The Ironclads: A Tactical Level Game of Naval Combat in the American Civil War 1861-1865
The Ironclads Rulebook
Table of Contents
Table of Contents
Introduction to the Rules
I. Introduction
The Ironclads is a simulation of tactical combat from the birth of the ironclad warship during the American Civil War.
The Ironclads includes the most important and/or interesting ships of the Union and Confederate navies that fought on the rivers and oceans during the conflict.
Players command a ship, a fleet, a fort or coastal batteries.
The game provides information for setting up historical and imaginary scenarios. The scenarios describe some of the major encounters between Union ships and Confederate units, from the first duel between ironclads, USS Monitor and CSS Virginia, in 1862, to the charge of the CSS Webb in the last days of the war.
Each unit represents a historical ship, manoeuvred across the hex grid of the map according to the characteristics of that ship. Ship movement orders are written in their "logbooks". All ships are then moved simultaneously, carrying out their written orders. Planning, manoeuvre, guns and rams will be needed to win the victory.
The Ironclads attempts to simulate reality in a game format. Of course, absolute realism is impossible whatever the type of simulation, but within the scope of this game the main factors and problems faced by the antagonists of the historical battles are simulated.
Players should be able to feel the combats at the dawn of the era of iron and steam ships.
II. Scale of the Game
Each hex on the map measures about 100 metres.
Each turn represents about 3 minutes of real time.
Each ship counter represents one ship.
III. Game Components
A. MAP: The map shows the terrain on which the engagements take place. The map is the playing surface on which the units are placed, manoeuvre and fight. A hex grid is superimposed on the map to facilitate movement, positioning and the determination of range. A hex has a four-digit identification code. The map consists of four sections labelled I, II, III and IV. The four maps may be arranged in several orientations, as defined by the scenarios.
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Directional hex: Each side of a hex is identified by a directional notation, this direction corresponding to the same side of the directional hex.
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Terrain hexes of the map: The sections of the map may be arranged to represent rivers, coastal areas and oceans.
- a. Dark blue hexes are deep water.
- b. Light blue hexes are shallow water or islets.
- c. Continuous green lines running across the rows of hexes define the river banks.
Shallow-water areas are labelled on each section of the map, using consecutive letters (A, B, C, etc.). Each active shoal (existing as an islet) is defined in the various scenarios. The dividing lines are numbered consecutively on each map. The active dividing lines (existing as banks) are defined in the various scenarios.
B. UNIT MARKERS: The coloured markers represent the pieces needed to play The Ironclads. Rectangular markers represent ships and shore batteries. Square markers represent small craft, spar torpedoes, damage and other identification markers. Other markers represent forts and various obstacles. These markers are called "counters" (pions). The counters represent the various ships, forts, batteries, obstructions and so on, representing the opposing forces that will engage in combat, and the markers required by the game mechanics.
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Union ships: Union ships are black on a blue background.
- a. Union ironclads and monitors are black on a blue background. A monitor turret is assumed to rotate slowly and constantly, so it may be hit in all sections, and may also be jammed in a random position. See special hit 2c; critical hit 3b.
- b. Union wooden ships are black on a blue background.
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Confederate ships: Confederate ships are red-brown on a grey background.
- a. Confederate ironclads are red-brown on a grey background.
- b. Confederate wooden ships are brown on a grey background.
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Forts and coastal batteries: Their markers may be used by either side, depending on the scenario. The types and positions of the fort guns are given in the scenario.
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Obstacles: These markers represent hulks, piles, chain barriers and logs that can block or channel moving ships.
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Torpedoes: Civil War torpedoes are equivalent to modern contact mines. They are referred to in the game as torpedoes to preserve historical accuracy. There are two types of torpedo.
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a. Fixed torpedoes: Containers filled with explosives, moored in one position, which explode on contact with a ship.
- (1) Type P: mainly used in rivers and shallow water.
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C. Storage tray: A compartmentalised plastic tray is provided to make it easier to store and sort the units.
D. Ship data sheets: These sheets give the information for each type or class of ship used in the game.
E. Combat and movement tables (2): These tables contain all the charts and tables used to play the game.
F. Logbook: The logbook is used to note orders and to record damage to forts and ships.
G. Rules of play and scenarios: The booklet contains all the rules as well as the various scenarios.
H. Firing template.
I. A pair of red and white dice.
K. A pencil is needed to write in the logbooks.
IV. Basic Game Concepts
Players will find that The Ironclads resembles few games they have played before. It simulates ship combat at the dawn of the modern era. The introduction of the steam ironclad into warfare made fleets of wooden ships obsolete. The American Civil War did not see a sufficient number of naval engagements for a doctrine in which wooden ships and ironclads operate in close cooperation to emerge.
In The Ironclads, the Union has little to fear when its powerful fleets blockade the Confederacy. The attack of a squadron of wooden ships by one or two Confederate ironclads and their supporting gunboats is a completely different matter. The Union river navy used effective tactics to reduce the forts and batteries set up by the Confederates along the Mississippi River and its tributaries. The ironclads approached in a line abreast, then formed a line ahead to pass the fort. These tactics worked well to pass Fort Henry and other areas along the Mississippi. During the naval battle of Hampton Roads, the Confederate must choose to engage the monitor with his ironclad, or to engage the numerous wooden ships of the blockading squadron, inflicting enough damage to lift the blockade or to satisfy the victory conditions. In the port of Charleston or on the James River, the Confederates have enough ships to form a combined fleet of ironclads and wooden ships. Combat between Union and Confederate cruisers on the ocean is marked by speed and manoeuvre to bring the heavy guns into range. These battles were often quick and decisive, because these ships had no armour and generally carried two or three powerful guns.
Setup and Preparation of the Game
I. Selecting a Scenario
A scenario is selected from the scenario section of this booklet. All the information needed for set-up is given in the scenario. Players are advised to start with a scenario between two ships, and to move on to more complex scenarios as experience is gained.
- a. The map sections are laid out as explained in the scenario.
- b. The ships required by the scenario are selected.
- c. The ship data sheets are laid out so that they can be easily consulted.
- d. The ships are placed in the hexes and direction defined by the scenario.
- e. Players fill in the logbooks of the ships or fort they command.
- f. The combat tables are laid out so that they can be easily consulted.
II. Ship Data Sheets
The ship data sheet contains the information needed to "navigate" and to "fight", and sets out the effect of damage on the ship's ability to survive combat. The same sheet serves as the reference for all ships of that particular class.
A. KEY ELEMENTS OF THE SHIP DATA SHEET
Each section of the ship data sheet is numbered and explained. (The ship data sheets themselves do not have their sections numbered.)
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I.D. (Ship identification number): An identification number that is the same for each ship of the same type.
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NAME: The name of the ship.
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TYPE: The type of ship. The types of ship used during the American Civil War range from the ironclad to the converted ferry-boat. These types of ship are grouped as follows:
- a. WOODEN SHIPS (W.V): Unarmoured ships.
- b. PARTIALLY ARMOURED SHIPS (A): Wooden ships in which certain sections of the ship are protected by iron plates or bars. These armoured sections are identified by the letter "A" and a special note on the ship's data sheet.
- c. MONITOR (Mon): A fully armoured ship with low freeboard and a turret. A turret is assumed to rotate slowly and constantly, so it may be hit in all sections, and may be jammed in a random position. (See special hit 2c, critical hit 3b.)
- d. IRONCLAD (IC): A fully armoured casemate ship, often fitted with a ram.
- e. ARMOURED FRIGATE (AF): A fully armoured frigate, with or without a turret.
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SHIP CLASS: The names of ships of the same type or class. Ship names marked with (*) are not included in the basic game.
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VALUE (ADVANCED RULES): The point value of the ship itself, without crew. This point value takes into account essentially the cost of construction of the ship, the value of its armour, its armament and the power of its engines.
III. Ship Logbook
Players must fill in a logbook sheet for each ship they command, with the information needed for navigation and combat. The ship's logbook is organised in the same format as a ship data sheet.
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A. SHIP: The name of the ship is written here.
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B. ARMOUR: This section of the ship's logbook is used to record damage inflicted on the various armour sections of the ship. The armour value of each section of the ship, found on the ship data sheet, is entered in the upper left corner of the corresponding section box. Each box is used to record damage, the armour hits (A), on that armour section of the ship. This section of the ship log includes the armour factors for the right (R) and left (L) sides of the hull, the casemate, the waterline, the paddle wheel and the deck.
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C. TURRETS: In this section of the ship's logbook the armour factors of the ship's turrets are recorded. These boxes are filled in and damage is recorded as for the other armoured sections of the ship. A turret is assumed to rotate slowly and constantly, so it may be hit in all its sections, and may be jammed in a random direction. See special hit 2c; critical hit 3b.
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D. PILOTHOUSE: The section of the ship where the pilothouse is located; its armour factors and the damage it has taken are recorded in this section.
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E. HULL: The strength of a hull is shown on the ship data sheet in the Hull box (example item 20A). Hull damage (H) is marked in this section of the ship's logbook. H hits are not removed from the ship's hull armour section.
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F. WATERLINE: The waterline of the ship is found on the ship data sheet (example item 20B). Waterline damage to the ship (F) is reported in this section of the ship's logbook and reflects the effect of water entering the ship.
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G. STACK: The value of the stack is found on the ship data sheet (example item 20E). The stacks of Union monitors were armoured. The value of the stack represents its armour factor. Stack damage (SK) is recorded in this section of the ship's logbook.
IV. Fort and Battery Logbooks
Information on the composition of a fort or battery is given by the scenario. Each gun position of a fort is identified by a number. A gun is identified by its own number. Large batteries are identified by a letter. Small batteries are identified by a number.
