Fortresses and Ironclads

Rules Ideas

by Bruce Kindig

In the JRIII rules book, there are some references to large guns and heavy works. Wanting to add some variety to games of troops fighting in the open or in woods, I decided to try some large stone fortifications. I also decided to add river steamboats and a few ironclads. The rivers were the key to victory in the West with actions at places like Ft. Henry and Ft. Donelson, not to mention the bastion at Vicksburg. Other actions for wargaming could be New Orleans or Island Number 10. How about playing the Red River campaign, or even action at Mobile Bay? These battles require some fortifications and a variety of boats.

Although some fine heavy works and ironclads can be purchased from various dealers, all of the pictures show what can be done with Styrofoam and your Exacto knife. Star forts, bastions, grand batteries and even floating batteries are easily made. Painting in various shades of gray will give a stone look, and moats and earth coverings can add to these defenses. Ironclads can be made in any generic shape and painted in shades of black and gray. Wooden steamboats can be made as side-wheelers or stem-wheelers and painted in any color. I have made side-wheelers and painted them brown for identification purposes. Transports (also painted brown) are made with cut outs for carrying either 2 stands of infantry or an artillery battery. See the ship rules chart that accompanies this article.

I don't actually put guns on the boats, but merely determine how many and type of heavy guns they carry. Forts do need heavy guns. Stone Mountain Miniatures has a fine selection of heavy guns, which I put in my forts or place as siege guns for the attackers. See the siege gun chart.

Light artillery really has very little effect upon ships, as you will find out. It is also very difficult to knock out the ironclads and even the guns in the forts. It is necessary to combine fire as much as possible; which makes it difficult to shoot at many targets in one turn. Forts with well-positioned heavy guns are difficult to capture, sometimes taking 20 turns, if even capturing it at all. Paint a few roofing nails and allow the defender to place them upside down at premeasured locations. Only the defender will know which guns are pre-measured but the attacker will soon find out. One last thing; don't forget that firing at a fort or ironclad is a -8 Die Roll Modifier.

Special Rules for Ships

Speed = 18" per turn
Roll die for each hit taken: 1-4: midships, 5: speed, and 6: gun
Armored ship hits: roll 1d6: 1-4 miss, 5,6 hit (and roll on table above)
Warships take 4 hits midships to sink. Transports take 3 mid ship hits to sink
Speed hits: 1st hit = 1/2 speed. 2nd hit = dead in water. Towing permitted at half speed
If no speed or gun hits left, then apply hits to mid ships.


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