This is a bit of an inter-acte waiting for the next series of battles. Following publication of the recent Blacklands War naval action off the Gallipoli Peninsula, the thought arose concerning adding a little 'chrome' to the naval rule set I was using (Gridded Naval Wargames, "Pre-dreadnoughts ... in Action"). Bob had added in his book an example of how damage might be recorded on each ship during the course of a battle.
What follows is a bunch of ideas along these lines. They have yet to be play tested, and some of them I'm not sure will make the cut into a final rule set.
|My modification (simplification) of the Bob Cordery |
damage allocation chart.
A rethink from 'first principles' (whatever is meant by that) led to my coming up with a 'standard' elevation and plan schematic good for any and all vessels, from torpedo boat destroyers to modern pre-dreadnought battleships, but with departures from the standard resolved by other means - possibly dice. The above picture is a good representation of ships the type of Georgios Averof and Lemnos. Whenever a '6' is rolled to register a hit on a vessel, a card is drawn, with its value and colour - sometimes its suit - determining where on the vessel the shot hit. A '5' also counts as a hit, starting fires and generally reducing the target's endurance, but without any specific damage.
The bottom row of the hull in the diagram (i.e. cards 2-5) represents a waterline hit, costing 2 flotation points (all other hits represent 1 FP, plus local damage). By the way, I discovered a small hitch in Bob's diagram: he forgot that a 'one' card in a standard deck is in fact the Ace.
Now, a vessel like Turgut Reis has three main turrets. Suppose a hit was scored, and we drew a Queen, representing a turret knocked out. Instead of determining which by the card colour, roll a die, with the effects:
- 1,2 - forward ('A') main turret KO
- 3,4 - midships ('Q') main turret KO
- 5,6 - after ('X') main turret KO.
- Q-heart: Forward turret, starboard gun
- Q-club: Forward turret, port gun
- Q-diamond: Rear turret, starboard gun
- Q-spade: Rear turret, port gun.
- 1 = 1 gun 'A' turret KO
- 2 = both guns 'A' turret KO
- 3 = 1 gun 'Q' turret KO
- 4 = both guns 'Q' turret KO
- 5 = 1 gun 'X' turret KO
- 6 = both guns 'X' turret KO.
The strange gun arrangement of the Hydra class ironclad battleships can easily be sorted. A Queen represents a hit on the main armament; a Jack, a hit upon the secondary. Dice rolls determine as follows:
- 1,2, = hit on starboard forward gun
- 3,4 = hit on port forward gun
- 5,6 = hit on after gun turret.
- 1 = hit on forward starboard gun
- 2 = hit on after starboard gun
- 3 = hit on forward centre-line gun
- 4 = hit on forward port gun
- 5 = hit on after port gun
- 6 = reroll.
List of gunnery effects:Red Ace = rudder hit. -1FP. Ship maintains present course, or turn, for 1-3 activations (die roll).
These are ideas based somewhat upon the Gridded Naval Wargames chapter, 'Mimi and Toutou Go Forth'. They have yet to be play tested.
When determining gunnery effects, only '5' and '6' count for hits. Hits on a '5' count for 1 FP reduction only. When a '6' is rolled, the target's FP is also reduced by 1, but card is also drawn randomly from a standard deck, which will include one Joker.
Black Ace = screws hit. - 1FP. Reduce speed by 1 hex. Cumulative.
2 = waterline hit, bow; -2FP
3 = waterline hit; -2FP
4 = waterline hit; -2FP
6 = hull hit; -1FP
6 Spade = forward magazine hit; magazine flooded to prevent exploding, turret may fire once more only
9 Spade = rear magazine hit; magazine flooded to prevent exploding, turret may fire once more only
10 = funnel hit
Red 10 = -1FP. Forward funnel hit
(if more funnels than 2, determine by dice roll)
When all funnels hit, speed reduced by 1 grid area.
Q = -1FP. Primary armament hit. See diagram and descriptions above. One may choose to take the effect by gun rather than by turret as a whole, as earlier suggested.
Black King = -1FP. Bridge hit. Steering compromised, ship maintains course for 1-6 activations. If it turned during the turn, it must continue turning in the same direction for remaining activations. If shooting during the turn, must continue shooting at the same target, if available, otherwise, cease shooting.
Joker = Magazine hit, not flooded in time, causing a catastrophic explosion. Ship sunk.
Now, I really would value some comment on what I've suggested here. Is it altogether too much? Perhaps I've overlooked something. I hope to do a little bit of a play test soon, to see where this goes.
To be continued...