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It Is Warm Work Age of Sail Naval Rules 2nd Edition

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0% found this document useful (1 vote)
68 views28 pages

It Is Warm Work Age of Sail Naval Rules 2nd Edition

Uploaded by

mkwheatley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Age of Sail Naval Rules

CROOKEDHEAD GAMES PDF. Edition 2.1 By Frank Capotorto

Mark Wheatley (Order #44794415)


Mark Wheatley (Order #44794415)
“It is Warm Work”
Naval Battles in the Age of Sail
Edition2.1

By
Frank Capotorto

Copyright ©2013 Frank Capotorto


All Rights Reserved

Mark Wheatley (Order #44794415)


Introduction
“ It is Warm Work ” is a set of easy to play rules for fighting fleet battles in the Age of Sail. The rules rec-
reate the flavor of the period with a minimal amount of complexity. The rules were written with a focus on the
period 1740-1815, but can easily be used to refight Age of Sail Battles from both before and after those dates.
The primary focus of the rules is to refight multi-ship and full fleet battles, but adjustments to allow one on one
naval duels actions have been included. Players will find they can refight the Battle of Toulon (1744), the Battle
of Pondicherry (1759), the Battle of Ushant (1778) and of course the Battle of Trafalgar (1805) with most
games being played out in a few hours less. Players will also be able to re-fight the great one on one duels of the
period like Continental Ship Ranger vs. HMS Drake (1778), USS Constitution vs. HMS Java (1812) and HMS
Shannon vs. USS Chesapeake (1813) to name a few.
The game takes a much broader approach to combat and allocation of damage then a lot of rules for the period.
You will notice that the focus is on moving ships, firing cannons, and conducting boarding actions. A vessel’s
damage is taken as being ship wide rather then focusing on the loss of a single gun, a mast or crew losses. Cannon
fire is cannon fire, my weight of broadside vs. your weight of broadside. The rules do not differentiate individual
type of shot or gun sizes, except in some cases where a ship has no or very few long guns relative to carronades
and this would only be on the order of gun range.
Remember the intent here is to play is multi-ship battles. Commanders are much more focused on whether a ship is
still in the fight rather then the individual conditions aboard any one particular ship. Admiral Nelson would hardly
have known how many guns anyone of the ships in his fleet had lost or how many sailors aboard any one them had
been killed. From his stand point if a ship was still maneuvering and still delivering broadsides then it was still in
the fight. In the rules it will be apparent which ships are under stress in much the way a Nelson could have
observed the decline in the volume of a ship’s broadside or its obvious lack of maneuverability.
This is perhaps the greatest strength of the rules, Players get the same sense of play as rules that account for all of
the small details of what is happening without all the time consuming mechanics, record keeping and headaches
which come with them. Players spend more time playing then anything else. Some things have been taken in a
broad sense or just ignored to allow the game maximum playability. For this I make no excuses, I am well aware of
the things that may have been left out or in some way minimized. Such an approach was intentional. The game
gives players a good sense of the period and allows players to enjoy themselves during an evening of gaming.
Those who want more of the details certainly have a number of rule sets available to them.
I hope you enjoy “ It is Warm Work” . -It is Warm Work Yahoo Group-
Frank Capotorto http://groups.yahoo.com/neo/groups/ItisWarmWork/info

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.

Mark Wheatley (Order #44794415)


Table of Contents
1.0 Sequence of Play:
1
1. Actions Phase, 2. Drift Phase, 3. Movement Phase, 4. Shooting Phase, 5. Boarding Phase

2.0 Actions Phase:


2.1: Burning Hulks, 2.1.2 “Burning Hulks” Table 1
2.2: Attempt to free fouled or grappled ships

3.0 Drift Phase:


3.1: Drifting Moves
1
3.2: Fouling
3.3: Burning Hulks

4.0 Movement Phase:


4.1: Ship Movement
2
4.2: Wind Direction
4.3: "In irons”, 4.3.1 “In irons” Table

5.0 Shooting Phase:


5.1: Firing
5.2: Raking Fire
5.3: Multiple Targets 3-4
5.4: Saving Throws
5.5: Effects of Shooting
5.6: Special Shooting Rules, 5.6.1 British / American Ships 5.6.2 Critical Hits, 5.6.2.1 Critical Hit Table

6.0 Strength Track (ship damage):


4
6.1: Ships Fate, 6.1.1 Fate Table, 6.1.1.1: Fate Table Explanation

7.0 Fouling & Grappling:


7.1: Fouling
5
7.2: Grappling
7.3: Fouled and Grappled Effects

8.0 Boarding Phase (conduct boarding actions):


5-6
8.6: Special Boarding Action Rules

9.0 Additional Rules:


9.1:Shore Batteries
9.2: Fortresses, 9.2.1 Fortress Strength Tracks, 9.2.2 Fortress Critical Hit Table, 9.2.3 Fortress Fate
9.3: Bow and Stern Guns
9.4: All Carronade Armed Ships
7-9
9.5: Fire Ships
9.6: Ships at Anchor
9.7: Ships Taking Ships under Tow
9.8: Merchant Ships
9.9: One on One Ship Duels and Small Actions, 9.7.1 Ship Duel Boarding Actions

10.0 Optional Rules:


10.1: Crew Quality, 10.1.1 Crack Crew, 10.1.2 Trained Crew, 10.1.3 Poor Crew
10.2: Marines
10 - 11
10.3: Wind Direction Changes
10.4: Collisions. 10.4.1 Ship to Ship Collisions, 10.4.2 Ship to Ground Collisions
10.5: The Commanders Courtesy

