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Showing posts with label Naval Wargames. Show all posts
Showing posts with label Naval Wargames. Show all posts

Saturday, 30 August 2025

A box of delights

On Thursday, a large box from my old friend David Crook (the man behind A WARGAMING ODYSSEY blog) was delivered by courier. I was feeling just about well enough to open it and to peer inside ... and what I found confirmed that this was a true 'box of delights'!

I have now had time to carefully unpack the contents which included:

6 x Medium guns (2 different scratch built types [4 and 2] made by Eric Knowles)

2 x Russian 152mm Gun M1935 (Br-2)

2 x Howitzers (Scratch built by Eric Knowles)

1 x Russian 76.2mm Gun

German Fallschirmjäger (including a mountain gun, a 28mm schwere Panzerbüchse 41 (sPzB 41) Anti-tank Gun, an 81mm Mortar, a Heavy Machine Gun, and two motorcycles with sidecars)

German coastal defence troops (including 2 x 75mm sIG 18 Infantry Guns, 2 x 50mm Pak 38 Anti-tank Guns, 2 x 47mm PaK(t) Anti-tank Guns, 2 x 20mm Anti-aircraft Guns, 2 x 81mm Mortars, and 2 x Heavy Machine Guns).


A bonus was the inclusion of six of David Crook's models, 5 ironclads [4 Turkish and 1 British] and a coastal defence fort.

These will fit in very nicely with my Belle Époque collection and might well encourage me to build some more ships of my own in future.

Sunday, 22 June 2025

Developing the Portable Ironclads Wargame: The American Civil War

The latest addition to the PORTABLE WARGAME stable of rules - DEVELOPING THE PORTABLE IRONCLADS WARGAME: THE AMERICAN CIVIL WAR - has been published.

It was written by David Crook (the creator of the A WARGAMING ODYSSEY blog) and edited by me. The book builds upon the rules contained in THE PORTABLE IRONCLADS WARGAME (published in December 2022) and contains several new ideas including a selection of optional rules covering key game mechanisms, the use of squares or single grid areas as well as a greatly expanded ship specification list and a full erratum. Although primarily aimed at the American Civil War, the rules may be successfully used for any naval conflict during the 1860s and 1870s.

The book contains the following chapters:

  • Contents
  • Foreword
  • Introduction
  • Acknowledgements
  • The First Rules of Wargaming and the Spirit of the Wargame
  • Thoughts on Initiative and Movement
  • More thoughts on Movement
  • Thoughts on Firing
  • More thoughts on Firing
  • The Use of a Square grid
  • The Use of Single Hexes or Squares
  • Further Notes on the Design and Thinking Out Loud
  • Final Thoughts, Further Thoughts, Errors and Omissions … Part 2
  • Battle report: Endgame Along the Missenhitti: The Battle of Static Bay: Part 1
  • Battle report: Endgame Along the Missenhitti: The Battle of Static Bay: Part 2
  • Calculating Ship Specifications
  • Expanded Ship Specifications for the American Civil War
  • An Illustrated guide to the warships of the American Civil War
  • Bibliography and sources of information
  • Revisiting the Rules
  • Thoughts on Quick Reference Sheets and Ship Specification Charts
  • Appendix 1: Quick Reference Sheets
It is worth noting that a copy of THE PORTABLE IRONCLADS WARGAME is required to use the material contained in this publication.


The book is on sale via Amazon in hardback (£25.00) and softback (£12.50) editions and in PDF format from Wargame Vault (£7.50). The latter is also available as part of a bundle with THE PORTABLE IRONCLADS WARGAME for £12.64 (and may even be discounted to a lower price!)

Saturday, 31 May 2025

The 109th anniversary of the Battle of Jutland … and some wonderful wargaming memories

Today marks the 109th anniversary of the initial stages of the biggest naval battle of the Great War, the Battle of Jutland.

Map showing the course of the Battle of Jutland.

Over the years, many naval wargamers have re-fought this crucial battles, and I took part in two such wargames. The first – which was staged the the US Naval War College in the Queen’s House at the National Maritime Museum in Greenwich – was in November 2018, and the second staged by the Jockey’s Fields Irregulars in Holborn, London in December 2021.

The former used rules written by the staff of the US Naval War College in 1922 in light of the experience gained and data gathered during the Great War, ...

An example of the individual ship record cards used in the US Naval War College's 1922 Naval War Game.

... and the latter used a simplified, fast-play version of Fletcher Pratt's Naval War Game. Both used 1:1200th-scale model ships ... and the sight of so many model ships was stunning!

The final positions of the British and German fleets at the end of the Jockey's Fields re-fight of the Battle of Jutland..

Now that I can no longer crawl about on the floor, I doubt if I’ll ever be able to take part in such large naval wargames in the future … but I have some wonderful memories of those two wargames!

