED MOVES--To make the game flow more
beyond the loss of its rigging section.
quickly, use a timer to limit the Planning Phase. Allow one
37.2.2 If the mast hangs over the side, the ship cannot fire
minute to write for single ship actions, two minutes for up to
until it has been cut loose. The ship’s speed is reduced by one,
three ships, and an additional three minutes for each additional
in addition to any loss of speed from the loss of rigging
six ships per side. Ships whose orders do not get written move
section(s), and may not turn until it is cut loose.
on a straight course their full movement allowance.
37.2.3 During the Unfouling Phase, roll two dice to attempt to
33.0 CRITICAL HIT/CRITICAL MISS--Critical hits cut the mast loose. A successful unfouling result cuts the mast.
were random. Also, an occasional broadside was less effective 37.2.4 Any adjacent ship within play of the broadside over
than expected. To reflect these possibilities, do not roll on the which the mast hangs must roll for fouling. As with normal
Critical Hit Table upon rolling a broadside of “6”. Instead, roll unfouling, both ships may make unfouling rolls. If an adjacent
an additional die when rolling a broadside roll. Regardless of ship is fouled, any unfouling does not cut the mast loose; it
the value of the broadside roll, if the additional die is a “6”, merely frees the adjacent ship. The ship with the mast over its
roll on the Critical Hit Table. If the die roll is a “1”, subtract side must still roll to cut the mast free. Thus, the ship with the
one from the hit table roll unless the hit table roll was a “1”. mast over its side rolls to unfoul twice, once to unfoul with the
adjacent ship and once to cut the mast loose. If the mast is
34.0 SMALL TARGET MODIFIERS
cut loose, the ship may still be fouled to an adjacent ship.
34.1 When firing broadsides at Class 6 vessels, subtract 1 on
the Hit Determination Table 38.0 TOWING--A ship may tow another friendly ship.
34.2 When firing broadsides at Class 7 vessels, subtract 2 on 38.1 Ships towing a ship of equal or inferior gun rating lose
the Hit Determination Table. movement point in all wind attitudes. Ships towing a ship of
34.3 Small target modifiers do not affect grapeshot. superior gun rating lose two movement points in all attitudes.
38.2 A towing ship in an wind attitude with no movement
35.0SMALL CREW MODIFIER--When a target has
allowance may still turn in place as in the Beginners’ Game.
only one crew section remaining or had only one section to
38.3 Towing Procedure
begin with, subtract one crew square loss from each crew loss
38.3.1 Plot to establish a towline by writing “Tow” or “T”
result on a hit table. The small crew modifier does not affect
during the Planning Phase and maneuver the towing ship so
grapeshot or melee.
that its stern is in the hex to which the bow of the ship to be
36.0 VARIABLE SEAMANSHIP towed is pointing. Roll on the Grappling Table once
during the Grappling and Ungrappling Phase.
“When ordered to go aloft, [they] fell on their knees, crying that they would
rather be killed on the spot than meet certain death in trying so perilous a 38.3.2 The two ships can be maneuvered together on
service.” J. de la Graviere succeeding turns, the towed ship towed moving directly in the
36.1 When attempting to change sail status within ten hexes of wake of the towing ship (when possible, the towed ship’s
an unsurrendered enemy ship, roll one die during the Sail bow must enter the hex the towing ship’s stern vacated). Only
Status Phase. If the roll is higher than the value of the crew one movement plot need be written. The towing ship’s turning
morale, the sail status remains the same. ability is reduced by one (min. = 1). Also, the towing ship may
36.2 When attempting to repair rigging, instead of succeeding not end a Movement Phase with a turn unless the turn was the
on a roll of 1-3, repairs succeed on a roll less than the crew’s only movement for the phase.
quality. +1 is still added if within ten hexes of an un- 38.3.3 Ungrappling ends the tow.
surrendered enemy ship. 38.3.4 A towline may be terminated involuntarily if either ship
suffers a 9H-1 critical hit.
37.0 LOSS OF RIGGING--Although rigging sections do not
38.3.5 Towing can only occur under wind conditions less than
correspond exactly on a one-to-one basis with the masts of a
(5) Gale. Ships which began towing under favorable wind
ship, there is a correlation between a rigging section being lost
conditions but have a wind change to gale lose the grapple.
and the actual loss of a mast or sails. Loss of a mast upset the
38.3.6 A struck ship may be towed by another ship if
ship’s trim, causing a less stable firing platform. If a mast fell
neither ship is within ten hexes of a un-surrendered ship which
but did not break cleanly, the ship would heel to an extent that
is an enemy to the towing ship. If this condition changes after
both broadsides were useless. The following rules allow for
towing commences, the towing may continue.
masts to affect the play of the game:
37.1 A ship with all rigging sections destroyed is –1 hit table 39.0 FORE AND AFT RIGGING--Vessels which have fore
when firing for ships starting the game with up to 12 gun and aft rigging (instead of square sails) may move one hex
and/or carronade squares per broadside and –2 hit table when every second turn in wind attitude “D”. This rule represents
firing for ships starting the game with 13 or more gun and/or the improved weatherliness of fore-and-aft sails. Ships which
carronade squares. carry fore and aft (FA) rigging will be stated as such in the
19
Wooden Ships & Iron Men Tournament Edition Rules 3.0
scenario or specification chart. A fore-and-aft rigged ship result is then subtracted from the ship’s movement allowance
does not suffer full sail rigging hit penalties on the hit tables. for that turn. (No allowance can be reduced below zero.)
“If the wind won’t blow, the ship won’t go.” Leave her, Johnny”
40.0 ROWING—Ship Classes 5 and 6 may row.
40.1 Two crew sections are needed to row and may not be 42.0 BLOCKED WIND—
used for other duties except defensive boarding parties. "The winds and the waves are always on the side of the ablest navigators"--
40.2 To change to or from battle sails and oars on the next Edward Gibbon
turn, a ship must plot “row” or “sail” in the notes column, When one ship is adjacent to another and lies directly between
putting men in the rigging. If at full sail, a ship must change to its bow and stern hex and the wind, the sails would tend to
battle sail on one turn and rowing on the next, and vice versa. blanket or block the wind to the second ship, slowing it down.
