River Vessal Rules
for Soldier's Companion

by Bob Giglio


Now that your nice, new model of a steamer or gunboat is finished, all that~s really missing are rules for using it, right? Well these rules for the New SOLDIER'S COMPANION rules will easily fill the void, and of having to develop your own rules.

What follows are rules designed for combat between various river vessels found during the colonial times (19th- and early 20th- centuries). A large part of these rules were found in both the original SOLDIER'S COMPANION rules, with additional rules and statistics added as needed over the years (with additional input provided by Keith Frye, as well as those from my colonial gaming group). These rules will work for both 25mm (recommended) and l5mm scales.

Now while the rules are designed for the SOLDIER'S COMPANION rules, they will generally work equally as well for other colonial rules sets, with little or no adjustment. The main adjustment is that each gun under SOLDIER'S COMPANION is rated as to its Damage Value (DV), which other rules do not use. As a (very) general rule, use DV 1 for guns up to 12-pound strength, DV 2 up to 20-pound strength, and DV 3 for up to 40- pound strength. In addition, I would like to point out a few basic things.

First, not all figures on a river vessel actually need be placed on the model itself. A Ship Record Form is provided at the end of these rules to record the various statistics and figures for each river vessel. Obviously, for a nice table-top look, various crew and troops should actually be placed on the model. But, as the model generally represents the actual vessel, use your judgement (too many figures on the model may make it look a bit like a luxury cruise on the Carnival Cruise Line!).

Second, that these rules will also interact with forces on land, not just for vessels vs. vessels. Examples include actions against enemy forts, batteries, or to cover a troop landing.

Third, that for those using the Sun Never Sets Campaign rules (late of The Courier magazine, but will be included with the New SOLDIER'S COMPANION rules), the various statistics for steamers and gunboats have been designed to fit into that framework as well. In the campaign rules there are two types of gunboats -- Small and Large. Given the wide difference in cost in the campaign rules (you can purchase three Small Gunboats for the price of one Large Gunboat), I have judged that what was meant by that, was the fact that a Large Gunboat in the campaign rules was the type of metal monsters that were part of the 1896-98 Re-Conquest of the Sudan. Therefore, in the following rules, use the statistics for a small steamer to reflect the campaign's Small Gunboat, and ~se the statistics for a large gunboat to reflect the campaign's Large Gunboat. This seems to work well for the campaign rules, but in the end, use your own judgement.

Lastly, while these rules have been playtested, they are not 100% finalized. If you have any questions, or constructive comments, please feel free to contact me. If via mail, please send a SASE: Bob Giglio, or E-Mail: ECWCaptain@aol.com

Hope you enjoy these rules. Good Sailing (and gaming)!

MOVEMENT

Each turn a vessel may move up to its maximum movement rate. Each 12" moved must be in a straight line, but allows it to change its direction up to 60-degrees.

Direction changes are made at the end of movement, not during it. A vessel may move less than 12" before making a direction change in order to dock or avoid obstacles, but it loses the remainder of that 12" of movement.

Steamers

At the cost of 12" of movement, a steamer may change direction by 60-degrees. This maneuver is called a power turn.

Sailing Vessels

Sailing vessels do not have a fixed movement allowance. The movement allowance of each sailing vessel, in feet, is 1d6 halved (round up) each friendly movement phase. Once a player rolls for a sailing ship's movement, he must complete that sailing ship's movement before moving any other vessel.

Each 12" moved upwind counts as 24" of movement. Sailing vessels may not sail directly into the wind.

A sailing vessel may change its facing by 60 degrees for each 12" it moves. It may change its facing by 120-degrees if coming about (changing angle of the wind from its port bow to its starboard bow or vice versa). However, if a sailing ship comes about, it may not make any other turns that movement phase.

Wind Direction

Wind direction is determined by rolling 1d6 at the start of the game and consulting the following wind direction diagram.

 6 1 2
 
 \ | /
 
 / | \
 
 5 4 3
 

Optionally, the referee may want to roll for changes in wind direction during the course of a game.

River Currents (Optional)

Depending on whether a vessel is travelling with or against flow of river, this will adjust movement. Roll 1d6 for strength of river's current in inches per turn. Note that some rivers (such as the Yangtze) were known to be stronger, and the referee may want to modify the strength of the current by an extra 1d6.

