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    CAMP CROMWELL

    WARGAMES RULES

    MEN O WAR

    Wargames Rules

    for

    Naval Battles in the Age of Sail

    2010 edition

    Jim Gandy29 Cromwell St, Battery Point,

    Tasmania 7004, Australia

    [email protected]

    22/01/10

    PDF processed with CutePDF evaluation edition www.CutePDF.com

    http://www.cutepdf.com/http://www.cutepdf.com/
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    SHIPS LOGS ........................................................... ........................................................... ................................. 3SUMMARY SHEET ......................................................... ........................................................... ....................... 3NOMENCLATURE .......................................................... ........................................................... ....................... 3GAME TURN SEQUENCE ........................................................ ........................................................... ............. 3SHIP & CREW RATINGS ................................................................................................................................. 3

    Ship Class: ........................................................... ........................................................... ................................. 4Firepower: ....................................................................................................................................................... 4Gunnery: .................................................... ............................................................ .......................................... 4Morale: ............................................................................................................................................................ 4Seamanship: .................................................................................................................................................... 4

    ORDERS ............................................................................................................................................................. 4Movement orders: .......................................................... ........................................................... ....................... 4Crew: ............................................................................................................................................................... 4Sails: .......................................................... ............................................................ .......................................... 4Ammo: ....................................................... ............................................................ .......................................... 4Firing: .............................................................................................................................................................. 5Reloading: ....................................................................................................................................................... 5Boarding: ................................................... ............................................................ .......................................... 5Squadrons: ........................................................... ........................................................... ................................. 5MOVEMENT .......................................................... ........................................................... ................................. 5Basic speeds (battle sail): ............................................................................................... ................................. 5Changing sail (optional): ................................................................................................ ................................. 5Beam reach: ......................................................... ........................................................... ................................. 5Sailing 30 off the wind: ................................................................................................................................. 5Turns: .............................................................................................................................................................. 6Tacking: ..................................................... ............................................................ .......................................... 6Wearing ship: .................................................................................................................................................. 6Change of speed: ............................................................................................................................................. 6Full Sail (optional): ......................................................................................................................................... 7

    COLLISIONS .......................................................... ........................................................... ................................. 7Damage due to collision: .......................................................................................................... ....................... 7

    FIRING .......................................................... ............................................................ .......................................... 7Maximum Range: .......................................................... ........................................................... ....................... 8Broadside:........................................................................................................................................................ 8Target area: .......................................................... ........................................................... ................................. 8Broadside fire: ................................................................................................................................................. 8Raking fire: .......................................................... ........................................................... ................................. 8Time of fire: .................................................................................................................................................... 8Double shotted guns: ..................................................... ........................................................... ....................... 8Chain shot: ........................................................... ........................................................... ................................. 8Carronades: .......................................................... ........................................................... ................................. 8Small arms fire: ............................................................................................................................................... 8Adjacent ships: ................................................................................................................................................ 8Damage effects: ................................................... ........................................................... ................................. 9Special damage: ................................................... ........................................................... ................................. 9Explosion:........................................................................................................................................................ 9Chasers: ........................................................................................................................................................... 9

    MORALE TEST: ................................................................................................................................................ 9SINKING .......................................................................................................................................................... 10BOARDING .................................................. ............................................................ ........................................ 10

    Grappling:...................................................................................................................................................... 10Boarding: ................................................... ............................................................ ........................................ 10Breaking off: ................................................................................................................................................. 11Counterattack: ............................................................................................................................................... 11

    TABLE EDGE .................................................................................................................................................. 11WIND DIRECTION VARIATION ....................................................... ........................................................... . 11WIND SPEED & SHIP TYPE VARIATIONS (Optional)................................................................................ 11POINTS VALUE OF SHIPS ....................................................... ........................................................... ........... 12

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    INTRODUCTION

    These rules are for naval wargames in the age of sail. They are aimed at small actions of up to about a dozen

    ships with 1 or 2 ships per player. Large fleet actions could be done but might become tediously long.