Basic Ship Strength Chart, Recording Ship Damage 12


Comprehensive Point Values for Designing Scenarios 13
Ship Roster / Damage Sheet 14

Game Play Markers 15

Wind Gauge Template 16

Wind Direction Arrows, Ship Turn Example, Turn Template 17 -18


Battle of Havana, 1748 Scenario 19 - 21
Quick Reference Sheet Back cover

ii

Mark Wheatley (Order #44794415)


1.0 Sequence of Play:
Each phase is completed before moving on to a new phase.
The Actions, Drift and Boarding phases are simultaneous, both players will execute actions at the same time.
The movement and Shooting phases are initiative based and are decided by a roll of the dice.
One player will act before the other can act.
1. Actions Phase (2.0)
2. Drift Phase (3.0)
3. Movement Phase (4.0)
Each player rolls a D6- Low die will move first
4. Shooting Phase (5.0)
Each player rolls a D6- High die will fire first
5. Boarding Phase (8.0)

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)*

*A saving throw (6) is allowed for ships hit by an explosion


2.2: Attempt to free fouled or grappled ships-
Ships of both sides that are fouled or grappled may attempt to free themselves. The commander wishing
to work free rolls a D6. Fouled ships and grappled ships are freed on a roll of 4,5,6. Freed ships may
move normally this turn. Ships that remain fouled or grappled will only drift. Drifting wrecks may not roll.
Both sides may make attempts. A ship that is fouled and grappled would need to make two rolls to free
itself. A ship that is grappled to a ship that it has captured may un-grapple itself with no die roll having to
be made. Ships may only free themselves during the Actions Phase.
3.0 Drift Phase: Ships of both sides that are “In irons”, have struck their colors, fouled ships,
grappled ships (and have not yet been captured), ships that are drifting wrecks and any burning hulks
are now moved downwind 2". If blocked from moving the ships do not move.
3.1: Drifting Moves-
Drifting ships are moved in the following order:
1. Ships “In irons”. (“In irons” markers are removed at the end of the Movement Phase)
2. Ships that have struck their colors.
3. Fouled ships (fouled ships are moved together as they sit).
4. Grappled ships (grappled ships are moved together as they sit, ignore if moved as fouled).
5 Drifting ships.
6. Burning hulks.
3.2: Fouling-
If a drifting ship's base contacts another ship’s base it may become fouled, see 7.1: Fouling (page 5).
3.3: Burning Hulks-
If the drifting ship is a burning hulk and it contacts or is in contact with another ship- see 6.1.1.1: Fate
Table Explanation- Burning Hulks, burning hulks contacting another ship (page 4).

Mark Wheatley (Order #44794415)


4.0 Movement Phase: The side moving first will complete all movement of its ships. The side
moving second will then complete all movement of its ships.
4.1: Ship Movement- For movement purposes warships are classed as: Ships of the Line (64 guns
and larger), Frigates (28 guns to 50 guns), or Sloops of War ( all ship types mounting less the 28 guns),
Slow ships include cargo or troop laden ships, large East Indiamen and any older worn ships.
4.1.1: A ship must move forward at least 1” during its movement turn. (unless anchored, or drifting).
4.1.2: If running with the wind a beam (wind from green on the wind gauge)-
Ships of the Line Move up to 8" and can make one turn of up to 45 degrees.
Frigates Move up to 10" and can make one turn of up to 45 degrees.
Sloops of War Move up to 10" and can make two turns of up to 45 degrees.
Slow Ships Move up to 6" and can make one turn of up to 45 degrees.
4.1.3: If running close quartered to the wind or with the wind aft (wind from yellow on
the wind gauge)-
Ships of the Line Move up to 5" and make one turn of up to 45 degrees.
Frigates Move up to 7" and make one turn of up to 45 degrees. Wind Gauge
Sloops of War Move up to 7" and make two turns of up to 45 degrees.
Slow Ships Move up to 4" and make one turn of up to 45 degrees.
4.1.4: A ship that is turned into the wind (wind from red on the wind gauge) is stopped immediately.
It must try to regain the wind to continue its movement (See 4.3 “ln irons rule”).
4.1.5: Ships that have more then 1/2 of their damage circles destroyed move at 1/2 speed.
4.1.6 Turns: Turns are made by kicking the back end around to bring the bow on to the new heading.
No other ship may be disturbed to accommodate a turn. Turns may be made at any point during the move,
but cannot be the final movement a ship makes. All turns must be followed by at least 1” of forward
movement after they are made and before you can turn again. You are not able to move all of ship’s
movement allowance and then turn. You must have at least 1” of move remaining after a turn is made.
4.2: Wind Direction-
Prior to the start of each game the wind direction is set by scenario design or by rolling a direction die.
The direction shown on the die is the direction the wind is blowing. The wind direction stays constant
throughout the game unless using the rules for optional wind direction changes (See Section 10.3 page 8).
4.3: “In irons”-
Ships that turn through the wind (wind from red) during their move must make a “In irons” roll on the “In
irons” Table” in an attempt to regain the wind. At the point where the ship turns into the wind the ship’s
movement is stopped and the owning player immediately rolls a D6 (In irons roll).