River currents will effect a vessel as follows:

  • If vessel moves against flow of river, minus current strength from movement.
  • If vessel moves with flow of river, add current strength to movement.
  • If vessel remains stationary, it still drifts with current that turn.

Addition/minus to vessel move for current strength is done at end of vessel's move.

Towing

A vessel may tow another vessel(s) with Hull Size equal to 2x towing vessel's Hull Size.

If laden with cargo or troops, then the Hull Size of the vessel to be towed is doubled.

All vessels are towed at normal speed if less than or equal to the Hull Size of the towing vessel, but at half speed or 12", whichever is less, if up to double the Hull Size of the towing vessel.

Collisions

If two hostile vessels begin a movement phase within 2" of each other and one of them moves, there is a chance of a collision.

If two friendly vessels begin a movement phase within 2" of each other and both of them move, there is a chance of a collision.

There is also a chance of a collision if a vessel comes within 2" of rocks.

Likewise, there is also a chance of grounding if a vessel comes within 2" of a rock or the shore (see 'Running Aground' below).

Procedure

Roll 1d6 , with a roll of 1-2 indicating a chance of a collision. The following are modifiers to die roll:

    +1 If vessels pointed in parallel directions.
    +2 If non-moving vessel declares it wants to maneuver to avoid a collision.
    +2 If moving vessel declares if wants to maneuver to avoid rocks.
    -2 If moving vessel attempts to turn while within 2" of non-moving vessel.
    -2 If moving vessel attempts to turn while within 2" of rocks.

If there is a collision, the moving vessel immediately stops and may not move any further that turn.

A friendly vessel which maneuvers to avoid a collision must spend half of its movement allowance (round up) to do so. A hostile vessel which maneuvers to avoid the collision (whether successful or not) has its movement rating halved (round down) for its next movement phase.

Each player involved in a collision rolls 1d6. If result is =< than the hull size of the other vessel, the player who rolled the die suffers a hull hit on his own vessel.

In addition to hull damage, roll 1d6:

  • If the roll is =< than half the difference in hull size (round down), then the smaller of the two vessels suffers a flooding critical.

Note that any maneuver to avoid a collision will lose any remaining movement from a vessel's 12" of movement.

A collision with rocks has a chance of causing a hull hit on 1d6 :

  • Chance = 6 minus Hull Size of vessel.

Running Aground

There is a chance of grounding a vessel if it comes within 2" of the shore or has a collision with a rock.

The chance to run aground is 4-6 on 1d6, with the following modifiers to the die roll:

  • Subtract -1 from die roll if the vessel only moved half movement or 12", whichever is less.
  • If the vessel moved more than 12", roll separately for each 12" of movement during which vessel was in danger of running aground.

If vessel runs aground, it stops moving until it breaks free. The owning player rolls 1d6 at the end of every friendly movement phase, with results as follows:

  • If vessel was moving up to 12" when it ran aground, it breaks free on any roll of 1 or more.
  • If vessel moving over 12" when it ran aground, it breaks free on any roll of 2 or more.

FIRE COMBAT

Vessels may fire their weapons (including small arms) in the same turn in which they move. They may fire their weapons (including small arms) at any point during their movement.

Hit Location Table (1d6)

    Roll: Result 1-2 : Hull 3-4 : Crew/Structural 5 : Gun 6 : Critical

Gunfire 5 GunA vessel's target modifier is its speed minus its Hull Size. Ignore all negative values. No vessel may have a target modifier greater than 2. For example, if a ship had a target modifier of 1, it would be hit by gunfire on a roll of +1 harder.

If there is another vessel within 6" of the target, roll to hit normally. However, if the shot misses, roll a second time. If the second roll is a hit, then it hits the other vessel. If several other vessels are within 6" of the target, roll randomly to see which vessel the miss hits.

Gunfire Modifier

Stationary River Target (not including drifting): +1 to hit

Damage

The DV of the firing gun is the number of hits caused, then roll 1d6 on Hit Location Table to see the type of damage inflicted.

Hull Hits

The number of hull hits caused to a vessel is equal to the DV of the firing gun. When a vessel loses hull hits equal to its size, the vessel's movement is reduced 1 point (i.e. every 4 hull hits to a large steamer is -12" movement).

When all hull hits have been marked off, the vessel sinks.

Note steamers can become "dead in the water" before being sunk; small boats cannot.

