Version 2.0
A bit of a blast from the past here. I
realised that I needed my “renaissance” naval rules, and then that they had vanished
from the web (hardly a surprise). So here they are, for my reference and your
delectation. On a quick look they owe far too much to DB* for comfort, but they
might give a platform to make a start.
The Renaissance (here defined as ca
1500-1700) was a time of great technological change in naval ships. Initially,
the galley and carrack ruled the waves, and boarding was the most common combat
method. By the end of the period, effective ships of the line were in use,
together with frigates, bomb ketches and most of the other types of ship
recognisable from navies of 100 years later.
We attempt to model here some of those
changes. Readers should be warned that the rules take a ‘broadest brush’
approach, which may offend purists. That is to say, as much as possible of the
technicalities of sailing have been hidden in favour of the big picture. As
with the DB* series of rules, to which these are similar, command and control
of the units is essential. This is achieved using the same PIP method. It is
not the admiral’s job to fire the guns, take in sail, or order borders away.
That is left to the individual ship’s captain, and his own internal chain of
command. It is the admiral’s job to plan the battle and ensure the execution of
that plan, by ordering reserves about and so on.
Naval warfare is a much more complex
area, both technically and strategically than land warfare. It is recommended
that battles be fought in the context of scenarios or campaigns, rather than as
equal point duels.
Warship
Specialist warships, starting with
roughly the Swedish and Danish fleets of the 1560’s, including the English
fleet of the 1570’s onwards, and most mid- to late- 17th century fleets.
Ws(S)
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First and second rate ships of the later 17th century.
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Ws(O)
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Third and fourth rates, exceptional earlier ships.
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Ws(I)
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Fifth and sixth rate ships.
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Ws(F)
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Frigates.
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Ws(X)
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Fireships.
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Galleon
Sea going vessels, armed in the main
with guns. They could be quite heavily armed, but were expected to fire once
and board. This did not always happen, as the Armada found against the English
fleet. English race built galleons are considered warships under these rules.
Gn(S)
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Large ocean going vessels
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Gn(O)
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Medium ocean going vessels
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Gn(I)
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Small ocean going vessels
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Gn(F)
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Exceptionally manoeuvrable ocean going vessels
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Gn(X)
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Fireships
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Galley
Galleys were, of course, the main type
used in quieter waters, such as the Mediterranean, Japanese Seas and, on
occasion, the Baltic. Oar powered, they could mount batteries fore and rear,
but had no firepower to the sides. The oarsmen were vulnerable to firearms.
Some, particularly Venetians were well known for their long range gunfire, but
carried smaller boarding crews.
Gy(S)
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Flagship and lanterna galleys, Korean Turtle ships, manoas.
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Gy(O)
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Standard Mediterranean types.
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Gy(I)
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Fustas, Japanese.
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Gy(F)
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Galliot, Venetians, North Africans.
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Galleass
An attempt to compromise between a
galley and a sailing ship, by adding heavier duty sails and broadside
batteries. The result was not a massive success, being too heavy to row
quickly, and difficult to sail. The six deployed at Lepanto may well have helped
to break up the initial Turkish attacks, but were then left some distance from
the main melee and unable to follow the fight.
Gs(S)
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Large
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Gs(O)
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Medium
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Gs(I)
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Small, such a big pinnaces
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Merchantmen
MM(S)
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Large, transcontinental ships, merchant galleons and East Indiamen
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MM(O)
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Moderate sized ocean going ships, with just about a broadside
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MM(I)
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Light coastal traders, Far Eastern junks and the like
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Yachts
Lightly armed warships used for
scouting.
Yt(S)
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Sloops and brigs
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Yt(O)
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Yachts
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Yt(I)
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Large Pinnaces, ocean going fishing boats
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Yt(F)
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Pirate vessels, careened brigs and the like
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Boats
Bt(S)
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Partially decked and carrying guns, such as bergantines used on lakes
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Bt(O)
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Open rowing boats. Invasion barges.
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Bt(I)
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Dug out canoes and other small vessels.
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Bt(F)
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Outrigger canoes.
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A fleet should be organised into
squadrons, each under an admiral. Each admiral will get 1 PIP roll on a d6 per
turn. A fleet should be organised to a given number of points, with an admiral
for roughl every 100 points. Models should be based individually, on a 40x40 mm
base for large ships (warships, galleons, galleys, merchantmen etc), and
20x20mm for smaller (yachts and boats).
Points
Cost
Type
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S
|
O
|
I
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F
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X
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Warship
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25
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20
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15
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15
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20
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Galleon
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20
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15
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10
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15
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15
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Galley
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20
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15
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15
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10
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-
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Galleass
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25
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20
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15
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-
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-
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Merchant
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15
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10
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5
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10
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-
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Yacht
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17
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13
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7
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15
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-
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Boat
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7
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5
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3
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3
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-
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Admiral costs +10. He may fly his flag
on any vessel, but if not on a grade (S) vessel may only count the +1 for
moving, not combat.
4 directions are identified, wind
ahead, wind behind, and two wind on the beam. Movement and PIP cost is based on
these.
PIP
costs
Movement is by groups or individual
elements. Movement must be to the full extent of the available distance, given
the conditions, unless the relevant PIPs are paid, or the group or element is
Gy or Gs in toto. No PIP's are spent for sailing ships moving the full extent
of their move in the relevant conditions. The PIP costs for sailing below are
used when other distances or manoeuvres are used.