    Model ships of any scale can be used. A table must be prepared with a hex grid large enough for the ship models

    to fit. Paper order & damage record sheets have to be photocopied or printed for each ship to record movementorders & damage.

    SHIPS LOGS

    The Ships Log is a form used to record the orders and the damage received by each ship. Two ships fit on a

    form to save paper but they can be cut up. Forms have to printed or photo copied for each game. Alternatively,logs can be put in plastic folders, marked up with a whiteboard pen and cleaned off for reuse.

    The log is prepared before battle by filling in the ships data and crossing off some hit boxes for smaller ships.

    The same form is used for all rates of ships but smaller ships have some of the hit boxes crossed out at the start

    to reflect their reduced ability to absorb punishment.

    The right side of the log can be folded over so that details of ammo loaded can be kept secret while the other data

    is available to all. Orders are kept secret only until all players have completed theirs, so the players can just put

    their pencil over their latest order until moving starts.

    SUMMARY SHEET

    The Summary Sheet provides an easy to use one page reference sheet for most of the rules. Generally the body

    of the text is to be read up when learning to play, but otherwise is only required for occasional reference when

    the less common events occur.

    NOMENCLATURE

    G/turn: Game turn as distinct from "Turn" meaning change of direction.

    Close hauled: Sailing 60off the wind (this as close to the wind as a ship may sail).

    Beam reach: Sailing at right angles to the wind (ship aligned with hex diagonal).

    Broad reach: Sailing 120off the wind.Running: Sailing 30 off downwind.

    Dead run: Sailing directly away from the wind.

    GAME TURN SEQUENCE

    1. Check for wind change.

    2. Write orders for each ship.3. Check effect of special damage accumulated in previous turns.

    4. Move ships simultaneously in accordance with orders. Where ships are close move each one 1 step at a

    time to help resolve conundrums. (This means that faster ships will continue after the slower ones have

    finished).

    5. Adjudicate firing & damage.6. Resolve boarding & hand to hand combat.

    SHIP & CREW RATINGS

    These rules are intended for actions between ships of basically the same type. Frigates were totally outclassedby ships of the line & seldom if ever fought with them. Games should normally be all ships of the line, or all

    frigate actions. not a mix. For this reason speed variations between ship types are optional rules.

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    Ship Class:

    Ships of the line can be 1st, 2

    nd, 3

    rdor 4

    thraters.

    Frigates can be 5thor 6thraters.

    Firepower:

    The broadside firepower of a ship is determined by the ships class. Small variations between

    ships of the same class are not considered. Fire by chasers is not considered.

    Gunnery:

    Ships crews are rated for gunnery skill. May be average, superior or poor.

    Morale:

    Ships crews are rated for morale in close combat. May be average or +/- 1 or 2.

    Seamanship:

    Ships crews are rated for seamanship. May be average, superior or bad.

    ORDERS

    In the order writing phase, each ship is issued orders for the g/turn. These are written in secret then revealed in

    the movement phase. Predicting what the enemy is going to do & putting your ship in the right place is the

    primary skill in the game. Orders should be written in abbreviated form as follows:

    Movement orders:

    F Forward 1 hex.

    P (or L) Forward 1 hex while turning 1 hex side to Port (Left).

    P 1/2 (or L) Forward 1 hex while turning 1/2 hex side to Port (Left).

    S (or R) Forward 1 hex while turning 1 hex side to Starboard (Right).

    S 1/2 (or R) Forward 1 hex while turning 1/2 hex side to Starboard (Right).

    BP Back 1 hex while turning to Port (left as viewed from behind).

    BS Back 1 hex while turning to Starboard (right as viewed from behind).uw Extra note meaning "upwind" may be required moving 1 hex on reach or run.

    Example: Ship starts on broad reach Starboard tack (wind from Starboard side):

    May move 3 hexes. eg: FPF = forward 1 hex, then 1 60 turn to Port, then 1 hex

    downwind (moves 3 hexes and ends on dead run next g/turn moves 2 hexes).

