WWII Ship Rules |
Introduction |
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These rules are a work in progress, and will be refined by a number of irregular playing sessions. If you have any comments please email the author (address on the home page). The intention is that the rules are easy to follow and use. The players should have the fun of pounding opposing players without a book-keeping headache. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Playing Equipment |
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The following are suggestions only.
ModelsThe ships suggested for use with these rules are all products of the Sampson workshop. There are five basic sizes of ship.
Flotilla Size and RepresentationThe size of flotilla (number of ships) a single player can comfortably handle is roughly three. Any more than this and you may find the bookwork tiresome for a quick-play game.The number of players taking part in the game can be larger , and large fleet games can be played if sufficient players are available. Each ship or submarine is represented by a single model on the table. Playing Area and Time ScaleIf you usually play your wargames in a hall reserve at least half of the floor when you plan to use these rules. Big Guns have a range of around 15 feet. Each turn ( when each player has had thier go ) represents about 10 minutes real time.DiceYou will need a number of ordinary 6 sided dice per player and at least one pair of 10 sided dice that the players share.RefereeI'm afraid that you will require a referee to use the rules as they stand. Players need to declare ranges and have the referee measure them. |
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Design Philosophy |
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The name of this game is big ships pounding each other
. Players by having to estimate range ( and having a
referee do the measuring ) are constantly challenged every time
they fire, due to ship movement and damage effects.
The rules do not try to cover every eventuality but focus on the elements that make a fun game. For instance although torpedoes varied greatly during the war, this game treats them all the same and focus' on firing-position and manouver. So by ignoring the details we have a more intresting game. |
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Ship Definitions |
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Ships came in all sorts and types with differing sides choosing
differn't or even multiple names for the same type of ship.
Within these rules there are just four classifications of ship
as listed above. Battleship, Cruiser, Destroyer, Merchantman.
This "typeing" of a ship only effects the length of the ships model, and the turning circle it pivots about. The ships classification has no other effect within the rules as individual ships have thier own statistics. A table detailing these statistics will appear at the end of these rules. |
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Terrain |
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Terrain within a sea based game comes in two sorts. One where
it adds complexity and intrest, and Two, where it does not exist.
When ever you can create a scenario for the battle that includes a piece of land (island or coastline) or even some shallows your players will instantly have to start assessing its effects and uses to everything they do. These rules do not include any rules for grounding a ship, however as a referee you should not be afraid to rule any collisions or impacts with land/shallows as being instantly and totaly destructive. |
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Battle Rules |
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DeploymentDeployment onto the floor space should be strictly controlled by the scenario. With the entrance points and the times detailed. Although it is possible to place all ships onto the floor, you will lose any of the "surprise" which played a major part in most battles.Warships in general should be organised into groups of 3 or more. These ships will act as one with the first ship in the line being considered as the leader. Individual ships can be given seperate orders or be detached from thier group during the game. This should not be taken to mean that all ships should can act on thier own as this would be unrealistic. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MovementAt all times you should record the speed at which a ship travelling. The Statistics tables show the maximum speed for each class of ship in inches.A ship can accelerate at a rate of 1" per turn. When drifting without power a ship slows at the rate of 1/2" per turn. Reversing engines allows a ship to slow at a rate of 2" per turn. The maximum reverse speed of a ship if 1/4 of its forward speed. The minimum turn (sharpest) that a ship may take is dictated by the category of a ship. The turning circle of each ship is shown below.
To carry out a turn use a stick of the appropriate radius length and abut this at right angles to the center of the ships hull. Then while holding the pivot end in a fixed position you can move the ship around this point. |
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Firing GunsA ship with multiple turrets may fire at a maximum of two targets during a turn.When a model ship has turrets these should be used to determin firing arcs. The process of firing is as follows. The firing player declares the number of main guns that are firing at a target and then estimates the range between ships ( all ship models must have a mast ) mast to mast, and secretly tells the referee. The referee then makes the measurement. The referee aligns his measuring tape mast to mast and checks the estimated range. If the estimate is over the hull then this means a hit has been scored. If missed, the referee should roughly indicate the spot where the shot fell. Note : A ship may not fire twice at a single target during a turn. If a hit is scored then this means that one of the guns aimed at the target has hit. The firing player then rolls 1D6 for every other gun pointed at the same target. Each score of 4,5 or 6 means an additional shell has hit the target. For each shell that has hit the target carry out the following procedure. Roll 1D100. If you score 1-4 roll again and subtract the score from the first roll. If you roll 96-00 roll again and add to your first score. Modify the die score by adjusting according to the following Armor rating table. Reference the targets armor rating and subtract the modifier.