Roll a D6-
Die Roll to Pass
Wind Wind
3,4,5,6

4.3.1 “In irons” Table


4.3.2: If the roll is passed the ship may make a turn of up to 90 degrees and then move its remaining
movement distance and suffer no further effects.
4.3.3: If the roll is failed the ship has trouble regaining the wind. It will make a turn of up to 90 degrees
and move its remaining movement distance minus 2”. The ship is marked with a “In irons” Marker. The
ship will drift during the next Drift Phase. The ship cannot make a regular move during the turn it drifts
(next turn) because of the effect of being “In irons”.
The “In irons” marker is removed at the end of the next movement phase. The marker acts as a reminder
that the ship will drift instead of move. Removing the marker constitutes the ship’s move for that turn.

Mark Wheatley (Order #44794415)


5.0 Shooting Phase: Ships may only fire to the broadside. The broadside is defined as the area
to the sides of the ship as defined by the ships base (see diagram). Ships may only fire at an enemy ship
if part of the target ship's base is in this area.

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.

Mark Wheatley (Order #44794415)


5.6: Special Shooting Rules-
5.6.1 British and American Ships after 1790: May re-roll 1 fire dice that missed. If all dice hit on
the first roll then no re-roll is made. Re-rolls are made before any saving throws are taken. British Ships do
not receive a re-roll when fighting American ships during the War of 1812.
5.6.2 Critical Hits: When a single broadside (roll of the fire dice) results in 3 or more confirmed hits
(after saving throws) the target ship may suffer a critical event. The firing player rolls an additional D6.
If the die result is 4,5,6 the die is rolled again and the result is compared to the critical hit chart below.

5.6.2.1 Critical Hit Table:


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 5+ Ship blows up becoming a burning hulk, otherwise
6
ship suffers a secondary explosion and sustains 1 additional hit, no save allowed

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

6.1.1.1: Ship’s Fate Table Explanation-


Flees: The ship breaks off the action and must attempt to move away from the battle area. The ship
will move away towards a friendly table edge or edges (designate this prior to start of the game) during
movement. Fleeing ships that suffer any hit during the shooting phase must roll again on the Fate Table.
Strikes its Colors: A ship that has struck its colors may no longer be moved or fired. The ship may no
longer be fired upon. The ship is not removed from the board and will drift. If it is grappled and boarded by
the enemy it is captured (no roll is needed to grapple a struck ship just base to base contact is necessary,
the ships will not become fouled) . Captured ships may not fire or be fired upon. The captured ship can
be moved away from the battle area (assume a prize crew) at up to 1/2 speed. A captured ship can be
retaken by boarding using the normal rules for boarding actions.
Burning Hulk: Crew abandons ship. The ship will continue to drift and may become an obstacle. If at
any point during the drift phase the ship’s base comes is in contact with another ship the owner of the
burning hulk rolls a D6. On a roll of 4,5,6 the contacted ship suffers 1 hit as if from shooting (saves apply).
Burning hulks will not become fouled and may not be grappled.
At the start of each action phase roll a D6 for each burning hulks condition. (See Action Phase)
Ship Sinks: The ship goes down. Remove the ship from the playing surface.
4

Mark Wheatley (Order #44794415)


7.0 Fouling & Grappling: If during any drift phase or movement phase the bases of two
ships come into contact they may become entangled by chance (fouled) or design (grappled).
7.1: Fouling- Any ships that come into base to base contact must check to see if they have become
fouled. The player whose ship initiates the contact must roll a D6. The roll is made at the point the contact
is made. Ships that have struck their colors will never become fouled.
7.1.1: If the D6 roll is a 1 the ships are fouled. If there are multiple ships in contact roll for each ship
separately. Mark ships bases with fouled markers.
7.2: Grappling- Ships in base to base and broadside to broadside contact with an opposing vessel.
may attempt to grapple an enemy ship. Bow to broadside, bow to bow, stern to stern, bow to stern, and
stern to bow contacts do not allow for grapple attempts to be made. While it is in reality to possible to
grapple in these situations the conduct of boarding actions is a much more difficult proposition given the
narrow approaches and in the case of the bow area the tangled and congested mass of rope lines, nets
and sail make it a poor tactical choice.
If both ships agree to grapple then no roll is needed (mark the ships bases with grappled markers). If one
ship wishes to grapple and the other does not, then the ship that wants to grapple must roll a D6.
7.2.1: On a die roll of 4,5,6 the grapple is successful. Mark the ships bases with grappled markers.
Ships that have struck their colors are captured if they are grappled. (assume a prize crew)
7.3 Fouled and Grappled Effects : Fouled and grappled ships do not move, they drift. Fouled and
grappled ships may not fire. You cannot fire at an enemy ship that is fouled with or grappled to a friendly
ship. If the fouled or grappled ships are enemy ships (enemy ships fouled or grappled to each other) they
can be fired upon. Ships may attempt to cut themselves loose during the Actions phase.
8.0 Boarding Phase: If a ship is grappled together with an enemy ship it can attempt a boarding
action. Only grappled ships (not fouled) may attempt to conduct boarding actions.
8.1: To carry out a boarding action the player must roll 4,5,6 on a D6.
If the boarding attempt is successful, the ships involved will fight it out. If not the ship was unable to
organize an assault this turn and no boarding attempt will be made that turn.
8.2: Each ship may carry out a boarding action against any enemy ship that is directly grappled to them.
Each ship rolls one die for each of its remaining Damage Circles on the ship’s strength track (not the fire
value number within the damage circle, but the number of actual circles). In cases where a ship is being
boarded by more then one enemy ship, the ship being boarded must divide its available dice against each
of the enemy vessels. Dice can be divided in any manner the player wishes so long as at least one die is
applied against each enemy ship. The player can adjust the number of dice used against each vessel at
the start each round. Ships may also attempt to board more then one ship at the same time. The rules
would be the same The ship would have to divide available dice against each ship it is attempting to board
with at least one die being assigned to each ship. The boarding ship may adjust the available dice at the
start of each round.
8.3 To Board or Not to Board: Ships that are grappled together can attempt to board one another
regardless of who actually made the grapple attempt. Once you are grappled you are grappled and both
can attempt to board the other. The ship that initiated the grapple must attempt to board the enemy
ship. The ship that was grappled must announce if it will attempt to board the enemy ship as well or if it
will instead stand on defense only (Defend Only Option 8.3.1). Ships that want to board an enemy ship
must roll as given in 8.1 above. Any ship that successfully rolls to board is assumed to be attempting to
capture the enemy vessel and will do so should it win the boarding action. If a side tries and fails its
attempt to board it will have to fend off the enemy assault. If it loses the fight it will lose the ship, if it wins
it will drive the enemy back, but cannot capture the enemy vessel. Players must choose the defend option
before any “attempt to board die rolls” are taken by either player involved.
8.3.1: Defend Only Option: A ship that is the object of a boarding attempt may choose to stand and
“defend only” instead of also trying to board. In this case it will only be able to fend off the enemy assault
and cannot capture the enemy ship. Ships choosing the Defend Only Option will roll one additional dice
per round when fighting a boarding action. This will not increase the number of hits the ship can take, but
will allow additional dice to fend off the attack.
8.3.1: Boarded by more then one Ship: Ships that are being boarded by more then one enemy ship
5 must choose the defend only option. The ship may adjust the available dice at the start of each round.

