NAVAL WARGAMES RULES FOR THE AGE OF SAIL, 1650 TO 1820
· Current Edition: 5.0
· Recommended scale 1/600 to 1/2400
· Complexity: 6/10
· Level of detail: 6/10
· Avg game length 2 hours
· Dice required: D6
These rules enable you to take on the role of Hornblower RN, John Paul Jones or even Horatio Nelson. They are prepared in such a way that you can take command of a squadron of Ships of the Line, or on larger games with many players you may be given command of but one vessel. We would recommend that each player should have up to 3 vessels under his command. Experienced players could probably handle more once they have got an understanding of the game system. The basic rules are quick to learn, and there are a host of optional extras to give the feel for the period.
The basic rules are designed around the turn of the 18th to 19th Century, however they are equally able to be used for the Dutch Wars of the 17th Century, and there are rules covering this.
The game sequence is managed using a card system, which randomises when, and whose, command and action phases happen. There are advanced and more detailed rules for actions using frigates and smaller vessels.
9 Scenarios and 25 typical ship classes are provided to get you into the game, as well as an easy to follow system to create your own ships based on historical research.
SUMMARY OF CONTENTS
INTRODUCTION: Scales; Model Bases; Required Material; Playing Area
SHIP RATINGS AND CLASSES: Rates and Classes; Crew Parties; Hull and Broadside Ratings; Gunnery Classes; Draughts; Table of Standard Ratings – 1700 onwards; Standard Ratings Pre-1700; Crew, Captain and Command Quality; Oar Ratings; Unwieldy Ships
SCENARIO PREPARATION AND SET-UP: Set Up; Wind Direction and Strength; Strategic Advantage; Tactical Initiative; Tactical Cohesion
ORDER OF PLAY: Activities; Seizing the Initiative; Weather Changes
MOVEMENT: Movement under Sail; Pre-1700 Sailing Qualities; Effect of Wind Strength on Movement under Sail; Sail Types; Movement under Oars; Turning; Tacking (Square Rigged Vessels only); Gybing (Fore and Aft Rigged Vessels only); Drifting; Collisions; Movement Effects of Lost and Fallen Masts; Grappling; Cutting Free; At Anchor; Shoals, Shallows and Grounding; Jury Rigging; Making a Stern Board; Towing by Ships; Warping; Kedging; Setting Full Sail; Leaving the Playing Area
FIRING CANNON: Standard or Basic Rules ?; How to Shoot; Ammunition; Loading and Reloading; Gunnery Procedure; Inflicting Damage; Damage Effects; Fallen Masts; Repair Tasks; Fire; Damage to Oared Vessels; Striking Ships; Shattered Ships; Surrendered Ships
ADVANCED RULES FOR SMALL ACTIONS: Modified Ship Ratings; Modified Movement System; Armament; Revised Gunnery Range Modifier Table; Points Values
BOARDING ACTIONS: Initiating the Action; Resolving the Action; Multiple Boarding Actions
OPTIONAL RULES: Port Defences; Shore Batteries and Shore Parties; Boats; Mortars; Fireships; Oared Vessels; Signalling; Command and Control; Copper Bottoms and Time out of Dock; Merchant and Unrated Vessels; The Dutch Wars
SCENARIOS: Havana; Minorca; Arbuthnot’s Action; Kamperduin; Battle of the Nile; Copenhagen; Algeciras I; Algeciras II; Trafalgar
GAME RECORD CARD and TEMPLATES