On to Richmond

ACW Wargame Naval Operations

by Mike Elliot and Robin Peck

The following rules allow naval operation to be added to the "On To Richmond" game system. Although 1:1200 scale models are a reasonable approximation to the game's ground scale (1"=50 ycls.) players may consider it desirable to use larger models so as to look right with the figures in use.

SHIPS:

Four classes of ships are recognized: Turreted Ironclads (e.g. Monitors); Broadside Ironclads (e.g. CSA Virginia); Armored Gunboats (converted sidewheelers); and Transports (unconverted sidewheelers).

MOVEMENT
Turreted Ironclads 12"
Broadside Ironclads 10"
Gunboats & Transports 8"
All vessels may move at half speed in reverse. All vessels may move and fire.
All vessels may move up to 1/2 a move, turn up to 901 then move up to another 1/2 a move.

For purposes of the game card movement sequence, all ships should be considered together as a unit, so one card should be added to the deck for each side which has naval units.

FIRING:

Gunboats have a broadside on each side, but only one broadside can be fired each turn. Broadside ironclads likewise have a broadside on each side but may fire only one side each turn. In addition however they have a gun facing forward and another rearward. These guns as well may have one or more turrets, any or all of which may be fired in a turn. Transports have no armament.

Broadsides and fore and aft guns may only fire at targets immediately to their front.

All guns aboard ship have a maximum range of 24". This is due to the fact of ships providing unstable gun platforms.

Turreted guns are treated as rifled artillery, others as smoothbores.

When firing against other ships, no die roll modifiers apply. A result of a "stand lost" causes 1 damage point. Morale hits and markers do not apply to ships.

Ironclads sink when they have received 10 damage points. Gunboats sink when they have received 8 damage points. Transports sink when they have received 6 damage points.

Ships may fire at land targets with broadsides or turret guns but not with fore or aft guns. All normal modifiers apply.

Land based artillery may fire at ships. Ironclads being well armored and having a low profile have a +3 modifier when fired at. Gunboats receive a +1 for their armor while transports have no modifiers.

RAMMING:

Only ships equipped with rams may ram. Bow to bow and stern to stern rams are not permitted. When a ship is rammed, the two ships will remain together for 2 moves. After that both ships may proceed at 1/2 speed for 1 move - the attacker backing off and the damaged ship moving in the direction it was moving when rammed. The rammed ship will suffer 2 damage points on a roll of 0-5, and 1 damage point on a roll of 6-8 when it is rammed. While the ships are locked together, the rammed ship may fire its broadside and the attacker may fire its forward guns (if any).

TRANSPORTS:

Transport vessels are either "large" or "small". Small transports may carry one infantry stand. Large transports may carry two infantry stands or one cavalry or one artillery stand. Embarking and debarking takes 1 complete turn.


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© Copyright 1985 by The Courier Publishing Company.

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