    Crew:

    A ship's crew comprise gunners, sailors, marines & officers. In boarding situations everyone

    tended to join in the brawl. As the wargamers are the captains, they are not concerned with thedeployment of the crew and may assume that their officers will move them around the ship as

    required.

    Sails:Ships may carry battle sail, reduced sail, or full sail. The default is battle sail.

    Changing from battle sail to full or reduced sail, or vice versa takes 2 turns. Mark the order on theships log and it will take effect after 2 turns. Ships cannot reload while changing sail as most of

    the gun crew must go aloft. They may fire if loaded as the gun captains can be left below.

    Ammo:

    By default guns are loaded with standard shot.

    Guns may be loaded with double shot or chain shot if specifically ordered to do so:Double shot: Fire at short range is more effective.

    Fire at long range is less effective.

    Chain shot: Range is limited, more effective against rigging than round shot, less

    effective against hull.

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    Firing:

    Orders to fire are not required. Firing is determined in firing phase. Ships with loaded guns mayfire at target of opportunity during the g/turn if there isn't one at the end. Guns being reloaded that

    g/turn can only fire at the end of the turn. Mark which broadside has fired with an X in the

    appropriate box on the ships log. Both broadsides may be fired in the one turn.

    Reloading:Reloading one broadside with normal shot takes 1 turn.Reloading one broadside with double shot or chain shot takes 2 turns.

    If both broadsides are fired it will take two turns without fire before both are reloaded. If the side

    to be reloaded first is not specified in the orders, both sides will be half loaded.

    Guns are reloaded with single round shot unless orders to load double or chain shot are written in

    the log in the previous turn's orders phase.

    Changing ammo requires the loaded ammo to be fired off.

    Boarding:

    Specific orders for grappling, boarding or close combat are not required. These can be issued as

    opportunities present themselves.

    Squadrons:Where a fleet is deployed in squadrons, orders may be issued by the Admiral in the lead ship of

    each squadron and the others will follow maintaining station as long as possible. The ship captains

    may return to individual orders on a signal from their Admiral.

    MOVEMENT

    Movement is limited by ship characteristics, wind direction, damage levels and what happened in previous turn.

    Wind speed variations are an optional rule (see below). This section considers ideal wind conditions only.

    Ships may be aligned either perpendicular to the hex sides fore & aft or parallel to hex sides each side.

    Basic speeds (battle sail):

    Dead run: Wind directly astern 2 or 1Run: Wind 30 from stern 2 or 1

    Broad reach: Wind 60from stern 3 or 2

    Beam reach: Wind abeam 2 or 1

    Close hauled: Wind 60from bow 1

    Aback: Wind directly on bow or 30 off 1 downwind backwards

    Speed is governed by direction and speed at start of g/turn and sails set in previous turn, except:

    - a ship stops after 1 hex to windward

    - a ship cannot move more than 1 hex further than in previous turn

    - a ship cannot decelerate more than 1 hex except by turning into the wind.

    - a ship cannot move slower than 1 hex, or 2 downwind (1 if dismasted).

    Changing sail (optional):

    It takes a full turn to increase or decrease sail. The default is battle sail. Under full sail the

    maximum & minimum speeds increase by 1 except that the move close hauled remains the same.

    Beam reach:Ships following this course are pointing at the joint between two hexes in front of them.

    The normal move is 2 hexes into the hex 2 spaces in front.

    If moving 1 hex on a beam reach, may move into the hex just downwind of straight ahead

    maintaining direction. If continuing to move 1 hex on a beam reach alternate turns may be to the

    upwind hex. If so, add the qualifier "uw" to the order.

    Sailing 30 off the wind:

    Ships following this course are pointing at the joint between two hexes in front of them.The normal move is 2 hexes into the hex 2 spaces in front.

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    If moving 1 hex in this direction (or 3 with full sail), may move into either the hex just to the left

    or right of the direct line maintaining direction. The default is downwind, add "uw" to order ifotherwise.