- A. The upper part of the fort logbook has five columns. The name of the fort or battery is written at the top of the columns. If the fort is made up of separate gun batteries, the log sheet may be divided and labelled accordingly.
- GUN NUMBER: The number of the gun and its position in the fort.
- GUN TYPE: The type of gun at this position.
- GUN 'X': When the gun position is destroyed, an X is placed in this column.
- ARMOUR: The protection value and the damage (A) received.
- CREW: The number of crew factors allocated to each gun and the crew losses (C) that a gun suffers during combat are recorded.
- B. The lower part of the fort log (Log) has three columns.
- TURN: Game turns.
- TYPE OF AMMUNITION: This column is used to record the type of ammunition (SS, SH, GS) and the R.O.F of the guns.
- NOTES: Any annotation the fort commander wishes to record concerning the condition or operation of the fort is entered in this column.
Basic Game
I. Introduction to the Basic Game
The rules described in the basic game provide all the information needed to play the various scenarios of The Ironclads. Players are advised to read this section of the rules, then to play the introductory game, to see how these rules apply to the turn phases and to the flow of play.
The Ironclads is not a very complex game, but it requires bookkeeping for the ships as they manoeuvre, fire and take damage. The ability to manoeuvre skilfully and to make the various classes of ship in the game fight well will require practice and experience. The advanced rules present further topics, increasing the realism and the complexity of the game. The scenarios may be played with or without the advanced rules. Players may mutually agree to use only some, none or all of the advanced rules for a particular scenario.
II. Sequence of Basic Play
Each game turn, of about 3 minutes of real time, is divided into a sequence of phases. Players assess the situation of their units, ships and forts against the victory conditions. They write orders for their ships, then manoeuvre them in accordance with the written orders. Combat by artillery fire, spar torpedoes, rams and so on is resolved, and damage inflicted on ships and forts is recorded in the logbooks.
Ship movement is simulated by moving ships from hex to hex across the map. Each hex entered by a ship, and each 60-degree turn across a hex side, costs the ship 1 movement point (MP).
Combat between ships takes the form of an artillery duel, or an attack with a spar torpedo or by ramming. Combat also occurs when a ship encounters torpedoes or fixed obstacles. The value of a ship depends on its crew, armament, armour and speed.
Damage inflicted on a ship or fort during the combat phases of a game turn is recorded in their respective logbooks, and takes effect at the end of the combat phase.
III. Ship Orientation
- A. The orientation of a ship is defined by its "bow" (forward). The bow is marked with an L on the left side and an R on the right side of the ship.
- B. The bow of the ship must at all times be oriented towards a defined hex side. The ship must at no time face the corner of a hex. The positioning of the ship must cause no confusion.
- C. A ship whose orientation is incorrect has its orientation changed to the nearest hex side, at the choice of the opponent.
- D. A ship moving forward must be moved with its bow (forward) facing the direction of movement. A ship moving in reverse must be moved with its stern (aft) facing the direction of movement.
- E. The orientation of forts or batteries is defined by the scenario.
IV. Stacking
- A. Normally, only one ship is allowed in one hex at any time. Two ships are allowed in the same hex when one ship is towing or assisting another ship to move. Towing is explained in the movement rules.
- B. Friendly ships entering the same hex simultaneously during the movement phase may collide. Collisions are explained in the movement rules.
- C. Enemy ships entering the same hex simultaneously during the movement phase are subject to a spar torpedo attack and/or a ram attack. This type of combat is explained in the combat rules. Up to 3 ships may occupy the same hex for a ram or spar torpedo combat.
- D. Only one obstacle, of any type (piles, hulks, etc.), may be placed in a hex.
- E. Up to two fixed torpedoes may be placed in a single hex, depending on the scenario.
V. Hidden Movement
Union and Confederate ships operating on the narrow and winding rivers of the Southern states sometimes had nasty surprises as to the type of ship advancing on them. The high banks and thick woods that border many rivers completely block the line of sight (L.O.S.) and the line of fire of approaching ships. The plume of smoke seen above the treetops may announce the presence of a small gunboat or of an ironclad.
- A. To reflect this uncertainty as to the identity of ships in these confined waters, every ship enters and manoeuvres on the map with its counter face-down until it is within 20 hexes of an enemy unit in its L.O.S. A ship identified at this distance is turned over and its name is given. A ship or unit sighted between 20 and 30 hexes is identified only by its type, that is to say casemate, ironclad, monitor or wooden ship. The ship's counter is turned over, but its name is not given until the L.O.S. is less than 20 hexes.
- B. Turned-over ships may fire on targets in range, and may be fired upon.
- C. Named forts are never turned over on the map.
- D. Artillery batteries are placed on the map as defined by the scenario.
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- An artillery battery may be masked, that is to say it is hidden from the enemy at any distance.
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- A masked battery is not placed on the map, but its location is written in its logbook. Dummy markers laid out on the map are used to confuse the opponent as to the location of the masked battery.
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- The masked battery is revealed on the map at its first shot.
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- A masked battery, once revealed, functions as a normal battery.
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VI. Sequence of Play
The game begins after the units have been set up and the logbooks prepared. The game is played in game turns, divided into phases, carried out in a precise order. The sequence of phases, which repeats each game turn, is as follows:
A. ORDER-WRITING PHASE
- Movement orders:
- a. A die is rolled to attempt to free any ship that is aground or stuck.
- b. Crew factors are assigned to fighting fires (if necessary), to arming the guns and to the engine.
- c. The movements and manoeuvres that the ship must carry out during the movement phase are written in the Move column of the logbook.
- The type of ammunition loaded into the guns is written in the "Gun Loads and Fires" column of the logbook.
- Spar torpedoes are raised or lowered in the Notes section of the logbook.
- The movement points (M.P) spent during the game turn are written in the Moves column of the logbook.
B. MOVEMENT PHASE
- When players have finished the order-writing phase, all ships are moved simultaneously according to the movement orders recorded in the ships' logbooks. Moving several ships simultaneously is impractical, so each player may move his ships in any order, until all units have completed their movement.
- All ships liable to collision or to being rammed are moved simultaneously, using the Sequenced Movement Chart (Chart No. 25).
- Ships that run aground in shallow water or that become stuck on an obstruction stop their movement in that hex, and their remaining M.P are lost.
C. GUN COMBAT PHASE
- Loaded guns of ships or forts, within range of enemy targets, may open fire.
- Firing of guns is not compulsory. Damage inflicted is recorded in the logbooks.
D. GUN DAMAGE PHASE: Damage inflicted on a ship during gunfire takes effect in this phase, and its effects are recorded in the logbook.
E. SPAR TORPEDO AND RAM COMBAT PHASE:
- All spar torpedo and ram attacks are resolved during this phase.
- The loss of a spar torpedo or a ram during the gun combat phase cancels its use during this combat phase.
F. SPAR TORPEDO AND RAM DAMAGE PHASE: Any damage inflicted on a ship by a spar torpedo or ram is applied, and the effects of the cumulative damage are recorded in the ship's logbook.
G. SHIP FIRE-FIGHTING PHASE: Fire-fighting by crew factors is resolved, and any damage caused to the ship as a result of fire is recorded in the ship's logbook.
H. SHIP AND FORT MORALE CHECK PHASE (Advanced rules): The morale of the crews is checked according to the damage inflicted.
VII. Writing Movement Orders
All ships move simultaneously. The movement of each ship must be recorded secretly in the ship's logbook for the game turn before the ship is actually moved on the map. The movement of a ship is based on its current speed (the M.P it has available), its turning capacity, its acceleration and its orientation relative to the speed of the river or sea current. The ship's movements for the game turn are written in the Moves column, together with the number of movement points (MP) modified by the ship's manoeuvres.
A. SHIP SPEED
The maximum number of movement points (MP) of a ship is found in the speed boxes of the ship data sheet, recorded in the logbook. The engine boxes represent its capacity to withstand damage and the speed of the ship (M.P). Each hex that a ship enters costs 1 Movement Point (M.P).
B. TURNING
- A change of orientation of 60 degrees (1 hex side) is a turning manoeuvre and costs 1 movement point (M.P).
- The ability of a ship to make a turn depends on its current speed and its turning capacity (T.C).
- The turning capacity (T.C) of a ship is given by two numbers separated by a slash ( / ). The number before the slash is the maximum number of hex-side orientation changes (60 degrees) that the ship can make in a single hex. The number after the slash is the total number of movement points (M.P) that the ship may spend on 60-degree turns during the movement phase. The higher the ship's speed, the longer it takes the ship to turn, which is reflected in a reduction of the ship's turning capacity (T.C), at the price of a greater number of movement points (M.P) spent.
- Up to a speed of 5 M.P, the ship has a turning capacity of 2/3. This 2/3 means that the ship can make a maximum of 2 hex-side orientation changes in a single hex, and may spend 3 movement points on orientation changes during its movement phase. The ship could "spread" the 3 manoeuvres, making 3 turns of 60 degrees in 3 different hexes, or 2 turns of 60 degrees in one hex and 1 turn of 60 degrees in a different hex.
- At a speed of 6 or 7 M.P, the ship's turning capacity is reduced to 1/2. This 1/2 means that the ship may execute 1 turn of 60 degrees in 1 hex and may spend 2 movement points on orientation changes during the movement phase.
- A ship is not required to use its full turning capacity during the movement phase.
C. ENGINE POWER OF A SHIP
Engine power (E.C) reflects the capacity of an engine to accelerate or slow a ship.
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The positive number (+) indicates the maximum number of movement points that a ship may add to its current speed during a movement phase. A ship may increase its speed in this way up to the desired speed. The maximum M.P shown by the engine boxes may not be exceeded through E.C, except by moving WITH the river or tidal current, in which case the ship no longer has full control at that moment, and suffers the following illegal-movement penalty. Roll one die:
- 1-2 = No effect.