Mark Wheatley (Order #44794415)


8.4: “Successful Boarding Attacks” are scored on D6 rolls of 6. Boarding actions are carried out in
rounds with each player rolling and applying the results at the same time. Players add the number of
“Successful Attacks” (hits) from each round together to reach the total needed to prevail in the action.
8.5: Winning the Boarding Action
The first ship to score a number of hits (successful attacks) equal to the enemy ship’s remaining Damage
Circles wins the boarding action. The loser of a boarding action surrenders and the ship is captured.
8.5.1: In cases where the score needed is reached by both sides at the same time (in the same round)
the boarding action ends in a draw. (The boarding action may continue next turn, “Successful Attacks”
are not carried over (the action is started again anew.) Ships involved in a boarding action may not fire or
be fired upon.
8.5.2: In addition to winning or losing a boarding action, the ships involved will both suffer losses to their
damage circles on the strength track. The winning ship or ships suffer 1 hit and the losing ship suffers 2
hits. In cases of a draw both ships will lose 1 damage circle on their strength track. A ship will never lose
its last damage circle as a result of a boarding action.
Important Note: Roll dice equal to the number of Damage Circles not the firepower number within the circle.
Hits from boarding actions are not scored directly to damage circles on the strength track, but are instead
used to determine the outcome of the action. Hits to the strength track are only applied at the outcome of
the action as determined above. 1 loss for the winner and 2 losses for the loser. 1 to each if a draw.
8.6: Special Boarding Action Rules
8.6.1: French ships 1790-1805 can re-roll 1 boarding action die that missed when fighting against
British ships.
8.6.2: Ships with only 1 damage circle left may not attempt boarding actions. Captured ships with a
prize crew may not attempt boarding actions.
8.6.3: Captured ships that are the subject of boarding actions count as having 2 damage circles when
fighting a boarding action, (representing the prize crew) regardless of what the ship may actually have.

8.7: Boarding Action Example Spartiate


The panel at right shows that the French ship
Berwick has successfully grappled the HMS
Spartiate (1805). Both ships have suffered
previous damage from cannon fire.
Having grappled. Berwick must attempt to
board Spartiate.
Spartiate announces she will choose to Berwick
defend only.
(+1 dice each round when fighting the action).
Round 1
Berwick rolls a D6 scoring a 4 on the die.
The boarding attempt is successful 4,5,6 being needed
BerwickRolls
If Spartiate had wanted to board also it to would have had Scoring 1 hit, It can re-roll 1 die for being French fighting British
to roll to do so. Scoring 1 additional hit for a total of 2 hits.

The boarding action is now fought out. Spartiate Rolls


Scoring 1 hit
Each ship has 4 Damage circles remaining. After Round 1 Berwick has suffered 1 hit and Spartiate 2 hits
(the actual circles not the number inside of the them)
Berwick now needs two more hits to force Spartiate to surrender.
This means that each ship will surrender if it Spartiate needs three more hits to fend off Berwick’s attack.
takes 4 hits during the boarding action.
Round 2
It also means that each ship will roll 4 dice Berwick Rolls
during each round of fighting. Scoring 2 hits, It can re-roll 1 die for being French fighting British
Spartiate will also be getting an additional die each round Scoring 0 additional hits
for choosing to stand on defense only.
Spartiate Rolls
Remember hits suffered during the boarding action Scoring 0 hits
are not applied to the strength track. Berwick has scored the 4 hits needed to overcome Spartiate forcing it to
They are only used to determine the outcome of surrender, Spartiate has been captured.
the action. Note them separately. Spartiate suffers 2 hits to its Strength Track for losing the action.
Hits to the strength track will be applied when a Berwick suffers 1 hit as a result of winning the action.
winner and loser of a boarding action has been These hits represent the casualties and fatigue suffered in the action.
The hits would now be applied to each ship’s the Strength Track. 6
determined.

