"Away With
Honour!"
Wargames Rules for Naval Warfare in the Middle
Ages
by Tony Cullen (c)Copyright 2002

Dice
These rules use d10, where 0 =10.
Scale
Each ship represents one ship
Organisation.
A fleet should be divided into several Divisions, normally three (Van,
Divisions should attempt to remain together, though this is left to the players
own tactics.
One Ship in each Division must be selected as the flagship.
Factors
Each ship will have the following factors:
|
Seaworthiness |
The Sailability of the vessel |
|
|
Gunnery |
Level of Gunnery |
(port & starboard) |
|
Defence |
This reflects the size of the crew and thus the effect of casualties |
|
|
Crew |
Combat |
Hand to Hand Effectiveness |
|
&ncsp |
Missile |
distant shooting Effectiveness |
All
of a ship's factors are based on a seven level scale:
|
0 |
None |
NNE |
|
1 |
Puny |
PNY |
|
2 |
Frail |
FRL |
|
3 |
Weakened |
WKN |
|
4 |
Strong |
STR |
|
5 |
Mighty |
MTY |
|
6 |
Immense |
IMM |
Gunnery may only be None, Puny, Frail or weakened.
Passing
Crew Components
A ship may pass crew components (Combat and Missile)
to another ship to which it is lashed/grappled.
Components may not be passed which would exceed the receiving ship's initial
factor levels.
Ships lashed together may pass components freely,
those grappled must first roll 7 or more on 1d10 to achieve the transfer.
Lashing.
Two or more ships may be lashed together, beam to beam. Such ships may freely
pass crew components between themselves and support each other in Fights.
However this is done at the cost of distance shooting. The touching beams
cannot fire any artillery and no Shooting may be conducted which passes over
the base of any friendly ship. Ships may only be lashed together at the start
of a battle. Cutting free from lashing requires two successful cutting-free
actions.
Lashed Vessels may only move down wind (Run) at 2".
Sequence
These rules use a card system for sequencing similar
to that in "Form Line of Battle".
Each Division involved in the battle will have 3 cards placed in the game deck.
Two cards will be Sail/Fight cards, one will be
a Command and Control card. These cards will then be drawn in any
sequence.
A Command
and Control card allows the indicated Division to do any/all of the
following:
Fight Fires
Cut free
A Sail/Fight
card allows the indicated Division to:
Move
Shoot
Fire
Fight
Note: a Vessel, which Fights cannot shoot or Fire in the same phase.
Movement
Movement is expressed in inches.
Ships may move either forward or by turning. Turns may be up to 30 degrees.
Ships may not sail into the wind.
Each Ship may make up to its maximum number of turns each phase provided the
Ship is moving. Turns should be made as follows:
|
|
turn |
move half |
turn |
move half |
turn |
|
1 turn |
|
X |
X |
X |
|
|
2 turns |
X |
X |
X |
X |
|
|
3 turns |
X |
X |
X |
X |
X |
Each Division must attempt to remain together.
As medieval naval actions did not occur in anything other than light breezes no consideration is given to any other wind condition.
Ships move dependent on their Seaworthiness and their heading to the wind.
Movement
|
Seaworthiness |
Beating |
Running |
Turns |
|
|
0 |
None |
0" |
0" |
0 |
|
1 |
Puny |
2" |
3" |
1 |
|
2 |
Frail |
2" |
4" |
1 |
|
3 |
Weakened |
3" |
5" |
2 |
|
4 |
Strong |
3" |
6" |
2 |
|
5 |
Mighty |
4" |
7" |
3 |
|
6 |
Immense |
5" |
8" |
3 |

Gunnery
Each Division may fire in its Sail/Fight phase. Each broadside will have
a strength track.
When a Broadside is fired a marker on the track will be reset to NNE.
During the reload phase one broadside track on each vessel may be advanced by
one position up to its maximum level.
A
ship's arc of fire is directly to the flank, this is determined by extending
the ship's base front and rear lines.
A ship may not fire over the base of another ship.
Roll the indicated number of d10 for the broadside firing. Requiring to score the indicated number or more to hit.