Sunday, 23 February 2025

Today I could have gone to Cavalier ... but I haven't

Tunbridge Wells Wargames Society's annual show – Cavalier – is taking place today, and as it marks the beginning of the wargaming year for many of us who live in this corner of England, I usually go ... but this year I haven't.

The reasons are varied, but essentially they are as follows:

  • My ongoing problems with mobility. Although I can drive, once at the car park near the venue I will have to walk the rest of the way, and once inside there is nowhere on the ground floor to sit, something that I must do quite regularly. (I can walk about 100m before needing to rest.) Furthermore, walking around a crowded venue with a walking stick will not be easy and I do not want to risk tripping up and falling over.
  • I have agreed to stage a World War II Portable Wargame at Dice on the Hill on Wednesday and need to get the necessary figures and terrain out of storage in Dartford. As I have several appointments on Monday and Tuesday, I will have to go to the store on today as I do not want to leave it until Wednesday ... just in case.
  • My wargaming mojo is not what it should be at present (Although I should have got over the 'flu bug I caught earlier this year, I am still finding difficult to concentrate on anything for more than about ten minutes), and I lack the basic motivation to go to a wargame show.
  • There are several things that I really need to do and that I cannot (or should not) put off any longer. For example, I have a detailed review of Steve Parker's DOMINION OF THE SPEAR wargame rules and DOMINION OF THE SPEAR BATTLES EXPANSION half finished, and I want to get it uploaded to my blog within the next day or two.
  • I have the second play test of my simple late nineteenth century battleship vs. battleship naval wargame rules to stage and write about on my blog ... and possible make a video for my YouTube channel.

I might have made the effort to go to Cavalier if there had been anything in particular that I wanted to buy, but as my current project is currently on hold, there isn’t.

Hopefully I will make it to next year’s Cavalier … and will not regret not going today.

Friday, 14 February 2025

Sunday, 2 February 2025

The initial clash of the Spartan-Athenian Naval War of 1890

In obedience with his orders, the captain of the Artemis set sail from Crete at daybreak. He ordered his ship to sail toward the northwest with the intention of intercepting the Spartan battleship off the coast near Cape Spatha..

Just before the end of the forenoon watch, one of Artemis’s lookouts spotted smoke on the horizon. The ship’s captain ordered the helm to be put over so that she was on a course that would intercept the unknown vessel. Just as eight bells was sounded (i.e. it was midday and the end of the forenoon watch and beginning of the afternoon watch) the lookout reported that the unknown ship’s white upperworks were visible, and that it was a battleship.

Some minutes later the lookout reported that the ship’s hull was now visible and that it was black, indicating that it was painted in the colours of the Spartan Navy.

The First Lieutenant remarked, ‘It sounds as if it’s the Leonidas, Sir.’

I hope so, Number One … otherwise we’ve been wasting our time and our coal!

Soon afterwards, the lookout confirmed that the approaching ship was flying the ensign of the Spartan Navy.

Yeoman, make the following signal. Please heave to as I have a message to pass to you.

Aye aye, Sir!

The signal flags were quickly attached to signal halyard and hoisted aloft.

The other ship is replying Sir. Signal reads C-A-N-N-O-T C-O-M-P-L-Y S-T-O-P A-M C-A-R-R-Y-I-N-G D-I-P-L-O-M-A-T-I-C D-E-S-P-A-T-C-H F-O-R A-M-B-A-S-S-A-D-O-R S-T-O-P.

Yeoman, repeat our signal.

Aye aye, Sir!

The signal flags were again hoisted aloft and the Yeoman kept his telescope trained on the other ship.

The other ships has replied, Sir … and repeated their previous message.

Guns!

Sir!

Prepare to fire a shot across the bows of that ships if he does not comply with my next signal.

Aye aye, Sir!

Yeoman, make the following signal. Be advised that I am acting on orders from the Cretan Government who require you to remain outside their territorial waters.

The signal was made, and a reply was not long coming.

Sir, reply reads C-A-N-N-O-T C-O-M-P-L-Y S-T-O-P.

Guns, fire a warning shot across the bows of that ship!

Aye aye, Sir!

A shell was fired from the Artemis’s forward turret, and a shell splash was seen some distance ahead of the Leonidas.

The Yeoman spoke. ‘Sir. The ship is not replying by signal but I can see that she is hoisting battle ensigns!

Looking around the bridge the captain of Artemis said, ‘Gentlemen, it seems as if we have a battle on our hands. Bugler, sound battle stations! Yeoman, hoist our battle ensigns. Guns, prepare your men for action. Number One, move to the aft conning position and prepare to take over if I am incapacitated.

A chorus of ‘Aye aye’ sounded around the bridge as the bugler began to play the call to action stations and the Yeoman supervised the hoisting of the battle ensigns. Minutes later, the battle began.


THE BATTLE OF CAPE SPATHA

Initial Positions

Artemis was sailing on a roughly north-westerly course and Leonidas was on a reciprocal south-easterly course.

Turn 1

As they were both still out of range of each other, the ships maintained their existing courses.