40.3 When rowed, a ship has two movement points in attitudes 42.1 If the ship blocking the wind is at full sails, the
A, B, & C. It has no movement points in attitude D, unless the movement allowance of the blocked ship is cut by two hexes
wind velocity is “Light Breeze”, in which case it has one of forward movement for that turn. If the ship blocking
movement point, or “Becalmed”, in which case it has two the wind is at battle sails and has at least half of its rigging
movement points. squares left, the movement allowance of the ship blocked is
40.4 A ship being rowed may not load or fire guns and does cut by one hex for that turn.
not suffer rigging hits. 42.2 A smaller ship could not block the wind of a larger ship
as effectively as one of the same size.
41.0 WIND VELOCITY— 42.2.1 If a ship blocks the wind to a ship with 30 plus guns
“Our spars were bent and our canvas rent as we braved the northern gale.” less than the blocking ship, the loss of speed, as described in
—Rollin’ Down to Old Maui 42.1 is increased by one, for that turn (FS loss would be 3 and
In addition to wind direction, each scenario lists an initial BS loss 2).
wind velocity number that represents the strength at which the 42.2.2 If a ship blocks the wind to a ship with 30 plus guns
wind is blowing. more than the blocking ship, the loss of speed, as described in
41.1 There are eight wind velocities, each with a 42.1 is reduced by one, for that turn (FS loss would be 1 and
corresponding wind velocity number: 0-becalmed, 1-light the BS loss 0).
breeze, 2-moderate breeze, 3-normal breeze, 4-heavy breeze, 42.2.3 If a ship blocks the wind to a ship with 60 plus guns
5-gale, 6-storm, and 7-hurricane. less than the blocking ship, the loss of speed, as described in
41.2 Wind velocity change is determined in the Wind Phase 42.1 is increased by two, for that turn (FS loss would be 4 and
at the same time as the wind direction. If the wind change BS loss 3.
number is rolled, after the die roll for wind direction change, 42.2.4 If a ship blocks wind to a ship with 60 plus guns more
roll a second die and consult the Wind Velocity Change Table. than the blocking ship, the loss of speed, as described in 42.1,
Shift the velocity as directed by the table. is reduced by two, for that turn (It would have no effect for
41.3 Wind velocity effects are as follows (see the Wind either FS or BS).
Effects Table for details.).
41.3.1 Musket fire suffers a -1 modifier at Heavy Breeze and 43.0 VARIABLE WIND DIRECTION AND
is prohibited at Gale or Storm. VELOCITY--At the start of a scenario, instead of accepting
41.3.2 At velocity 5 (gale), ship classes 1, 5 and 6 subtract one the historical wind factors, roll a die 3 times. The first die
from the Hit Table. determines the initial wind direction. The second die
41.3.3 At wind velocity 6 (storm), ship classes 1 and 4 determines the wind velocity (Wind Effects Table). The third
subtract 2 from the Hit Table. Ship classes 2 and 3 subtract die determines the wind change number on the Changing
one from the Hit Table. Wind Number Chart.
41.3.4 Fouled or grappled ships risk damage from each
other during gales and storms. Roll one die for each ship at the 44.0 CHANGING WIND NUMBER--When changing
end of the Wind Phase. A roll of 1, if Gale, or 1 or 2, if Storm, wind direction and velocity, a player rolls the die a fourth time
results in the loss of one rigging square on each ship. and consult the Changing Wind Number Chart. The result is
41.3.5 If the velocity 6-storm, no ship may change from battle the new wind change number. It may not be rolled if the wind
sails to full sails. Ships at full sail when the velocity increases does not change in velocity or direction.
to storm suffer damage to rigging squares equal to half
(rounded up) of the roll of one die. If the die roll is a “6”, also 45.0 LAND, ROCKS, AND SHOALS
“Go on at your peril…” Admiral Adam Duncan
roll on the Critical Hit Table. Results 5R and 11R are “No 45.1 A ship that enters a land hex is destroyed, although
effect”. Apply all other critical hit results. its wreck remains in the hex. (Exc.: Opt. Rule 55.1.7)
41.3.4 If the velocity reaches hurricane force, the game ends 45.2 Some scenarios contain rocks in sea hexes. If a
immediately. The player ahead on points is declared the ship enters a rocks hex its movement stops. Roll a die: if 1-3,
winner, otherwise it is a draw. it is destroyed and becomes a wreck (as in 45.1); if 4-5, it has
41.3.5 (The following wind velocity effect on movement adds waterline damage and is aground (Critical Hit 10H and 45.3)
realism but slows game play. Players may choose to use only If 6, it is aground but unharmed. If not destroyed, on a
the previous effects) Cross index the wind velocity with a following turn, a ship may move off of a rocks hex but must
ship’s class and wind attitude on the Wind Effects Table. The follow the refloat rule, 45.3.2). Rocks do not block fields of
fire or lines of sight.
20
Wooden Ships & Iron Men Tournament Edition Rules 3.0
45.3 Each ship has a depth value. This value is the maximum SOL class ships and one extra crew square per section for
depth in which that ship will run aground. If a ship enters a frigate class ships.
hex in which the depth is equal or less than its depth value, it 48.2 Ships designated as having served on a foreign station for
has run aground. The depths of shallow water hexes are given a prolonged period will have reduced crew due to scurvy.
in the appropriate scenarios.
49.0 COPPER BOTTOMS--Some ships, especially during
45.3.1 When a ship runs aground, it stops all movement and
the American War for Independence period, did not have
may proceed no further that turn. Readjust the movement plot
copper bottoming. This allowed marine invertebrates to attack
of the ship’s log to reflect the actual move.
the hull, reducing the ship’s speed. Ships designated as being
45.3.2 On each succeeding turn during the Refloat
at sea for at least three months with no coppering lose one
Phase, two dice are rolled to see if the ship can be refloated. A
movement factor in all attitudes under full sails.
modified roll “10” or above succeeds.
45.3.2.1 -2 to the roll if within ten hexes of an enemy ship; +1 50.0 COMMAND LAG—
if the crew is crack or elite; -1 if the crew is green or poor; The number of ships a flag officer could
45.4 While aground, a ship cannot conduct repairs or change effectively control was a squadron of six ships
their sail status on a turn in which it attempts to refloat. or less. There would be a considerable time lag
45.5 Ships cannot fire their guns while aground. between an admiral’s signal to ships not under his immediate
45.6 Ships that are successfully refloated are moved back into control and the time the ships actually carried out his orders.
the hex they occupied prior to running aground. They may To simulate this loss of time when a player commands more
move normally next turn. than one squadron, use the following rules:
50.1 A player must select a ship as his flagship and divide the
46.0 CASTING THE LEAD fleet into squadrons of six or fewer ships. In multi-player
“We hove our ship to, for to strike soundings clear.”—Spanish Ladies games, each player chooses a flagship for the squadron that he
Ships needed to measure the depth of unknown waters. controls.