    Turns:

    A turning move usually consists of a move forward to the next hex with a 60 turn to either Port or

    Starboard. The orders P (or "L") or S (or "R") mean just this.Ships can also turn 30 - this can be denoted by qualifying the order with 1/2.

    Turns greater than 60have to be made over more than 1 hex.

    Ships finishing a turn head to wind are taken aback and next turn move 1 hex downwind. Thiscan include a turn P or S orders required.

    A turn does not in itself reduce movement, but turning into the wind may.

    Tacking:

    Tacking is the act of turning through the eye of the wind from close hauled on one tack to close

    hauled on the other. This is only permitted to ships with all 3 masts still standing. The procedure

    is:

    G/turn 1: From a close hauled course move forward 1 hex and turn 60into the wind.G/turn 2: Throw a dice: Dice score for smooth tack:

    5/6 rate 3/4 rate 1/2 rateSuperior crew auto 2+ 3+

    Average crew 3+ 4+ 5+

    Bad crew 4+ 5+ 6If dice is succesfulrotate in the hex in the desired direction to the close hauled

    courseotherwise drop back 1 turn without turning.

    G/turn 3: If turned, move off close hauled 1 hex. Otherwise toss again with re-roll for fail.

    Wearing ship:

    Wearing ship is a 270 degree turn from being close hauled on one tack to being close hauled on the

    other. It will take more than 1 turn to do.

    Change of speed:

    Ships speed can usually only be increased or decreased by 1 hex per turn.

    A ship cannot go slower than 1 hex (2 downwind, 3 downwind with full sail).

    A ships turn finishes after 1 hex moved close hauled. (eg a ship on a broad reach with a speed

    allowance of 3 moves forward and turns to close hauled, it then moves 1 hex forward close hauled

    and ends the g/turn having moved only 2 hexes).

    Turning into the eye of the wind stops the ship immediately next turn moves 1 hex backwards

    (with optional turn subject to die roll for successful tack).

    Grappling will match the speed of both ships to the speed of the slowest on first turn then

    downwind drift see below.

    Effect of rigging damage:

    Rigging damage effects manoeuvre and speed.Each rigging hit has to be diced for see which mast is affected.

    The number of hits on a mast required to bring it down depends on the size of ship.

    Further hits on a downed mast have no effect.

    Foremast down: Cannot advance to windward may point 60 degreesoff the wind, but if so moves crabwise to next hex just

    downwind. Cannot tack.

    Mainmast down: Speed reduced by 1 hex on beam reach and broad reach.

    Cannot tack.

    Mizzenmast down: Speed reduced by 1 on broad reach only, cannot tack.

    Two masts down: Penalties for both masts down count, but don't add up.Cannot go to windward.

    All masts down: Drift downwind 1 hex per turn.Dice for directional change as for grappled ships.

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    Full Sail (optional):

    Ships under full sail move 1 extra hex except close hauled.

    If under full sail ships are more vulnerable to fire at the rigging. This applies while raising and

    lowering sail.

    If under full sail ships fire their own guns with reduced accuracy (as the ship will be heeling andmoving more). This also applies while raising and lowering sail.

    COLLISIONS

    If two ships enter the same hex:

    Directly opposite courses: Windward ship passes other ship on upwind side. If both on beam

    reach towards each other - dice for each ship +1 for superior

    seamanship, -1for poor seamnaship . Highest passes to windward.

    Same dice total = collision.

    Same course: Overtaking ship chooses which side to pass.

    Intersecting on angle: Windward ship may turn to course parallel to leeward ship (in

    direction that takes the smaller turn to achieve this). If both at same

    angle to wind (on opposite tacks), both dice as for opposite courses.

    Same dice total = collision.

    If the ships dont evade one another they collide. They stay together in that hex for the rest of the turn and may

    be damaged see rules on damage in collisions below.

    Two (or more) ships may be in the same hex, but must be beam to beam.