Turn 2

Although the distance between the two ships was shortening, they both remained out of range of each other.

Turn 3

Artemis turned to starboard in the hope that she could shorten the distance between the two ships whereas Leonidas continued on her existing course.

Turn 4

Leonidas opened fire with both her main guns as Artemis was now abeam of her and within range. She threw 2D6 dice and scored 3 and 4, thus scoring a minor hit on the Artemis and reducing her to 11 FPs.

In reply, the Artemis fired her forward main gun at the Leonidas. She threw a D6 die and scored 6, thus scoring a major hit on Leonidas. Leonidas immediately lost 1 FP and a second D6 die was thrown. The score of 1 meant that the ship suffered an additional loss of Flotation Points and was reduced to 10 FPs.

Leonidas now turned to starboard to ensure that she could continue to engage Artemis and the latter also turned to starboard in the hope that she could use both her main guns against Leonidas.

Turn 5

Both ships fired at each other with their forward main guns. Leonidas threw a D6 die and scored 2 and Artemis threw a D6 die and scored 3. Both ships had therefore missed their targets!

Leonidas continued its starboard turn and Artemis maintained its existing course ... thus reducing the distance between the two ships quite considerably!

Turn 6

Both ships were now able to fire broadsides at their opponent.

Leonidas threw 2D6 dice and scored 2 and 2 and missed! In reply, Artemis threw 2D6 dice and scored 6 and 4. The 4 - being a minor hit - caused Leonidas to immediately lose another Flotation Point and the 6 - being a major hit -required Artemis to throw a D6 die to see what additional damage had been caused. The D6 die score was 2, causing Leonidas to catch fire! Leonidas was now reduced to 8 FP and was on fire.

Both ships continued on their existing courses, thus passing each other as they did.

Turn 7

Now that the range was much closer, both ships threw 4D6 dice to determine the effectiveness of their gunfire.

Leonidas scored 2, 2, 2, and 1 ... which was appalling shooting as they missed Artemis completely! In reply, Artemis scored 6, 4, 3, and 2, thus inflicting a major hit and a minor hit. Leonidas was immediately reduced to 6 FPs and had reached her Critical Point. In addition, the D6 die thrown by the Artemis to determine the additional damage scored 5, knocking out the ship's aft main gun turret.

The range was so close that both ships were also able to fire their secondary armament. Leonidas threw 2D6 dice and scored 4 and 3, thus causing Artemis to lose a Flotation Point. In reply, Artemis threw 2D6 dice and scored 5 and 1, thereby reducing Leonidas to 5 FPs.

Artemis turned to starboard in the hope that she would now be able to rake Leonidas, and Leonidas did the same ... but only so that she could withdraw as quickly as she could from the battle!

Leonidas attempted to put out the fire and threw a D6 die and scored 2. This was not enough to douse the flames and the fire continued to burn.

Turn 8

Both ships were now within torpedo range of each other, and each fired a torpedo at the other. Leonidas threw a D6 die and scored 3, thus missing Artemis. Artemis threw a D6 die and scored 5. As this was another minor hit, Leonidas lost another Flotation Point and now only had 4 FPs.

Both ship fired their main armament at their opponent. Leonidas threw a D6 die as she only had one main gun still in action. It scored 4 and this minor hit reduced Artemis to 10 FPs. Artemis threw 2D6 dice and scored 4 and 1, thus inflicting another minor hit on the Leonidas and reducing her to 3 FPs.

Leonidas attempted to put out the fire that was raging aboard her and threw a D6 die and scored 1. This meant that the fire reached her main magazine and she exploded and sank in a matter of seconds.

Artemis immediately hove to and lowered her boats in the hope that she could rescue any survivors ... but only a dozen souls were rescued.

Artemis had done all that had been asked of her and had stopped Leonidas from reaching Crete ... but an all-out war with Sparta was now in full swing and the Spartans would want their revenge sooner rather than later.

Thursday, 30 January 2025

The Artemis and Leonidas

All the battleships serving in the Athenian and Spartan Navies were built in the shipyards of Corinth to almost identical designs. They were coastal defence battleships and were armed as follows:

  • Main armament: 2 x single-mounted 11.8inch/30cm rifled breech-loading guns in fore and aft turrets.
  • Secondary armament: 4 x single-mounted 5.9-inch/15cm quick-firing guns, with two in casemate on each side.
  • Torpedoes: 4 x 17.7-inch/45cm submerged torpedo tubes, with one mounted in the bow, one mounted in the stern, and one mounted on each beam.

Artemis

Leonidas

Tuesday, 28 January 2025

Revised simple late nineteenth century battleship vs. battleship naval wargame rules

After further thought, I have modified my original rules again, and the text now reads as follows.