Mark Wheatley (Order #44794415)


9.0: Additional Rules
9.1Shore Batteries: Any defensive work armed with cannon and positioned to engage ships or boats.
Shore Batteries are either classed as heavy or light. Range as fortresses below.

Battery Type Strength Track


Heavy
Light

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.

Fortress Type Strength Track

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.

9.2.2 Fortress Critical Hit Table:


Die Roll (D6) Effect
1 Secondary Explosion- Fortress sustains 1 additional hit, no save allowed
2 Secondary Explosion- Fortress sustains 1 additional hit, no save allowed
3 Secondary Explosions- Fortress sustains 2 additional hits, no saves allowed
4 Fortress walls suffer heavy damage- Fortress Saves on 6’s only for rest of game
5 Gun Crews have suffered heavy casualties- Fortress may no longer re-roll misses
If fort has suffered more then 50% damage the garrison is demoralized
6 Fortress will hit on 6’s only regardless of range.
Attacker Rolls D6 again: 5,6 the Fortress surrenders

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.
7

Mark Wheatley (Order #44794415)


9.3: Bow and Stern Guns- Ships mounting bow and or stern guns roll 1 die (D6)
when firing such guns. Bow and stern guns never deliver raking fire. We have found that
when playing large fleet battles it is best to ignore the use of bow and stern guns as
historically they played little role in regards to the overall engagement. They can have a
place in smaller or single ship engagements. Of course if bow and or stern guns are the
ships primary weapon they should always be taken into account. For game purposes bow
and stern guns have the same broadside length as the ships normal broadside.
9.4: All Carronade Armed Ships- Ships which are armed only with carronades as its primary
weapon type act as other ships with same firepower number, but can only fire at short range. If they also
have a small number of long guns you can allow a single die to be fired at long range.
9.5: Fire Ships- Fire ships have strength tracks equal to its ship type. Fire ships always move in the
direction of the prevailing wind and at half speed as allowed by its ship type. They will not change course
or speed. Fire ships are moved at the end of the movement phase after both sides have conducted regular
movement. Fire ships lose 1 damage circle at the end of every movement phase after the first.
Fire ships that come into base to base contact with enemy or friendly ships may damage those ships.
Damage is determined as if it were a normal ship firing a broadside, fire ships hit on a 4+. If multiple ships
are contacted each will suffer the same available broadside attack, each attack is made individually.
Saving throws do apply. This not actual cannon fire but a means of accounting for a fires bulk and
randomness.
Fire Ships will not become fouled and cannot be grappled. They have no firepower values and cannot
shoot. They can be fired at and will suffer damage in the normal fashion. They do not make saving throws.
Fire ships which have more then 1/2 of their hit circles destroyed move at 1/2 speed.
When a Fire ship loses its last strength track circle it becomes a Burning Hulk and is now subject to the
rules of a burning hulk. It is no longer considered to be a Fire Ship.
Fire ships can be given a skeleton crew that can sail the ship towards its target and then set it alight
before abandoning the ship. A fire ship with a skeleton crew sails like any other ship until it is set on fire
by the crew or as a result of enemy fire.
A fire ship can sail no closer then 10” to any enemy vessel. At the point it is 10” away it will be set alight
and the crew will abandon ship. The ship will then act as a fire ship as given above. Fire ships with a
skeleton crew do get saving throws, but if at any point they take 2 + confirmed hits from the same
broadside it will burst into flames.
9.6: Ships at Anchor- Raising and lowering an anchor takes place during the movement phase.
Ships may only anchor if within 12” of land or known shoal.
Dropping and setting the anchor takes the ships whole move. The ship dropping anchor may be reoriented
to face in any direction the player may like. Following this the ship will retain that facing (assume that a
second anchor or other station holding device is keeping the position. Mark the ship with an anchored
marker.
An anchored ship may reorient to a new facing, but this takes the ships entire move. The ship may be
rotated up to 360 degrees. The ship is rotated using its bow as a pivot point. You can assume that the
secondary anchor was raised to allow the rotation and then reset to hold the ship in its new position.
Raising anchor takes a ships full move. The ship may be reoriented facing in any direction the player may
like, using its bow as a pivot point. Ship may move no further that turn.
A ship may not fire on turns that it drops its anchor, raises its anchor or on turns that it reorients its facing.
Ships move normally on the next turn following the raising of an anchor.
Ships at anchor may re-roll one dice that missed when firing at on fixed targets such as forts, shore
batteries, other anchored ships and other shore installations.
9.7: Taking Ships under Tow- Only friendly or captured ships that have suffered rudder damage
or had its masts and sails shot away may be taken under tow (this would include captured ships). During
the Actions Phase a ship that is in contact with the base of another friendly or captured ship can take that
ship in tow. Ships that are grappled and or fouled may not take a ship in tow or be towed. Ships move at
half speed when towing. When taken under tow the towing ship is placed in front of the ship being towed
with the towing ships stern in contact with the towed ship’s bow.
8

