NAVAL RULES
© 1998-2001 by MC Gianni
Last updated 13 February, 2001
INTRODUCTION
These rules were written in order to simulate naval battle encounters between the naval forces of the
players of the Atrilian campaign, my fantasy pbem campaign set
in the World of Holobar.
However, they can be used to simulate any naval battle encounter set in an Ancient or Mediaeval campaign, fantasy or not,
with very little work since the only actual references to the Atrilian campaign are the prices of the ships and the nationality
of the crews. If you are playing a one-off encounter, just ignore campaign rules.
Also, the overall environment is one of Arabian or African taste. If you want to play in a more Northern- or European-like
setting, change dhows to cogs, and pirogues to boats.
All you need to play are:
- a 12x18 hex grid, either blank (open sea) or featuring a coast line,
- some square cardboard counters representing the ships and the marines,
- some square markers (fire, sinking ship, etc.),
- a six-sided die.
1 COUNTERS
You will need the following counters to enact naval battles using these rules:
Ships
- Full strength on one side, crippled on the other.
Marines
- Combat value of 2 on one side and 1 on the other.
Markers
- Sinking ship markers. Volley markers. Committed ship markers. On fire markers.
You can either make your own counters or copy the ones provided below and paste them on thin cardboard.
SHIPS
(full / crippled - three sizes)
MARINES
(combat value 2 / combat value 1)
MARKERS
(committed ship, fire, sinking, volley)
2 SHIP STATS
Atrilian ships may divided into three broad categories: galleys, dhows and pirogues.
Explanation of ship stats:
- Ship: Name of the ship type
Price (dinars): Useful for campaign game, budgets, etc.
Time to build (weeks): Useful for campaign game.
Crew: Number of sailors needed to manoeuvre the ship.
Holds: Marines or cargo the ship may hold.
Only used for campaign game, for tactical game see 7.4.
Speed: Only used for campaign game, for tactical game use crew quality.
War gaming size: Value of the ship with regard to tactical combat (ie for these rules).
Size 0 ships are not used in naval battles.
2.1 GALLEYS
Galleys are war ships that
can either sail or be propelled by their rowers. Only the Northerners
(Gyptians, Meshuesh, Pheacians, Talians) master the technique
to build galleys. Building a galley is time and wood consuming.
Galleys are the most expensive ships of the world.
- Ship: Pheacian large galley
Price (dinars): 15,000
Time to build (weeks): 4
Crew: 150
Holds: 150 tons of cargo or 150 men
Speed: 3 to 14 km/h
War gaming size: 3
- Ship: Gyptian or Meshuesh large galley
Price (dinars): 12,500
Time to build (weeks): 5
Crew: 200
Holds: 100 tons of cargo or
100 men
Speed: 5 to 10 km/h
War gaming size: 3
- Ship: Small galley
Price (dinars): 7,500
Time to build (weeks): 3
Crew: 100
Holds: 50 tons of cargo or 50 men
Speed: 5 to 10 km/h
War gaming size: 2
- Ship: Liburnian galley
Price (dinars): 7,500
Time to build (weeks): 3
Crew: 50
Holds: 30 tons of cargo or 60 men
Speed: 5 to 15 km/h
War gaming size: 1
2.2 DHOWS
Dhows are medium size ships
unfit for ocean voyaging but very useful for coast voyaging, being
very easy to maintain and to repair.
They are usually used for
trade or to transport heavy loads (like metal or wood). Dhows
can even navigate on large rivers.
- Ship: Baghla (picture here)
Price (dinars): 10,000
Time to build (weeks): 3
Crew: 40
Holds: 150 tons of cargo or 360 men
Speed: 6 km/h
War gaming size: 0 [May be improved to 1 by spending 2,500 dinars. Will then hold but 50 tons of cargo or 120 men.]
- Ship: Sambuk (picture here)
Price (dinars): 3,000
Time to build (weeks): 2
Crew: 20
Holds: 90 tons of cargo or 80 men
Speed: 5 km/h
War gaming size: 0
- Ship: Zaruq (picture here)
Price (dinars): 2,500
Time to build (weeks): 2
Crew: 15
Holds: 60 tons of cargo
Speed: 8 km/h
War gaming size: 0
2.3 PIROGUES
Pirogues are small to medium
size dug-out canoes mainly used by the Black peoples of south-eastern Atrilia.
They are usually used on rivers or on the sea when the weather
is calm. Some Ndogo pirogues can cross some distance on the sea,
holding up to eighty persons and the corresponding supply.