    If two opposing ships are in the same hex going the same direction at the end of a turn, one or both may attempt

    to grapple and board.

    Ships grappled together drift downwind 1 hex per g/turn. Dice to see if the direction of ships changes:

    1 = rotate both ships 30to left

    6 = rotate both ships 30to right.

    Ships which are together in the one hex, but not grappled, they will part if given different orders.

    Damage due to collision:

    If ships collide, both dice to check damage. Effects vary depending on the angle between the two

    ships.

    Dice 1 2 3 4 5 6Angle 0, 30 2M M 3H - - -

    Angle 60 to 180 3M 2M M 6H 3H -

    M = 1 mast hit

    2M = 2 mast hits

    nH = n hull damage (don't test for critical hit).

    Either ship may attempt to grapple and board after a collision. Use normal grappling rules.

    FIRING

    Firing is adjudicated at the end of the game turn.

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    Good crews fire first, then average crews, then poor crews last. If both sides have similar quality crews, dice for

    each ship & fire in reverse sequence of dice (6's fire first). Re-roll ties when you get to them. (Simultaneous fireis avoided to make record keeping simpler - the damage on the sheet counts even if only inflicted that turn).

    Maximum Range:

    6 hexes for shot, 4 for chain and 2 for double shot.

    Broadside:If aligned perpendicular with a hex side, may fire on a line of hexes 30 degrees either side of

    directly abeam plus hexes between.

    If aligned parallel with a hex side, may fire on a line of hexes 30 degrees either side of abeam,

    including the hexes that straddle that line.

    Both broadsides can be fired in the same g/turn if already loaded.

    Target area:

    Before firing, firer must nominate target area as either hull or rigging.

    Default is hull.

    Close range fire (1 hex or less) must be at hull.

    Broadside fire:1. Refer to No.of Dice Table to find the no. of dice to be thrown.

    The ship's rating determines the basic number of dice.

    Extra dice may be added or subtracted for various factors listed on the summary sheet.

    2. The dice score required to hit depends on the range.

    3. For fire at hull: A hit box is crossed off for each hit.

    4. For fire at rigging: A table lists the number of hull hits and rigging hits scored.

    5. For each hit box marked "C" crossed off a critical hit dice is thrown. This may result in

    additional damage - rigging damage, crew casualties, gunnery or special damage (requiring

    another dice). These hits are recorded by crossing off additional boxes on the chart.

    Raking fire:

    Fire from a hex directly astern or ahead of the target ship or adjacent to the line along the ship (for

    target aligned with a hex side).Ships using raking fire get extra dice added to their broadside.

    Time of fire:

    Fire is usually adjudicated at the end of the movement phase with range and angle of fire

    determined at that time.

    An exception may be made if a ship passed a valid target during the g/turn but the target is no

    longer valid at the endif the ship did not fire that broadside in the previous turn and was loaded

    at the start of the g/turn, the fire may be taken earlier in the g/turn as it passed the target. Such fire

    is done first even if not by the best quality crews.

    Double shotted guns:

    Ships firing double shotted guns are more effective at close range, getting extra dice added to their

    broadside. Maximum range is reduced.

    Chain shot:Ships firing chain shot are more effective against rigging. Maximum range is reduced

    Carronades:

    Ships armed with a significant number of carronades are more effective at close range, less

    effective at long. Add dice at short range, subtract at long range.

    Small arms fire:

    Considered not worth the trouble of separate calculation - effect is included in gunnery.

    Adjacent ships:

    Ships that are in the same hex may fire broadsides at each other if not grappled and in boardingcombat. They may fire in the turn that grappling and boarding commences, but not during

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    subsequent turns of combat. (Was done sometimes by madder crews, but had high risk factor -

    difficult to run guns right out to allow recoil space and high danger of fire - also the gun crews areneeded in the fight up top).

    Damage effects:

    When hull hits are scored they are marked on the ship's data sheet by crossing off hit boxes

    consecutively from left to right, row by row.When a box marked "C" is crossed off another dice is thrown to determine critical hits. Thesemight be on the masts, guns or crew, or be "special" hits.