Simple late nineteenth century battleship vs. battleship naval wargame rules

Ship Flotation Values

  • Ships have 12 Flotation Points and a Critical Point of 6 Flotation Points

Rules

  • All hits are cumulative.
  • When a ship’s Flotation Points (FP) are reduced by gunfire, torpedo hits, or ramming to the ship’s Critical Point, the ship must break off from battle and sail towards safety. It may engage enemy ships as it passes them but may not initiate any aggressive action.
  • When a ship's Flotation Points reach zero (0), it sinks.

Turn Sequence

  1. Both sides fire their main armament.
  2. Both sides fire their secondary armament.
  3. Both sides fire their torpedoes. (N.B. Firing guns and torpedoes is deemed to be simultaneous, and a ship that has been hit and sunk may fire its guns and/or torpedoes that turn – as it sinks – if a suitable target is in range.)
  4. Both sides throw a D6 die. The side with the highest score moves its ships first that turn.
  5. Once the first side has moved its ships, the other side moves its ships.
  6. Once both sides have had the opportunity to fire and move, the turn is complete, and the next turn can commence.

Firing Guns

  • Main armament has a range of 9 grid areas and a maximum of 3D6 dice per gun.
  • Secondary armament has a range of 5 grid areas and a maximum of 2D6 dice per gun.

Rules

  • All ranges are measured in grid areas, thus:

Firing arcs. The forward and aft firing arcs are coloured grey; the abeam firing arcs are coloured white. The numbers in each square indicate the number of D6 die per gun. Where there are two numbers, the one after the slash refers to Secondary Armament. The white arrow in the black square indicates the orthogonal and diagonal direction in which the firing ship is travelling.

  • No ship may fire its main armament at more than one target each turn.
  • No ship may fire its port secondary armament at more than one target each turn.
  • No ship may fire its starboard secondary armament at more than one target each turn. (N.B. Ships are not obliged to fire their main and secondary armaments at the same target.)
  • No ship may fire its guns at a target that is not in direct line-of-sight. (N.B. Secondary armament may only fire at targets that are abeam of the firing ship.)
  • Results:
    • Die score = 6: Major ‘hit’: target ship loses 1 FP plus throw another D6 die.
      • Die score = 6: target ship’s bridge is hit and the target ship must maintain its current course and may not fire for three turns.
      • Die score = 5: one of the target ship’s main turrets is hit and destroyed.
      • Dice score = 4: the target ship’s engines are damaged and her movement is reduced to 1 grid area per turn.
      • Die score = 3: that part of the target ship’s secondary armament that is closest to the firing ship is hit and destroyed.
      • Die score = 2: the target ship catches fire. At the start of each subsequent turn, the target ship throws a D6 die. If the score is 5 or 6, the fire is extinguished; if the score is 2, 3, or 4, the fire continues to burn; if the score is 1, the fire has reached the ship’s magazine and the ship explodes.
      • Die score = 1: target ship loses another FP.
    • Die score = 4 or 5: Minor ‘hit’: target ship loses 1 FP.
    • Die score = 1, 2, or 3 = Gunfire has been ineffective.

Firing Torpedoes

Rules

  • Torpedoes have a range of three grid areas and throw a maximum of 3D6 dice.

Torpedo firing arcs for fixed torpedo tubes. The white arrow in the black square indicates the orthogonal and diagonal direction in which the firing ship is travelling.

  • No ship may fire more than one torpedo each turn and a maximum of 4 torpedoes during a battle.
  • Results:
    • Die score = 6: Major ‘hit’: target ship loses 1 FP plus throw another D6 die.
      • Die score = 6: target ship’s rudder is hit and the ship and must maintain its current course for D6 turns.
      • Die score = 5: target ship’s engine and boiler rooms are flooded, and her movement is reduced to 1 grid area per turn.
      • Die score = 3 or 4: target ship loses another 2 FPs.
      • Die score = 1 or 2: target ship loses another FP.
    • Die score = 4 or 5: Minor ‘hit’: target ship loses 1 FP.
    • Die score = 1, 2, or 3: Torpedo has been ineffective.

Movement

  • Ships move up to 2 grid areas per turn.

Rules

  • Movement is measured in grid areas.
  • Ships may turn 45-degrees after moving forward one grid area. The turn 'costs' the loss of one grid area of movement.
  • No ship may end its movement in the same grid area as another ship.
  • Any ship that attempts to end its movement in the same grid area as another ship is deemed to have accidentally or deliberately rammed the other ship.

Ramming

  • Ramming occurs when a ship either accidentally or deliberately tries to enter the same grid area as another ship. In both cases the rammed ship (i.e., the ship that is in the grid area) and the ramming ship (i.e., the ship that is trying to enter the grid area) may be damaged.

Rules for a head-on ramming

  • A head-on ramming occurs when the ramming ship hits the rammed ship from directly ahead or astern.
  • If the ship that is ramming the other is equipped with a ram, the number of D6 dice thrown by the rammed ship is 4 and the number of D6 dice thrown by the ramming ship is 2.
  • If the ship that is ramming the other is not equipped with a ram, the number of D6 dice thrown by the rammed ship and the ramming ship is 2.
  • Results:
    • Die score = 6: Ramming has caused major ‘damage’: ship loses 2 FP
    • Die score = 4 or 5: Ramming has caused minor ‘damage’: ship loses 1 FP
    • Die score = 1, 2, or 3: Ramming has been ineffective.