Casting the lead was a method used to determine this. 50.2 The player writes the moves for ships in his or her
46.1 Players are assumed to be casting the lead for a ship immediate squadron each turn in the normal manner.
which has moved a maximum of one hex in that movement However, the moves for ships in other squadrons must be
phase. On request, the enemy player must tell the depth of written three turns in advance. Thus, at the start of the game,
water in all the hexes adjacent to the ship. the player would write movement orders for these ships for
46.2 Ships at anchor by springs which turn 120 degrees have turns 1, 2, and 3. After turn 1 is completed, the movement for
moved either stern or bow two hexes and cannot be considered these ships for turn 4 would be written, etc.
to casting the lead. 50.3 Alternatively, ships completely or partly within ten hexes
of the flagship can have their movement written from turn to
47.0--MULTI-PLAYER COMMUNICATION turn. All other ships must have their movement written three
turns in advance.
50.3.1 Ships which had their movement written for three turns
in advance, but end their turn within ten hexes of the flag ship,
can have excess movement orders erased, and can be marked
Flags were used to communicate to the ships of a fleet. This from turn to turn.
was inefficient for three major reasons: It took time to set up 50.3.2 Ships which find themselves over ten hexes from the
the coded message, delaying implementation of tactics; in the flagship, and which have had their previous movement marked
smoky haze of battle, it was often difficult, if not impossible, from turn to turn, must have their movement written three
to see the flags; this system limited the number and variety of turns in advance in the next Planning Phase.
messages which could be sent. To reflect this in multi-player 50.4 If the flagship surrenders, a new one must be
games, the following rules may be used: designated. Movement for ships under that flagship must be
47.1 Messages between ships of the same fleet may be sent in marked three turns in advance for a number of turns equaling
writing only. This is done during the Planning Phase. the number of hexes between the old and new flagships plus 2.
47.2 Only one message may be sent by a ship to other ships of After these turns, plans for ships may resume being written
the fleet in that phase. from turn to turn. If using Ships Boats, 55.4.5, and all of
47.3 This option should be used with the “timed moves” the flagship’s boats have been destroyed, a player may not
option. (32.0) transfer his flag except to a ship to which his ship is grappled.
47.4 Players may wish to forbid communication between “Le Bucentaure a rempli sat ache; la mienne n’est pas encore achevee.”
players commanding different ships of different nationalities
to simulate their difficulties in reading each other’s signals. 51.0 DESIGN YOUR OWN SCENARIOS--Players may
48.0 SCRUVY--During the American War for Independence design their own scenarios by allotting specification points to
period, navies had not learned how to combat scurvy. They each player. Specification points are used to purchase ships
avoided the effect of crew loss due to this and other diseases from the chart for the French Revolution/Napoleonic period
by increasing the size of the crew. (1793-1815). (Charts for the American War for Independence
48.1 Ships designated as newly arrived on a foreign station period will be prepared for a future edition of these rules)
will have one or two extra crew squares per section for the For example (from the French Revolution/Napoleonic period):
21
Wooden Ships & Iron Men Tournament Edition Rules 3.0
55.1.4 Collisions 55.4.1 A Class 8 boat has only 1 movement point in attitudes
55.1.4.1 Boats do not foul in collisions. A, B, and C. In attitude D, it has no movement points except
55.1.4.2 If a boat collides with a larger class vessel, the larger when the wind velocity is Light Breeze, in which case, it may
vessel does not end movement. The boat must end its move one hex on alternate turns, or Becalmed, in which case it
movement and return to the hex it occupied immediately prior has 1 movement point.
to the collision. 55.4.2 If the wind velocity is 5 (gale) or 6 (storm), Class 8
55.1.4.3 However, if a boat occupied the collision hex the boats sink on a die roll of “6” rolled during the Wind Phase.
move immediately prior to collision, the boat is destroyed and 55.4.3 A class 8 boat sinks immediately if it receives a 10H
is removed from the map. Roll a die. If a 6, the larger vessel critical hit (waterline damage).
loses one movement point from its current move. 55.4.4 Unlike other vessels, Class 8 boats have only one
55.1.5 Boats may tow other boats at a movement anchor, located in the bow.
allowance of one less than normal. (While boats do not always
tow ships, a boat grappled to a ship may move the ship by 55.4.5 Ships’ Boats
“kedging”. To kedge, a boat carried a ship’s light anchor (a (Adapted from General article “Rules Expansion for W.S.&I.M.)
kedge) away from the ship and lowered it, allowing the ship to Ships carried boats for special duties, such as screens against
move by hauling on the cable. A ship being kedged may move fireships, amphibious landings, and transferring officers from
one movement point on alternate turns. To kedge, the ship ship to ship (See 50.4). Boats were often lowered and towed
must be in water shallow enough for anchoring.) In game into battle (thereby not being subject to fire aimed at the ship).
terms, the loss of anchors has no effect on this rule (Kedges An anchored ship’s boats are assumed to be aboard.
were smaller than the anchors represented in the game). Class 1 ships have four boat squares, Class 2 have three,
55.1.6 Wind velocity affects a boat’s performance as noted on Classes 3 and 4 have two, and Class 5 have one.
the Advanced Wind Effects Chart. 55.4.4.1 A ship’s boat may hold one crew square.
55.1.7 Unlike ships, boats are not wrecked upon entering land, 55.4.4.2 Launching or retrieval of a ship’s boat requires two
but are merely beached. A beached boat may enter an adjacent consecutive turns, noted in the Planning Phase. The action
sea hex, moving normally on a later turn. requires a crew section to perform. Other than drifting,
55.2 Combat she ship may not move and no broadside may be fired on a
55.2.1 Boats do not block fields of fire, even for other boats. turn of launch or retrieval. If the side of the ship is fired upon
55.2.2 Boats cannot be raked. by an enemy ship, the boat launch or retrieval is canceled.
55.2.3 Fire must be directed toward the hull of a boat, unless 55.4.4.3 A ship’s boat is launched to or retrieved from a hex
the boat is sailing. If boat is rowing and fire is directed at hull, adjacent to both of the ship’s hexes. The hex must be indicated
rigging hits count. as “L” or “R” during the Planning Phase. An SOL may
55.2.5 Armed boats are classed as “gunboats”. Gunboats launch or retrieve boats from both sides during the same turn.
have one gun in the bow. Some may also have a gun in the 55.4.4.4 If using the optional rule for towing, a ship’s boat
stern and, rarely, amidships. A gunboat’s field of fire is shown may tow its ship with one movement point on alternate turns
below, applicable to either bow- or stern-mounted guns: in attitudes A, B, & C. If the wind velocity is Becalmed, it
55.3 Melee--Crew may be moved to and from boats as may also do so in attitude D. There is no cost to turn.
boarding parties. 55.4.4.5 Ship’s boats may evacuate crew from sinking or
exploding ships.