    Mast hits are diced for to determine which mast is hit. A mast will come down when all 3 of the

    hit boxes for that mast are crossed off smaller ships start with some of the boxes crossed out and

    their masts may come down with only 1 or 2 hits.

    Crew hits reduce combat ability by 1 step for about every 2 boxes crossed off smaller ships start

    with some boxes crossed off.Gun hits reduce the broadside by 1 step for about every 2 boxes crossed off smaller ships start

    with some boxes crossed off.

    Special damage:

    Critical hits may lead to "Special damage" which require further dice rolls to determine which

    type.

    Fire: Can cause accumulating damage, or even catastrophic explosion unless put

    out.

    Hole in hull: Causes accumulating hull damage until repaired.

    Steering: May force turns, or prevent them until repaired.

    Ships with special damage test each turn for the effect of the damage until problem is repaired.

    The test is done after order writing and before movement.

    Explosion:

    The fire test can lead to an explosion which destroys the ship.

    Any ships of either side in close proximity test by throwing a dice:

    Grappled: 1-5 = on fireSame hex: 1-3 = on fire

    Adjacent hex: 1 = on fire

    Chasers:

    Fire by chasers - the guns in the bow or stern - is so ineffective compared with broadsides, it is

    ignored.

    MORALE TEST:

    A ship must take a morale test when any one of the following applies:

    All masts are down.All gun boxes are crossed off.

    All crew boxes are crossed off.Hull hits extend into the bottom line.

    The result of the test is as follows:

    If the closest ship is an enemy: Must strike the colours.

    If the closest ship is own side: Must break off the action.If enemy and own ships are equidistant: Must break off the action.

    A ship which has struck its colours must cease fire, turn head to wind and drift downwind 1 hex per turn until a

    prize crew comes aboard. If the sending of the prize crew is delayed because the enemy ship is too busy with

    other ships, the struck ship must continue to drift downwind. It cannot rejoin the fight, though if its side endsup winning it will run up the colours again and not be captured.

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    To put a prize crew aboard requires either boarding directly (automatically the case if the surrender was theresult of a boarding action), or the enemy ship must slow to 1 hex movement for 1 g/turn to drop a boat and prize

    crew and row at 1 hex per turn to the prize without interception by an enemy ship.

    Once the prize crew is aboard the captured ship goes under the control of the commander of the ship to which it

    struck. It can be sailed away, but cannot fight.

    A struck ship may be recovered by being boarded by another ship of the original side. The prize crew can resist

    grappling, but if boarded will lose automatically as the prize crew will be too small to resist such an attack.

    Breaking off means attempt to evade being fired upon by turning away from the enemy and getting out of the

    battle. The ship cannot voluntarily return to the fray and will strike if an enemy ship becomes the closest ship

    and is in a position to fire on it.

    A ship can strike at any time, though honour would have it that the ship should be a mess first. There are

    advantages in striking before being sunk the enemy may be distracted from the fight while they put a prize

    crew aboard, or maybe theyll be too hard pressed to even bother. And if your side wins the battle the ship will

    almost certainly be recovered.

    SINKING

    Ships with all the hull boxes struck off will sink. (However, the odds are that a ship will be forced to break off or

    strike its colours before it loses all its hull boxes).

    After the battle, damaged ships will make jury repairs and head for port. They will be prone to sinking or

    shipwreck in bad weather (only relevant in a campaign - this should be covered in the campaign rules).

    BOARDING

    Grappling:If opposing ships end the turn in the same hex, either or both may attempt to grapple. If already in

    same hex at start having failed to grapple or broken off last turn can make another attempt if still

    together at the end of the turn.

    If both want to grapple: If ships are side by side in same direction: Grappling is automatic.

    If ships on opposite courses both sides throw a dice:

    Grappling occurs if both are greater than 2x their ships speed.

