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FULL AHEAD : NAVAL WARGAME RULES 1894 - 1905

QUICK REFERENCE SHEET

Scales Sequence of Play


1 model represents 1 ship a) Throw for initial visibility and weather conditions
II
1 move 3 minutes b) Write orders
II
1 cm 1 knot or 100 yards c) Visibility and sea conditions check
2 cm II
1 cable (200 yards) d) CorTmand and control
e) Ship movement
Movement f) Attempt repair (put out fires etc)
Increase Decrease Turning g) Fire damage (if applicable)
(Knots) (Knots) Circle h) Heavy gun firing and effects
BS 2 s B i) Light gun firing and effects
AD 2 s c j) Torpedo movement
PC 3 6 c k) Ramming/collision calculations
DD - s 8 A 1) Torpedo firing and effects
m) Morale (if applicable)

Firing Table Firing Factors (+or - from die)


Period/Guns Light ( 7. S") Heavy (7.S"+) Target moving less than 3 knots +1
1894-1896 0-1S 2S 30 0-25 4S 60 Not under fire (Medium/Long range) +1
1897-1900 o-1s 30 so 2-30 60 90 Firing through smoke -2
1901-190S 0-20 40 so 3-40 70 100 6 5 4 3 2 1 1/3 Per hit received -1
Armoured Vessels Ra NR Target destroyer or smaller -2
Semi-Dreadnought 7 4 2 10/9 7/6 6/3 35 20 25 20 15 10 7~ Guns firing ahead or~stern -3
Battleship ( 1 ) 9 7 4 10/7 7/4 6/- 32 27 23 18 14 9 7 Target end on at shorE range -1
Battleship (2) 9 s 3 917 6/4 4/- 28 24 20 16 12 8 6 Target moving 24 knots + -1
Battleship (3) s 3 7/S 4/3 2S 21 18 14 11 7 s Per battery of guns above one
Coastal Battleship s 3 8 s 3 2S 21 18 14 11 7 s (including those from the same vess,.,l)
Central Battery against the target ' -1 (max -3)
Ironclad s 2 -15 -12 -1- 21 18 1S 12 9 6 4 Non OF guns (Short/lledium range) .}· -2
Armo~red Cruiser(1) 9 7 4 7 4 28 24 20 16 12 8 6 Hvy guns v unarmoured target · -2
Armoured Cruiser(2) 9 s 2 6 3 2S 21 18 14 11 7 S Lt guns v armoured target -3
Armoured Cruiser(3) 8 4 6 2 22 19 16 13 10 6~ 4~ Per full 3cm on the turning cirlce -1
Armoured Cruiser(4) s 3 6 2 21 18 1S 12 9 6 4 Night/fog -2
Monitor ( 1 ) 5 3 8 5 2 2S 21 18 14 11 7 s
Monitor (2) 4 2 8 4 22 19 16 13 10 6~ 4~ Check sea conditions etc.
Armoured Gunboat 4 2 5 2 21 18 1 S 12 9 6 4
Unarmoured Vessels Ra NR
Protected Cruiser(1) 9 s 2 5 2 21 18 15 12 9 6 4
s A new target for heavy guns at long or medium
Protected Cruiser(2) 7
'3* 2 18 15 13 10 8 s 3~
range counts as firing for range finding only,
Protected Cruiser(3) 5 4 1S 13 11 9 7 4~ 3
Unprotected Cruiser 5 3 no hits are allowed for the first salvo but
15 13 11 9 7 4~ 3
Armed Yacht 3 1S 13 11 9 7 s 3
ammunition is still consumed.
Merchantman 4 2 14 12 10 8 6 4 3
Torpedo Gunboat 3 14 12 10 8 6 4 3
Unarmoured Gunboat 4 Random Factors (%)
2 4 13 11 9 7 s~ 3~ 2~
Destroyer 2 11 9 8 6 s 3 2 Die Poor Comp. Elite
Torpedo boat 1~ 8 6 s 4 3 2 1~ -2 -100 -100 -100 If a 3,6 or 9 is
-1 -100 -7S -7S thrown check for
Note: The second figures under heavy guns refer to secondary 0 -7S -so -so Special Effects
heavy guns where applicable. 1 -so -so -33
2 -so -33 -2S
3 -33 -2S
Arcs of Fire 4 -2S
5
6 +2S
7 +2S +33
tlr~cAO.H lle' +2S +2S +33
8
flf.C
9 +2S +33 +33
BRC/\l)~J flt 10 +SO +SO +SO
Af!.L

Speed Loss Through Damage.