Crew Hits

Each crew hit causes casualties equal to half the firing gun's DV (round up). Crew losses are selected by the player who suffered the casualties, and may be from any part or parts of the vessel desired, unless troops are on deck conducting small arms fire.

If troops are on deck conducting small arms fire, the firing player rolls 1d6:

  • A roll of 1-3 indicates crew casualties.
  • A roll of 4-6 indicates troop casualties.

However, the firing player also rolls an additional 1d6 , and if the result is equal to or less than the number of casualties inflicted, then 1 must be an officer or petty officer (owning player decides). This die roll is made only once, at the end of the phase in which the vessel suffered one or more crew casualties; it is not made separately for each casualty.

Structural Hits

Represents structural integrity (i.e. superstructure) of vessel. A vessel could have all of its structure shot away by small arms fire, thus reducing protective cover, while still being afloat.

Whenever a result of Structural occurs on the Hit Location and Critical Hit tables, Structural Hits are caused just like Hull Hits. Likewise, for each Hull Hit caused by fire, a Structural Hit will also be caused.

Gun Hits

  • A gun hit destroys 1 gun, if firing gun has DV 1.
  • If firing gun has DV: <1, then 50` gun is destroyed, else 1 gun crew casualty is caused.
  • If firing gun has a DV: >1, all additional hits are crew hits, with the crew of the destroyed gun suffering casualties first.

If no gun can be targeted in the firing aspect of the firing gun, re-roll the hit location. If several guns can be targets, randomly determine which gun is hit.

Critical Hits

If critical hit indicated, the firing player rolls 2d6 and consults Critical Hit Table.

Critical Hit Table (2d6)

    Roll : Result
    2 Magazine
    3 Fire/Boiler
    4 Rudder Right
    5 Rudder
    6 Flooding
    7 Fire/Structural
    8 Bridge/Structural
    9 Screw/Rigging
    10 Rudder Left
    11 Magazine
    12 Fire/Boiler

Repairing Damage

All rolls to free jammed rudders, control flooding, fight fires, etc., are done at the end of each friendly move phase.

Small Arms Fire

Small arms fire is conducted normally, and using all applicable modifiers. After hits have been achieved, but before any saving rolls are made, roll once for hit location for each small arms hit.

Armored Vessels

For armored vessels, only hits that indicate Crew are actual hits. Make saving rolls for these, and ignore the rest.

Unarmored Vessels

For unarmored vessels, hits against other components of the vessel may produce damage. At the end of the fire phase, total the number of small arms hits in each hit location category (gun, hull, critical, etc.) and roll 1d6 :

  • If die roll is less than number of small arms hits scored, then one actual hit is scored with an assumed DV 1.
  • If die roll is => than number of small small arms hits, they have no effect.

    If a gun hit is scored, one gunner (selected randomly) is hit without recourse to a saving throw.

For example, eight small arms hits are scored on an unarmored wooden vessel. Two of these are crew, one is a hull, three are gun, and two are critical. The ship's player first conducts two saving rolls for the two crew hits (if entitled to any). The firing player notes that the hull hit cannot cause any damage, as he cannot roll less than a 1.

Next, the firing player then rolls for the gun hits. Since he has three gun hits, he must roll a 2 or less to actually score a hit. If he does so, one gunner is shot, and no saving roll is made for him.

Finally, he rolls 1d6 for the critical hit. Since he scored two small arms hits with critical as a hit location, he must roll a 1 to actually get a critical hit. If he does, he then rolls 2d6 in the normal way to determine the nature of the critical hit.

Armor and Small Arms Fire

For those vessels that have armor, add the Armor Value (AV) of the Hull to the saving throw number for small arms hits.

For example, troops on a vessel with an AV of 2 save on a roll of 4 or less, not 2 or less.

Regardless of the AV of the vessel, a roll of 6 never saves against small arms fire.

Note that if a vessel has a boarding party on deck, this modification is not made, and all small arms hits are taken from the boarding party first.

Cover

Is the amount of protective cover that a vessel has for infantry and crew. If the vessel sustains damage equal to Structural Hits, then Cover is reduced to none.

Troops Involved in Small Arms Fire

The maximum number of figures which can be involved in small arms combat from each side of a vessel during any fire phase is Length of vessel x2, plus Hull Size of the vessel. If Hull Size of vessel is given in ( ), then this is not added.

