Thursday 6 November 2014

Back of a Postcard Ironclad Rules

 
 
A few years ago I had a very enjoyable game of the Battle of Lissa in 1/2400 with a friend at the club, using his own home grown back of a postcard ironclad rules, aptly titled 'A Postcard from the Adriatic'. These really were very simple but gave a very good game, with plenty of action and some edge of the seat moments, although in the end my Austrians won the day.
 
I'm sure Dave, who is tragically no longer with us, wouldn't mind if I posted them here, as they could be adpated to the Second Schleswig War with very little difficulty. In fact, this was the project that we set out on back in 2008, which I'm now hoping to finally complete. It's just a shame that Dave isn't around to enjoy it with me.
 
A Postcard from the Adriatic
Back of a Postcard Rules for Ironclad Fleet Actions in the 1860s
Turn Order
1.       Move
2.       Enemy Ships Fire
3.       Resolve Ramming attacks
Movement
All undamaged vessels can move at up to 10 kts (10 cm)
Damaged vessels can move at up to 5 kts (5 cm)
Crippled vessels must remain stationary
Combat
Opposed dice rolls (defender cannot damage attacker)
Attacker: D6 + Attack Factor + Tactical Factor
Defender: D6 + Defence Factor
Vessel
Close Range
< 16 cm
Normal Range
16 – 40 cm
Long Range
40 – 60 cm
Ramming*
Defence Factor
Italian Ironclad
4
2
1
5
4
Austrian Ironclad
4
2
X
5
4
Ship of the Line
5
3
X
1
2
Frigate
3
2
X
1
1
Corvette
3
1
X
1
1
Aviso
1
1
X
1
0
Gunboat
2
1
X
0
0
Merchant
X
X
X
1
1
 
*Ramming must be at 45-90 deg of target broadside, smaller angles result in minor collision. Rammed and rammer must halt immediately.
Tactical Factors
+2           Target crippled or stationary
-2            Attacker Crippled
-1            Attacker Damaged
-1            2nd Broadside if firing both broadsides
Combat Outcome
If target’s total is less than, but more than half attacker’s total it is:
·         Crippled if already damaged
·         Damaged if so far undamaged
If target’s total is half or less than half the attacker’s total it is:
·         Crippled at normal range if so far undamaged
·         Damaged at long range if not yet crippled
·         Otherwise sunk
© David Spender 2008

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