- 3-5 = The ship loses 1 speed box.
- 6 = The ship loses 2 speed boxes.
See also the new rule Emergency engine capacity, in D.4.
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The negative number (-) indicates the maximum number of movement points that a ship may remove from its current speed during a movement phase. Example: a ship moving at a current speed of 4 M.P., with a maximum speed (F.S.) of 7 M.P., and with an engine acceleration (E.C) of +2, -2, could during the current game turn increase its speed up to 6 M.P., or slow down to a speed of 2 M.P. The ship could use less than the whole of its engine capacity and increase speed to 5 M.P., or slow to 3 M.P.
D. EMERGENCY POWER (* additional content, not in the original The Ironclads)*
This is the moment when a ship attempts to increase the power of its engine, by blocking the safety valves or by pushing the boiler temperature beyond safe limits.
- To use the emergency engine capacity, roll a die during the order-writing phase.
- 1-3: Emergency capacity available, +1 E.C.
- 4-5: Emergency capacity unavailable.
- 6: Emergency capacity unavailable, 2 crew factors lost, the normal engine capacity is reduced by +1, -1, and the emergency engine capacity is lost for the rest of the game.
- The emergency engine capacity must be tested each game turn in which it is used.
- If the emergency engine capacity is used successfully for 4 consecutive game turns, roll a die:
- 1-2: The engine is not damaged.
- 3-4: The emergency engine capacity is lost for the rest of the game.
- 5-6: The emergency engine capacity is lost for the rest of the game, the engine acceleration capacity is reduced by +1, -1, 3 engine boxes are lost and 3 crew factors are lost.
- River and tidal current (new interpretation of the rules): The emergency engine capacity may be used to help maintain the M.P of a ship at full speed when affected by river and tidal currents. The rules in D above apply in full, except that only the ship's M.P are increased/decreased for that game turn and not the ship's acceleration. The penalties as in 1 and 3 above apply. Example: a ship moving, with its acceleration, at its maximum speed of 6 M.P. at the start of a game turn, wishes to move in/against a river current moving at 2 M.P., would have a base movement allowance of 4 M.P. to apply to the movement. If the ship had an emergency engine capacity (Emer*) of +2, -2, it could apply +2 E.C., thus cancelling the effect of the current and being able to maintain 6 M.P. for that movement phase, at the risk of damaging the engine.
E. REVERSE MOVEMENT
- The M.P that a ship may spend to move in reverse are shown by the negative speed boxes of the ship data sheet.
- All ships, except Union boats of the Miami and Agawam classes, lose 1 point of turning capacity in reverse. A 2/3 becomes a 2/2. The turning capacity of a ship may not be reduced below 1/1 for reverse movement.
- The acceleration (E.C) and the emergency power of the ship are not affected by reverse movement.
F. LOGBOOK NOTATION FOR SHIP MOVEMENT
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The Moves column of the ship's logbook is used by each player to record the movements of the ships under his command. Movements are written in the ship's logbook using a precise notation, so that any other player examining the ship's logbook can understand the entries. The notations used in this section are given below:
- a. "#": The ship advances a number # of hexes.
- b. "R": The ship makes 1 turn of 60 degrees to the right; repeat for 1 additional turn.
- c. "L": The ship makes 1 turn of 60 degrees to the left; repeat for 1 additional turn.
- d. "B": The ship moves in reverse; write B for each hex moved in reverse.
- e. "+": Increase of movement points by increase of engine power.
- f. "-": Decrease of movement points by decrease of engine power.
- g. "X": Used when ships are stuck or aground.
- h. "D": The ship drifts uncontrollably.
- i. "A": The ship is at anchor or moored.
- j. Any number written after a movement notation is the number of M.P spent to carry out the movement.
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EXAMPLES OF SHIP MOVEMENT NOTATION
The following examples (a, b, c, d) show the notations of a ship and explain the movements, turning capacity, engine power and emergency engine capacity.
- a. [4+1 E.C, 2R2]: The ship's current speed is 4 M.P. Increase speed by 1 M.P., giving 5 M.P. for this movement phase. Advance 2 hexes, turn right, advance 2 hexes. 5 M.P. will be available for the next movement phase.
- b. [5 -1 E.C, 1L1L]: The ship's current speed is 5 M.P. Decrease speed by 1 M.P., giving 4 M.P. for this movement phase. Advance 1 hex, turn left, advance 1 hex, turn left. 4 M.P. will be available for the next movement phase.
- c. [4 +1 E.C, LL1L1]: The ship's current speed is 4 M.P. Increase speed by 1 M.P., giving 5 M.P. for this phase of movement. Two turns to the left executed in the same hex; advance 1 hex, turn left, advance 1 hex. 5 M.P. will be available for the next movement phase.
- d. [1 -2 Emer*E.C, B]: The ship's current speed is 1 M.P. Using the emergency engine capacity (on a successful die roll), decrease speed by 2 M.P., passing to 0, then -1 in the reverse speed boxes, giving a speed of -1 M.P. in reverse for this movement phase. The ship moves 1 hex backwards (B).
G. ENGINE DAMAGE
- Engine damage is recorded by ticking off engine speed boxes, starting with the box containing the highest M.P on the right. Engine damage reduces the maximum number of M.P available to a ship. Example: a ship that has lost 2 engine boxes now has a maximum speed of 5 M.P.
- When engine damage extends to the reverse speed boxes below the ticked forward speed boxes, the reverse speed boxes are also ticked. In the example above, if forward speed box 3 has been ticked, reverse speed box 3 would also be ticked.
H. TOWING
Two ships may occupy the same hex to allow one ship to tow the other. The following conditions must be met for the towing operation to take place:
- The ship to be towed must be either a friendly ship whose M.P are reduced to 1 (by damage or voluntarily), or an enemy ship that has surrendered (advanced rules).
- The towing ship must move at a speed of 3 M.P. or less when it enters the hex containing the ship to be towed, and the towing attempt (A.T.T) must be written in the towing ship's logbook for that game turn.
- The ships must succeed on a grapple roll on the grapple table (Combat Table No. 9) before towing can begin. If the grapple roll fails, it may be retried in the next game turn, or the ship attempting the tow continues to move if it still has M.P.
- The position of the towing ship relative to the towed ship must be shown in the logbook (it affects combat).
- a. BOW-TO-STERN TOWING: The towed ship trails at the stern of the towing ship. The movement is carried out as follows: after a successful grapple, the towing ship advances 1 hex, then may manoeuvre, and the towed ship follows exactly the movement of the towing ship.
- b. SIDE-BY-SIDE TOWING: The towed ship is grappled to one side of the towing ship. The side to which the towed ship is grappled is written in the logbook of the towing ship.
- (1) The side of the towing ship against which the towed ship is grappled may not use its guns, nor may it be fired upon, except by plunging fire. Likewise, the side of the towed ship that lies against the towing ship is also protected and prevented from using its guns.
- (2) In side-by-side towing, the towed ship is placed on the appropriate side of the towing ship and occupies only the hex that contains the towing ship.
- (3) The 2 ships move as one single unit, following the movements of the towing ship.
- c. A ship that is towing another has its turning capacity (T.C) reduced to 1/1, at any speed, and its engine power is reduced to +1, -1 during the towing operation. The speed available to the towing ship is given on Combat Table No. 10.
- d. The towing ship may cast off the towed ship on a roll of 1-4 on the Grapple table. The die is rolled before the movement of the game turn begins.
I. CURRENT AND TIDE (* additional content, not in the original The Ironclads, where it concerns the emergency engine power)*
The direction and strength of a river or tidal current is given in the scenario. The speed of the river current and of the tides affects the movement of a ship in the following way:
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A ship moving against the current subtracts the speed of the current from its number of M.P (not its engine power) that the ship may spend during its movement phase. A ship moving against the current has the current direction arrow pointing directly at the ship's bow, or at the right or left side of its bow. Example: a ship with a current speed of 6 M.P. at the start of the game turn, wishing to move against a river current of 2 M.P., would have a base movement allowance of 4 M.P. for that movement. A ship with an engine power (E.C) of +2, -2 may apply +2 E.C, raising its speed to 8 M.P., cancelling the effect of the current and maintaining its 6 M.P. during the movement phase. See also the new rule Emergency engine capacity, SECTION VII. D.4.
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A ship moving with the current adds the speed of the current to the M.P it has available during this movement phase (not its engine power). A ship moving with the current has the current direction arrow pointing directly at the ship's stern, or at the right or left side of its stern. When a ship moves with the river or tidal current at a speed above its maximum engine rate, it fully uses the added M.P; however, the ship does not have full control at that stage, and suffers the following special illegal-movement penalty. Roll one die:
- 1-2 = No effect.
- 3-5 = The ship loses 1 speed box.
- 6 = The ship loses 2 speed boxes.
(Interpretation of movement with the current.) See also the new rule Emergency engine power; SECTION VII. D.4.
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The effect of the current or tide on ships is determined during the order-writing phase, and its effects remain in force during the ship's movement phase, whatever the direction of the ship's movement.
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On narrow rivers the current will change direction following the bends of the river. Changes in the direction of the current of a river or tide are given in the scenario.
VIII. Carrying Out Written Movement Orders
A. SHIP MOVEMENT
The ships on the map are now moved.
- Ships must be moved on the map exactly as indicated by their orders written in their logbooks. Ship movements are considered simultaneous, but may be carried out in any order.
- Players may inspect the logbooks in the case of questionable ship movement.
- Enemy or friendly ships close to one another (for example within 4 hexes) must use the Sequenced Movement Chart (Combat Table No. 23) to determine whether collisions, rams or spar torpedo attacks take place.