Rules for a side-on ramming

  • A side-on ramming occurs when the ramming ship hits the rammed ship from the side.
  • If the ship that is ramming the other is equipped with a ram, the number of D6 dice thrown by the rammed ship is 6 and the number of D6 dice thrown by the ramming ship is 2.
  • If the ship that is ramming the other is not equipped with a ram, the number of D6 dice thrown by the rammed ship is 3 and the number of D6 dice thrown by the ramming ship is 2.
  • Results:
    • Die score = 6: Ramming has caused major ‘damage’: ship loses 2 FP
    • Die score = 4 or 5: Ramming has caused minor ‘damage’: ship loses 1 FP
    • Die score = 1, 2, or 3: Ramming has been ineffective.

A Word document version of these rules are available for download from Google Docs here.

These rules may only be downloaded and printed for personal use and may not be distributed in any way to third parties without the permission of the author. © Bob Cordery 2025.

Monday, 27 January 2025

The Athenian and Spartan fleets … and another bit of chrome!

I have now painted eight of my Monopoly battleships to represent the Athenian and Spartan fleets.

The four Athenian battleships are named:

  • Artemis (red)
  • Aristotle (white)
  • Plato (blue)
  • Socrates (green)

The Athenian colour scheme is white hulls and upperworks with buff funnels.

The four Spartan battleships are named:

  • Leonidas (red)
  • Helen (white)
  • Gorgo (blue)
  • Menelaus (green)

The Spartan colour scheme is black hulls with buff funnels and upperworks.

Each ship is identified by the colour of their top mast. These are shown after each ship’s name.

In a comment on my previous post about my simple late nineteenth century battleship vs. battleship naval wargame rules, Chris suggested that I include some slightly more detailed rules for torpedo hits … and here they are:

  • Results:
    • Dice score = 6: Major ‘hit’: target ship loses 1 FP plus throw another D6 die.
      • Dice score = 6: target ship’s rudder is hit and the ship and must maintain its current course for D6 turns.
      • Dice score = 5: target ship’s engine and boiler rooms are flooded and her movement is reduced to 1 grid area per turn.
      • Dice score = 3 or 4: target ship loses another 2 FPs.
      • Dice score = 1 or 2: target ship loses another FP.
    • Dice score = 4 or 5: Minor ‘hit’: target ship loses 1 FP.
    • Dice score = 1, 2, or 3: Torpedo has been ineffective.

I think that this addition to the rules improves them.

Sunday, 26 January 2025

Background to the Spartan-Athenian Naval War of 1890

This imaginary war was created so that I had a background against which I could try out my recently written SIMPLE LATE NINETEENTH CENTURY BATTLESHIP VS. BATTLESHIP NAVAL WARGAME RULES. The inspiration for the setting came from the recent mini-camapigns being fought using Mark Cordone's HOPLITE Portable Wargame mini-campaign.


During the latter part of the nineteenth century the rivalry between the Greek city-states of Sparta and Athens was growing. The Spartans particularly resented the growing links between the Athenians and the Cretans, especially after the Athenians signed a treaty with the Cretans that gave them exclusive rights to buy the Cretan agricultural surpluses.

Sparta's growing population needed that food supply, and despite diplomatic requests to both the Athenians and Cretans to allow the Spartans to be party to the treaty, they were rebuffed. In order to intimidate the Cretans, the Spartan king ordered the Corinthian-built battleship Leonidas to Crete ... not knowing that the Athenian battleship Artemis (which was also built in Corinth) was already there on a goodwill visit.

On receiving information that the Leonidas had set sail for Crete, the Athenian Admiralty sent a coded telegram to the captain of the Artemis, ordering him to prevent the Spartan warship from reaching Crete.

The stage was set for a confrontation ...


Note about the Corinthian shipbuilders

Corinth was the major centre for shipbuilding in the region and built warships for all the local nations. As a result, both the Spartan and Athenian fleets had identical battleships.

Thursday, 16 January 2025

Adding some chrome to my simple late nineteenth century battleship vs. battleship naval wargame rules

Even before I playtest my recently drafted rules, I decided that the gunfire results needed a bit of tweaking.

Currently that section of the rules read as follows:

  • Results:
    • Dice score = 6: Major ‘hit’: target ship loses 2 FP.
    • Dice score = 4 or 5: Minor ‘hit’: target ship loses 1 FP.
    • Dice score = 1, 2, or 3: Gunfire has been ineffective.