    If grappling is opposed: Attacker throws a dice: Succeeds if total is greater than the sum of:3 if ships side by side in same direction, or

    6 if ships on opposite courses,

    +/- defenders advantage/disadvantage in morale rating,

    +/- defenders advantage/disadvantage in seamanship rating.

    Boarding:If grappling is successful, the attacker may attempt to board in that same g/turn.

    Both sides sum factors listed in the Close Combat Factors Table and add a 6die.

    Difference = 0: Tie, both lose 1 crew box.

    Difference = 1 to 4: If defender wins, they have driven enemy back.

    If attacker wins, they have boarded.

    Loser loses 2 crew boxes, winner loses 1.

    Difference >=5: If defender loses they strike colours and surrender.If attacker loses they retire to own ship and try to break off.

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    Loser loses 2 crew boxes, winner loses none.

    Breaking off:

    If the attackers fail to board or are driven back, defenders may try to break grapples.

    If breaking off is not opposed it is automatic.

    If breaking off is opposed: Throw a dice: Suceeds if total is greater 4 +/- for each level of

    difference in crews' seamanship rating..

    Counterattack:

    If both sides are attacking, neither side counts as defending on the first g/turn. The first loser is

    considered to be pushed back onto his own ship and becomes the defender in subsequent rounds

    (unless the tide turns and the enemy is pushed back onto their ship and becomes the defender).

    TABLE EDGE

    The table edge is not the end of the world. If ships move to the table edge, the whole battle is moved across so it

    can continue. If the battle has separated into separate parts in danger of going off different edges, they are still

    moved back. The fact that the separated parts of the battle are moved closer together by doing this is considered

    of less importance.

    WIND DIRECTION VARIATION

    The wind direction must be specified before the battle starts. The wind must be perpendicular to a hex side.

    During battle dice at the start of each turn before writing orders.

    If the throw is forgotten until after orders are written - no change.

    1 = wind change is possiblethrow again

    1,2 = wind swings anti-clockwise one hex side

    3,4 = wind swings back to starting direction if it has changed, otherwise no change.

    5,6 = wind swings clockwise 1 hex side

    After a wind shift, ship speed is governed by new direction subject to the acceleration/deceleration rules.

    If a ship is close hauled or on a beam reach and is headed by the shift, it is immediately rotated on the spot to a

    close hauled course on same tack. It is then given orders as normal.

    WIND SPEED & SHIP TYPE VARIATIONS (Optional)

    Dice for wind speed before battle.

    Dice before battle to determine wind: - 1 2,3,4,5 6 -

    Becalmed Light Ideal Fresh Strong

    Max speed: Dead run/reach 0.4* 1 2 3 4(Line) Broad reach 0.3* 2 3 4 4

    Close hauled 0.5* 0.4* 1 1 0

    Min speed: Dead run/reach 0 0 1 1 2

    (Line) Broad reach 0 0 1 2 3

    Close hauled 0 0 0 1 0

    * 0.4 speed means dice each turn for each ship4,5,6 = move 1 hex, otherwise 0.

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    23/01/10 Page 12

    If both ships of the line and frigates are used in a scenario: Frigates speed is as follows:

    Becalmed Light Ideal Fresh Strong

    Max speed: Dead run/reach 1 1.4 2.4 3 4

    (Frigate) Broad reach 1 2.4 3.4 4 4

    Close hauled 0.4* 1 1.4 1 0

    The above is for battle sail. For full sail add 1 hex except close hauled (1 hex for light to fresh), but no morethan 4 hexes.

    During battle dice for wind speed change at the start of each turn before writing orders. Suggest that 2 dice are

    thrown together for wind variation - white for direction, coloured for speed. If the throw is forgotten until after

    orders are written - no change. If the normal wind direction dice is a 1, throw a dice for wind speed as well as

    one for direction1 = wind drops

    2,3,4,5 = wind speed changes back to starting speed if it has changed, otherwise no change.