The maximum number of figures which can be involved in small arms combat from the bow or stern of a vessel during any fire phase is equal to the Length of a vessel.

For example, 10 figures can engage in small arms combat from each side of a large river steamer (4 from the bow or stern), but only 2 figures can engage in small arms combat from a small boat (1 from bow or stern).

Troops transported (or involved in Small Arms Combat) on vessels are considered Formed (i.e. Line or Mass formation), and therefore will only receive the Cover protection river vessel offers.

Optionally, troops involved in Firearms Combat aboard a vessel may be in Open Order (requires a formation change), thus gaining a better defense, but will half the maximum number of figures which can fire (or throw) per phase.

Critical Hits

Magazine Each large gun has its own magazine or shell locker, so detonation of a magazine will not necessarily destroy a vessel, but it will certainly do considerable damage. Only guns with DV 1 or more have magazines that are eligible. If there is no gun with a DV 1+, this critical hit is treated as a fire result instead.

First, roll a die to randomly determine which gun's magazine has been detonated. Next, roll 1d6 , and apply the results as follows:

  • If result is < DV of the gun whose magazine detonated (not the firing gun), explosion is violent enough too completely destroy the vessel.
  • If the roll is => than DV of gun whose magazine detonated the gun serviced by the magazine is destroyed, its crew crew killed, vessel takes hull and structural hits = to DV of the gun, and the player rolls 2d6 for one additional critical hit (resolved with a DV = to that of the detonated magazine's gun).

Bridge

Bridge crewmen are killed equal to half the DV of the round that hit (round up). In addition, vessels may not change course or speed in the next movement phase.

Fire/Boiler Treat this as a fire result for vessels that are either oar- or wind-powered. Steam vessels treat this as a boiler hit. Roll 1d6 , and apply results as follows:

  • If result is < DV of the firing gun, the boiler blows up. If boiler blows up, entire engine crew is killed, vessel's movement is reduced to 0 and immediately catches fire (initial fire level = Hull Size), and the player rolls 2d6 for one additional critical hit per Hull Size, resolved with DV 1.
  • If boiler does not blow, the movement rating is reduce 12" per DV of firing gun. However, this movement reduction is not permanent, and the amount of the reduction is reduced 12" each subsequent turn (as the engine gang patches the boiler, wraps rags around split steam lines, etc.).

Rudder

The vessel may not change direction until the rudder is freed. To free the rudder, roll 1d6 for a number > than the DV of the firing gun.

The following applies to rudder hits:

  • If hit result reads "rudder right" or "rudder left", the vessel turns 60-degrees in that direction after each 12" movement until the jam is cleared.
  • If hit reads "rudder", then the vessel continues in a straight line until jam is freed.
  • If a vessel with a jammed rudder suffers another jammed rudder result, add DV of the new result to that already suffered to determine number necessary to free the jam. If result says rudder jams in a different position, it remains in its original position instead.

For example, if a vessel already has a rudder jammed with DV 2 and suffers one with DV 1, the vessel's player must now roll > 3 to free the rudder. However, a 6 will always free the rudder, regardless of DV of the firing gun.

Attempts to free the rudder are made at the end of the player's movement phase, as with all other repair attempts.

Fire

A fire is started on board vessel.

Initial fire level = DV of the firing gun. Once a fire has started, it will eventually spread and consume the ship unless extinguished by the crew.

At the beginning of each turn, all fires presently burning are increased by 1 level. Fires on sailing ships increase by 2 levels.

Once the level of a fire equals or exceeds the Hull Size of the sailing vessel, all remaining rigging boxes are marked off; the vessel may not move again until it jury-rigs a mast.

Any vessel on fire receives a adverse die roll modification of +1 on all rolls to hit (i.e. 1 harder to hit enemy) when firing weapons (including small arms), due to smoke interfering with the aim of the gunners.

start of the friendly movement phase in which fire level is > vessel's Hull Size, it suffers a magazine critical hit. If the vessel has no magazines left, it instead receives 1d6 crew hits.

Fires may be fought at the end of player's friendly movement phase. Roll 1d6 for each deckhand fighting the fire. A 6 result will reduce the fire one level on wooden vessels (a 5-6 result on armored vessels).

Flooding

Most vessels that sink in battle do so due to uncontrolled flooding. If a vessel suffers a flooding critical, it first takes hull hits = DV of firing gun.