Mark Wheatley (Order #44794415)


9.8: Merchant Ships- The rules assume that the small merchant is equivalent to a 40 gun frigate
and a large merchant to a 64 gunner as far as mass. Merchants can certainly be smaller then this and the
tracks can be adjusted as needed. The general rules of movement and handling also apply to merchant
ships, subject to the following modifications.
9.8.1 Grappled Merchants:
Unarmed Merchant ships that are grappled by enemy vessels must immediately roll a D6, It must make a roll
each time an enemy ship grapples it. Armed merchants are not subject to this rule.
Roll a D6-
If the roll is 4, 5, 6 the ship continues its fight
If the roll is 1, 2, 3 the ship strikes and is captured
9.8.2 Fired Upon Merchants:
Unarmed merchants must immediately roll to see if they strike if fired upon and hit by an enemy warship
(not another merchant) at close range and no friendly warship is within 10” of merchant ship.
Roll a D6-
If the roll is 4, 5, 6 the ship continues on its way
If the roll is 1, 2, 3 the ship strikes
9.8.3 Merchant ships cannot initiate boarding actions.
9.8.4 Merchant ships do not benefit from the Defend Only Option (8.3.1) during boarding actions.
9.8.5 Merchant Ships in most cases will not have a marine contingent aboard and will fight as per rule 10.2.
No Marines (fight boarding with one less dice then they might have as they actually have).
9.8.6 Merchant Ships with zero firepower cannot fire, but they do retain their strength for boarding actions.
9.8.7 Nationality Modifiers do not apply to merchant ships (armed or unarmed).
9.8.8 Merchant Ship Point Costs-
Large Armed Merchants- 12 points
Small Armed Merchants- 8 points
Large Merchants- 9 points
Small Merchants- 5 points

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

It would have the following damage track in the smaller battle.


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.

Mark Wheatley (Order #44794415)


10.0 Optional Rules:
10.1: Crew Quality- We can generally assume that the crews represented in the main rules are trained
and for the most part are competent seaman. The main rules do not directly address differences in crew
quality. Some nationality modifications do take into account differences in the general quality of a ships
crew. Players wanting to add a bit more differentiation can use the following additional crew types-
10.1.1 Crack Crew:
May re-roll initial failed “In irons” rolls and failed attempts to free fouled or grappled ships.
10.1.2 Trained Crew:
As per the main rules
10.1.3 Poor Crew:
Pass “In irons” rolls on 4,5,6.
Can only save up to two hits per single broadside fired. Hits in excess of two cannot be saved.
When attempting a boarding action poor crews must roll a 5,6 on a D6. instead of a 4, 5, 6.
10.2: Marines- Ships in the rules are assumed to have marines or some sort of marine equivalent
aboard. If a ship is deemed not to have such a contingent aboard it will fight boarding actions with 1 less
die then would normally be available to them.
10.3: Wind Direction Changes- The main rules assume the prevailing wind will remain constant
throughout the battle. Players wanting to incorporate a chance of a change in wind direction during play can
use the following rules.
If when rolling the dice at the start of each movement phase to determine who will move first the die rolls of
each player are equal (the movement die roll is tied) there is a chance that the wind direction may change.
Both the D6 and a Direction Die are rolled, If the D6 roll is a 5 or 6 the wind will shift to the new direction as
shown by the direction die. If the D6 is any other result no change takes place. This can happen more then
once in a move phase if the players again tie.
10.4: Collisions- Ship can be involved in two types of collisions; Ship to ship and ship to ground.
10.4.1 Ship to Ship Collisions
No ship may voluntarily collide with another ship. If the ship has a movement option that would avoid a
collision with another ship it must take that movement option. Collisions that are the result of a drift move
is not subject to the collision rules below. Any collision that does not involve a ships bow striking a ship is
considered minor and neither ship is damaged.
If the collision is the result of a bow strike each ship involved will roll a D6 and compare the result to the
table below-
1- ship suffers 2 points of damage
2- ship suffers 1 point of damage
3,4,5,6- Just a glancing blow and the ship takes no damage
If one ship is smaller then the other and it suffers damage it will suffer one additional point of Damage.
Ships classed as a sloop of war will not cause damage to ships classed as ships of the line as the result of
a collision. The sloop itself may suffer damage.
Following a bow collision the striking ship is turned so that the wind is at its stern or as close to it as is
possible and the ship is given a drift marker. The ship may not fire during the shooting phase.
10.4.2 Ship to Ground Collisions
10.4.2.1 Hard ground: If a ship collides with rocks, reef, etc the ship will stop and will roll D6-
1,2- Ship suffers D6 Damage and is stuck for the remainder of the game (ship may not fire for rest of game)
3,4- Ship suffers D3 Damage and is stuck for the remainder of the game (ship may not fire for rest of game)
5,6- Ship suffers D3 Damage, but the damage is contained and the ship can move normally next turn.
10.4.2.2 Soft Ground: If a ship collides with soft shoal or sand bar the ship will stop and will roll D6-
1,2- Ship runs aground and is stuck for the remainder of the game (ship may not fire for rest of game)
2,4- Ship runs aground and is stuck, but may be able to work free. During the action phase aground ships
will roll a D6 if the roll is 4,5,6 the ship is free and can move normally during that turn.
5,6- The ship is slowed by the soft ground, the ship loses 1/2 of any remaining movement it may have.
It is otherwise unaffected.
10

Mark Wheatley (Order #44794415)


10.6: Alternate Ship’s Fate Table- Players wanting a resolution of a ship’s fate that is more
reflective of the historical combat outcomes of most actual battles can choose to use the table below instead
of that provided in the basic rules. Historically ships did not actually sink, burst into flames or blow up very
often. The number of ships actually suffering such fates as a result of enemy action was very rare. The fate
table as presented in the main rules allows for a more light hearted approach that keeps a bit more of the
game in the game. Those wanting something more reflective of history may want to use the following
alternative.