- Ship: Ndogo large pirogue
Price (dinars): 20
Time to build (weeks): < 1
Crew: 20
Holds: 60 men
Speed: 3 km/h
War gaming size: 0
- Ship: Standard pirogue
Price (dinars): 10
Time to build (weeks): < 1
Crew: 20
Holds: 1 ton of cargo
Speed: 3 km/h
War gaming size: 0
- Ship: Kleshite small pirogue
Price (dinars): 5
Time to build (weeks): < 1
Crew: 4
Holds: .25 ton of cargo
Speed: 3 km/h
War gaming size: 0
2.4 IMPROVEMENTS
- the 'corvus'.
The corvus is a draw-bridge-like boarding plank with a large spike at one end
(see 8.8).
It is lowered onto an enemy galley in order to make boarding easier.
Price (dinars): 300
- the ballista.
It is a siege engine adapted to the galley which looks like a giant crossbow
(see 9.2).
It fires spears or flaming missiles at a great distance but is not very accurate.
Price (dinars): 600
- magic.
This is to indicate there are wizards on board the boat (see 9.1).
Magic should only be used in campaign games, and then only with the consent of the Campaign Master.
- the catapult.
Again, a siege engine adapted to naval battles. It is a blunt stone thrower
(see 9.3).
Price (dinars): 800
- the ram.
It is a long, sharp prow used to break open and break apart an enemy ship
(see 6).
It is mounted near the waterline, in order to sink the attacked ship.
An attack with a ram can sometimes result in the two ships being
locked together. All galleys have rams. Baghlas cannot have rams.
Price (dinars): 500 times
ship size
- the castle.
Mounted amidships, it provides protection to the marines
(see 8.9).
Price (dinars): 1,000 times
ship size
3 NAVAL BATTLES
Each encounter lasts 20 turns,
unless specified otherwise by the Campaign Master.
It takes place on a rectangular battle map of 12 hexes per 18 hexes (see below).
According to the instructions
of the Campaign Master, some of these hexes may be impassable
land hexes.
Set up:
- Each player places his
ships and marines as listed by the Campaign Master.
- Both players should take
note of crew qualities, ship sizes, and equipment of both fleets.
- The first player listed
by the Campaign Master moves first.
4 TURN SEQUENCE
A player performs the following
actions in the sequence given here. Once he has completed his
turn, his opponent does likewise.
- Roll for movement
- Ship Movement and Ramming
- Marine movement
- Marine attacks
- Other attacks
- Repair
At the conclusion of each
game-turn, the completion of another turn is noted.
5 MOVEMENT
- At the beginning of each
turn, a player determines the movement allowance for his fleet
by rolling a die, and adding the result to the crew quality of
each of his ships. This is to reflect random factors such as wind,
currents, and crew fatigue. Note: Ship speed (as per the
ship stats) is only used to compute campaign movement, not battle
movement.
- A 'crippled' ship has
a crew quality of 0. Her movement allowance is therefore only
the number rolled on the die.
- A 'sinking' ship may not
move at all.
- To move forward into the
hex directly in front of the ship's bow costs 2 points.
- To back up into the hex
directly behind the ship's stern costs 3 points.
- To change facing one hexside
(60 degrees) costs 5 points.
- A fleet's movement allowance
is actually a maximum value. A ship may use less than the
allowed movement points in a given phase. She may even choose
not to move at all.
- A committed ship cannot
move unless she or the enemy ship manages to 'uncommit' herself.
To that end, she must obtain a 'B' or 'E' result in the Boarding
column of the Naval Combat Results Table during her attack phase.
This has no ill effect on the other ship.
- When two ships are committed
and one of them sinks, the remaining ship is automatically 'uncommitted'.
- Ships may not enter land
hexes.
- Ships exiting the map
are counted as lost. They may be used in subsequent encounters.
- A player may freely move
through hexes occupied by friendly ships, as long as he does not
end the turn in the same hex as another ship. There may only be
1 ship per hex at the end of the movement phase.
- Example:
A fleet with a crew quality of 4 rolls a 3 (7 movement point total).
Each of its ships may move ahead 3 hexes or backward 2 or may
change facing 1 hexside and move one. Each crippled ship could
move forward 1 or backward 1.
6 RAMMING
Moving into a hex with an
enemy ship may only be done while executing one of the three types
of ram attacks covered here. A ship must be moving forward to
execute a ram attack.