55.4.4.6 If all of a ship’s boats are destroyed, they may not
tow their ship and an admiral may not transfer his flag except
to an adjacent ship to which his ship is grappled.
56.0 FORTS
(Adapted from General article “Rules Expansion for W.S.&I.M.)
56.1 Forts and shore batteries occupy land hexes. A fort’s
walls conform to the hexsides of the hexes it occupies. Some
forts occupy more than one hex.
56.2 Specifications
56.2.1 Each hexside wall is capable of having a battery of gun
squares, determined by the scenario and shown on the fort’s
log sheet. A maximum of 12 gun squares may be mounted per
hexside. Fort walls need not have the same number of guns.
56.2.2 Forts should have a ratio of 6 crew per 5 gun squares. If
garrison troops are added to the fort, they may only serve the
guns as poor, unless they are classified as artillery troops.
56.3 Combat against Forts
56.3.1 Broadsides suffer a -2 modifier against stone forts, a -1
against earthen forts, but no modifier against wooden forts.
55.4.0 Class 8 Boats 56.3.2 Hull hits against stone forts count as misses, as they are
Class 8 boats function as class 7 boats except as follows: too strong to be damaged by ships’ broadsides during the time
23
Wooden Ships & Iron Men Tournament Edition Rules 3.0
frame of the game (unless hit by mortars—opt. rule 57). Hull 57.3.1 Broadside guns and mortars may not fire in the
hits against earthen and wooden fort walls count normally. same turn nor load in the same turn.
56.3.3 Crew and gun hits against forts count normally. 57.4 For the single mortar bombs, a mortar’s field of fire is
56.3.4 Rigging hits against forts have no effect. However, 270 degrees for both left and right broadsides and the field
ships may “fire at rigging” to benefit from the added range in toward the bow. They may not fire through the stern.
the hope of scoring non-rigging hits. 57.4.1 For two mortar bombs, the second mortar may fire in
56.3.5 Only the following critical hits apply when firing at either broadside but may not fire across the bow or stern.
forts: 2H,5R, 5H, 12H. 57.5 It takes four turns to load mortars (not necessarily in
56.4 Combat by Forts sequence). Indicate loading of each mortar in the Notes
56.4.1 All sides of a fort may be loaded and fired during the section.
same turn. 57.6 Players filling out the log sheet should mark the mortar(s)
56.4.2 A fort’s guns fire with a +2 modifier for 1-12 guns and hit boxes in the carronade section.
a +3 modifier for over 12 squares. 57.7 Mortars may only fire at fixed targets on shore or at ships
56.4.3 A ship may only be raked by a battery if its bow or anchored or aground. When firing at ships, rolls of 1 or
stern is directly aligned with the battery. 2 are misses.
56.4.4 The field of fire of each fort wall is shown below. If 57.8 Mortars have a maximum range of 10 hexes and a
ships occupy all indicated hexes, the battery must fire at the minimum range of 3 hexes (Mortars may not fire at targets
ship located in hex C (C occupies both halves of the field). If less than three hexes away.)
C does not contain a ship, the battery may fire at A or D 57.9 Mortars have a base of Hit Table 2.
(Although A is closer than D, it occupies a different half of the 57.9.1 The base Hit Table can be modified only by crew
field of fire). For the battery to fire at B, C and D must not quality, crew section loss, and captured ship, though not by
contain ships (A is irrelevant, as it occupies a different half). anchors (Anchors are assumed).
56.4.5 Forts may be equipped with mortars. Land-based 57.9.2 Mortars may only fire at hull, but can do so for their
mortars require three turns to load. They have a +2 hit table entire range, 3-10.
modifier and a 360 degree field of fire. 57.9.3 All hits scored by mortars are tripled. A critical
hit by a mortar is as follows: Roll one die. If a 6, magazine
explodes. If the result is 5 or less, the target is on fire as in 2H.
58.0 SOLDIERS “We’ll still make them fear and we’ll still make
them flee, and drub ‘em on shore as we’ve drubbed ‘em at sea.” Heart of Oak
Soldiers were sometimes transported on warships or as
substitutes for crew. At times, a ship served solely as a
transport, carrying many troops and a reduced crew. When this
occurred, the ship usually sailed “en flute”--all or most of its
guns were removed to make room for soldiers and equipment.
In scenarios in which soldiers are transported:
58.1 Ships carrying soldiers must abide by the capacity
limits found in Rule 10.2.6. Divide soldiers into sections equal
to the size of the ship’s crew sections.
58.2 Soldiers may not absorb non-melee crew hits of
broadsides aimed at rigging. They may absorb losses of
57.0 BOMBS broadsides aimed at hull if they are designated as artillery
(Adapted from General article “Rules Expansion for W.S.&I.M.) troops (able to work ships’ guns) or on rolls of 3 or 5.
Bombs were vessels carrying mortars 58.3 Soldiers fire muskets separately from marines with a -1
which fired explosive shells on a high modifier. Soldiers may not fire from rigging.
trajectory. Bombs’ main function was 58.4 Soldiers may take part in melees as follows:
to reduce the defenses of fortifications 58.4.1 Soldiers may only board an enemy ship if accompanied
in support of land units. While not by or preceded by marines or sailors.
designed to fight other ships, they 58.4.2 Soldiers suffer a one level reduction in their quality
often carried guns. Three types are when serving in OBPs. Calculate their value separately and
available: single mortar, two mortars, add it to the value of sailors and marines.
and mortar vessels. Mortar vessels, 58.4.3 Soldiers absorb the first melee crew loss in the Melee
used during the French Revolutionary Wars, were not popular, Phase on a die roll of 4.
leading to their abandonment. 58.4.4 Soldiers do not confer the marine reroll benefit
following a failed morale check.