That number is kept track of, and the vessel suffers that same number of additional hull hits at the beginning of each friendly movement phase until the flooding is controlled or the vessel sinks.

If the flooding is caused by a collision or a ram, the number of hull hits caused by the collision or ram is also the number of additional flooding hits suffered each subsequent turn.

Flooding may be controlled at the end of the player's movement phase. Roll 1D6. If result is greater than amount of initial damage sustained, the flooding is halted; otherwise, it continues. However, a roll of 6 will always control flooding, regardless of initial damage level.

If a vessel is suffering from more than one flooding critical at the same time, a separate die roll is made for each. Thus, it is possible to repair one damage result while the other continues to cause flooding.

Screw/Rigging

The screw (propeller) or wheel and its driving chains are hit, or the masts and rigging are damaged on a wind-powered vessel.

A screw- or wheel- driven vessel has its movement permanently reduced -12"

A wind-powered vessel permanently subtracts 1 from its movement die roll.

If a vessel has its movement reduced to 0 due to screw/rigging hits, it may jury-rig a mast or temporary propeller.

To jury-rig a mast or propeller, a 6 must be rolled on 1d6 at the end of the friendly movement phase.

A vessel may not have more than one jury-rig at a time.

Armor and Penetration

Against armored gunboats, the penetration value of each firing gun is its DV.

If the AV of the target exceeds the penetration of the firing gun, halve the firing gun's DV. If this results in fractional hits, roll 1d6 to determine if the fractional hit takes effect, as follows:

  • A roll of 1-3 indicates no effect.
  • A roll of 4-6 causes a hit.

Guns with a penetration value of 0 do full damage against target with AV 1, but no effect on targets with AV 2+.

Non-exploding Rounds (Optional)

Solid shot or shell will do less damage if it just punches through both sides of a lightly armored or unarmored vessel, which for shell means without detonating.

Note that rounds which already have a DV 1 are unaffected by this rule.

If a vessel is hit by a gun which has a penetration > twice the AV of the vessel, roll 1d6 , and apply the following results:

  • On a 1-3, hit is resolved normally.
  • On a 4-6, round passes through the target without exploding. Hit location is still rolled, and shot causes damage, but treated as if it had DV 1, regardless of its size.

Crews of Vessels

Each vessel is manned by officers, petty officers, and ratings (enlisted men) that carry out a variety of functions.

Each player may move surviving crewmen to any assignment on the vessel desired during the Initiative Phase of each turn.

All crew are considered to be in Open Order while aboard a vessel.

Bridge Crew:

Consists of the captain and any other officers assigned to the vessel, a helmsman (petty ofc.), and a signaler (rating). If no officers are left on board a vessel, it will attempt to leave battle. If it is immobilized or boarded, it will surrender. If there is no helmeman, it may not change course or speed (except as a result of combat damage or a collision).

Any petty officer from the deck crew, or any officer from the bridge, may take over for the helmsman.

Maneuvering Crew:

These are the ratings assigned to man the boilers, masts, or oars. On a steam vessel these engineers are referred to as the "black gang." On a sailing vessel they are "topmen" who control the rigging, masts and sails.

Each vessel has several rows of boxes representing the maneuvering crew. As crew casualties are taken, mark off the boxes.

For sailing or rowing vessels, when a row of boxes is completely filled in, speed of the vessel is reduced by 1. When the entire maneuvering crew is eliminated, the vessel's speed is reduced to 0.

For steam vessels, when entire maneuvering crew is eliminated, the vessel's movement is reduced -12" each turn (as built-up head of stead is used up), until it is reduced to 0.

Gun Crew:

Each gun has an assigned gun crew, which is to be represented by crew circles on the record form next to the gun. As gun crew are killed, mark off crew boxes. Each gun crew casualty reduces the RoF of the weapon by 1. For weapons with a RoF of 1 or less, each casualty adds 1 turn to the reload time.

Deck Crew:

These are all crewmen not required for other duties. They are responsible for damage control, forming (or repelling) boarding parties, and replacing other crew losses.

Since the owning player decides which crewman is removed due to casualties, these will usually be taken against the deck crew first. This actually represents the deck crew being reduced, because replacements are being sent to take place of casualties all over ship.

Transporting Troops

Troops being transported on vessels are considered Formed (i.e. Line or Mass formation), and therefore only receive the Cover protection river vessel offers, if any.

