It Is Warm Work Age of Sail Naval Rules 2nd Edition
It Is Warm Work Age of Sail Naval Rules 2nd Edition
By
Frank Capotorto
Game Play Needs- Ships models or counters, a 12 inch ruler, in most games 6 dice per player, the provided game
counters, templates and ship roster /damage sheets.
Game Scale: The rules were written more with the idea of available tabletop space rather then a hard and fast time
and distance based scale.
In terms of time and distance the following is offered as a guide.
• One game turn equals about 20 minutes of time or 3 game turns to an hour.
• Movement and gun ranges can be taken as 1 inch equals 50 yards, though it should be noted that the
movement and range allowances are based more on what was good for the game and tabletop rather then
any solidly scaled representations.
• Each game turn of ships fire represents from 3 to 10 actual broadsides being delivered, given training and
shipboard conditions. Assuming casualties and disorganization the weight of these would drop over time.
Ship Scales: Any scale ships can be used. The game has been played using just about all available scales. For the
most part no adjustment to movement rates or firing ranges is needed. Players are free to adjust things should they
find need to.
Ship models can be mounted on bases. Un-based models work just as well as based models. No exact base sizes
are needed, but it is best if both sides are using the same general basing format. The rules fire on a fix broadside
and so long as a standard broadside width is used and centered on the ship or the ship base any size base is fine.
Ship counters can be use in place of models.
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2.0 Actions Phase: Both sides will execute the following actions during this phase.
2.1: Determine Status of Burning Hulks-
The opposing player rolls a D6 for each enemy burning hulk. Compare the score to the table below.
2.1.2 “Burning Hulks” Table:
Die Roll (D6) Condition
1,2 Ship continues to burn and drift
3,4,5 Ship Sinks (remove ship from table)
6 Ship explodes- 1 hit on all ships within 4” (remove ship from table)*
Roll a D6-
Die Roll to Pass
Wind Wind
3,4,5,6
5.1: Firing- Ships roll a number of dice equal to its fire value The fire is value is found within the
damage circles of the ship’s strength track (see 6.0). The fire value is a broad reflection of a ship’s
firepower and takes into account the number of guns, the type of guns, and the available gun crews.
The firing ship rolls dice to determine hits-
Long range is >5"- 10" and a 6 is hit
Short range is 0"- 5" and a 5, 6 is a hit
5.2: Raking Fire- Raking fire hits on a 4-6.
Raking Fire is defined here as fire at short range (0”- 5”) from a ship who’s broadside is positioned so that
it is along the bow or stern edges of a target ship's base, in addition no part of the target ship’s bow or
stern base edge closest to the firing ship may be intersected by a line extending out from either corner of
the firing ship’s broadside base edge. (see diagram below)
B Rake B Rake
A A C
A Ship B may deliver a Ship B may deliver a
stern rake against stern rake against Ship
Ship A when it fires. A when it fires.
B Rake B No Rake
B A
D
Ship B may deliver a Ship B may not deliver
bow rake against Ship a bow rake against
A
A when it fires. Ship A when it fires.
Note that in A, B the dashed lines extending from Note that in C, one of the dashed lines extending from corner of
either corner of Ship B’s Broadside edge does not Ship B’s intersects Ship A’s base edge, but it is not a bow or stern
edge closest to the firing ship.
intersect Ship A’s bow or stern base edge.
In D, one of the dashed lines extending from corner of Ship B’s
Broadside edge intersects Ship A’s bow (closest) base edge.
5.3: Multiple Targets- Ships may not split fire at targets within the same broadside. They may split
fire between targets on different broadsides (ship with targets to the left and right). Available dice may be
split as the player wishes.
5.4: Saving Throws- Target ships may attempt to save hits scored by the enemy. This represents
the ships damage control and repair ability.
5.4.1 Roll one D6 for each hit suffered: On a roll of 6 the hit is saved and has no effect.
5.5: Effects of Shooting- Hits are recorded on the target ship’s strength track (see section 6.0)
Mark off one damage circle from the ship’s strength track for each confirmed hit scored (marked off left to
right). Hits will reduce firepower, strength and eventually movement.
Note: Each ship may fire once per turn, and ships may not fire through or "over" other ships, or fire
through gaps between ships that are smaller then 2 times the width of the firing ship’s base. The ship’s
3 base is considered the ship for this rule.
6.0 Strength Track (ship damage): The strength track is a broad representation of a ship’s
size, crew, and firepower. The track is a series of damage circles. The number of damage circles is
directly related to the ship’s size and stoutness.