Die Roll (D6) Ship’s Fate


1,2,3 Ship Flees
4,5,6 Ship Strikes its Colors
If using optional crew quality-
Crack crews receive a -1 Die Roll Modifier
Poor crews a +1 Die Roll Modifier

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.

How to Record Ship Damage:


The Ship Roster / Damage Sheet found on 12 page is used to record a ship’s damage and condition.
Players will need to write in the ships name, its type and fill in the Strength Track Values.
Ship strength track values can be found on page 13.
Confirmed hits on the ship are checked off left to right.
Any special damage or conditions are written in the notes section. (Markers are also provided)

Ship Name Guns/Type Notes Strength Track


Heros 74 Gunner (A)
Mast / Sails shot away
drifting wreck X X X

11

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Ship Roster / Damage Sheet
“ It is Warm Work”
Work
Ship Name Guns/Type Notes Strength Track

OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
12

Mark Wheatley (Order #44794415)


Basic Ship Strength Chart
The chart lists the basic Napoleonic period ship types, the Strength Tracks representing the ship type and some histori-
cal examples of the ship type. Using the Basic Ship Chart it is easy to assign the proper values to virtually any ship of
the period. The Strength Tracks are a broad representation of the overall combat strength of a ship in action.

Ship Type Strength Track Cost Example

110 + Gunner 39 Santísima Trinidad (Sp) , Bretagne (Fr)

Class A 100 Gunner* 34 Victory (Br), Rayo (Sp)

90 - 98 Gunner 30 Prince (Br) Algeri (Fr)

80 Gunner 31 Tonnant (Br), Bucentaure (Fr), Neptuno (Sp)

Ajax, Spartiate, Colossus (Br), Monarca (Sp)


Class A 74 Gunner 26
Temeraire and its sub classes (Fr)

Orion, Mars, Revenge (Br), San Agustin (Sp),


Class B 74 Gunner 20
Scipion (Fr)

64 Gunner 19 Agamemnon (Br), San Leandro (Sp)

Leander, Newcastle (Br),


50 Gunner 11 United States, Constellation, Constitution (US)
Also include Brit. 1794 Razees in this class
Endymion and Cambrian class (Br) 1797 to
40 Gunner 10 1814. Generally 40 to 42 gun ships with a main
armament of 24lb guns

Generally include all 36 and 38 gun frigates


36 Gunner 8 from 1780 to 1815 with a main armament of
18lb guns
Generally include all 28 and 32 gun frigates
28 Gunner 7 from 1748 to 1804 with a main armament of 9lb
to 12lb guns
Furet (Fr.)
20 Gunner 6
Most lesser armed vessels

Large
11 As large merchants
Armed Merchants

Small
9 As small merchants
Armed Merchants

East Indiamen are the largest of this type, but


Large Merchants 8
would generally be around the size of a 64.

Small Merchants 5 These would generally be of frigate size.

12

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Comprehensive Point Values
for Designing Scenarios
Ship Type Point Value Example

110 + Gunner 39 Santísima Trinidad (Sp) , Bretagne (Fr)

100 Gunner 34 Victory (Br), Rayo (Sp)


90 - 98 Gunner 30 Prince (Br) Algeri (Fr.)
80 Gunner 31 Tonnant (Br), Bucentaure (Fr), Neptuno (Sp)
Ajax, Spartiate, Colossus (Br), Monarca (Sp)
Class A 74 Gunner 26
Temeraire and its sub classes (Fr)
Class B 74 Gunner 20 Orion, Mars, Revenge (Br), San Agustin (Sp), Scipion (Fr)
64 Gunner 19 Agamemnon (Br), San Leandro (Sp)
Leander, Newcastle (Br), Constitution (US)
50 Gunner 11
Also include Brit. 1794 Razees in this class
Endymion and Cambrian class (Br) 1797 to 1814.
40 Gunner 10
Generally 40 to 42 gun ships armament of 24lb guns
36 Gunner Generally include all 36 and 38 gun frigates from 1780 to
8
Heavy Shore Battery 1815 with a main armament of 18lb guns
28 Gunner Generally include all 28 and 32 gun frigates from 1748 to 1804
7
Light Shore Battery armament of 9lb to 12lb guns
20 Gunner 6 Furet (Fr.) Most lesser armed vessels
Merchants carry no marines, but the -5 for no marines is not
Large Armed Merchant 11
deducted as it is already factored in. Always have trained crews.

Merchants carry no marines, but the -5 for no marines is not


Large Merchant 9
deducted as it is already factored in. Always have trained crews.

Merchants carry no marines, but the -5 for no marines is not


Small Armed Merchant 8
deducted as it is already factored in. Always have trained crews

Merchants carry no marines, but the -5 for no marines is not


Small Merchant 5
deducted as it is already factored in. Always have trained crews.
Fire ships 15 /18 No Crew/ Crewed , Fire ships are of Frigate or greater size
Formidable Fortress 61
Strong Fortress 50
Weak Fortress 42
All Carronade Ship 4 Generally these will be small ships of 20 guns or less in size
Crack Crew +5
Poor Crew -5
No Marines -5
You can purchase a maximum of one coin for each three ships
Commanders Coins 25 in your force.