RAMMING

To ram an enemy vessel, player wishing to ram must have the initiative and must declare his intention in the Charge Declaration Phase.

In the attacker's movement phase, each vessel attempting to ram is moved and makes its ramming attempt separately.

Vessels which are the targets of ramming attempts may try to avoid the ram, and do so by expending half of their movement allowance (round up) for their next movement phase.

To attempt to ram an enemy vessel, a vessel must either move through the position of, or end movement in contact with, target vessel.

The player making the attempt then rolls 1d6:

  • On a roll of 4 or less, the attempt is successful. If the enemy vessel was avoiding the attempt, subtract the number of movement points spent avoiding the attempt from the number needed to ran. If target of the ramming attempt is immobilized due to battle damage, ramming attempt is automatically successful.

If the ram was successful, and the ramming vessel was armored, the rammed target vessel immediately suffers hull hits equal to the Hull Size of the ramming vessel. In addition roll 1d6 , and apply the following result:

  • If roll of 1-3, nothing happens.
  • If roll of 4-6, the rammed vessel suffers a flooding critical result.

This die roll is modified, based on the Hull Size of the two vessels, as follows:

    Rammer 3+ size of rammed vessel: +2
    Rammer 2+ size of rammed vessel: +1
    Rammed 2 times size of rammer: -1
    Rammed 4 times size of rammer: -2

In either case, the ramming vessel suffers no damage, the rammed vessel is grappled (see 'Grappling' below), and the ramming vessel can send a boarding party across.

If the ram is successful, but the ramming vessel was not armored, the ram is resolved the same as a collision, with two exceptions:

1) If ramming vessel is same Hull Size as or smaller than rammed vessel, there is no chance of suffering a flooding critical.

2) Both vessels are automatically grappled, and rammer may send boarding party across.

GRAPPLING

To attempt to grapple an enemy vessel, a vessel must end its move within 2" of an enemy vessel.

Half the deckhands (round up) may make grappling attempts.

Roll 1d6 for each attempt; it succeeds on 5 or 6. The grapple is automatically tied down, and the deckhand may undertake other actions once the grapple is successful.

Grappled vessels may be boarded immediately. It remains grappled until the grapple is cut. The grapple may be cut by any crewman of either side who is at either of the attachment points and not involved in melee. Grapples are cut during the Initiative Phase.

No vessel may move or change direction while grappled, although will drift with current.

BOARDING ACTIONS

Each player may form or disband a boarding party during the Initiative Phase after initiative is determined.

The player notes on his record form the composition of the boarding party.

Crew members (or troops) formed into a boarding party may not undertake any other action that turn; they may not man guns, fight fires, or engage in small arms combat. If a boarding party is later disbanded, the survivors are distributed to various crew positions as desired.

When two vessels are grappled, the side with the initiative may board the other vessel. A vessel is boarded by sending an alreadyformed boarding party across to enemy vessel.

Three factors restrict the number of boarders that may be sent from one vessel to another in any one movement phase:

    1) Only figures already formed into a boarding party may board.
    2) Max #figures that can cross in a phase is 5x Mull Size of smaller of the two vessels from the side (half, round up, if crossing from own, or enemy's bow/stern).
    3) Any crew casualties suffered during turn due to small arms or artillery fire are taken from boarding party, reducing number of boarders that turn.

Attacking boarding party's fight with a defending vessel's boarding party (if one is formed), all deckhands, and marines. Melee and morale rolls are conducted normally, with two exceptions:

    1) Both sides ignore all Checked results of a morale test.
    2) If defender fails a morale test (except with a Checked result), the vessel surrenders. If attacker fails a morale test (except with a Checked result), the survivors of his boarding party retreat back to their vessel.

VESSELS

The following are the general and specific notes, and statistics, for all types of craft that operate on the various rivers during the 19th and early 20th centuries. These are broken into three basic categories:

    River Craft (rafts, small & large boats)
    Steamers (small & large)
    Gunboats (small & large)

The statistics for river vessels have been generalized to fit within the framework of a game.

Each river vessel generally reflects a typical historical vessel of its type. It should be noted, however, that for a game, each figure of a river vessel on the gaming surface or tabletop will represent anywhere from either a single actual vessel, up to five such vessels, depending on the size of the vessel, scenario, and/or the referee's discretion.