I have changed this to the following:

  • Results:
    • Dice score = 6: Major ‘hit’: target ship loses 1 FP plus throw another D6 die.
      • Dice score = 6: target ship’s bridge is hit and the target ship must maintain its current course and may not fire for three turns.
      • Dice score = 5: one of the target ship’s main turrets is hit and destroyed.
      • Dice score = 4: the target ship’s engines are damaged and her movement is reduced to 1 grid area per turn.
      • Dice score = 3: that part of the target ship’s secondary armament that is closest to the firing ship is hit and destroyed.
      • Dice score = 2: the target ship catches fire. At the start of each subsequent turn, the target ship throws a D6 die. If the score is 5 or 6, the fire is extinguished; if the score is 2, 3, or 4, the fire continues to burn; if the score is 6, the fire has reached the ship’s magazine and the ship explodes.
      • Dice score = 1: target ship loses another FP.
    • Dice score = 4 or 5: : Minor ‘hit’: target ship loses 1 FP.
    • Dice score = 1, 2, or 3 = Gunfire has been ineffective.

I think that this is a distinct improvement and will result in a much better battle.

Monday, 13 January 2025

Some simple late nineteenth century battleship vs. battleship naval wargame rules

Having acquired some Monopoly Battleships, I decided to write some simple naval wargame rules that I can use with them. I already had a vinyl Chessex Double-sided Blue and Green Battle Mat that is marked with a grid of one-inch squares, and decide to use that as my playing surface.

The rules are based on the Ironclad and Pre-Dreadnought rules in my GRIDDED NAVAL: WARGAMES book and have been adjusted slightly to reflect the fact that the Monopoly Battleships only have a single gun in their fore and aft turrets.


Some simple late nineteenth century battleship vs. battleship naval wargame rules

Ship Flotation Values

  • Ships have 12 Flotation Points and a Critical Point of 6 Flotation Points

Rules

  • All hits are cumulative.
  • When a ship’s Flotation Points (FP) are reduced by gunfire, torpedo hits, or ramming to the ship’s Critical Point, the ship must break off from battle and sail towards safety. It may engage enemy ships as it passes them but may not initiate any aggressive action.
  • When a ship's Flotation Points reach zero (0), it sinks.

Turn Sequence

  1. Both sides fire their main armament.
  2. Both sides fire their secondary armament.
  3. Both sides fire their torpedoes. (N.B. Firing guns and torpedoes is deemed to be simultaneous, and a ship that has been hit and sunk may fire its guns and/or torpedoes that turn – as it sinks – if a suitable target is in range.
  4. Both sides throw a D6 die. The side with the highest score moves its ships first that turn.
  5. Once the first side has moved its ships, the other side moves its ships.
  6. Once both sides have had the opportunity to fire and move, the turn is complete, and the next turn can commence.

Firing Guns

  • Main armament has a range of 6 grid areas and a maximum of 6D6 dice per gun.
  • Secondary armament has a range of 4 grid areas and a maximum of 4D6 dice per gun.

Rules

  • All ranges are measured in grid areas, thus:

Firing arcs. The forward and aft firing arcs are coloured white; the abeam firing arcs are coloured grey. The numbers in each square indicates the number of D6 dice thrown per gun at that range. Where there are two numbers, the one after the slash refers to Secondary Armament. The white arrow indicates the orthogonal and diagonal direction in which the firing ship is travelling.

  • No ship may fire its main armament at more than one target each turn.
  • No ship may fire its port secondary armament at more than one target each turn.
  • No ship may fire its starboard secondary armament at more than one target each turn. (N.B. Ships are not obliged to fire their main and secondary armament at the same target.)
  • No ship may fire its guns at a target that is not in direct line-of-sight. (N.B. Secondary armament may only fire at targets that are abeam of the firing ship.)
  • Results:
    • Dice score = 6: Major ‘hit’: target ship loses 2 FP
    • Dice score = 4 or 5: Minor ‘hit’: target ship loses 1 FP
    • Dice score = 1, 2, or 3: Gunfire has been ineffective.

Firing Torpedoes

Rules

  • Torpedoes have a range of three grid areas and throw a maximum of 3D6 dice.

Torpedo firing arcs for fixed torpedo tubes. The numbers in each square indicates the number of D6 dice thrown per torpedo at that range. The white arrow indicates the orthogonal and diagonal direction in which the firing ship is travelling.

  • No ship may fire more than one torpedo each turn and a maximum of 4 torpedoes during a battle.
  • Results:
    • Dice score = 6: Major ‘hit’: target ship loses 2 FP
    • Dice score = 4 or 5: Minor ‘hit’: target ship loses 1 FP
    • Dice score = 1, 2, or 3: Torpedo has been ineffective.

Movement

  • Ships move up to 2 grid areas per turn.

Rules

  • Movement is measured in grid areas.
  • Ships may turn 45-degrees after moving forward one grid area. The turn 'costs' the loss of one grid area of movement.
  • No ship may end its movement in the same grid area as another ship.
  • Any ship that attempts to end its movement in the same grid area as another ship is deemed to have accidentally or deliberately rammed the other ship.