HMS Victory (100 Gunner) French Heros (74 Gunner)
The greater the number of circles the larger the crew and the bigger and or stronger the ship.
Within each circle is a number, this number represents the firepower strength of the ship.
The number shown is the number of dice the ship may use during the shooting phase. Hits taken as a
result of shooting are marked on the ship’s strength track. The track is read and checked off from left to
right. Hits will reduce the general strength of the ship and the ship’s firepower.
6.1: Ship’s Fate- When a ship loses its last strength track damage circle it has ceased to be an
effective fighting platform and must roll on the Ship’s Fate Table to determine what happens to it.
6.1.1 Ship’s Fate Table:
Die Roll (D6) Ship’s Fate
1, 2 Ship Flees
3, 4 Ship Strikes its Colors
5 Ship Reduced to a Burning Hulk
6 Ship Sinks
9.2 Fortresses: Fortresses are basically treated as a ship that cannot move. The guns of a fortress
shoot using the same rules as ship fire with the following modifications-
Fortress guns have a long range of 12”. Close Range is still 5”.
Fortress guns can reroll one die that misses when firing.
Fortresses save hits on a 5,6.
Fortresses cannot be subjected to raking fire.
Fortresses have their own Critical Hit Table. (must check when suffering 3+ confirmed hits in a single turn)
Fortresses have their own Fate Table.
Fortresses are available in three types Formidable, Strong, and Weak. Each type has its own damage track.
The damage track is representative of the overall strength of the fortress. Please note that even a weak fort
is considered powerful.
Fortresses are assumed to have a 360 degree arc of fire, but its exact arc of fire is still limited by position,
terrain and visibility. Players should establish a fortress's arc of fire before play begins.
When firing, a fortress’s available dice can be divided against any number of available targets.
9.2.1 Fortress Strength Tracks: The strength values given below represent a general rating for each
type of fortress.
Formidable
Strong
Weak
It is certainly fine to modify the numbers and the number of circles to meet the needs of any given scenario.
A strong fortress with a weak garrison could for example see its overall number of circles reduced. When
making adjustments it is best to reduce the number of circles by eliminating numbered circles that have
multiples. So a strong fortress with a weak garrison might start out something like this.
9.2.3 Fortress Fate: When a fortress loses its last strength track circle it has ceased to be an effective
fighting platform and is forced to raise the white flag and surrender.
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9.9: One on One Ship Duels and Small Actions- The rules are written with a focus on fighting
fleet actions, a change to the ships damage track allows them to work equally as well when refighting one on
one duels or small actions. The change allows for a more protracted action to fought then would be possible
using the fleet action approach of the rules. To give more depth to small games we increase the number of
damage circles a ship has on its damage track. Simply multiply the damage circles for all values by four.
If a ship normally has the following damage track in the fleet game
Fifty Gunner
Damage would then be checked off top to bottom and then left to right.
The ship below has suffered 6 hits.
Fifty Gunner
9.9.1 Ship Duel Boarding Actions:The boarding action rules are the same as that found in the fleet
rules. You will just be rolling larger numbers of dice when fighting it out.
10.6: The Commanders Courtesy- Each overall Commander is given two Gold Commander
Coins. The coins can be used to pay for a re-roll of either a movement phase roll or a fire phase roll.
If after any die roll that takes place during the Movement phase or the Fire phase a Commander may
demand and then pay for a re-roll. Each side is allowed to pay for only one re-roll per phase.
One commander may demand a re-roll of the initial die roll and the other could demand a re-roll of the
re-roll (that would be all that is allowed). Once all of a commander’s coins have been used no more re-roll
demands can be made by that commander during the game.
Commanders Coins can be powerful tools in a game as they could allow a player to gain an advantageous
position or help one to escape a perilous situation. They can allow a commander to unleash a devastating
broadside at a crucial moment.
When designing scenarios Commanders coins could be used to demonstrate the disparity in ability of a
side’s commander. One overall commander could be given just one coin or maybe no coin and the other
may have two or maybe even three coins, basically demonstrating a very poor overall commander fighting a
very accomplished one.
Two coins per overall commander gives a well balanced game, but some situations may call for something
different either by historical record or design. It is really up to the game designer. It has been found that
three Commander Coins maximum for a commander is probably the most that should be used regardless of
the situation. Any more then that and the act of using Commander Coins takes on a game of its own and
tends to corrupt play, but again this is up to the players.
There is always only one overall commander per game. In multiplayer games one player must be designated
as the overall commander and only that player will have Commander Coins and be able to ask for re-rolls.