B. SEQUENCED MOVEMENT CHART (Combat Table No. 23)
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The majority of movements do not require use of the Sequenced Movement Chart. This table is mainly used to determine which ship will enter a hex first, relative to another ship. This speed relationship between two ships is needed to determine whether a collision between ships occurs, or whether a spar torpedo or ram attack has taken place.
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The table presents the movement execution phase divided into 20 time segments, called movement sequences. The speed of the ship determines in which movement sequence it will spend one of its M.P to carry out a movement.
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The chart is used as follows:
- a. The number of M.P that the ship must spend in movement this turn is located on the table opposite the ship's speed.
- b. Follow the ship's speed column downwards for each movement sequence. There will be an "M" or a "-". An "M" indicates that the ship will spend one M.P in that particular movement sequence. A "-" indicates that the ship does not spend M.P in that movement sequence, that is, the ship neither moves nor turns.
Example: a ship with 5 M.P. to spend, and with written orders 3, R, 1, would move as follows: Sequence 4 – the ship advances 1 hex. Sequence 8 – the ship advances 1 hex. Sequence 12 – the ship advances 1 hex. Sequence 16 – the ship makes 1 turn to the right (60 degrees). Sequence 20 – the ship advances 1 hex.
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The Sequenced Movement Chart may be used to move all ships in scenarios where the number of ships is quite small.
IX. Special Events During Movement
Several things may happen to a ship during the movement phase, which may affect the ship's capabilities for the rest of the turn and subsequent turns.
A. RUNNING AGROUND
Any ship entering a hex of partial or complete shoal must stop its movement in that hex, and roll 1 die on the Vessel Grounding Table (Combat Table No. 12), to determine whether the ship runs aground in shallow water or continues its movement. The die is rolled for each M.P spent in a shoal hex.
- A ship that runs aground immediately stops its movement in that hex. All remaining M.P are lost.
- An aground ship may neither move nor change orientation until it has freed itself.
B. FREEING AN AGROUND SHIP
During the order-writing phase, a test is made on the Vessel Grounding Table to determine whether the ship remains aground or is free to move.
- An aground ship that frees itself from the shoal has M.P equal to the power of its engine.
- An aground ship attempting to back off a shoal receives a -1 modifier to the die roll on the Vessel Grounding Table. Treat a modified die of 0 as 1.
C. STUCK (ENCASTREMENT)
A ship that enters a hex containing an obstacle or a shoreline hex (green line) becomes stuck and suffers damage. A ship may choose to attempt a crossing at reduced speed, or to destroy the obstacle.
- Only one ship may attack an obstacle during the same game turn.
- Only light obstacles, booms and piles, may be attacked by ramming or with a spar torpedo.
- Heavy obstacles and hulks may not be attacked by a ship. These obstacles are built too solidly.
D. LIGHT OBSTACLES
Booms are light obstacles with an armour of 5 and a waterline of 5. The booms of a barrier may only be attacked by ramming or by a spar torpedo.
- Booms cannot be crossed; they must be destroyed before a ship can freely cross the hex it occupies.
- A boom that receives 5 waterline hits is destroyed; its counter is removed, freeing the hex for free movement of ships.
- If a boom is destroyed during the turn in which it is attacked, the attacking ship is not subject to a test on the Vessel Fouling Table (Combat Table No. 13) and continues its movement.
E. PILE OBSTACLES
Pile obstacles consist of 10, 15 or 20 piles. Reducing the factors to zero destroys the obstacle, which is removed, freeing the hex for free movement of ships. They may only be attacked by ramming.
- If a 10-pile obstacle is destroyed during the turn in which it is attacked, the attacking ship is not subject to a test on the Vessel Fouling Table (Combat Table No. 13) and continues its movement. If the 10-pile obstacle is not destroyed, the ship is subject to a test on the Vessel Fouling Table (Combat Table No. 13).
- A ship that attacks a 15- or 20-pile obstacle is subject to a test on the Vessel Fouling Table (Combat Table No. 13), whether or not the obstacle is destroyed.
- A ship may attempt to cross a 10-pile obstacle without attacking it, by making a test on the Vessel Fouling Table. A -1 on the die of the Vessel Fouling Table applies if the ship has a speed of 4 M.P. or less. A modified die roll of zero (0) is treated as a result of U.
- Pile obstacles of 15 to 20 piles cannot be crossed; they must be attacked and destroyed before the hex is freed for free movement of ships.
- A pile obstacle that is not destroyed has its hex number and the amount of damage it has taken recorded in the logbook of the attacking ship, for reference in future attacks.
F. UNSUCCESSFUL ATTACKS ON PILE OR BOOM OBSTACLES
- A ship that unsuccessfully attacks a pile or boom obstacle stops its movement in the obstructed hex and loses all remaining M.P. The ship may no longer advance or change orientation.
- The ship tests on the Vessel Fouling Table to see whether it becomes stuck (Combat Table No. 13). If the ship is stuck, it remains in the hex and may neither turn nor move until it is freed.
- A stuck ship attempts to free itself during the order-writing phase. The ship is tested on the Vessel Fouling Table (No. 13) to determine whether it remains stuck or is free to move. A ship that has freed itself may move with a number of M.P equal to the number of engine power points of the ship during that game turn.
- If the ship is not fouled on the obstacle, it must move in reverse to leave the obstructed hex. The ship is then free to make any other movement desired by the ship's commander.
- A weakened obstacle may be attacked as many times as necessary to destroy it in subsequent game turns.
G. HEAVY OBSTACLES AND HULKS
- These obstacles may not be attacked in any way by a ship.
- A ship attempting to cross a hex blocked by a hulk or a heavy obstacle is subject to a test on the Vessel Fouling Table (Combat Table No. 13).
- A heavy obstacle occupies the hex in which it lies and the four adjacent hexes into which the corners of the marker extend.
H. PLACEMENT OF OBSTACLES
- Booms may be placed in any water hex.
- Obstacles of 10 and 15 piles are placed in water adjacent to a shoal or bank. Obstacles of 20 piles may be placed in any water hex.
- Hulks may be placed in any water hex. Hulks are also used to mark the position of ships sunk in shallow water.
- Heavy obstacles may be placed in any water hex. Heavy obstacles may not be placed in adjacent hexes.
I. FUNCTION OF HEAVY OBSTACLES
Obstacles essentially serve to channel the movement of enemy ships into the field of fire of coastal batteries, or into waters mined with torpedoes, or unfavourable to the attackers. Obstructions placed with care in relation to torpedoes can cause heavy damage, restrict and blunt the attack of a superior force on a weaker defending force.
J. INTERACTION BETWEEN SHIPS
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Collision between friendly ships
Friendly ships that enter the same hex during the same movement sequence may collide. A die is rolled:
- 1-4: A collision between the ships takes place; the involved ships are tested on the Vessel-to-Vessel Collision Table (Combat Table No. 14). Damage, if any, is recorded in the ships' logbooks. The movement phase of both ships ends in the hex in which the collision occurred.
- 5-6: No collision occurs; the ships continue their movement. Ships that have collided suffer a loss of 3 MP for the next game turn.
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Collision between enemy ships
Enemy ships entering the same hex lead to a combat by torpedo or by ram. These ships stop their movement on entering the same hex and are not moved, or turned, for the rest of the movement phase. Spar torpedo and ram attacks are resolved after the resolution of gun combat.
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Ship subjected to a fixed torpedo attack
A ship entering a hex containing a fixed torpedo is immediately attacked by the torpedo before movement continues. A die is rolled on the Torpedo Damage Table (Combat Table No. 8). If the damage inflicted on the ship is greater than or equal to its waterline value, it sinks in the hex in which it was attacked, and the ship is replaced by a sinking-ship marker. If the damage is less than the ship's waterline value, it continues the movements written for that game turn.
K. ILLEGAL MOVEMENTS
From time to time in the heat of combat, players will discover ships whose logbook entries are incorrect, requiring impossible movements to be carried out. Since it is too late at this stage to rewrite the logbook, the following actions are taken to correct the illegal movement.
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When the written movement of a ship exceeds the number of M.P available for that particular movement phase:
- a. Erase all parts of the written movement that exceed the available maximum of M.P, and move the ship back by the number of excess M.P, retracing the ship's final movement.
- b. Penalty = the excess M.P damage the engine and machinery. Roll 1 die: 1-4, the ship loses 1 speed box; 5-6, the ship loses 2 speed boxes.
When a ship moving with the current, using the M.P of the river or tide, exceeds its maximum engine rate, it moves completely. The M.P gained are not erased as in "a" above. Roll one die: 1-2 = No effect; 3-5 = the ship loses 1 speed box; 6 = the ship loses 2 speed boxes.
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A ship exceeds its turning capacity:
- a. The ship returns to the hex in which the infraction occurred, and turns at its maximum legal capacity, then moves in a straight line for the rest of its M.P.
- b. Penalty = the ship's rudder is damaged: the ship's turning capacity is reduced to 1/1, whatever its speed, for the rest of the game.
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Turning manoeuvres are badly executed:
- a. The ship turns in the opposite direction to that indicated in the logbook.
- b. Penalty = ship's rudder temporarily out of order: the ship must turn in the direction indicated for 2 game turns. Movement is written as 1, turn, 1, turn, etc., at half the ship's available M.P.
Combat
X. Gun Combat
Ships and forts fire their guns at enemy targets that are within range and in their field of fire, and all hits and damage they suffer are assessed.
A. FIRING
Firing is carried out from the positions of the ships once all movement has been completed. The fire of ships' and forts' guns is simultaneous and may be resolved in any order. The effects of damage are ignored until the gun damage phase.
- The guns of a ship or fort may fire at any enemy unit that is within range and in the field of fire of the guns.