- If entering via the enemy's
bow, an OAR RAKE is being executed.
- If the moving ship has
enough points, it may continue through the hex, but must stop
on the other side.
- Both ships are then turned
1 hexside (60 degrees) clockwise as they try to bring their rams
to bear against the enemy oars.
- Both players roll a die
and add their crew quality. Size difference may also give a bonus.
Consult the oar rake column of the Oar rake Table for each attack.
The attacks are considered to be simultaneous.
- Entering via the enemy's
stern constitutes a RUDDER ATTACK.
- If the moving ship has
enough points, she may continue through the hex, but must stop
on the other side.
- The moving player rolls
a die and adds his crew quality. Size difference may also give
a bonus. Consult the Rudder Attack Table for this attack.
- Entering via any of the
enemy's 4 broadside hexes, constitutes a BROADSIDE RAM.
- The ramming ship must
end her move in the hex before actually moving onto the enemy
ship. She may not move through.
- The moving player rolls
a die and adds his crew quality. Size difference may also give
a bonus. Consult the Broadside Ram column of the Ramming Table
for this attack.
- After resolving a ram,
go on to the next ship you wish to move. Any or all ships may
move each turn, and ramming is considered a part of movement.
7 MARINE MOVEMENT
- Each strength point of
marines is a separate unit. They may be broken down or combined
at any time.
- Each marine may move 1
hex in this phase.
- A marine unit may move
onto a friendly ship or onto land. It may not move onto an enemy
ship, even if that ship has no marines of her own.
- At the end of each turn
a small ship can hold a maximum of 1 point of marines. A large
ship may have up to 2 points of marines. A land hex may have any
number of marines. These stacking limitations apply only at the
end of a turn.
- Scuttling: At any point
in its turn, a marine may declare it is scuttling the ship it
is on. It costs no movement points to do this. Simply place a
'sinking' marker on the ship. It is, of course, a good idea to
do this BEFORE you move.
- Example: A
2 point marine is on a large ship. It breaks down into two 1 point
units. One remains aboard and one moves onto a captured small
ship that already has a 1 point marine. The marine originally
on the captured ship moves off to an adjacent land hex. In this
way the captured ship is at no point abandoned and stacking limitations
are satisfied at the end of the turn.
Note: Size 1 ships are 'small';
Size 2 and 3 ships are 'large'.
8 MARINE ATTACKS
- Each point of marines
attacks separately in this phase.
- A marine may either attack
an adjacent hex via BOARDING combat or may attack two hexes away
via ARCHERY. It may not do both in one turn.
- Marines on land may only
attack adjacent ships via ARCHERY.
- All attacks against a
single target must be declared and resolved before going on to
the next. A player need not pre-declare all attacks everywhere
on the board, but must announce all attacks against a single target.
- The attacks against the
target may be carried out in any order desired by the phasing
player.
- For each attack, roll
a die and consult the Naval Combat Results Table.
- Archery units must have
a 'line of sight' to their target. Draw an imaginary line from
the centre of firing unit to the centre of the target hex. If
it passes through any ship or land hex, the line of sight is blocked.
If the line passes along only the hexside of such a hex, it
is not blocked unless both adjacent hexes contain blocking features.
After an archery unit has fired, cover it with a 'volley' marker
to remember not to move it.
- Ships fitted with 'corvus'
add 1 to boarding attacks.
- Target ships fitted with
a 'castle' subtract 1 from boarding attacks.
- If a 'B' or 'E' (boarding
successful) result is obtained against an enemy ship, both
ships become 'committed' and cannot move any longer unless one
of them manages to 'uncommit' herself.
- If a 'B' or 'E' (boarding
successful) result is obtained against an enemy ship with no marines,
the attacking unit may advance onto her (the only way to capture
an enemy controlled ship), and flip her to 'crippled' status if
not already crippled. Alternatively it may scuttle her as described
under movement.
- Control of a ship goes
to whichever side has a marine on her. If neither side has a marine
on her, control is determined by nationality of the ship. Therefore,
if you do leave a captured ship, it is a good idea to scuttle
her.
- Example:
There is an enemy ship with 1 marine aboard. The moving player
attacks her with 1 boarding attack and 2 archery attacks. The
first attack is the boarding attack, and a 'B' result is rolled,
eliminating the marine. The second attack is an archery attack,
which causes a 'C' result. The rowers are hit, reducing the ship
to 'crippled' status (note: if the boarding attempt had been second,
the unprotected ship could have been captured instead). The final
archery attack is now wasted because it could not cause more damage.