13

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It is Warm Work”
“It Work Game Play Markers
Grappled Rudder Damaged Drifting Wreck

In irons 1/2 Speed


Commander’s
Commander s Coins
1/2

1/2
Fouled
1/2

1/2
Burning Hulk

Anchored
1/2
Flee

Flee

Flee
Struck Ship
Captain Killed

Flee

Flee
15

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Wind Gauge Template

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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In Panels C below the wind is striking the ship from the rear or across yellow (allowing moderate movement)

C C

In Panels D below the wind is striking the ship from the front or across Red (no movement )

DD D

--- Note ----


In situations where the wind direction seems to be on a point straddling two winds speeds,
always allow the ship its best speed.

17

Mark Wheatley (Order #44794415)


Wind Direction Arrows
When setting the wind direction you
can place the large arrow in the
center of the playing area and the
two smaller arrows on the flanks
and parallel to the larger one. This
arrangement makes it easy to
determine the from which direction
the wind is hitting a ship. Clear
arrows are a nice option as they are
less obtrusive on the tabletop.

As an alternative to the arrows


some players prefer to designate
one of the playing area board
edges as the direction the
wind is blowing from.

Designated Board Edge

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
18

Mark Wheatley (Order #44794415)


Battle of Havana, 1748 Scenario
The Battle of Havana was the last major action in the War of
Jenkin's Ear, a part of the wider War of the Austrian Succession.
The British Jamaica squadron under Charles Knowles engaged a
Spanish squadron under the command of Don Andres Reggio that
was protecting the Spanish trade routes. The result was a minor
British victory. The Spanish in spite of having one ship captured
and another forced aground and destroyed by her crew inflicted
enough damage on the British force to prevent it from interfering
with the movements of the Spanish trade fleets.

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.

19

Mark Wheatley (Order #44794415)


Battle of Havana, 1748 British and Spanish Rosters and Damage Charts

Ship Name Guns/Type Notes Strength Track


Knowles’ Flagship
Cornwall 80
OOOOOOOO
5 4 4 3 3 2 1 x

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

Ship Name Guns/Type Notes Strength Track


Reggio’s Flagship
Africa 70
OOOOOOOO
5 4 3 2 1 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

Mark Wheatley (Order #44794415)


Battle of Havana, 1748 British and Spanish Ship Counters

British Squadron Spanish Squadron

Lenox Tilbury Strafford Africa Conquistador Neu. Espana

Cornwall Warwick Canterbury Invencible Dragon Real Familia


Oxford

Galga

21

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CrookedHead Games

Mark Wheatley (Order #44794415)


Sequence of Play:
“ It is Warm Work” Reference Sheet
A. Actions Phase- Edition 2.1
1. Roll for burning hulks
2. Roll for fouled & Grappled Ships
B. Drift Phase- Drifting ships move in the following order.
1. Ships “In irons”
2. Ships that have struck their colors “Burning Hulks” Table:
3. Fouled ships (moved together as they sit)
4. Grappled ships (moved together as they sit) Die Roll (D6) Condition
5. Drifting wrecks
6. Burning hulks 1,2 Ship continues to burn and drift
C. Movement Phase- 3,4,5 Ship Sinks (remove ship from table)
Each player rolls a D6- Low die moves first.
Ship explodes (remove ship from table)
D. Shooting Phase- 6
apply 1 hit to all ships within 4”*
Each player rolls a D6- High die fires first.
* A saving throw (6) is allowed by ships hit by the explosion
E. Boarding Phase- Fight boarding actions

Ship Movement: Fouling- Roll D6. 1 = the ships fouled


Wind from green on the wind gauge- Un-Fouling- Roll D6. 4, 5, 6 = ships are un-fouled
Ships of the Line: Move up to 8" / one 45 degree turn.
Frigates: Move up to 10" / one 45 degree turn. Grappling- Roll D6. 4, 5, 6 = ships are grappled
Sloops of War: Move up to 10" / two 45 degree turns.
Slow Ships: Move up to 6" / one 45 degree turn.
(If both agree to grapple then no roll needed)
Wind from yellow on the wind gauge- Un-Grapple- Roll D6. 4, 5, 6 = ships are un-grappled
Ships of the Line: Move up to 5" / one 45 degree turn.
Frigates: Move up to 7" / one 45 degree turn (Optional)- Crack Crews- may re-roll a failed initial roll
Sloops of War: Move up to 7" / two 45 degree turns.
Slow Ships: Move up to 4" / one 45 degree turn. “In irons” Table:s A ship turned into the wind must roll.
Wind from red on the wind gauge-
A ship that is turned into the wind is stopped. Roll a D6- Die Roll to Pass
It must try to regain the wind to continue its movement.
(See 4.3 “ln irons rule”) 3, 4, 5, 6
If more then 1/2 of damage circles destroyed = (Optional)- Crack Crews- may re-roll a failed initial roll
Ships will move at 1/2 speed Poor Crews- needs to roll 4, 5, 6 to pass

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”)
6
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.

© Frank Capotorto 2013 CrookedHead Games

Mark Wheatley (Order #44794415)

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