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OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
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Large
11 As large merchants
Armed Merchants
Small
9 As small merchants
Armed Merchants
12
13
1/2
Fouled
1/2
1/2
Burning Hulk
Anchored
1/2
Flee
Flee
Flee
Struck Ship
Captain Killed
Flee
Flee
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To determine a ship’s allowable speed the template is placed over the ship so that the bow and stern of the ship
at the center of the template is in line with and corresponds to the bow and stern of the ship model. Determine
the direction that the wind is striking the ship to find the ships allowable speed.
In Panels A below the wind is striking the ship from across green (allowing maximum movement)
A A
In Panels B below the wind is striking the ship from across yellow (allowing moderate movement)
B B
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C C
In Panels D below the wind is striking the ship from the front or across Red (no movement )
DD D
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Ship Turns
The diagram below shows a ship performing a full 45 degree turn to the left. As noted in the rules the
ships stern is kicked out so as to bring the ship on to its new heading. The ship is not required to make
a full 45 degree turn, it can of course choose to use any portion of the 45 degree turn.
Ship’s Bow
Turn
Template Turn
Template
Turn
Template
Turn
Template
The turn template is a handy tool for measuring your 45 degree turn.
You can resize it to fit what ever scale ships you may be using
Cutting off the area marked Ship’s Bow
helps the use of the template in tight spaces
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Warwick
Tilbury Lenox
Canterbury
Strafford Oxford
Cornwall
Wind
Invencible
Conquistador
Africa
The Map shows the position of the opposing fleets at 7:30 am.
Invencible (Sp.) and Cornwall (Br.) are approximately 30” Galga
Dragon
apart. Real Familia
N. Espana
The wind is from east and the ships of both sides are moving
at speed Green on turn one.
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Lenox 70
OOOOOOOO
5 4 3 2 1 x x x
Strafford 60
OOOOOOOO
4 4 3 2 1 x x x
Tilbury 60
OOOOOOOO
4 4 3 2 1 x x x
Warwick 60
OOOOOOOO
4 4 3 2 1 x x x
Canterbury 60
OOOOOOOO
4 4 3 2 1 x x x
Oxford 50
OOOOOOOO
3 2 1 1 x x x x
Invencible 70
OOOOOOOO
5 4 3 2 1 x x x
Conquistador 60
OOOOOOOO
4 4 3 2 1 x x x
Dragon 60
OOOOOOOO
4 4 3 2 1 x x x
Nueva Espana 60
OOOOOOOO
4 4 3 2 1 x x x
Real Familia 60
OOOOOOOO
4 4 3 2 1 x x x
Galga 36
OOOOOOOO
2 2 1 x x x x x
20
Galga
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Shooting: British and American Ships after 1790: May Damage Control Saving Throws
Roll D6’s = to Firepower Value re-roll 1 fire dice that missed. If all dice hit on the Target rolls 1D6 for each hit
first roll then no re-roll is made. Re-rolls must be
Long range is >5"- 10"- 6's hit 6’s save
made before any saving throws are taken.
Short range is 0"- 5"- 5-6’s hit. British Ships do not receive a re-roll when fighting (Optional)- Poor Crews can only save
Raking fire is 0”- 5” - 4-6’s hit American ships during the war of 1812 a maximum of 2 hits.
Critical Hit Table: If 3+ confirmed hits are taken from a single fire roll- Roll a D6, if 4.5.6 roll again on table below..
Die Roll (D6) Effect
Ships Commander Killed- Ship must continue on present course next movement at full
1
allowable speed, No turning is allowed
2 Rudder Damaged- no turning allowed for rest of game
3 Crew demoralized- Target Rolls D6: 1,2,3 and the ship strikes its colors
4 Secondary Explosion- ship sustains 1 additional hit, no save allowed
5 Mast / Sails shot away- ship is a drifting wreck (but can still fight)
Magazine fire- Roll D6 again, if 4+ Ship is blows up and sinks (1 hit to all ships within 4”)
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If <3 ship suffers a secondary explosion and sustains 1 additional hit, no save allowed
Ship’s Fate Table: Boarding Actions- Grappled ships (not fouled) may attempt to
conduct boarding actions. The player must roll 4, 5, 6 on a D6
Die Roll (D6) Ship’s Fate (optional)-poor crew -5,6) in order to conduct a boarding action.
1-2 Ship Flees “Successful Attacks” are scored on D6 rolls of 6
3-4 Ship Strikes its Colors
5 Ship Reduced to a Burning Hulk
French Ships 1790-1805: May re-roll 1 boarding action combat
6 Ship Sinks die that missed when fighting against British ships.