Ramming

  • Ramming occurs when a ship either accidentally or deliberately tries to enter the same grid area as another ship. In both cases the rammed ship (i.e., the ship that is in the grid area) and the ramming ship (i.e., the ship that is trying to enter the grid area) may be damaged.
  • Results:
    • Dice score = 6: Ramming has caused major ‘damage’: ship loses 2 FP
    • Dice score = 4 or 5: Ramming has caused minor ‘damage’: ship loses 1 FP
    • Dice score = 1, 2, or 3: Ramming has been ineffective.

Rules for a head-on ramming

  • A head-on ramming occurs when the ramming ship hits the rammed ship from directly ahead or astern.
  • If the ship that is ramming the other is equipped with a ram, the number of D6 dice thrown by the rammed ship is 4 and the number of D6 dice thrown by the ramming ship is 2.
  • If the ship that is ramming the other is not equipped with a ram, the number of D6 dice thrown by the rammed ship and the ramming ship is 2.

Rules for a side-on ramming

  • A side-on ramming occurs when the ramming ship hits the rammed ship from the side.
  • If the ship that is ramming the other is equipped with a ram, the number of D6 dice thrown by the rammed ship is 6 and the number of D6 dice thrown by the ramming ship is 2.
  • If the ship that is ramming the other is not equipped with a ram, the number of D6 dice thrown by the rammed ship is 3 and the number of D6 dice thrown by the ramming ship is 2.

Sunday, 12 January 2025

A Monopoly Battleship ... or two

Whilst I was on my recent cruise, I began thinking about whether I could produce a naval wargame that would fit in a small box. This was inspired by the recent 'wargame in a matchbox' challenge ... and especially American Civil War naval wargame devised by Peter of the Grid Based Wargaming – but not always blog.

Rather than just copy what Peter had done, I wanted to create a naval wargame that used ironclads or pre-dreadnoughts. The homemade Greek and Turkish fleets that I made for my version of Jane's Naval War Game are in storage and were not immediately available so I looked around for another source of suitable models ... and remembered that years ago I'd considered building a scaled-up version of the Monopoly battleship token for my wargame navy. (The end result didn’t turn out to be that similar to the original, but it did feature in a number of battles.) A quick search of the Internet showed that these tokens are available to buy online ... so I bought twelve!

Once these arrive, I hope to play-test some rules that I have been drafting. When I have, I'll write a post on this blog.

Saturday, 11 January 2025

Broadside and Boarding: Small scale action in the Age of Fighting Sail 1740 - 1815

I have been a fan of Antoine Vanner's writings since his first book about the fictional British naval officer Nicholas Dawlish was published. Recently he has published his first non-fiction book entitled BROADSIDE AND BOARDING: SMALL SCALE ACTION IN THE AGE OF FIGHTING SALE 1740-1815, and I reaad it whilst I was on our recent cruise.

The book is a collection of short articles that take five to fifteen minutes to read, some of which originally appeared on Antoine's blog. Most of the actions feature frigates and small vessels acting alone or in the company of other small ships. A number of cutting out operations are included as are a few attacks on coastal fortifications.

I would highly recommend this book to anyone with an interest in naval warfare during the latter part of the eighteenth and the early years of the nineteenth centuries. It describes the different tactics used by the participants and also covers the sort of technical details that will appeal to those who want to understand how small warships fought each other. For example, the French tended to fire at masts and sails to reduce their opponent's ability to manoeuver whilst the British tended to fire at the hull to punch holes in the side of their opponent's ship and disable their armament. For the naval wargamer, this book contains a wealth of potential scenarios that they could easily reproduce on a tabletop.


BROADSIDE AND BOARDING: SMALL SCALE ACTION IN THE AGE OF FIGHTING SALE 1740-1815 was written by Antoine Vanner and published in Kindle and paperback formats in 2024 by Old Salt Press (ASIN B0DNBDFZDR/ISBN 978 1 9434 0455 1)

Monday, 2 December 2024

Sheer genius!: An American Civil War ironclads naval wargame in a matchbox!

As my regular blog readers will know, I have mentioned the unofficial 'wargame in matchbox' challenge set by Tradgardmastare (whose blog is known as The Duchy of Tradgardland) and that had been accepted by Mark, who writes the Man of Tin blog.

Since then, others have taken up the challenge, including Peter, who writes the Grid Based Wargaming – but not always blog. Peter's game – which is an American Civil War ironclads naval wargame – is truly outstanding and really does meet the criteria hands down.

I won't steal his well-deserved thunder by writing too much about his game as I hope that my regular blog readers will follow the links to Peter's blog and see what he has devised. Suffice it to say, I think that he gives other wargamers pretty well all the information – including rules – that they would need to replicate his game.

The following photographs give a flavour of his design:

The complete wargame in a matchbox.
The contents of the matchbox.
A battle in progress!