General Notes

The following are general notes that govern all river vessels, regardless of the type of river vessel:

1) As per rules (see 'Boarding Actions'), maximum number of boarders that can board from/to the side of a vessel is Length of smaller vessel x5. Half this number (round up) can board from/to bow or stern.

2) Maximum number of figures which can fire (or throw) small arms from each side of a vessel during any fire phase is Length of vessel x2 plus Hull Size of vessel. IfHull Size of vessel is given in ( ), then this is not added.

Maximum number of figures which can fire small arms (or throw weapons) from the bow or stern of a vessel during any fire phase is Length of vessel.

Examples: 10 figures can engage in small arms combat from each side of large river steamer (4 from the bow or stern), but only 2 figs can engage in small arms combat from small boat (1 from bow or stern).

3) Troops transported (or involved in Firearms Combat) on river vessels are considered Formed (i.e. Line or Mass formation), and therefore only receives the Cover protection river vessel offers.

Optionally, troops involved in Firearms Combat aboard a river vessel may be in Open Order (which requires a formation change), thus gaining a better defense, but will half max number of figures which can fire (or throw) per phase.

4) River vessel crew are always considered to be in Open Order. Bridge crew for steamers and gunboats consists of a captain (officer/leader), helmsman (petty ofc./sub-leader) and signalman. 5) Each time a steam-powered vessel (steamer or gunboat) receives Hull Hits = to Hull Size, this reduces maximum movement -12". Each time sail powered vessel (small or large boats) receives Structural Hits = to its Length, this will half its move. When sail powered vessels receive maximum Structural Hits, they cannot move under own power, but still drift with current.

RIVER CRAFT

River craft include all rafts and other small craft, as well as small and large boats. Basically, anything either propelled by oars, sails, or both.

Rafts

Includes rafts, canoes and other very small craft propelled by rowing.

Hull SizeLengthRamMoveArmor Value Hull Hits
(1)1No12"No1

Structural Hits: N/A
Cover: None
Crew: 1 Bridge, 0 Deck, 2 Maneuver
Armament: N/A
Max. #Troops: 1 half-company or quarter of a war band of infantry (detachment)

Small Boats

Includes ship's boats, barges, Sudanese Gyassas, Chinese San Pans, and other small craft propelled by rowing or possibly by a single small mast.

Hull SizeLengthRamMoveArmor Value Hull Hits
(1)1No12"No1

Structural Hits: 2
Cover: None
Crew: 1 Bridge, 0 Deck, 1 Maneuver
Armament: N/A
Max. #Troops: 1 company or half a war band of infantry (detachment)

Large Boats

Includes Sudanese Dhows, Chinese Junks, and other one- or two-masted craft.

Hull SizeLengthRamMoveArmor Value Hull Hits
(1)2Nod3x12"No2

Structural Hits: 4
Cover: None
Crew: 2 Bridge, 1 Deck, 2 Maneuver
Armament: None; Optionally a 2-pdr or 6-pdr gun may be substituted for 1 company or squadron (or 1 war band); A 6-pdr gun reduces vessel's maximum movement to half.
Max #Troops: 2 companies or 1 squadron, or 1 war band (inf/cav).

STEAMERS

Are generally unarmored river steamers which are mainly used for troop transport, or which have been pressed into military service. Examples are the river steamers used in the Sudan by General Gordon and Egyptian Army.

Since river steamers were not meant to be used for military service, all guns and machine guns are field artillery. For purposes of Soldier's Companion rules, river steamers come in two sizes - small and large.

This section deals with the general notes that pertain only to steamers, as well as the specific statistics of both sizes of steamers.

General Notes

1) Generally steamers do not have fixed guns. Therefore, all guns can be disembarked for land service. It takes a full move to disembark or re-embark a gun.

2) Two MG's may be substituted for one regular gun.

3) Hasty barricades (wood, crates, etc.), provides Medium cover to troops on deck. Metal plating gives Heavy cover, but reduces maximum movement -4".

4) Steamers may tow (behind or alongside) one or two small boats or barges (Sudanese Gyassas, etc.) of additional troops. All towing rules apply (see 'Towing').

5) Bridge crew in the PilotHouse are considered in Medium cover.

Small Steamer

Historical example of a small river steamer is, the Tahra class steamer.