- Each loaded gun within range of a target fires individually. The penetration factor (P.F.) of several weapons may not be combined. A gun may only fire once per turn and may not fire again until it has been reloaded.
B. FIELD OF FIRE
Ships have their guns mounted in broadside ports with limited fields of fire. Pivot guns have wide fields of fire and may fire in several directions. The symbol used for the gun on the ship's deck plan indicates a type of weapon and corresponds to a field of fire.
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PORTS: Guns mounted on an open deck, in a casemate or in an armoured turret. The arrow shows the direction of fire.
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UNION IRONCLADS, UNION WOODEN SHIPS AND CONFEDERATE SHIPS: These ships have a wide field of fire for their broadside guns, and use the large triangular play aids labelled Broadside Guns. The field of fire consists of three zones.
- Zone I (bow and stern): Targets in this zone may be fired on only by the guns located in the forward or aft sections of the firing ship, depending on the direction in which the firing ship is heading.
- Zone II: Targets in this zone may be hit by all the guns on board the ships.
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UNION CASEMATE IRONCLADS, BOW AND STERN GUNS: These guns have a wide field of fire for their broadside guns, and use the large triangular play aids labelled Union Casemate Ironclad's Bow and Stern Guns. The field of fire of forward or aft casemate guns is divided into 3 zones.
- Zone I: Targets may be hit by the guns on the left side and in the centre of the casemate.
- Zone II: Targets may be hit by all the guns.
- Zone III: Targets in this zone may be hit by the guns on the right side and in the centre of the casemate.
A jammed turret uses the model of bow and stern guns, since it faces a "hex side" when it is jammed.
Example: a ship with three casemate guns; the central gun may fire at a target in zone I or zone III.
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CONFEDERATE CASEMATE IRONCLADS: These have a restricted field of fire for their broadside guns, because of narrower gunports. The smaller triangular play aid is used to determine the field of fire of these ships. It is divided into 2 zones, and works like its Union ironclad counterpart. The bow and stern guns use the smaller triangular play aid, which is divided into 3 zones and works exactly like its Union ironclad counterpart. The following two examples show the targeting of ships in the broadside, forward-broadside and aft zones.
7. FORTS AND BATTERIES
The guns of forts and batteries have an arc of fire of 120 degrees from the face of the fort.
- a. Example 1: forward section of a battery or fort.
- b. Example 2: corner section of a battery or fort.
(The examples are diagrams in the source and are not reproduced in the text.)
C. SELECTION OF A TARGET
Ships firing guns must have a clear line of sight (L.O.S) to the target.
- A L.O.S may be blocked by the shoreline or by terrain as described in the scenario.
- A L.O.S is blocked by a friendly ship between the firing ship and its target. An enemy ship may block the L.O.S. to another enemy ship, if a straight line from the firing ship passes through the nearest enemy ship.
- a. The whole broadside is blocked by a ship in zone II.
- b. A friendly ship in zone I or zone III blocks the fire of the guns only in that section.
- c. An outboard pivot gun may fire on a target outside the field of fire of the broadside ports if the direct L.O.S. of the pivot gun does not pass through a friendly ship.
- d. Turreted ships: the L.O.S. is blocked if the friendly ship is crossed by a straight line from the firing ship to the target.
D. FIRING PROCEDURE
- The range (R) of the target from the gun (ship or fort) is determined by the shortest number of hexes between the target hex and the hex of the shooter.
- The target is hit when the roll of 2 dice is greater than or equal to the probability number at that range (H.P.N, hit probability number).
- a. The dice roll to hit the target is modified by crew quality (Combat Table No. 5) and by smoke (advanced rules).
- b. The H.P.N is modified by the silhouette and speed modifier of the target ship (expansion rules).
- c. The H.P.N is modified by fires on the ship or fort (Combat Table No. 21).
- If the number obtained on two dice is less than the D.R. figure for the range of the target (R), the shot misses and has no effect.
- A ship with a large number of guns (first-class ships of the line and armoured frigates only) may choose to fire its guns in groups of 3 guns of the same type. A single hit roll is made for the 3 guns. If the roll succeeds, all 3 guns hit the target. If the roll fails, all 3 guns miss the target. The damage from each hit is always determined individually for each weapon hitting. The effects of the 3 hits are recorded individually.
E. LOCATION OF HITS
- Fire on a ship: The location of the hit is determined by rolling 2 dice (1 red, 1 white) and by the position of the targeted ship in relation to the firing ship.
- a. The white die (Combat Table No. 1) indicates the position on the ship that is hit. The type of ship hit is cross-indexed with the die roll to give the position hit on the ship.
- b. The red die (Combat Table No. 2) indicates the section of the target ship hit, according to its orientation in relation to the firing ship.
- BROADSIDE FIRE: The target ship is broadside when neither its bow nor its stern faces the firing ship.
- RAKING FIRE: The ship is subjected to raking fire when its bow or stern faces the firing ship.
- TURRET: This column is used when a hit is made on a turret. The turret is assumed to rotate slowly and constantly while the location of damage is determined, the results of turret jamming, etc. A turret is assumed to rotate slowly and constantly and may be hit in all sections, and may also be jammed in a random direction. See special hit 2c, critical hit 3b.
- c. PLUNGING FIRE: A ship is subjected to plunging fire when the batteries are at a higher altitude than the ship. This condition is described in the scenario where this type of fire is possible. Plunging fire does not exist in the case of direct fire between ships.
- Fire on a fort or battery: The numbered position of the targeted gun in the fort or battery is recorded in the logbook of the firing ship. A die roll determines whether the targeted position is hit.
- 1-4: The targeted position is hit.
- 5: The position to the left of the targeted position is hit.
F. GRAPESHOT (G.S.)
Grapeshot is used to damage the enemy ship's stack, reduce its speed, reduce the crews of its guns, and silence the weapon for a number of turns.
- Grapeshot is loaded at the same R.O.F as a standard shell, and is recorded in the ship's logbook as G.S.
- Grapeshot is treated in the same way as a solid shot to determine its H.P.N against the target and which position and section of the ship or fort is hit.
- The number of grapeshot points (G.S.) that reach the target depends on the range and is found on the ship data sheet opposite G.S. (item 22 on the ship data sheet). Example: a 11-inch Dahlgren S.B. can fire 3 grapeshot points on a target at 2 hexes range and requires a dice roll of 3 or more, with an average crew, to hit the target.
G. EFFECTS OF GRAPESHOT
The damage inflicted by grapeshot is determined by cross-referencing a die roll with the number of grapeshot points fired on the Grapeshot Hit Table (Combat Table No. 4).
- A ship receives stack damage (Stack Hits S.K) only if it is hit in the middle of the hull or on the casemate.
- Ironclads receive structural damage only if they are hit in the middle of the ship.
- A monitor never suffers structural or crew damage when hit by grapeshot, unless the armour of the turret section hit is at zero (0).
- A wooden ship or fort first suffers losses of gun crew factors of pivot guns in the section hit. If there are no pivot guns in the section hit, the crew factors are lost from the broadside guns.
- When there are 3 or more losses of crew factors from grapeshot, this may cause severe disorganisation. Roll one die: 1-5 = NO EFFECT; 6 = the gun is out of action for 1 game turn. The weapon may neither be reloaded nor fire.
- The grapeshot factors of several weapons may not be added together for one shot. Grapeshot is fired individually, exactly in the same way as a shell.
H. INDIRECT FIRE
Only mortars are capable of indirect fire. Mortars may not fire directly.
- In order to fire on an enemy unit, a mortar unit must have:
- a. A clear L.O.S. to the target unit,
- b. A clear L.O.S. to a friendly unit (observer) which has a L.O.S. to the target.
- c. The target is within 8 hexes of the observer and of the mortar.
- Procedure for mortar fire: The target hex (ship, fort, battery) must be written in the logbook one turn before firing. A mortar must be moored or anchored in order to fire.
- a. A die roll equal to or greater than the D.R. gives the possibility that a direct hit has taken place. To determine whether the target is hit directly, 2 dice are rolled (1 white, 1 red). A 1 on the red die indicates that the target is hit. 2 to 6: the target has been missed and a hex adjacent to the target hex is hit instead. The white die indicates which hex is hit: 1 = N; 2 = NE; 3 = SE; 4 = S; 5 = SW; 6 = NW. The white die has no meaning if a 1 is obtained on the red die.
- b. Mortars have an arc of fire of 360 degrees.
- c. The P.F. of the mortar is always 14, whatever the range of the target. The mortar fires only shells.
- d. Any direct hit on a ship by a mortar is always a hit on the deck.
- e. Once a mortar has hit the target directly, it receives a -1 modifier to its red die for further consecutive shots on the same target. A modified red die roll of zero (0) is always a success. An additional direct hit does not increase the -1 modifier.
I. SHIP SILHOUETTE MODIFIERS (expansion rule) (* additional content, not in the original The Ironclads)*
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The size of a ship affects its probability of being hit by a gun. The modifiers to the dice roll on the H.P.N table for the ships of the basic game The Ironclads are shown below. The ship's modifier is added to the probability dice roll, and V is the value of the ship.
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It is suggested that these silhouette modifiers be written directly on the ship data sheets.
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The silhouette modifier of a ship from the expansion pack is shown on the ship data sheet under the reference Sil. Mod.
(The silhouette modifier table itself is not included in the source text.)
J. SHIP SPEED (expansion rule) (* additional content, not in the original The Ironclads)*
The speed of the target ship also affects its probability of being hit by gunfire. The following table reflects this aspect for a moving target:
(The speed-modifier table is not included in the source text.)
