Well, as vaguely threatened, I have revised my 1:3600 ancient galley rules. They are below.
Not that I imagine anyone will be particularly interested. Whenever I post about something naval the pave views crash. That probably says more about the interests of wargamers than anything else.
1 Models: The models are based on consistently sized bases, I use 20 mm by 10 mm, but I doubt it matters too much.
Not that I imagine anyone will be particularly interested. Whenever I post about something naval the pave views crash. That probably says more about the interests of wargamers than anything else.
1 Models: The models are based on consistently sized bases, I use 20 mm by 10 mm, but I doubt it matters too much.
2 Ship types: the types of ship
available are penteconter, trireme, quinquereme, hexereme and merchant.
Penteconters are size 1, triremes and merchants are size 2, quinquereme and
bigger are size 3.
3 Seamanship: each vessel will
have a seamanship rating ranging from 1-6. This reflects the abilities of the
captain and crew to manoeuver the vessel both in and out of combat. 1 is ‘which
end of this thing goes in the water?’ and 6 is ‘Oxford and Cambridge boat race?
Pah! Amateurs.’ If you want to assign seamanship randomly, it is best to use an
average ide. The Athenians can get a +1 to this, because they practiced.
4 Formation: Ships can either be
on their own or in formation. In a formation, the ships are in edge to edge
base contact. The seamanship for a formation is the seamanship of the lead
vessel of the formation which is usually the flagship.
5 Movement: Movement is at the
rate of the slowest ship in the formation. Normal movement for an independent
ship is three base depths (so, 60 mm in my basing system). Movement in
formation is 2 base depths.
6 Formation Changes: Ships
usually proceeded in line ahead, and then turned to line abreast for combat. This
takes one command point to achieve. No ship may move more than its normal
independent ship movement to achieve this.
7 Manoeuvre: ships not in
formation can move in any direction is they have sufficient room. Formations
may turn by wheeling; the inner ship remains stationary except for changing
face, the outer ship moves its maximum distance towards the required direction,
and the rest conform to that movement.
8 Combat: combat is by matched
seamanship rolls. Each side adds to their seamanship a D6, and adjusts for
tactical factors. In single ship combat the loser is rammed. In formation
combat the loser’s formation is disrupted and the victor’s ships can close in
and fight at an initial advantage. Transport ships cannot ram, but may defend
themselves.
9 Tactical Factors: +1 having a
larger formation; -1 facing more than one group (unless you have more than one
group); -1 single ship facing a group; +1 per size difference between attacker
and defender vessel (see #2); +2 victorious formation closing in; +2 ramming
from the flank.
10 Outcomes: losers in ship to
ship combat are rammed. Rammed ships are removed. Place markers where the ships
are sunk, as ancient ships rarely sank except in rough weather; rammed ships
were usually submerged. Ships may not cross locations where ships have been
rammed and sunk. Victors will need to withdraw at least one base depth before resuming
normal movement.
11 Command: each side receives
1D6 command points. An individual ship or formation costs 1 command point to
start or stop movement. Each side may bid up to their total command points to
obtain the first move in the turn. A turn consists of the movement of both
sides and any combat.
12 Terrain: most ancient battles
were fought near shorelines. Ships and formations next to shore lines (within
one move of them) must make seamanship rolls (one per turn) to avoid running
aground. Formations failing seamanship rolls are broken up and next turn the
ships must roll individually. Individual ships failing seamanship rolls run
aground and are stuck until a seamanship roll is successful; for each turn
stuck, a 1 rolled on 1D6 indicates the ship is holed and it must be removed.
13 Reforming: formations may
reform (or form ex nihilo) if all ships in the potential formation are not in
combat. A formation takes 2 command points per ship to form. An individual ship
may join a formation for 2 command points.
FWIW from someone who has done only a fairly superficial amount of reading about and wargaming of ancient naval warfare, based purely on a read through, these look quite reasonable and effective to me.
ReplyDeleteThanks Ross. I think they do work, and they are fast. Most ancient naval rules seem to be for handfuls of ships; these would, I think, work for hundreds.
DeleteI just stumbled on this page while researching 1/3600 ancient naval games. Do you have a play-test version of your rules available on the blog? I'd be interested to try something in this scale, where squadron formations are actually important and not an afterthought.
ReplyDeleteThis is the play test version.
DeleteDo feel free to give them a go. If you have any comments or questions do let me know.