If a
10 (0) is rolled roll 1d10 for a fire.
|
1 |
Fire on firing ship |
|
8,9,0 |
Fire on target ship |
The
number of dice rolled :
|
Range |
||
|
Close |
Long |
Extreme |
|
0-4" |
4"-10" |
10"-20" |
|
3 |
2 |
1 |
Required
score
|
NNE |
- |
|
PNY |
10 |
|
FRL |
8 |
|
WKN |
6 |
For
each hit roll for effect. A Hit will reduce the indicated factor by one level.
Hits on Combat and Missile factors are subject to defence rolls.
|
Roll |
Effect |
|
9,0 |
Seaworthiness |
|
7,8 |
Combat |
|
4,5,6 |
Missile |
|
1,2,3 |
Gunnery |
Damage:
If seaworthiness is reduced to NNE the ship will sink.
If Combat is reduced to NNE the ship will surrender if within 2" of an enemy
and will otherwise take no further part in the battle, attempting to leave the
table.
Gunnery hits will be on the facing broadside first, then passing on to the
other.
If a factor is rolled which is already at NNE then move up the table.
Missile
shooting
This is handled in the same manner as Gunnery, however
each ship only gets one roll per phase. Missile fire can be conducted in both sail/fight
phases of a division.
Required score
|
NNE |
- |
|
PNY |
10 |
|
FRL |
9 |
|
WKN |
8 |
|
STR |
7 |
|
MTY |
6 |
|
IMM |
5 |
|
Roll |
Effect |
|
7,8,9,0 |
Combat |
|
2,3,4,5,6 |
Missile |
|
1 |
Gunnery |
Defence
Rolls
The defence factor of a ship represents the overall
size of its crew and therefore its resilience to hits.
Whenever a Combat or Missile factor takes a hit roll against
the defence factor. A Success means the hit is ignored.
|
Defence |
Required Roll |
|
PNY |
10 |
|
FRL |
9 |
|
WKN |
8 |
|
STR |
7 |
|
MTY |
6 |
|
IMM |
5 |
Fires
Fires may be started by gunnery.
Fire may be fought in the Command and Control phase. A fire may burn for
four turns.
At the first attempt to extinguish the fire a 7,8,9,0 will put the fire out;
the second attempt requires 8,9,0 the third 9,0 etc. if after the fourth
attempt (0) the fire still burns it is out of control and the vessel is deemed
lost. It will continue to burn for the rest of the game drifting down wind for
1 base length. Any base contacting the burning base must roll 1d10 if it gets
1,2,3,4 it has caught fire.
Boarding
When to two or more opposing bases come into contact a
boarding action will ensue. Note that boarding is calculated in the Sail/Fight
phase of both Divisions involved.
Dice are rolled for the combat factor of the ships involved.
Combats are fought in all appropriate Sail/Fight phases, the phasing
ship having the advantage. Phasing Ships roll 2d10 whereas non-phasing ships
roll only 1. A Phasing Ship may split its rolls between two enemy ships if they
are both in contact.
In mutiple melees ships may fight as follows:
i. All ships of a phasing Division may fight, rolling
two dice.
ii. Non-phasing Ships of the same side as the phasing
Division may not fight.
iii. Opposing Ships in Contact with ships of the phasing Division may fight
against the phasing ships, rolling one dice.
Required
scores are:
|
Combat |
Required Roll |
|
NNE |
- |
|
PNY |
8 |
|
FRL |
7 |
|
WKN |
6 |
|
STR |
5 |
|
MTY |
4 |
|
IMM |
3 |
All
hits in Combat effect the Combat factor of the receiving ship.
Ships along side a friendly ship that is involved in a boarding action, but not
in contact with an enemy, may not themselves fight but may pass Combat factors
to the fighting ship but only to fill gaps left by casualties.
Ships in boarding actions may not fire their broadsides. Missile shooting may
not be carried out from or too a ship in a boarding action.
Grappling
Once two ships make contact they are considered
grappled if either of them wishes it.
Cutting
Free
A boarded ship may attempt to cut free in its command
and control phase. Roll 1d10.
1-4 Successful
5-0 Failed
The roll is modified by a +2 for each other enemy ship the testing base is in
contact with.