57.1 Bombs may only fire mortars while anchored. They
may not fire when the wind velocity is 5 or 6.
57.2 The line of fire for the mortars may never be blocked.
(They fired over, not through, obstacles.)
57.3 Fire with broadside guns is normal.
24
Wooden Ships & Iron Men Tournament Edition Rules 3.0
“Something must be left to chance; nothing is sure in a sea fight above all” Admiral Horatio Nelson
Blue = Wind & Water and Adjacent Ship WOODEN SHIPS & IRON MEN Critical Hit Table
Green = Sequence of Play and Miscellaneous The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game
TOURNAMENT EDITION RULES 3.0 adjusted 2019 on reverse ►
HIT DETERMINATION TABLE (HDT)
GUNS FIRING
RANGE IN HEXES Chain range = 4 Round range = 10 HIT TABLE MODIFIERS ADVANCED GAME MODIFIERS
NUMBER OF
BRDSDE
ALL
INITIAL
Hull Range = 5
ANCHOR
Loss Events Table
Dble = 1* Rake range = 5 SECT.
STERN CREW QUALITY CAPT. Sails Status Changes
LOSS
SHIP Ch Grape AT FULL Repair Attempts
1* 2 3 4 5, 6 7-10 RAKE EL CR GR PR ( table) Ds SAIL Firefighting
1-3 1 (2) 0 (1) -1 (0) -2 (-1) -3 (-2) -4 +1 +1 +1 0 -1 -1 +1 -1 +1 +1 -1 -1 +1 Grappling Attempts
Boarding Parties
4-6 1 (2) 1 (2) 0 (1) -1 (0) -2 (-1) -3 +1 +1 +1 0 -1 -1 +1 -1 +1 +1 -1 -1 +1 Waterline Damage
+1 (Ships aground or
7-9 2 (3) 1 (2) 0 (1) -1 (0) -2 (-1) -3 +1 +2 0 -1 -1 +1 -2 +1 +1 -1 -1 +1 upanchoring cannot fire.)
10-12 2 (4) 2 (3) 1 (2) 0 (1) -1 (0) -2 +1 +2 +1 0 -1 -1 +1 -2 +1 +1 -1 -1 +1
SMALL TARGET (opt.)
13-15 3 (5) 2 (4) 1 (3) 0 (2) -1 (1) -2 +1 +2 +2 0 -1 -1 +2 -2 +2 +2 -1 -1 +1 Class 7 Class 8
-1 -2
16-18 3 (6) 3 (5) 2 (4) 1 (3) 0 (2) -1 +1 +2 +2 -1 -1 -1 +2 -2 +2 +2 -1 -1 +1 (no effect on grapeshot)
19-21 4 (7) 3 (6) 2 (5) 1 (4) 0 (3) -1 +1 +2 +2 -1 -2 -2 +2 -2 +2 +2 -2 -2 +2
SMALL CREW ON
22-24 4 (8) 4 (7) 3 (6) 2 (5) 1 (4) 0 +1 +2 +2 -1 -2 -2 +2 -2 +2 +2 -2 -2 +2 TARGET SHIP (opt.)
0 -1 crew hit
25 5 (9) 4 (8) 3 (7) 2 (6) 1 (5) +1 +3 +2 -1 -2 -2 +2 -2 +2 +2 -2 -2 +2 (no effect on grapeshot)
*No fire at rigging if grappled/fouled w/target.
Marine may absorb crew loss. (R)=bonus rigging hit to target ship at full sails. When firing grape, (C)=bonus crew hit: if OBP fails moral √, it becomes DBP; roll on Leader Casualty Table
HIT TABLES
NUMBER 0 NUMBER 1 NUMBER 2 NUMBER 3 NUMBER 4 NUMBER 5
HULL RIGGING HULL RIGGING HULL RIGGING HULL RIGGING HULL RIGGING HULL RIGGING
0 0 1 0 0 0 G 0 (R) 1 C-G 00 (R) C-G (R) R-G (R) 1 C-H-G (R) R-C
0 (R)
0 0 2 0 0 0 (R) H R 2 H (R)0 R-C R-H R-H (R) 2 R-2C-H
0 2R-G (R)
0 C 3 G R H-G R-C 3 C-H-G R-G R-2H-G 2R-C (R) 3 C-2H-G (C) 3R-H (R)
C 0 (R) 4 H-G (C) C (R) C-H (C) R-G 4 R-2H (C) 2R (R) C-2H-G (C) 2R-C-G (R) 4 C-2H-2G (C) 3R-C-G (2R)
H (C) R 5 C-H (C) RH R-C-H (C) R-G (R) 5 C-2H (C) 2R-G (R) C-3H (C) 3R-G (R) 5 R-3H-G (C) 4R-H (2R)
G* (C) C* 6 R-C-H* (C) R-C-G* 2H-G* (C) 2R-C-H* (R) 6 2H-2G* (2C) 2R-C-H* (R) 3H-G*( 2C) 4R-C-H* (2R) 6 C-3H-G* (2C) 4R-H-C-G* (2R)
GUN HIT
DIE
NUMBER 6 NUMBER 7 NUMBER 8 NUMBER 9 NUMBER 10 LOCATION
CARRONADE in BOW
HULL RIGGING HULL RIGGING HULL RIGGING HULL RIGGING HULL RIGGING 1
(Starboard, if Rake)
2C-H-G 2R-C (R) 1 C-2H-G 2R-C
0 (R) 2C-2H-G (R) 3R-C-G (R) 1 C-2H-3G (R) (C) 4R-H-G
0 (2R) 1 4C-2H-2G (R) (C) 5R-C-H
0 (2R) 2
CARRONADE IN
STERN (Port, if Rake)
R-C-2H 2R-C-G (R) 2 R-C-2H-G
0 (C) 3R-G (2R) R-C-3H-G (C) 3R-H-G (2R) 2 2C-3H-2G 0(R) (C) 4R-C-H (2R) 2 R-C-3H-3G
0 (C) 5R-2G (3R) GUN IN BOW
3
(Starboard, if Rake) *
R-2H-2G (C) 3R-H-G (R) 3 3H-2G (R) (C 3R-H-G (2R) 2C-3H-2G (C) 4R-H-G (2R) 3 R-2C-3H-2G (C) 5R-2H (2R) 3 R-C-4H-2G (C) 6R-H-2G (3R)
GUN IN STERN
4
C-2H-2G (C) 4R-G (R) 4 2C-3H-2G (C) 4R-2C-H (2R) C-4H-2G (C) 4R-H-G (2R) 4 2C-4H-2G (C) 5R-C-2G (3R) 4 2R-5H-G (C) 6R-C-G (3R) (Port, if Rake) *
GUN IN BOW
C-3H-G (R) (C) 4R-H (2R) 5 C-4H-2G (C) 5R-C-2G (2R) 2R-4H-G (C) 5R-C-G (3R) 5 3R-4H-G (C) 6R-C-2G (3R) 5 R-2C-5H-G (C) 6R-2C-2H (3R) 5
(Starboard, if Rake)
5R-C-H* (3R) R-4H-2G* (2C) 6R-2C-H* (3R) GUN IN STERN
C-4H-2G* (2C) 6 5R-2H-G* (2R) 2C-4H-2G* (2C) 6 2C-5H-G* (2C) 7R-2G* (4R) 6 2C-6H-2G*(R)(2C) 7R-2C-H-G*(4R) 6
(Port, if Rake)
st th If section started with more carr.