Hull SizeLengthRamMoveArmor Value Hull Hits
13No24"No5

Structural Hits: 10
Cover: None
Crew: 3 Bridge, 3 Deck, 3 Maneuver
Armament: 1 9-par gun (upper deck, bow); 2 Gardner guns (top deck, 1 per side) Note: 12pdr gun can be substituted for 9-par, but reduces maximum movement -4".
Max. #Troops: 2 companies or 1 squadron, or 1 war band (inf/cav).

Large Steamer

Historical example of a large river steamer is the Tamai class steamer.

Hull SizeLengthRamMoveArmor Value Hull Hits
24No24"No10

Structural Hits: 20
Cover: None
Crew: 3 Bridge, 4 Deck, 4 Maneuver
Armament: 1 12-par gun (upper deck, bow); 1 9-par gun (upper deck, stern); 4 Nordenfeldt (4-barrel) guns (2 on main deck, 1 per side amidships and 2 on top deck, 1 per side) Note: 12-par gun can have a turret (Armor 2), but reduces maximum movement -4".
Max. #Troops: 4 companies or 2 squadrons, or 1 war band (inf/cav).

GUNBOATS

Gunboats are the armored twin-screw propelled vessels used to provide mobile artillery platforms for riverways and/or transport during the late 19th and early 20th centuries. Examples are those used during the Re-Conquest of the Sudan (1896-98).

Gunboats differ from traditional steamers in two major, armor and armament. Rather than temporary protection (mealie bags, wood, etc.) as erected on steamers, gunboats have armor plating, providing immunity to small arms fire, while still having loopholes so troops can fire. In addition, rather than one or two field pieces or possibly fixed guns and/or machine guns often found on steamers, gunboats have two or more fixed guns usually protected by turrets, and two or more machine guns protected by an armor plated shield.

Truly, gunboats were a modern invention giving imperial powers near total dominance over rivers where deployed. However, they were expensive, as compared to steamers, and therefore usually (with exception of the Reconquest of the Sudan) deployed singularly, and therefore possible for natives, in wooden river craft, to cause problems for gunboats.

For purposes of these rules, there are two sizes of gunboats -- Small and Large. This section deals with general notes that pertain only to gunboats, as well as the specific statistics of both sizes of gunboats.

General Notes for Gunboats 1) Gunboats may tow (behind or alongside) one or two small boats or barges (Sudanese Gyassas, etc.) of additional troops either 2 infantry companies or 1 cavalry squadron, or 1 war band (inf/cav).

Small Gunboat

An historical example of a small gunboat is the Melik class gunboat.

Hull SizeLengthRamMoveArmor Value Hull Hits
13Yes24"2*5
* Only Belt, Hull/Turrets have armor.

Structural Hits: 10
Cover: Heavy
Crew: 3 Bridge, 3 Deck, 3 Maneuver
Armament: 1 3" (12-pder) gun (upper deck, stern turret); 1 4.7" Quick Fire gun (upper deck, bow turret); 4 Maxims (2 main deck, 1 per side amidships; 2 upper deck, 1 per side)
Max. #Troops: 2 infantry companies or 1 cavalry squadron, or 1 war band (inf/cav).

Large Gunboat

An historical example of a large gunboat is the Sultan class gunboat.

Hull SizeLengthRamMoveArmor Value Hull Hits
24Yes24"2*10
* Only Belt, Hull/Turrets have armor.

Structural Hits: 20
Cover: Heavy
Crew: 3 Bridge, 4 Deck, 4 Maneuver
Armament: 2 3" (12-pder) gun (upper deck, bow & stern turrets); 1 4.7" Quick Fire gun (upper deck, bow turret); 6 Maxim guns (4 on main deck, 2 per side amidships before gun, and 2 on upper deck, 1 per side).
Max. #Troops: 4 infantry companies or 2 cavalry squadrons, or 2 war bands (inf/cav).

River Vessel Record Form

The following page contains a form to be used to record details of particular vessels. Simply fill in all the required information.

The form has enough space to allow for all types of vessels, from small to large. This includes having enough boxes for recording the various crew or troops on the particular river vessel. For crew/troops, simply cross out boxes which do not correspond to a particular river vessel.

During the course of a game, this form will be used to refer to various statistics of a particular river vessel. All damage, losses, and other notes that effect the river vessel are to be recorded on the form as well.


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© Copyright 1998 by Richard Brooks.
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