If the first hit scored on a vessel is caused by
PC+ DD- gunfire then no speed is deducted for that hit.
HGM 1 arc A11 subsequent comp 1ete hits scored by any .
other weapon (i.e. mine, torpedo and ramming)
2HG 2 arcs cause the following loss of speed (knots):
Light 3 arcs acre
Vessels with an original speed of 2S kts. plus,
AD x 1.S
Vessels with an original speed ef under 2S kts,
AD x 1
Special Effects (lxDlO) Ramming/Collisions
The following results are self-explanatory. G,M,T refer One vessel wishes to ram +15
to gun, mine and torpedo respectively. Both vessels wish to ram +20
G,M,T 10 Ship hit in mag, vessel with hvy guns 9,10 explodes/sinks Rarrming vessel more manoeuvrable +10 or -10
" II II II II without " 10 " " Rarrrning vessel per kt. faster +2/- 2
If target ship has heavy guns in open barbettes or US Ra11111ing vessel has ram +5/- 5
designed turrets then 8-10 explodes and sinks Ra11111ing vessel elite/comp. crew +5/- 5
G, 9 Bridge hit. Maintain present course and speed until 5,6
ND. Admiral on board ND, S,6=killed, 3,4=seriously (the above negative options allow for
wounded and unable to co11111and. vessels trying to avoid a collision)
M,T 9 Engine room flooded, engines stop Attempting to ram at night/fog -5
G,M,T 8 Steering gear jammed DlO, 1-3 port, 4-6 starboard, 7-10
present course. Turn tightest TC. ND 5,6 to clear. Result = % chance of rarrming
G, 7 Fire starts if vessel is considered a 'high fire risk'
M,T 7 Fails to explode Ram Factor x Knots = Damage ,
G, 6 Fire starts 10
M,T 6 Fails to explode
G,M,T 5 Fi re starts a) If a head on ram them combine speeds of
G,M,T 4,3 Defective arrvnunition (if applicable) - 1 hit both vessels.
G,M,T 2 II II •1 hit b) Vessels rammed and receive double or
G, 1 Torpedo tube destroyed greater damage than the original structural
M,T 1 Fails to explode value break into two and the ramming vessel
passes through.
c) It takes two moves to withdraw from a
Fire Fighting vessel, then move from 0 kts.
Each vessel may only fight one fire at a time d) Calculate speed loss as per normal.
Throw 1xD10 e) Throw for random factors as per competent
Poor crew require 8-10 to put out a fire crew.
Competent crew require 7-10 to put out a fire f) Damage caused to rammer, divide by 5 if
Elite crew require 6-10 to put out a fire with ram or 2 without a ram. If a head on
ram then ignore.
- 1 from die if vessel a 'high fire risk'
If after three attempts a fire still burns then one hit is ~\I '
Command Contro1 ·:·

scored with further hits per subsequent move the fire burns.
If following a ~ommand vessel then the
following vessels will automatically obey
Torpedoes '.follow the leader' type orders. For other
Period Speed Range Initial Following Next Damage orders throw for the following:
(Kts) ' Move Move Move Grade Poor 4-10 Obey, elsewhere maintain
1894-1896 20 2- Bern 5.0cm 3.0cm 0 12 course and speed
1897-1900 20 2-10cm 5.0cm 5.0cm 0 14 Comp.3-10 Obey etc.
1901-1905(a) 24 3-15cm 6.0cm 11. Ocm 0 18 Elite 2-10 Obey etc.
1901-1905(b) 15 3-30cm 4.0cm 15.0cm 11 cm 18 Factors on die (relevant to both sender and
receiver)
- -1 if unable to see sending vessel
-1 if vessel has bridge knocked out
-1 if vessel has 3 or more hits
Hitting Factors -1 at night/fog
Target AC or larger 12% -2 if Admiral unable to command
Target PC 11 11
9% -1 if original command vessel sunk
Target TB 11 11
4% -1 if fleet larger than 12 vessels
Pre 1981 Torpedo -2% (flagship only)
Per knott (Target) -1% (max -15%)
Elite/competent 10% The command vessel in the above is only the
Poor 6% one relevant to the ship in question.
Firer not under fire 5%
Firer damaged (1 hit+) -5%
Check weather ?
Visibility
Night: Half the overall chance Before the start of each game visibility
should be thrown for taking into account the
time of day and general conditions.
* NB Always at least 1% chance of a hit Daylight 1xD10x visibility
Half light 1xD10x one half of daylight
Additional Damage conditions
Target already hit by Mine/Torpedo +2 Night 1xD10x one fifth of daylight
Target crew poor +2 conditions
Hit by more than one Mine/Torpedo in the current move Fog 1xD10x one sixth of daylight
+3 (to each) conditions
Throw for random factor as per competent crew
Every turn 2cm should be deducted from
visibility due to pollution caused by smoke
though the range should never be reduced by
General Rule more than 25% of the original total. Every
Nothing may be done contrary to what could or would be done in five moves the visibility should be further
actual war. (From Jane's Revised Rules for the Naval Wargame altered by the results of the following test:
1905/06) Daylight 2xD10 (red-black) x result x 3cm
Half light 2xD10 (red-black) x result x 2cm
Night 2xD10 (red-black) x result x lcm
Fog 2xD10 (red-black) x result x lcm

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