If target anchored, reduce rigging hits by 1/2, rounded up. COMBAT DIE SEQUENCE: (Crit. Hit-Crit. Miss-Orange) 1 -white-Hit 2nd-blue-See Gun Hit Location Table. 3rd + 4 -Crit. Hit * than guns, take carronade.
Yellow = Hit Tables and Critical Hits WOODEN SHIPS & IRON MEN Sequence of Play
Blue = Wind & Water and Adjacent Ship The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game on reverse ►
TOURNAMENT EDITION RULES 3.0
MISCELLANEOUS CHARTS
FIRE FIGHTING (Rules20.6 & 21) CREW QUALITY SUMMARY FIELD OF FIRE SUMMARY (Rule 25.1)
Fire Fighting Phase: One crew section Hit Determination--(Rule 11.3.1 & Hit Determination Table) Fields 1, 2, & 3 can be hit by full broadside. Field 4 can be hit only by stern guns. Field 5
must fight the fire. Sail Status Change—(Variable Seamanship Opt. Rule 36) can be hit only by bow guns.
Roll one die. Elite or Crack crew puts Musket Fire-- +1 for El & Cr; -1 for Gr & Pr (Musket Fire Table) Ship can’t fire at more than one target with a broadside.
out fire on 1 or 2; others on 1. Melee (Rule 12.2 & Crew Melee Strength Table) If one section fires initial broadside, it is treated as if the entire initial broadside was fired;
If 6 is rolled, roll again. If another 6 is Morale Checks (Rule 3.2.7, Melee, plus 36.0, Variable other section loses advantage.
rolled, fire is out of control. Consult Seamanship) If ship fires at target within field of entire broadside (Fields 1, 2, or 3), ship must fire at
sink or explode result on Destroyed Repairs (Variable Seamanship, 36.0) closest target.
Hull Table. Ship can’t fire stern guns at target in field 4 if there is a closer target in fields 2 or 4. Ship
If fire is not extinguished, mark off one may fire at target in field 4 if there is target closer in fields 1, 3 or 5.
hull and one rigging square. SURRENDER BY IMMOBILITY (Rule 11.4-5) Ship can, fire bow guns at target in field 5 if there is closer target in fields 3 or 5. Ship may
If ship is adjacent to another ship, roll 2 If all rigging lost & no friendly ship of ≥ class as fire at target in field 5 if there is target closer in fields 1, 2 or 4.
dice: firing ship w/in 10 hexes, ship surrenders to 1 st Target may straddle two fields. For determining fire, target occupies lowest number field.
…if burning ship upwind, +1 enemy ship which rakes its hull. If friendly ship For determining line of sight, ship occupies both fields. There are 4 exceptions to this rule:
…if downwind,-1 moves w/in 5 hexes, it ceases to be surrendered. Ship firing at target straddling fields 2 and 4 may not fire stern guns if there is closer target
if grappled or fouled to other ship, +3 occupying field 4. It may fire bow guns.
if other ship fire fighting, -1. Ship firing at target straddling fields 3 and 5 may not fire bow guns if there is closer target
DESTROYED HULL TABLE (Rule 25.3)
Modified roll of 12 causes fire to spread occupying field 5. It may fire its stern guns.
1-5 Ship Surrenders by Striking Colors Ship may fire bow guns at target in fields 1 or 3 even though there may be a closer ship
to other ship (Roll on Critical Hit 2H).
6 Ship May Sink or Explode* straddling fields 2 and 4.
* When 6 is rolled in Destroyed Hull Phase, roll Ships may fire stern guns at target in fields 1 or 2 even though there may be closer ship
REPAIRS (Rules 20.5 & 29) again. Add 3 to roll if ship is afire. Subtract 1 if ship straddling fields 3 and 5.
Plot in Notes column RR, RH, or RG has waterline damage. Subtract 1 if wind velocity Determination of field-of-fire is made independently of determination of range between
Turning maneuver, collision, melee, gale or storm. opposing ships.
or upanchoring voids repair. If 1-3, ship sinks; if 6, ship explodes; if 4-5, return to
Roll die. +1 if within 10 hexes of rolling during Destroyed Hull Phase.
enemy ship. 1-3 succeeds. If ship explodes, see 25.3.2.3.
If sinking ship is fouled, See 25.3.5.
AMMUNITION LIMITS
PRIZE CREW
(Rule 12.3)
Britain American Others
≥ 1 square per 6 prisoners Chain 2 3 5
Odd crew hits from prize Grape 4 4 5
crew; even crew hits from
prisoners.
Yellow = Hit Tables and Critical Hits
Blue = Wind & Water and Adjacent Ship
WOODEN SHIPS & IRON MEN Miscellaneous Charts
The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game on reverse ►
TOURNAMENT EDITION RULES 3.0
SEQUENCE OF PLAY adjusted 2019
(Optional Rules in Italics)
A. UNFOULING PHASE
Attempt to unfoul ships: Rule 6 and Unfouling Table (Adjacent Ship Tables)
B. PLANNING PHASE
Plot movement.