I am of the opinion that Peter's design has commercial possibilities, and if he was to create complete 'wargames in a matchbox' and sell them online, I for one would buy a one.


Please note that the photographs shown above are © Peter of the Grid Based Wargaming – but not always blog.

Tuesday, 19 November 2024

Triang Minic Ships

When I was growing up, Triang/Hornby produced and sold 1:1200th-scale metal and plastic model ships which were sold under the Minic Ships name. I bought several, including a couple of Daring-class Fleet Escorts (which were later redesignated as destroyers), three Centaur-class aircraft carriers, and two Minotaur/Swiftsure-class cruisers. I also managed to buy some cheap plastic Hong Kong-made copies of some of the other ships in the range, and these formed the basis of my first collection of 1:1200th-scale naval wargame models.

At the time I really wanted a set of the harbour accessories that were sold as part of the range … but I never had enough money to buy them and they were never gifted to me. Now that I am in my dotage and have eBay to hand, I have been able to remedy that situation. I am now the proud owner of both a Naval Habour set and an Ocean Terminal set … and I have a Fleet Anchorage set on its way to me!

The Naval Habour set contains three sections of dockside, four sections of breakwater, two corner joints for the breakwater, an end piece for the breakwater, two sets of two cranes, an oil tank farm, an unmanned light for the end of the breakwater, a model of HMS Bulwark (a Centaur-class aircraft carrier), and a model of HMS Vanguard, Britain’s last (and possibly best) battleship.

The Ocean Terminal set contains five sections of dockside, two sections of breakwater, two corner joints for the breakwater, an end piece for the breakwater, a set of two cranes, a two-part passenger/cruise terminal, a warehouse, an unmanned light for the end of the breakwater, two tugs, and a model of the RMS Queen Mary.

The Fleet Anchorage set contains three sections of dockside, five sections of breakwater, four corner joints for the breakwater, two end pieces for the breakwater, two sets of two cranes, two unmanned lights for the ends of the breakwater, and two tugs.

I have now fulfilled my boyhood ambition to own these three sets. Now all I need is some more ships to fill my harbour!


Since I wrote this blog post I have been able to find a Quayside set on say on eBay and have bought it! The set contains three sections of dockside, two sets of two cranes, three warehouses, an oil tank farm, and two tugs.

Thursday, 10 October 2024

The Empire of Scandinavia vs. The Empire of the Baltic: An ironclad naval battle

Donald Featherstone’s NAVAL WAR GAMES: FIGHTING SEA BATTLES WITH MODEL SHIPS was published in 1965 and I bought my copy in the late 1960s.

One battle that stood out at the time was the one described in the chapter devoted to fighting naval wargames set during the later nineteenth century. It was fought using rules written by Walter Gurney Green and saw the fictional Empire of Scandinavia take on the Empire of the Baltic … and win (just!) after a flurry of ships ramming each other.

The ships involved were as follows:

The Empire of Scandinavia

  • Battleship Denmark: 4 x 12.5-inch Rifled Muzzle-loading guns; 20-inch armour; 12 knots
  • Battleship Sweden: 4 x 12.5-inch Rifled Muzzle-loading guns; 20-inch armour; 12 knots
  • Battleship Hotspur: 1 x 10-inch Rifled Muzzle-loading gun; 3 x 64-pounder Rifled Muzzle-loading guns; 10-inch armour; 12 knots*
  • Battleship Huascar: 2 x 10-inch Rifled Muzzle-loading guns; 3 x 64-pounder Rifled Muzzle-loading guns; 10-inch armour; 12 knots*

The Empire of the Baltic

  • Battleship Latvia: 2 x 12.5-inch Rifled Muzzle-loading guns; 2 x 64-pounder Rifled Muzzle-loading guns; 18-inch armour; 10 knots
  • Battleship Lithuania: 2 x 12.5-inch Rifled Muzzle-loading guns; 2 x 64-pounder Rifled Muzzle-loading guns; 18-inch armour; 10 knots
  • Battleship Devastation: 4 x 10-inch Rifled Muzzle-loading guns; 14-inch armour; 14 knots*
  • Battleship Dreadnought: 4 x 10-inch Rifled Muzzle-loading guns; 14-inch armour; 14 knots*
  • Screw-sloop Crown Prince: 28 x 11-inch Smoothbore Muzzle-loading guns; No armour; 10 knots

Some of the ships were based on real warships (indicated above by *) and the others were imaginary designs. I’ve long hankered after recreating this battle … and it might be a nice little project for me to undertake in the near future.


The ‘real’ ships that took part

  • HMS Hotspur

  • Huascar

  • HMS Devastation

  • HMS Dreadnought


The fleets in action

The Empire of Scandinavia's fleet (the light grey ships) under attack by ships of the Empire of the Baltic's fleet (the dark grey ships).
Both sides engage each other at short range.  The Hotspur was heavily damaged but managed to torpedo and sink the Latvia and Lithuania. She was then sunk by a torpedo fired by the Crown Prince.