Tuesday, July 20, 2021

A basic, beginner's naval wargame

I wrote this ruleset a few years ago, but haven't playtested it much. It's designed for children and beginners, loosely inspired by some of the all-too-vague ones in Featherstone's Naval Wargames, and the "eraser" ships available from some "discount stores" which Man of Tin also uses. This is only lightly historical, and the categories could easily be changed up (say, torpedo boat, destroyer and cruiser for pre-WWI, or destroyer, light cruiser and cruiser for WWII games in the Mediterranean or Solomons).

I'm undecided what to do with the oversized and modern submarines - they might work as late 19th-century rams.

A fuzzy wartime photo - the Blue squadron crosses the T of the Red. A Red destroyer makes a sacrificial torpedo run. To the northeast, the fallen Colossus of Pathes is visible.

Players take turns activating a single ship at a time. 

Each ship has a full speed of 8" (12" for destroyers) and has one shot from each working turret – four for battleships, two for cruisers, one for destroyers. It need not take its full move each turn, but must move at least two inches if possible. 


A turn of 45 degrees may be made halfway or more through the move (ie, after 2" if moving 4", etc). Shots may be taken at any time during the move. 


Gun range is 36" and 6 to hit at long range, 24" and 5+ mid range, 12" and 4+ short range.  


Turret arcs:        Forward turrets may fire forward, port or starboard. 

Aft turrets may fire aft, port or starboard. 


Destroyers also carry torpedoes, which have a range of 18", one shot per turn, firing arc to port or starboard, and hit on a 4+. They always hit below the waterline, in addition to rolling for damage.


If hits are scored, dice for each. Roll twice for destroyers if hit by heavier ships. 


1 – below the waterline.  Battleships may take three hits, cruisers two, destroyers one – then they sink. 

2-3 – engine room. Speed reduced by 2”. 

4-5 - turret or torpedo-tube destroyed, choose which randomly and note on sheet. 

6 - Bridge hit. Ship out of control for next turn, continues at previous speed and may not turn or shoot.  If hit again, out of control for an extra turn. 


Ramming inflicts one point of waterline damage to each ship; ramming ship halts and may not move until rammed ship has moved past. 


If a ship moves at half speed or less into shallow water or the shore, it is aground and may not move, though it may continue to fire.  If it was moving faster when it struck, it sinks. 


At end of move, roll a die for each damaged ship.  On a 6, one damage result may be repaired (or, in the case of speed, 2" of movement may be returned). 

2 comments:

  1. At least I have made my contribution to International Naval Wargames Day in the form of novelty erasers!

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  2. I MIGHT be able to run the Junior General version of Hampton Roads for INWarD this week at work. Turns out one of the staff in the teen tech lab is also a gamer! Also, I made the ship models with their 3D printer, which would be good advertising.

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