Example: a 6.4-inch Brooke 2B gun fires at the U.S.S. New Ironsides (No. 13), which is moving at a speed of 6 M.P., at a distance of 17 hexes. The dice modifier for the shot would be +2 for the size of the New Ironsides and -1 for the speed of 6 M.P. The total modifier to the H.P.N will be +1. A dice roll greater than or equal to 6 (H.P.N) will result in a hit.
XI. Gun Damage
Damage inflicted on a target is resolved before the next combat turn.
A. Damage inflicted on a target by direct or indirect fire is resolved on the Hit Damage Table (Hit Damage Table No. 6).
The damage column used for a shot is determined by subtracting the armour factors remaining in the section hit from the modified penetration factor (P.F.) of the firing weapon. A die is rolled on this column to determine the amount of damage inflicted on the target. The damage inflicted on the target is recorded in the logbook.
Example: a 9-inch Dahlgren S.B. (P.F. 6/5) fires a solid shot (S.S.) at a target with 10 armour factors, at a range of 7 hexes. The column on the H.D.T. used would be column 2 (2x6=12, 12-10=2). (The P.F. at 7 hexes is doubled.) Column 2 lies in the column +1 to +5. A die is rolled on the column to determine the damage. A die roll of 3 results in the loss of 1 armour factor in the section hit.
B. RECORDING AND ASSESSING DAMAGE
Damage is shown in the appropriate section of the target by entering a vertical line in the ship's logbook, then the letter that identifies the part of the ship that receives the damage. The H.D.T. has five types of damage that the target may receive.
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ARMOUR ("A"): Armour hits represent damage suffered by the armour of the target. Armour may be iron plating, thick wood, cotton bales on a ship, and earth or stone for forts and obstacles.
- a. The loss of all armour factors of a section leaves a protection of zero (0). The die is always rolled on the H.D.T. for additional damage and possible critical penetrations (P*). Any further hit in this section will automatically penetrate in the turn following that in which the armour is reduced to zero (0).
- b. Damage to a section of a ship in which all the armour has been reduced to zero is applied to adjacent sections at the choice of the owning player. This rule does not apply to forts or coastal batteries.
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HULL ("H"): Hull hits represent damage to the structural integrity of the ship. A hull hit is marked in the hull section, not in the armour sections of the ship. Hull hits on a fort or battery are treated as NO EFFECT.
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CREW ("C"): Crew hits indicate the loss of ship personnel. The loss of crew may affect the R.O.F of the guns, the speed of the ship and morale.
- a. A gun, to maintain its maximum R.O.F, must be manned by 2 crew factors. A gun may be manned by a single crew factor at its R.O.F increased by 1 (1/1 becomes 1/2).
- b. A ship must have 3 crew factors in the engine room to maintain its movement points (M.P) and its maximum engine power.
- (1) A ship with 2 crew factors in the engine room has its maximum speed reduced by 2 M.P., and its engine acceleration (E.C) is reduced to +1, -1.
- (2) A ship with 1 crew factor in the engine room has its top speed reduced by 3 M.P. and its engine acceleration (E.C) is reduced to +1, -1.
- (3) In the absence of crew factors in the engine room, the speed of the ship is reduced by 1 M.P. per game turn from its current speed, and its engine acceleration (E.C) is reduced to 0, -1.
XII. Spar Torpedoes
A ship equipped with spar torpedoes (or pole torpedoes) engages in combat under the following conditions:
- A. The spar torpedo must be in the lowered position. The spar torpedo has its marker exposed to view before the start of the movement phase. The spar torpedo may be raised or lowered during a game turn. The lowered/raised position is written in the logbook. The turning capacity (T.C) of a ship equipped with a lowered spar torpedo is reduced to 1/1.
- B. Ships equipped with a spar torpedo must enter the hex containing the enemy ship, or be themselves rammed by the bow, in order to attack it during the movement phase. Both ships stop when they occupy the same hex.
- C. If the spar torpedo is not destroyed by gunfire, the attack against the enemy ship is resolved.
- D. The attack of a spar torpedo is resolved by rolling 2 dice (1 red, 1 white) on the Torpedo Damage Table (Combat Table No. 8).
- The red die indicates the damage that may be suffered by the attacking ship.
- The white die indicates the damage inflicted on the target, depending on the type of spar torpedo used.
- All damage is inflicted as waterline hits (F).
- Torpedoes that do not explode have no effect on the target and the torpedo is lost.
- Ships that attack only with a spar torpedo do not test on the Vessel Fouling Table (Combat Table No. 13) to check whether the ships remain entangled with each other.
- Ships sunk by a spar torpedo sink normally.
- After a spar torpedo attack, successful or not, the spar torpedo is removed from the game.
- E. If the attacking ship is completely destroyed or sinks during the firing phase, the spar torpedo attack is not resolved.
- A spar torpedo destroyed during the firing phase is removed from the game and the attack is not resolved.
XIII. Ram
Any ship that enters a hex containing an enemy ship with remaining ram factors attacks the ship by ramming it. The attacking ship (A.V) must be the second ship to enter the hex containing the enemy ship, using the Sequenced Movement Chart (Combat Table No. 23). Where enemy ships are bow to bow in a hex, the ship with the greater ram attack factor is considered the attacker (A.V).
A. The ram attack is resolved in 4 steps and uses Combat Tables Nos. 15 to 18.
- The first step in resolving the ram attack is to determine which section of the target ship is struck by the ram. Combat Table No. 15, with a die roll, determines the section of the ship hit in relation to the hex side from which the attacking ship entered, and in relation to the bow of the target ship. Example: the attacking ship enters by hex side 3; a die roll of 1 indicates that the rear right section of the target ship is struck by the ram.
- The momentum value (M) of the ram striking the target is obtained from Combat Table No. 16. The current speed of the attacking ship is cross-indexed with the remaining hull values, to give the M value (momentum) for the attack. Hull values are rounded to the nearest ten. Example: a hull value of 33 is rounded to 30, 46 is rounded to 50, 45 is rounded to 40.
- The ramming factor (R.F.) combines the momentum and the strength of the ram against the armour of the target's section to determine the ram damage column, determined by the Ram Damage Column (Table No. 17). The M value (momentum) of the ramming ship obtained from Combat Table No. 16 is indexed with the Ram Attack Odds (R.A.O.) on Combat Table No. 17. The ram attack odds (R.A.O.) are the ratio between the ram attack factor and the armour value of the waterline section hit. The R.A.O. (ram attack odds) is rounded in favour of the defending ship's armour. The number obtained from this cross-index gives the column to use on the Ram Damage Table (Combat Table No. 18) to determine the damage caused. Example: a ship with an M value (momentum) of 25 and an R.F. (ram) of 50, striking 12 armour factors at the waterline, would be resolved as follows: the R.A.O. would be 50:12 or 4:1. Cross-indexing the R.A.O. of 4:1 with an M value of 25 gives a damage column of 6.
- The damage inflicted on the target ship (T), and any possible damage caused to the attacking ship (A.V.), is determined on the Ram Damage Table (Combat Table No. 18). A die is rolled on the column of the Ram Damage Table determined in step 3. The die roll is modified according to the section and type of target hit.
B. If the attacking ship suffers damage to its ram during the firing phase, the damage is recorded in the logbook and the ram attack is carried out with the remaining ram factors.
- If all the ram attack factors are lost during the previous firing phase, the ram attack is resolved on column 1 of the Ram Damage Table without modifier to the die roll. Combat Tables Nos. 15 and 18 are used.
- If the attacking ship is completely destroyed, or sinks during the firing phase, the ram attack is not resolved.
C. Damage inflicted on the target and on the attacker is marked on their logbooks and takes effect at the start of the next game turn.
D. The attacking ship (A.V), if it is not entangled with its target (T) during the ram attack, has its speed reduced to zero. In the following game turn, using its engine power (E.C), the attacking ship (A.V) must back directly into the hex from which it attacked/entered. It may then manoeuvre normally. The target (T), if not sunk, has its speed reduced to 0 as a result of being rammed, and may use its engine power to accelerate in the next game turn.
E. An attacking ship (A.V) may become entangled with its target (T) following a ram attack. To determine whether the attacking ship (A.V) is entangled with its target (T), a die is rolled on the Vessel Fouling Table (Combat Table No. 13) according to the types of attacking and attacked ship.
- Entangled ships may not move but drift as a single unit. The drift of the attacking ship determines the direction taken by both ships.
- Disentangling is attempted at the start of each game turn. Ships remain entangled until the attacking ship is freed.
- If the target ship sinks entangled with the attacking ship, the attacking ship makes 2 rolls in succession to attempt to free itself. If these attempts to free itself fail, the attacking ship also sinks with it.
F. Ships attacking obstacles with their rams use Combat Tables Nos. 16, 17 and 18 to determine the damage inflicted on the obstacles. The resolution of the ram combat against obstacles is the same as in steps 2, 3 and 4.
G. A ram attack may not be launched with the stern of a ship. Such contact is considered a collision between ships (Combat Table No. 14), and the attacker automatically suffers critical hit 12a on the waterline section.
H. Advanced rules of ram combat (expansion rules) (* additional content, not in the original The Ironclads)*
- a. Bow-to-bow ramming. The ship with the highest ram attack factor rolls 1 die to determine the position of the bow hit.
- 1-2, Frontal arc (D): The target uses the intact bow waterline armour for defence against ram attacks, whatever the damage caused to the forward left or right sections. All armour hits on the target are applied to both sides (R/L) of the bow. The attacker (A.V) receives a -2 modifier to the die roll on Table 18, and the damage suffered by the attacker (A.V) is tripled. The target's torpedoes on the bow are destroyed.
- 3-4, Left side (L) of the bow of the target struck by the ram: The waterline armour in this section is used for defence. The attacker (A.V) receives a +1 modifier to the die roll on Table 18, and the damage suffered by the attacker (A.V) is doubled.