Plan grappling (7.0) (Crew section needed)
Choose Marines location—deck or rigging (They begin on the deck.) (20.8)
Plan changes in sail status from FS to BS or from BS to FS (20.1.4) (Crew section needed)
Plan anchoring, up-anchoring or cutting of anchor cables (20.3 & Anchoring Summary--Wind & Water Tables)
(When upanchoring, cannot change sails, fire or load guns, grapple, form OBP, or repair)
Plan repairs (20.5, 29.0 & Repairs Summary--Misc. Charts) (Crew section needed)
Assign one crew section to fight fire (20.6 & Firefighting Table, 21.0--Miscellaneous Charts)
C. FIREFIGHTING PHASE
Roll for firefighting (21.0 & Firefighting Summary--Miscellaneous Charts)
Roll for fire spreading to fouled or grappled ships: Rule 21.3 and Firefighting Summary (Misc. Charts)
D. MOVEMENT PHASE
Place a Full Sail marker, showing its “men in rigging” side on any ship changing sail status.
Each ship is moved as ordered in the log.
Resolve collisions; check for fouling. Apply damage from collision (8.3.4 & Collision Summary)
After all ships with movement have been moved, ships due to drift, do so.
E. GRAPPLING AND UNGRAPPLING PHASE
Make attempts to grapple (9.1 and Grappling Table--Adjacent Ship Tables)
Make attempts to ungrapple, including ships grappled on previous turns (9.2 and Ungrappling Table)
F. BOARDING PREPARATION PHASE
Write any boarding parties in the logs of any ships involved (10.0).
G. COMBAT PHASE (The results of the following actions occur simultaneously.)
Roll for broadside.
On a 4, 5, or 6, roll on Musket Fire Table if adjacent to enemy ship and marines are available to fire. (25.7 &
Musket Fire Table--Adjacent Ship Tables)
Apply damage from broadside on Hit Table.
Resolve critical hits (17.1.2.2 & Critical Hit Table)
Determine status of any ship due to surrender by striking (11.4.1.2), firepower (11.4.3.2) or immobility (11.4.4)
Place appropriate markers.
H. DESTROYED HULL PHASE Roll for sinking or exploding ships (25.3 & Destroyed Hull Table)
I. MUSKET FIRE PHASE (25.7 and Musket Fire Table)
J. MELEE PHASE
Resolve melees--12.2 & Melee Sequence (Boarding-Fighting-Winning), Crew Melee Strength Table, & Melee
Crew Loss Table (Adjacent Ship Tables)
K. RELOAD PHASE Reload one empty broadside (27.0 & Reload Summary & Ammo Limits--Miscellaneous Charts)
L. SAIL STATUS PHASE Flip or remove full sail/MIR markers based on notations made during Planning Phase.
M. REPAIR PHASE Attempt repairs (29.0 and Repairs Summary--Miscellaneous Charts; 44.3.2.1)
N. REFLOAT PHASE: (Optional Rule 45.3 & Ship Aground Summary--Wind & Water Tables)
O. TRANSFER PHASE: Move transfer boarding parties to new ships, if possible
P. WIND PHASE
Roll two dice to determine if the wind changes (31.0 & Wind Change Table--Wind & Water Tables)
Roll gale or storm damage (41.3.4-5 & Weather Damage Table--Wind & Water Tables)
Yellow = Hit Tables and Critical Hits Adjacent Ship Tables
Green = Sequence of Play and Miscellaneous
on reverse ►
WOODEN SHIPS & IRON MEN
The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game
TOURNAMENT EDITION RULES 3.0
SHIP AGROUND SUMMARY (Rule 45-opt.) ROCKS (Rule 45.2) LOSS OF RIGGING SUMMARY (Rule 37-opt.)
Roll die. 6 = ship can’t be refloated in scenario. Roll die. 1-3: Ship wrecked If all rigging lost, ships starting game w/ ≤ 12 gun squares subtract
Otherwise, roll die in Reload Phase. Ship (44.1). 4-5: Ship is aground and 1 hit table; ships starting w/≥ 13 gun squares subtract 2 tables.
refloated on roll › original roll. has waterline damage (Crit.Hit In turn ship loses last square of rigging section, roll die for each
+1 to die if 2 gun squares marked out per turn 10H & 44.3); 6: Ship is aground section lost. 2-6, mast falls free.
(can’t be repaired.) but is undamaged. 1 mast hangs over side. Roll again: 1, 3, 5, falls over left
+1 to die if being towed broadside; 2, 4, 6-right broadside. Adjacent ship on broadside rolls
Ship aground can’t fire guns. Can’t change sails for fouling.
ROWING (Rule 40-pt.) Ship can’t fire guns until mast cut loose during Unfouling Phase.
or repair on turn rolling for refloat.
-1 if ship is within 10 hexes of enemy. Ships w/≤ 24 guns Unfouling of adjacent ship separate roll from mast unfouling.
Change from sails to oars or
CHANGING WIND NUMBER CHART (Rule 44-opt.)
reverse, put “MIR”.
WEATHER DAMAGE TABLE Need 2 crew sections to row; may 1 New wind change number is 7 or 9 or 11
(Rule 41.3.4—opt.) do nothing else but DBP. 2 New wind change number is 7 or 9
If Fould/Grappld—Roll die for each ship. Row 2 mps in attitude D, 3 New wind change number is 7 or 11
Gale 1 = 1 rigging hit. 3 mps in other attitudes. 4 New wind change number is 7
Storm 1 or 2 = 1 rigging hit. No rigging hits or fouling when 5 New wind change number is 9
rowing. 6 New wind change number is 11
Fired Turn
Deck
X
Rigg L R
TOURNAMENT EDITION v. 3.0 1
2
GUNS GUNS 18
Grape
1 2 1 2 Shot
RIGGING 3 4 3 4 19
1 1 1 1 1 5 6 5 6 1
1 1 1 1 1 7 8 7 8 2 20
9 10 3
9 10
2 2 2 2 2 11 12 11 12 4 21
13 14 5
2 2 2 2 2 13 14
22
3 3 3 3 3
3 3 3 3 3
MARINES
23
1 2
4 4 4 4 4
3 4 24
4 4 4 4 4 STERN STERN 5 6
GUNS GUNS 7 8 25
1 2 9 10
1 2
CREW 3 4 3 4
11 12 26
13 14
1 1 1 1 1 1 1 1 5 6 5 6
1 1 1 1 1 1 1 1 7 8 7 8
15 16 27
9 10 9 10
2 2 2 2 2 2 2 2 11 12 11 12
13 14 13 14 BOARDING PARTY
2 2 2 2 2 2 2 2
Crew PLANNING PHASE
3 3 3 3 3 3 3 3
CARR CARR Marines
Movement
3 3 3 3 3 3 3 3
1 2 1 2 Grappling. (Crew needed)
3 4 3 4 DEPTH SHIP’S BOATS
5 6 5 6
Soldiers (optional) Choose marines location (deck or rigging)
HULL Change Sails: FS to BS or BS to FS
PRIZE CREW
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
Turns Available 1 1 1 1 1 1 1 1 (Crew needed)
21 22 23 24 25 26 27 28 29 30
1 2 3 2 2 2 2 2 2 2 2 Frigate + SOL Repairs. (Crew needed)
3 3 3 3 3 3 3 3
Fight Fires. (Crew needed)
DAMAGE TO ENEMY SHIP Crew Port Starboard WIND CHANGE Anchoring; Cut anchor cables
Hull B. Guns B. Carr. B. Guns B. Carr. Up-Anchor. (Crew needed—cannot grapple,
# change sails, fire or load guns, melee, or repair)
Rigging Marines S. Guns. S. Carr. S. Guns S. Carr.
