Mediaeval Naval Warfare – the rules

These rules are yet to be play-tested. Look out for a battle report soon.

Ship Value and Damage

Each ship has a starting value of 6, indicated by a 7mm die carried on the base. (An average die may be rolled for variety)

Allegiance is shown by the colour of the die.

As damage is inflicted, the ship value is reduced. This reflects loss of soldiers rather than physical damage to the ship, except in the case of collisions.

Wind Direction and Strength

At the start of the game roll 1D6 for wind direction and 1 average die for wind strength.

Place the wind indicator on the table.

At the start of each turn roll a die for wind strength.  6 means it increases by 1, 1 means it decreases by 1.

At the start of each turn roll a die for wind direction.  6 means it veers 1 point clockwise, 1 means it backs 1 point anti-clockwise.

If the wind speed reaches 6, at the start of each turn, every ship must roll 1D6.  On a roll of 1 it is dismasted and henceforth drifts 1 hexagon per turn downwind.

Turn Sequence

Each ship is allocated a card, and the cards are shuffled and dealt for the sequence of movement.

Boarding is carried out immediately after movement.

Then the cards are shuffled and dealt again for the sequence of shooting.

Ship Speeds

Updated from the original post. Here is a new table.

WIND SPEED123456
From aft112233
From the quarter001122
From the beam000111
From the bow000000

One 60 degree turn may be made at the start of the move.  The ship moves according to its new heading.

Shooting

This reflects the activity of longbowmen, crossbowmen and the occasional firearm.

Range is 1 hexagon.

If the target is in one of the 3 hexagons to the front of the ship, shooting value is half the ship value, rounding down.

If the target is in one of the 3 hexagons to the rear of the ship, shooting value is half the ship value, rounding up.

Two enemy ships may be targeted at the same time, one forward and one aft.

Roll one die for each target and subtract the result from the shooting value.  The remainder is the damage inflicted on the enemy ship.

Collision and Boarding

If a ship enters a hexagon occupied by another ship a collision occurs.  It halts.

If friendly, both ships take one damage point, and on the next turn of either they separate.

If colliding with an enemy, both ships take one damage point, and the non-active ship may be grappled and boarded.

Both ships roll 1D6 and add their current value.  If the attacker wins, the ship is captured. Replace the allegiance die.  If the defender wins, the attack is repulsed.  The ships separate on the next turn of either.

End of game

The game ends when one side has no ships remaining on the table, whether sunk or abandoned (reduced to 0 strength), captured or retreated.

Published by

General Whiskers

Wargaming butterfly (mainly solo), unpainted model figure amasser, and Historical Re-enactor of the black powder era.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.