- 5-6, Right side (R) of the bow of the target struck by the ram: The waterline armour in this section is used for defence. The attacker (A.V) receives a +1 modifier to the die roll on Table 18, and the damage suffered by the attacker (A.V) is doubled.
- b. Bow-to-stern ramming. The attacking ship rolls 1 die to determine the position of the stern hit.
- 1-2, Rear arc (D): The target uses the remaining stern waterline armour for defence against ram attacks, whatever the damage caused to the rear left or right sections. The target receives critical hit 12a (section S) automatically. All armour hits on the target are applied to both sides (R/L) of the stern. The attacker receives a +2 modifier to the die roll on Table 18. All torpedoes on the stern of the target are destroyed.
- 3-4, Left side (L) of the stern of the target struck by the ram: The remaining armour in this section is used for defence. The attacker (A.V) receives a +2 modifier to the die roll on Table 18.
- 5-6, Right side (R) of the stern of the target struck by the ram: The remaining armour in this section is used for defence. The attacker (A.V) receives a +2 modifier to the die roll on Table 18.
XIV. Sinking
When all the waterline (F) of a ship is destroyed, the ship begins to sink. The sinking of a ship may occur in three ways.
A. Catastrophic sinking: the ship strikes a torpedo.
- If the damage to the ship is greater than or equal to its remaining waterline value (F), the ship stops in the hex where the torpedo explodes and begins to sink. A sinking-ship marker (Sinking) is placed on the ship.
- Any ship passing through the hex containing the sinking ship must test on the Vessel-to-Vessel Collision Table (Combat Table No. 14) to check whether a collision takes place.
- The sinking ship sinks at the start of the next game turn, and is replaced by a sunk-ship marker. A ship entering a hex with a sunk-ship marker must test on the Vessel Fouling Table.
- If the damage inflicted on the ship is less than its remaining waterline value (F), the ship continues its movement; the damage is taken into account in the gun-damage phase.
B. Explosion and sinking: A sinking-ship marker is placed on the ship when it explodes. The ship is removed from the game at the end of the gun-damage phase. No counter marks its position.
C. Normal sinking: when the waterline value of a ship is exceeded as a result of gunfire, spar torpedoes or ramming, the ship begins to sink in the following game turn.
- A wooden ship will stay afloat one game turn for each band of 10 hull factors (H) remaining on the ship.
- Any armoured frigate or ironclad will stay afloat for one game turn for each band of 20 hull factors (H) remaining on the ship. Hull factors (H) are rounded down to the lower ten.
- A ship that sinks has no more steam and can no longer move, but begins to drift (Combat Table No. 11), and its turrets no longer turn (see Critical Hit No. 10a).
- Ships may fire their guns in each turn in which the ship sinks, except the game turn during which it sinks completely. Example: in game turn 6, a wooden ship has its waterline (F) destroyed. This ship still has 34 intact hull factors (H), indicating that the sinking will last for the next 3 game turns and that it will sink at the end of game turn 9. The ship may use its guns during turns 7 and 8. Fire before the sinking may be altered by crew morale (see Advanced Rules).
- A gun firing from a sinking ship has a -2 modifier on its die for the H.P.T.
XV. Drift Table (Combat Table No. 11)
Any ship whose engine stops as a result of damage, whose M.P is reduced to zero and which no longer has E.C, and which is not anchored, will drift with the current or the tide.
A. The drift of a ship is not controlled. A die is rolled on the Drift Table to determine how the ship drifts in the current.
B. All events that may occur during the powered movement phase may occur to a drifting ship.
C. Drifting ships may fire on enemy targets.
XVI. Fires
A critical hit may trigger a fire on the Critical Hit Table.
A. A fire that starts is signalled by a level I fire marker on the ship.
B. The risk of a fire breaking out is tested on the Fire Ignition Table (Combat Table No. 19). If a fire breaks out, a level 1 marker is placed on the ship.
C. A fire burns with variable intensity. After combat, for each fire, a die is rolled on the Fire Level Effect Table (Combat Table No. 20). The die roll on this table is modified by the number and quality of the crew fighting the fire, and by the level of the fires on the ship.
- The modifier to the die roll for the effect of the quality and number of crew factors allocated to fighting the fire is given in Combat Table No. 22.
- The modifier to the die roll for the level of the fire is given in the Fire Damage Effect Table (Combat Table No. 21).
- a. Combat Table No. 21 also gives the modifier to the probability of hitting (D.R.) of the weapon. Example: a ship with a level II fire, an average crew, firing a 9-inch Dahlgren S.B. at a target 7 hexes away, will hit with a 9 or more, instead of a 6 or more without the fire.
- b. A fire beyond level II destroys hull (H) factors for each turn it burns. The number of hull factors destroyed (H) per turn depends on the level of the fire. Example: 15 elite crew factors are allocated to fighting a level II fire. The die roll modifier for Combat Table No. 20 would be: -2 for the elite crew, +1 for the fire level, -2 + 1 = -1 on the die roll. A die roll of 3 would be modified to +2, and the fire would be put out.
D. Fire in a fort. A fire behaves in a fort as on a ship, with the following exceptions:
- The loss of hull factors on Combat Table No. 21 is treated as NO EFFECT.
- A fire of any level in a gun position causes the loss of one "A" armour per turn.
- Any fire above level III in a gun position causes the destruction of the gun and the abandonment of the position.
E. The effect of several fires on a ship or fort applies as follows:
- The modifier to the dice roll (H.P.T.) is added for each fire to the fire of each weapon. Example: two level I fires on a ship produce a modifier to the D.R. of +4. A 9-inch Dahlgren S.B. firing at a target 7 hexes away with an elite crew and two level I fires on the ship would need a D.R. of 10 or better to hit the target. The elite crew adds +2 to the die roll, so a die of 8 or more will hit the target.
- Each fire on a ship or fort must be fought and put out individually. Each is fought during the same game turn, if enough crew factors are available.
- Each fire causes the loss of hull (H) factors or armour (A) factors according to its intensity during the fire-fighting phase (S.o.P).
- Fires in a gun position of a fort add their levels together and are treated as a single fire for damage and H.P.T. modifications, but must be fought and put out individually.
XVII. Paddle Wheels
Damage to side or stern paddle wheels affects the movement of the ship.
A. A paddle wheel is hit after all the armour of its section has been destroyed.
B. Hull (H) damage from hits in the unarmoured section of the ship with paddle wheels is also applied to the paddle wheel.
C. Damage to the left and right paddle wheels creates a dependency. Example: a double paddle wheel of the Miami class that has lost 3 factors on the left paddle wheel and 2 factors on the right paddle wheel suffers a loss of 4 M.P. of engine speed.
D. The destruction (D.E) of a paddle wheel reduces the forward and reverse speed of the ship to 1 M.P. A ship will turn in the direction of its destroyed paddle wheel if a speed greater than 1 M.P is used.
- The right paddle wheel destroyed: the ship turns to the right; the left paddle wheel destroyed: the ship turns to the left. The movement sequence will be 1, turn, 1, turn, etc., until all the M.P are used.
E. The destruction of both paddle wheels results in the total loss of the ship's M.P. The ship can only drift or be towed.
Advanced Rules
The advanced rules are essentially optional and are included to improve realism. They add a further degree of complexity to the game. These rules may be used individually in any scenario. Players mutually agree on which advanced rules they wish to use.
I. Smoke and Wind
Civil War ships used coal, wood and pitch to fuel their boilers. These fuels produced large quantities of opaque smoke. This smoke could obscure the target, making the task of the gunners more difficult.
A. Smoke moves in the direction of the wind direction marker.
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The wind direction is given in the scenario instructions.
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Players may use the variable wind rule instead of that of the scenario. At the start of the game, a die is rolled twice. The first roll is for the initial wind direction; the second roll is for the multiplier of the number of game turns used to check for a change in wind direction.
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Wind direction die roll: 1 = N; 2 = NE; 3 = SE; 4 = S; 5 = SW; 6 = NW.
Example of the variable wind rule: the first die roll gives 4, meaning the wind comes from the south. The second die roll of 3 gives 3 turns before checking for a change of wind direction.
B. A ship firing downwind in the direction of its smoke has a -2 modifier to its H.P.T. on each shot.
C. Ships in open sea with no M.P or engine power drift with the wind at 1 M.P per turn. The heading of the ship is determined by a die roll on the Vessel Drift Table each turn.
II. Crew Morale
The morale of the crew is determined by several factors: loss of crew factors, the condition of the ship or fort, the combat, and the condition of the enemy.
A. The full crew of a ship has a base morale value. This base morale value is found on the ship data sheet, item 20e. Losses in the crew reduce the morale value. Example: the C.S.S. Arkansas has a base morale of 16, with its full crew of 40 men. The loss of 10 crew factors brings its morale down to 14. The loss of a further 20 crew factors brings its morale down to 12.
B. The morale value is modified by the morale modifiers appropriate to a ship or fort. The morale modifiers are found on the Morale Tables.
C. The modified morale value is the morale value of the ship or fort used when a morale test is made.
D. The morale test consists of rolling two dice. If the dice are greater than the current morale value, the morale of the ship or fort is broken.
E. Demoralised unit
- a. Ships: A demoralised ship may not use its weapons. The ship must withdraw voluntarily from combat by moving towards the area of the map from which it entered or towards friendly ships or forts. Movement towards the map edge through which enemy ships entered, or towards forts and batteries controlled by the enemy, is not permitted except in open sea.
- b. Forts: A demoralised fort may not load or use its guns.
- c. If the ship or fort remains demoralised for 3 consecutive turns, a die is rolled:
- 1: +2 is added to the command value of the fort or ship, then the morale is tested. If the morale test fails, the ship or fort surrenders.