BRITISH SHIP SPECIFICATIONS-- French Revolutionary-Napoleonic Era 2.6 (version 3.0)
GUN GUNS CARRONADES RIGGING POINT VALUES DEPTH CLASSES/EXAMPLES
CLASS HULL CREW
RATING MAR. L R L R 1 2 3 4 EL CR AV GR PR (FT.) w/yr. of launch & # of ships
10-10-10 Caledonia 1808 (4)
120 SOL 1 26 5 26 26 4 4 9 9 9 - 39 36 29 26 23 23
10-10-10 Hibernia 1804 (1)
110 SOL 1 25 4 24 24 4 4 9 9 9 - 37 35 28 25 22 23
10-10-10 9 Ville de Paris 1795 (1)
110 SOL 1 24 4 24 24 2 2 9 9 - 36 34 27 24 21 23
10-10-10 Victory 1765 (1)
100 SOL 1 22 4 22 22 2 2 8 8 8 - 35 33 26 23 21 24
98 SOL 1 22 4 9-9-8 20 20 4 4 8 8 8 - 33 31 25 22 20 19 Boyne 1810 (2)
98 SOL 1 21 4 9-9-8 20 20 - - 8 8 8 - 32 30 24 22 19 19 Neptune 1797 (3)
90 SOL 1 19 4 9-9-8 18 18 - - 8 8 8 - 31 28 23 21 18 18 Barfleur 1768 (4)
84 SOL 2 23 4 7-7-6 22 22 2 2 8 8 8 - 32 30 24 22 19 21 Ganges 1821 (10)
80 SOL 2 21 3 8-8-7 20 20 2 2 8 8 8 - 31 29 23 21 18 23 Foudroyant 1798 (2)
74 SOL 2 19 3 8-8-7 18 18 2 2 7 7 7 - 29 28 22 20 18 18 Mars 1794 (2)
74 SOL 2 21 3 9-9-8 14 14 6 6 7 7 7 - 29 28 22 20 18 21 Aboukir 1807 (2)
74 SOL 2 19 3 8-8-8 16 16 4 4 7 7 7 - 29 28 22 20 18 21 Implacable 1805
(captured from French)
74 SOL 2 17 3 7-7-7 14 14 4 4 7 7 7 - 27 25 20 18 16 21 Vengeur/Armada 1810 (40)
74 SOL 2 17 3 8-8-7 14 14 - - 7 7 7 - 27 25 20 18 16 21 Hero 1803 (9)
64 SOL 2 14 3 6-6-5 12 12 2 2 7 7 7 - 24 23 18 16 14 16 Africa 1781 (2)
64 SOL 2 14 3 6-6-5 10 10 - - 7 7 7 - 21 20 16 14 13 16 Intrepid 1770 (15)
50 F3 16 2 6-5-5 8 8 8 8 6 6 6 6 23 21 17 15 14 15 Newcastle 1813 (2)
50 F3 13 2 4-4-4 6 6 12 12 6 6 6 6 21 20 16 14 13 15 Isis 1819 (1)
44razee F3 14 2 4-3-3 6 6 2 2 5 5 5 5 17 16 13 12 10 18 Indefatigable 1794 (3)
40 F3 13 2 4-4-4 6 6 6 6 5 5 5 5 19 18 14 13 11 15 Endymion 1797 (6)
38 F3 11 2 4-4-3 6 6 4 4 5 5 5 5 17 16 13 12 10 12 Cydnus 1813 (8)
38 F3 11 2 3-3-3 4 4 4 4 5 5 5 5 16 15 12 11 10 13 Lively 1804 (16)
36 F3 9 2 3-3-3 4 4 2 2 5 5 5 5 15 14 12 10 9 13 Perseverance 1781 (11)
32 F3 8 1 3-3-3 4 4 - - 5 5 5 5 14 13 11 9 8 14 Pallas 1793 (3)
32 F3 7 1 3-3-2 2 2 2 2 5 5 5 5 14 13 10 9 8 11 Circe 1804 (8)
28 F3 6 1 3-3-3 2 2 - - 4 4 4 4 13 12 10 9 8 11 Enterprise 1778 (27)
22 S5 5 1 2-2-1 - - 2 2 4 4 4 4 10 9 8 7 6 11 Cyane 1806
Bomb 2 B5 4 - 1-1-1 - - 2 2 4 4 4 4 12 11 9 8 7 12 Meteor 1803
North American Lake Vessels O = Ontario; E = Erie; C = Champlain
112 SOL 1 23 4 10-9-9 18 18 12 12 8 8 8 - 36 34 27 24 22 20 St. Lawrence 1814-O
58 F3 13 2 4-4-3 8 8 10 10 6 6 6 6 21 20 16 14 13 17 Prince Regent 1812--O
38 F3 12 2 4-4-3 12 12 8 8 5 5 5 5 20 19 15 14 12 10 Psyche 1814 –O
38 F3 11 2 4-4-3 6 6 4 4 5 5 5 5 17 16 13 12 10 17 Princess Charlotte ‘14-O
23 B5 6 2 3-2-2 - - 6 6 4 4 4 4 12 11 9 8 7 13 Wolfe 1813---O
14 B5 3 1 2-1-1- - - 4 4 4 4 4 4 11 10 8 7 6 10 Lord Melville 1813—O
20 B5 7 1 2-2-1 2 2 - - 4 4 4 4 11 10 8 7 6 12 Detroit 1813--E