There is one last modifier to the score before we determine what damage has been caused. This is the gun bore modifier.
Now we determin what actual damage has been caused, compare the final score against the following table. A numeric result should be taken from the ships Damage Point Total ( if reduced to zero the ship sinks immediately ). The letter codes in the results column are Critical Hits, details of which follow.
Each letter in the results column indicates a critical hit on the target. For each letter roll 1D100 and consult the appropriate Critical table to determin the effect.
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Secondary GunsAll guns on a ship of lesser calibre, than the main guns are accounted for in these rules as "Secondary Guns". One shot per turn may be made with the secondary guns. Within these rules each ship effectively has only one secondary gun.If the main guns have engaged two targets already this turn then the secondary guns may not fire. Secondary guns may not fire at a target being engaged by the main guns in the same turn. The process for firing the Secondary guns is exactly the same as for the main guns. |
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Firing TorpedoesTorpedoes are individually represented on the playing floor by a 6" to 8" piece of square dowel ( square so that is does not roll around ). The leading tip of the dowel should be coloured to represent the dangerous end.Torpedoes are always fired from the very tip of a ships bow. A ship must move at least 1" between the firing of each torpedo. A ship may only fire a maximum of 4 torpedoes in one turn, these may be fired at up to four differnt targets but all firings must be within a single 180 degree arc in any one turn. When a torpedo is fired the player places the leading tip of a torpedo dowel 12" from the bow of the firing ship. At the beginning of each turn thereafter ( that is after all players in the current turn have had a go ) the referee moves each torpedo forwards along the direction indicated by the dowel for 12". After four turns ( the torpedo having moved a total for four feet ) a torpedo is removed from play. If during its time on the floor the leading tip of a torpedo intercepts a ship hull or a ship intercepts a torpedos tip, a hit on the ship has been scored. Only the tip of a torpedo counts, a ship may safely pass over the middle and rear of a torpedo dowel. When a torpedo hit is scored, roll 1D100 and consult the following table.
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SubmarinesSubmarines introduce a hidden movement concept into these rules, mainly because they can move about underwater.To play with submerged submarines the player must mark thier position secretly on a map constantly shown to the referee. Place a marker somewhere on the playing surface. This does not indicate the position of the submarine but rather a reference point from which measurements to its position are made. It is suggested that you agree a direction with the referee as being north, then on your secret map it is a simple case of indicating a subs position by writing a number of inches North/South and East/West of the marker. A submerged submarine can move four inches in any direction ( it does not have a turning circle ). A surfaced submarine turns like a destroyer and has a movement rate of 7". A Submarine player with a submerged sub' may NOT make measurements from the marker. When surfaced a submarine may fire torpedoes only directly forwards and only 4 may be fired in a single turn, as with surface ships an inch movement must be made between launches. A submerged submarine may not fire torpedoes, unless at periscope depth. When a submarine is at periscope depth a periscope marker must be placed on the playing surface, with the direction/facing of the sub being indicated. Torpedoes may not be fired by the submarine on the turn that it appears at periscope depth. They may be fired on the following turn provided the submarine remains at periscope depth. At periscope depth the submarine may fire 4 torpedoes as if surfaced. A submarine at periscope depth turns like a destroyer, but with a movement of 4". Ships firing at a submarine at periscope depth, fire as normal except that the referee adds 2D6 inches to each range estimate. If an estmate falls within 1" of the periscope this indicates a hit. Submarines have an armor rating of 0. They can not recieve "criticals" but have a notial damage point score of 50. |
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Depth ChargesA ships statistics may include the number of depth charges attacks it may make. To conduct the attack a ship simply moves as normal and the player indicates the position at which the attack starts. The referee should mark this starting position and the next 12" that this ship travels. The charges are assumed dropped all along this route.If a ship starts a depth charge attack but does not move the full 12", then the portion not travelled is lost and is not carried over to the next turn. The referee should secretly check if any portion of the attack comes within 4" of the submarines actual position. If it does then a hit has been scored. For each hit roll 1D100 and consult the following chart. The effects of any hits or even if any are scored should be kept secret.
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Spotting RangesObviously on the playing floor players can easily spot each other ships and periscopes. So relying on the honour system whereby players take no action based on things they have not spotted. These rules apply the following spotting system.Each type of vehicle has a base Spotting chance percentage as shown below.
This base spotting percentage should be modified using the following tables
At the beginning of every turn roll 1D100 and compare to the modified score and if you roll less than the score the target has been spotted. |
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Ship StatisticsShip statistics for use with these rules are available on thier own page here. |
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ModelsModels ships to accompany these rules are no longer available from this site. |
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