    6 = wind increases

    POINTS VALUE OF SHIPS

    To assist working our fair scenarios use the following formula for determining the value of each ship:

    Seamanship factor = 1.05 for superior, 1 for average, 0.95 for poor.

    Morale factor = 1.05 for superior, 1 for average, 0.95 for poor.

    Gunnery points = no. of dice counting rating & gunnery skill (eg: 10 for Brit 3rd rate).

    Points/ship = (No.of hit boxes /4) x seamanshipfactor x morale factor + gunnery points.

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    MEN O' WAR - 2010: Summary sheetDice to hit Step Table

    Broadside Fire Factors Range Hull Rigging 32

    Gunner skill +/-1s 6 6 6 27

    Carronades R=3 -1s 4 5 6 19

    First fire +1s 3 4 5 16

    Double shot R 2xspeed Automatic Same hex 1-3

    Opposed >3 +/-M +/-S >5 +/-M +/-S >3 Next hex 1

    If defender drives attacker back, either side may attempt to break off Dice to cause fire

    Close Combat Results Wind

    Difference Casualties 1= possible change

    0 Tie: Both sides: 1 crew 1,2 = swing

    1-4 If attacker wins, they have boarded. Winner: 1 crew anticlockwise

    If defender wins, they have driven enemy back. Loser: 2 crew 3,4 = return 60d

    5+ If attacker loses they retire to own ship. Winner: 0 towards start

    If defender loses they strike colours and surrender. Loser: 2 crew 5,6 = swing c/wise

    Men o' War 2010 SS 23/01/2010

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    MEN O' WAR - 2010: Ship Log Orders Spec Sails AmmoDam set P S

    SHIP: 1 1

    2 2

    3 3

    I.D. Rate Gunnery Morale Seam'p 4 4

    5 5

    6 6

    7 7

    Cross off columns of higher rates 8 8Hull 1st 2nd 3rd 4th 5th 6th 9 9

    hits C 10 10

    C C C C 11 11

    C C C C 12 12

    C C C C 13 13

    C C C C C 14 14

    C C C C C C C 15 15

    C C C C C C C C C C C C C C 16 16

    M test C C C C C C C C C C C C C C 17 17

    Sunk 18 18

    Cross off mast, gun, crew boxes of own rate & better 19 19

    20 20

    Masts Foremast Mainmast Mizzen 21 21

    (c=2) 6 3 4 5 2 22 22

    Dice 1,2 Dice 3,4 Dice 5,6 23 23

    (c=3,4) 24 24

    Guns 6 5 4 3 2 6 5 4 3 2 25 25

    Effect -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 X 26 26

    Crew 6 5 4 3 2 6 5 4 3 2 27 27

    (c=5,6) Strike colours if lost all masts, guns or crew 28 28

    29 29

    30 30

    MEN O' WAR - 2010: Ship Log Orders Spec Sails AmmoDam set P S

    SHIP: 1 1

    2 2

    3 3

    I.D. Rate Gunnery Morale Seam'p 4 4

    5 5

    6 6

    7 7

    Cross off columns of higher rates 8 8

    Hull 1st 2nd 3rd 4th 5th 6th 9 9

    hits C 10 10

    C C C C 11 11

    C C C C 12 12C C C C 13 13

    C C C C C 14 14

    C C C C C C C 15 15

    C C C C C C C C C C C C C C 16 16

    M test C C C C C C C C C C C C C C 17 17

    Sunk 18 18

    Cross off mast, gun, crew boxes of own rate & better 19 19

    20 20

    Masts Foremast Mainmast Mizzen 21 21

    (c=2) 6 3 4 5 2 22 22

    Dice 1,2 Dice 3,4 Dice 5,6 23 23

    (c=3,4) 24 24

    Guns 6 5 4 3 2 6 5 4 3 2 25 25Effect -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 X 26 26

    Crew 6 5 4 3 2 6 5 4 3 2 27 27

    (c=5,6) Strike colours if lost all masts, guns or crew 28 28

    29 29

    30 30

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