Sail with wind on beam
|
1 PIP
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Sail against wind
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2 PIPs
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Sail with wind behind
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2 PIPs
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Gy/Gs element or group rowing
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1 PIP
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Gy expanding into line
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1 PIP
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Admiral with group
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-1 PIP
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Out of sight of admiral
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+1PIP
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Ignite fireship
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1 PIP
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Movement
Class
|
Good
|
Rough
|
Difficult
|
Warship
|
200
|
100
|
50
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Galleon
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200
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125
|
75
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Galley
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200
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75
|
50
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Galeass
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100
|
75
|
50
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Merchantman
|
150
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75
|
75
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Yacht
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250
|
125
|
50
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Boat
|
200
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100
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50
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For sailing ships, good going is with
the wind on the beam, rough is wind astern and difficult is wind ahead. All
distances above are for windy. Deduct 50% for either very windy or calm.
For rowed galleys etc, good is all
directions wrt wind in calm, any except into wind which is rough, in windy, and
all directions are difficult in very windy.
Galleys may turn by 180 degrees in one
base length. Sailing ships may turn by 45 degrees in one base length.
Large ships graded (S) deduct 50 paces
from their move, (F) or (X) graded ships add 50 paces.
Factors
Class
|
Range
|
Factor
|
Factor
|
(Distance)
|
(Close)
|
||
Warship
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300
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4
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2
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Galleon
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300
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3
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2
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Galley
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300
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2
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4
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Galley(F)
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2
|
4
|
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Galeass
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300
|
3
|
4
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Merchantman
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300
|
2
|
1
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Yacht
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200
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2
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1
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Boat
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100
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1
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1
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Warships may only fire to the side.
Galleys may only fire forward. Galeass may fire to side or forwards, the latter
using Gal factors. In close contact, orientation does not matter, as the ships
are assumed to attempt to slew to the correct angle. X may not shoot once
ignited.
Tactical
And Support Factors
-1
|
Each Damage marker if in close combat.
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+3
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Raking from Stern.
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+2
|
Raking from bow.
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-1
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For each additional shooter.
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-2
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For each additional close combatant.
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+1
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For second line of galleys in CC
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+1
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Admiral aboard
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Class
Factors
+1
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If superior.
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-1
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If inferior.
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-1
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If fast in close combat.
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+1
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If fast being shot at.
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+2
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If X in close combat rolling odd.
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-2
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If X in close combat rolling even.
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+2
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If boat fired at
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X class
ships (Fireships)
Fireships may be ignited on command,
for a cost of 1 PIP. Once lit, they burn for 6 moves, moving on their original
course the full distance. They do not need PIP's to move at this point. They
may not fire one ignited, but before hand may operate as an I class ship of
their type.
If less than but more than half
Warship
|
Recoil
|
Galleon
|
Recoil
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Galley
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Recoil
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Galeass
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Recoil
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Marchantman
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On even roll, recoil. On odd roll, flee
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Yacht
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Flee.
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Boat
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Flee. On odd roll take 1 damage marker.
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If less than half
Warship
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Take 1 damage marker. On odd roll sink if more than 4 damage markers,
otherwise captured if in close combat. On even roll recoil.
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Galeass
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Take 1 damage marker. On even roll recoil. On odd roll, sink if more
than 4 damage markers present, otherwise captured if in close combat.
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Galleon
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Take 1 damage marker. On even roll recoil. On odd roll, sink if more
than 3 damage markers present, otherwise captured if in close combat.
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Galley
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Captured if in close combat. Otherwise, take 1 damage markers, sink if
total is more than 3, recoil otherwise.
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Merchantman
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Captured if in close combat. Otherwise flee, take 1 damage marker and
sink if total is more than 3, recoil otherwise.
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Yacht
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On odd roll, captured if in close combat, otherwise flee, take 1
damage marker and sink if total is more than 3.
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Boat
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Captured if in close combat. Otherwise sink.
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Description
of Results
Recoil
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Ship is moved one base depth away from the winning combatant. If it is
unable to do this, ship is captured if in CC, flees in any availiable
direction otherwise.
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Flee
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Ship moves full move in direction away from winning combatant.
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Captured
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Ship is boarded and captured by winner. Ceases fire and combat. May
only be moved to capturers rear, or used by them to board the next vessel in
line, using their original factor.
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Damage markers show the level of
disruption the vessel, crew and its command and control functions are suffering
at present. For each move entirely unengaged, one damage marker may be removed,
to a minimum of 1. More than 5 damage markers, and the vessel sinks
immediately.
Following
Up
Class X ships must, and others may
follow up a recoil or flee result, to the full extent of their allowance in the
particular circumstances.
Victory is decided when one side or
another, at the begining of a bound, has lost half or more of its elements,
excluding boats.
The purpose of this section is not to
give specific lists, but to provide guidance as to what is available.
Atlantic and Baltic
|
Mainly Gn, Yt, Bt, MM, and later Ws
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Mediterranean
|
Gy, Gs, Bt, Yt if North African
|
Indian Ocean
|
Bt(S) (Dhows), Gy
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East Asian
|
Gn, MM(I) (Junks)
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South East Asia
|
MM(I), Bt(S)
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