9 OTHER ATTACKS
9.1 MAGIC
Some ships carry sea or fire wizards
amongst their marines, specially trained to cast their spells
in communion.
- The range of these spells
is 1 hex.
- Ships having lost all
their marines are assumed to have lost their wizards too. On the
other hand, if marines leave a ship for another ship, the wizards
follow them. In the event a 2 point marine breaks down into two
1 point units that split, the player must state which unit the
wizards shall remain with.
- Roll a die and consult
the Naval Combat Results Table.
Note: Wizards on land may still attack adjacent ships.
9.2 BALLISTAE
Ballistae are giant crossbows that fire spears or flaming missiles.
Each player must state, at the beginning of each encounter, for each of his ballistae, whether it will fire spears
or flaming missiles.
- The range of a ballista
is 3 hexes. The target must be in line of sight.
- Crippled ships are assumed
to have lost their ballista.
- Roll a die and consult
the Naval Combat Results Table.
9.3 CATAPULTS
Naval catapults are smaller
versions of the well-known siege engines used on land. They fire
rocks.
- The range of a ballista
is 5 hexes, but the minimum distance to which it may fire is 3
hexes.The target must be in line of sight.
- Crippled ships are assumed
to have lost their catapult.
- Roll a die and consult
the Naval Combat Results Table.
10 REPAIR
- The phasing player rolls one die for each ship he controls that is 'sinking' or 'on fire'
and consults the Naval Repair Tables. Add ship size to the roll.
- If the ship gets a 'sinks'
result, she is removed from the game, along with any marines on
board.
- The phasing player removes
all 'volley' markers from his marines.
11 OPTIONAL RULES
11.1 NATIONAL CHARACTERISTICS
Gyptians have +1 in boardings.
Pheacians have +1 to naval repair.
Liburnians have +1 to sea wizards combat rolls.
Haranese have +1 to fire wizards combat rolls.
11.2 SET-UP
Sample map:
Set-Up Example:
Player A must place his galley. The Campaign Master or the scenario may state 'Set up in hex D11 facing direction 1'.
The above hex grid shows how the player must then place his ship.
11.3 FIRST-TURN OPTIONAL RULES
- "Even start"
First turn movement roll for each side is the same (ie automatically '2', '3', '4' or '5')
- "Ambush!"
One of the sides is surprised. None of its ships may move on the first turn.
11.4 VICTORY CONDITIONS
There are none in a campaign game, ie the outcome of the encounter will have an influence on the campaign, but players don't really care who 'won' or 'lost'... they are already busy preparing the next battle!
For a one-off game, victory conditions might be:
- destroy or capture all enemy units
- destroy or capture all enemy units without losing more than a given number of own ships
- destroy all enemy marines
- exit a given number of ships off the opposite side
12 SAMPLE FLEETS
Below are two sample fleets taken from the first battle of al-Zabdiyat which took place off the coast of the island of
al-Zabdiyat in 1st Akhet, 2L.
PHEACIAN FLEET
| Ship's name |
Ship size |
Equipment |
Marines |
Crew quality |
| Glory of Mâfia |
3 |
Cor+Bal |
2 |
4 |
| Mighty Moon |
3 |
- |
2 |
3 |
| Terror of the Seas |
3 |
- |
2 |
3 |
| Glory of Qart Qaton |
3 |
- |
2 |
3 |
| Kleshites Bane |
3 |
- |
2 |
3 |
| Glory of Qart Khadash |
3 |
Ballista |
2 |
3 |
| Bandogo Bane |
3 |
- |
2 |
3 |
MESHUESH FLEET
| Ship's name |
Ship size |
Equipment |
Marines |
Crew quality |
| Ibrahim |
3 |
Magic |
2 |
4 |
| Hammon Rules |
3 |
Magic |
2 |
3 |
| Oea 1 |
2 |
Corvus |
2 |
3 |
| Oea 2 |
2 |
Corvus |
2 |
3 |
| Mers al-Kibar 1 |
2 |
Corvus |
2 |
3 |
| Mers al-Kibar 2 |
2 |
Corvus |
2 |
3 |
| Abú Djâfar |
1 |
Magic |
1 |
4 |
TABLES
Naval Combat Results Table
| Die Roll |
Sea Wizards |
Boarding |
Archery |
Ballista (spear) or Catapult |
Fire Wizards or Ballista (flaming missile) |
| 1- |
- |
- |
- |
- |
- |
| 2 |
- |
- |
- |
- |
- |
| 3 |
- |
- |
- |
- |
- |
| 4 |
- |
- |
- |
- |
- |
| 5 |
M |
E |
- |
- |
- |
| 6+ |
M |
B |
A |
AS |
F |
Range:
Magic (sea or fire wizards): 1 hex
Boarding: 1 hex
Archery: 1 to 2 hexes
Ballista: 1 to 3 hexes
Catapult: 3 to 5 hexes
Notes:
Ships with 'corvus' have +1 in boardings
Rammed ships have -1 in boardings
Target ships with 'castle' are -1 to boardings.