- 2-4: A ship in a river must voluntarily run aground on the nearest bank, then is destroyed and abandoned by its crew. A ship in open sea is abandoned and considered destroyed by its crew. A fort spikes its guns and the garrison abandons the fort.
- 5-6: The ship or fort surrenders intact to the enemy.
F. Recovery of morale. The current morale value of the ship or fort is determined, the value of the commander is added to the morale value, and the dice are rolled. If the dice roll, together with the command value, is greater than or equal to the current morale value, morale remains broken. If the dice roll is less than the modified morale value, the crew's morale is restored.
- A ship or fort whose morale is restored may re-engage in combat normally.
- If an admiral or a general officer is on board a ship, his qualification is added to that of the commanders, to the current morale value.
G. A ship destroyed by its own crew counts its base value in the victory conditions.
H. A ship that has surrendered counts double its value and that of its crew in the victory points.
III. Crew Quality
The quality of a crew affects the morale and the value of a ship. The effect of the crew is shown in the table of the effects of crew quality. 10 / crew factors = value points for each crew factor of the elite crew on the ship.
- A. The quality of the crew modifies the roll on the H.P.T. and the morale value.
- B. The value of each crew factor is shown in the third column of the Table for Designing Your Own Scenarios.
- C. Mixed crews: A crew may be made up of sailors of different quality.
- Only two classes of crew quality may make up the crew of a ship or fort. One class must comprise at least 60% of the crew factors. Example: one may wish a ship to sail with 70% average crew, and for the 30% elite crew to man the guns and obtain an increase in H.P.T. This is an economy measure, since a mixed crew costs less than a 100% elite crew. This arrangement will be written in the ship's logbook. Crew losses begin with the elite crew factors.
- Mixed crews serve for your own scenarios, or to test the "what if" in a historical scenario.
IV. Command Control and Communications
This rule in multi-player games prevents total chaos on the map.
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A. Game turns must be timed. The order-writing phase must be timed (3) minutes.
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B. Communications between ships in this period passed by signal flags. These flags had to be arranged to form messages and hoisted in the rigging of the flagship, or what remained of it, so that the other ships of the squadron could read them and follow. This method of signalling was restricted, because almost all wooden ships went into battle with their rigging stripped at the top. Ironclads, monitors and gunboats without any rigging had difficulty reading the messages and could rarely, if ever, send a message.
To reflect this system in a multi-player scenario, the following rules may be used to command a mixed fleet of wooden ships and ironclads.
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C. Communication and command
- Each side holds a conference before the start of the battle and draws up an attack plan. Wooden ships were generally grouped in squadrons, separate from the ironclads. These separate groupings generally acted independently. Once the game has begun, communication must take place by written messages exchanged between the players during the timed order-writing phase.
- An admiral could effectively control 4 to 6 ships. In this game a fleet is divided into squadrons of 6 ships or fewer. Communication between ships is greatly hindered by combat smoke and the funnels of ships, and by the limited field of view of ironclads, monitors and gunboats. Orders sent may be misread or not seen.
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- Wooden ships not part of the admiral's squadron, located within 6 hexes of the flagship, may move from turn to turn in accordance with written orders. Wooden ships not part of the admiral's squadron, more than 6 hexes from the flagship, must write their movements 2 turns in advance.
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- Ironclads, because of their limited visibility, must be within three (3) hexes of the flagship in order to conform to the movements of the fleet.
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V. Visibility
Visibility affects the ability of ships to read messages from the flagship indicating changes of tactics or movement, and for identification and combat.
- A. Visibility during the battle is determined by a die roll on the Visibility Table.
- B. Effects of visibility:
- Ship identification.
- Target acquisition: if a target is not visible, it cannot be fired upon.
- Messages may be sent or received from the flagship at a distance equal to 30% of maximum visibility.
- C. Every 10 turns of combat, maximum visibility decreases by 10%.
VI. Night Scenarios
Night combat gave the attacker the advantage of surprise. This is simulated in the following way:
A. Hidden movement at night. Ships moving at night are represented by Union or Confederate markers. Some markers represent the real ships, and others are decoys. All markers are moved as if they were real ships.
- Identification at night
- a. When a ship is identified, its marker is replaced by the named ship on the map. If two or more ship markers are visible, the opponent may identify the markers. If the markers represent ships, their identities are revealed. If one marker is a decoy, the decoy is removed from the game and the ships represented by markers are not obliged to identify themselves.
- b. A ship's funnel often gave off sparks. This flash of light could be seen at a certain distance at night. To reflect this possibility of discovery of the ship, a die is rolled every three turns for each marker on the map.
- 1-2: The ship's funnel sparks. If the marker represents a real ship, its counter is placed on the map face-up for three (3) consecutive game turns. If the marker is a decoy and sparks, it is removed from the map.
- 3-6: No sparks; the ship continues its hidden movement on the map.
- Night visibility: The distance at which a ship may be seen at night is determined at the start of the scenario on the Night Column of the Visibility Table. The number obtained is the range in hexes at which a target may be seen.
- a. A ship beyond the maximum range of night visibility may be fired upon after the ship has fired its guns (this reveals the type of the ship). Fire on this ship will have a -2 modifier to its H.P.T.
Scenarios
Source note: the file contains the scenarios section heading, the scenario-type list, Scenario 1, the designer's notes and the abbreviations list. Scenarios 2 to 15 are not in the source file.
The scenarios may be grouped into three types.
- Two players, for example scenarios 1, 2, 3, 4A–D, 5A, 5D and 9A.
- Multiplayer, for example 5B, 5C, 9B, 10, 11A, 12, 13, 14 and 15.
- Solitaire: 6, 7, 8 and 11B.
Solitaire scenarios may also be played with two players. It is advised to try scenarios 8 or 11B solitaire, and scenarios 2 or 4B for two players. Multiplayer action should only be tackled when players have gained experience in handling ships and in understanding tactical combat.
Scenario 1: First Combat of the Ironclads. 9 March 1862. Hampton Roads, Virginia
Confederate order of battle
- C.S.S. Virginia (IC): Lieutenant C. Jones, +3, crack crew.
- C.S.S. Patrick Henry (WV): Captain J. Tucker, +2, crack crew.
- C.S.S. Raleigh (WV): Lt Comdr J. Alexander, +2, crack crew.
Union order of battle
- U.S.S. Monitor (IC): Lieutenant J. Warden, +3, crack crew.
- U.S.S. Minnesota (WV): Captain Van Brunt, +2, crack crew.
- U.S.S. Zouave (WV): Lieutenant Reany, +1, average crew.
Map arrangement
The source table is printed with its column headings out of line with its values. The values are reproduced below in the order printed.
| Map | Map lines | Shoals (as printed) | Direction | Speed |
|---|---|---|---|---|
| I | Line 1 | A, B, C, F | South (S) | 1 M.P. |
| II | Line 16 | N, BB | South (S) | 1 M.P. |
| III | Line 11 | P, S, V | South (S) | 1 M.P. |
| IV | Line 7, to line 6 at hex 4003 only | J, K, M | South (S) | 1 M.P. |
Wind: South (S). Visibility: 40 hexes.
Set-up
- The U.S.S. Minnesota is anchored on map II at hex 1530, facing S.E., and may not move or change orientation during the battle.
- The U.S.S. Monitor and the U.S.S. Zouave are within a radius of 3 hexes of the U.S.S. Minnesota.
- The Confederate fleet enters on turn 1 on map IV between hexes 3501 and 3901.
Special rules and historical conditions
The Monitor used reduced powder charges according to the standards of the naval high command, reducing the P.F. of the Monitor's 11-inch guns to a value of 6/4. The Confederates did not expect to meet the Monitor and had "only" loaded the Virginia with shells for all her guns. The Virginia fires only shells during this battle.
These historical conditions may be ignored to produce a "what if" scenario.
Victory conditions
- Confederate: destroy the Minnesota.
- Union: prevent the Confederate victory and destroy the Virginia; any other result is a draw.
Game length: 30 turns.
Designer's Notes
The Ironclads concentrates on the naval aspects of the American Civil War between 1861 and 1865. The game is designed to illustrate the interaction of the different types of ironclad, monitor and wooden ship with one another and against land installations such as forts and batteries. The game is tactically oriented, concentrating on particular combats of the conflict, and does not consider their overall consequences for the course of the war. The game works well when a small number of units are used to recreate the naval battles of the period. The game takes a long time to recreate major battles, because of the number of units whose movements must be written and whose fire must be handled individually.
A large number of sources were used to compile the data used to model the ships of this game. For some ships (notably the Confederate ironclads) information concerning armour, tonnage, dimensions and armament had to be deduced. The precise data for the fields of fire and for the later-built Brooke guns are also deduced, as no range table for this class of weapon has yet been found. Despite these limitations, ships and guns reproduce their historical counterparts, and the game may be used to faithfully recreate historical combats and "what ifs" of the conflict. Strict historical accuracy and playability have been balanced in certain areas of armour and armament. These intentional compromises attempt to produce a fun game that will offer many hours of education and entertainment. The designer assumes full responsibility for this format in either aspect.
Abbreviations
- SM# = silhouette modifier
- L.BS = left broadside guns
- R.BS = right broadside guns
- Pv.G = pivot guns, and the gun in the central position at the bow and stern of the ship
- F = waterline factors (flotation)
- Sp = speed factor
- DE = destroyed
- NR = no ram
- Emer. = emergency engine power
- R.O.F = rate of fire: 1/1 = one shot per turn; 1/2 = one shot every 2 turns, etc.
- P.F = penetration factor; the first number is for solid shot, the second for explosive shells
- R = right side of the ship, or range in hexes to the target
- DR = die roll
- GS = grapeshot; 3x, 2x, 1x = penetration multiplier according to range