Crippled target ships are +1 to boardings
Results:
A = Archery hit: Target ship
must remove 1 point of marines or suffer a 'C' result.
AS = Archery hit: Target ship
must remove 1 point of marines or suffer a 'CS' result.
B = Boarding successful: Both
ships are committed. Target ship must lose 1 point of marines.
If she has no marines, the attacker may either advance the attacking
unit on to capture the ship or may scuttle her.
E = Boarding successful: Both
ships are committed. If target ship has no marines, the attacker
may advance the attacking unit on to capture the ship.
F = Fire: Place an 'on fire' marker on the target ship. If she is already burning, she starts
sinking. Remove 'on fire' marker and replace it with 'sinking' marker.
M = Magic hit: Target ship must remove 1 point of marines or suffer a 'C' result.
Ramming Table
| Die Roll |
Oar Rakes |
Rudder Attacks |
Broadside Rams |
| 1 |
- |
- |
- |
| 2 |
- |
- |
- |
| 3 |
- |
- |
- |
| 4 |
- |
- |
C |
| 5 |
- |
- |
CSE |
| 6 |
- |
C |
CSE |
| 7 |
C |
CS |
S |
| 8+ |
CS |
CS |
S |
Notes:
Don't forget to rotate ships in oar rakes.
Procedure:
Roll a die and add crew quality (0 to 4).
Ships larger than target have +1 in ramming.
Results:
C = Cripple: The target is flipped to crippled status.
CS = Cripple: The target is flipped to crippled status. If she is already crippled, she starts sinking.
CSE = Cripple: Both ships are committed. The target is flipped to crippled status. If she
is already crippled, she starts sinking.
S = Sinking: Place a 'sinking' marker on the target ship.
Turn Sequence
- Roll for movement bonus
- Move & Ram
- Marine movement
- Marine attacks
- Other attacks
- Repair
|
Naval Repair Tables
'On Fire' Table
| Die Roll |
Result |
| 1 - 5 |
Ship starts sinking. Remove 'on fire' marker and replace with 'sinking' marker. |
| 6 |
Ship still burning. Leave marker on her. |
| 7+ |
Fire extinguished. |
'Sinking' Table
| Die Roll |
Result |
| 1 - 5 |
Ship sinks |
| 6 |
Ship still sinking. Leave marker on her. |
| 7+ |
Ship repaired. Becomes 'crippled'. |
Procedure for both tables:
Roll a die and add ship size.
Naval Crew Quality
| 0 |
Crippled |
| 1 |
Slave |
| 2 |
Green |
| 3 |
Veteran |
| 4 |
Elite |
These rules are mostly taken from Chapter 14 of the war game Ancients by the defunct
Californian company 3W. Credit must be given to their writer, William L. Banks.
I heavily modified most of the rules, and added committed ships and wizards. Paragraph 2 is
entirely by myself since the original rules only had two possible sizes for ships (size 1 or 2).
Also, the original rules weren't meant for campaign gaming.
I welcome feedback and suggestions: MC Gianni
F A Q
What is the point cost for a Wizard?
Well, as stated above, I modified the original Ancients game for campaign use.
This means that I would play Campaign Master and my friends would have a fleet not based on a budget (as in most war games) but on our on-going fantasy campaign. This is why there are no costs. I believe you can search the Grognards web site, they might have a budget system for
Ancients.
I stated: "Magic should only be used in campaign games, and then only with the consent of the Campaign Master" but if you really want a cost, I'd say wizards would cost the same as a ballista, but you should also take training costs into account (between two battles).
How do you determine Crew Quality as I can't find this and it is quite important.
Again, the Campaign Master would know this in a campaign
game. In a one-off naval battle you can either decide that
both sides have slave crews (that would have been the norm in
many situations), or that they have green crews that become
veterans (if they survive) for the next battle. An elite
crew would be one having gone through five naval battles.