The Attack on Porto Nuovo
Venetians vs. Turks 1610

A Solitaire Naval Scenario

By by Jonathan Aird

This solo scenario represents a small scale naval action between Venetian and Turkish galleys. It is set somewhere in the Eastern Mediterranean, about the year 1610. By this time shipboard artillery was becoming the dominant factor in naval engagements, but this had not yet led to the abandonment of the galley as the most important fighting platform in this part of the world. Instead, to offset the weight of ordnance and crew that a galley was required to convey, new methods of rowing and new types of galley were developed, culminating in the Galleass. The Galleass was a fast large galley mounting guns as broadsides as well as the traditional bow guns. The combination of the old vessel with the new weapons is a fascinating one.

The map shows a small harbour, which is held by the Turkish force. The island lying outside the harbour may have rocks and sandbanks around it - and possibly artillery batteries placed upon it!

The Venetian Force

The player controls the Venetian force, which comprises:

    6 Galiots (light raiding galleys)
    5 Galleys (Merchentmen converted for warfare)
    3 Lanternas (one of which is the Admiral's personal vessel. These are large galleys with superior quarters and fighting ability).
    2 Galeass (a well armed and fast moving galley based on the typical merchant's ship with a broader beam than the standard galley).
    2 Carracks (square rigged ships mounting a broadside).

These vessels enter the board at A, B, or C, (determined randomly) in any desired formation: if divided into more than one squadron the captain of each squadron should be identified.

The Venetians are aware that the harbour has recently fallen into Turkish hands and the fleet has been despatched to retake it, with the destruction of the Turks as a secondary priority. Once a battle plan has been decided on, set up the Turkish force and decide its tactics for the game.

The Turkish Force

The harbour is a safe shelter in what was Venetian territory. The fleet that has captured it has been divided, a small force remains at anchor, the rest has been sent up the coast to raid. The raiding party is expected to return soon. Some artillery pieces have been placed on high ground covering the harbour as additional protection. The fleet that remains in harbour comprises :

    4 galiots,
    3 galleys,
    3 bergentinas (very small galleys used as couriers).

    In addition there are 4 dug in artillery positions, placed at 4 of the 10 possible positions marked on the map (A1 to A10): determine these randomly once the Venetian plan has been made.

The Turkish fleet will follow either a passive or an aggressive defence, this should be decided randomly with either possibilities being given equal weight. A passive defence clusters the fleet within the harbour walls using their cannonades to cover the harbour entrance. An aggressive defence divides the fleet either side of the island in order to block the approach to the harbour mouth. Clear arcs of fire for the land based guns should be maintained.

Turkish Reinforcements

In either case reinforcements will arrive on turn D3 + 2 (i.e. on an ordinary dice assign 1-2 the value 1, 3-4 the value 2 and 5-6 the value 3, so for example if a 4 is rolled the reinforcements will arrive on turn 4).

The Turkish reinforcements consist of:

    4 Lanternas (one of which should be nominated to be the Admiral's vessel),
    4 Galleys,
    2 Carracks,
    2 Galiots.

These vessels will enter from either D, E, or F. Unless Venetian vessels are in view, or there are signs of fighting such as crippled vessels, the returning fleet will make directly for the harbour until they have some reason to react.

The battle should be fought until there is a definite conclusion.

Special Rules

An area of about 10 cm around the island has the possibility of containing rocks or sand bars. This area should be divided into 4 to 6 equal areas. When a Venetian vessel enters one of these areas for the first time dice for the terrain type:

    1 - 3 clear
    4 - 5 sand bar
    6 rocks

If a Turkish vessel enters the area first it is automatically clear - it is assumed that the Turkish captains have learnt of the local conditions. If sand is indicated place a piece of yellow card in the area, if rocks, a piece of card with small pieces of gravel stuck on it (or, for a more "professional" look use the excellent rocks produced by Langton Miniatures, who also make a rather nice island !).

Some alternatives to allow extra play for the scenario are:

There are at least two artillery positions on the island, they represent a fort. Some land troops should be added to both sides: the Venetian ships should carry two or three times the men available to the Turkish defences. A beach landing by the Venetians would be required to allow for an assault on this strategic defence.

A number of trade ships are leaving the port as the attack begins, aiming to leave the map between the points marked D and E. Their capture will add lustre to any victory.

Rules and Figures

The WRG rule set "16th Century Mediterranean Naval Warfare" are suitable for this period (despite their title) since they emphasize the two overriding features of late Renaissance galley warfare: missile/artillery fire and boarding actions. Simple home-grown rules could also be developed, as long as it is remembered that the ram was, to a great extent, obsolete by this time.

There are four sources of suitable ship miniatures that I am aware of - Navwar (1,200th scale comprehensive range), Skytrex (small range of 600th scale vessels), Conflict Miniatures (a few 2,000th scale galleys in their Armada range) and Hallmark Figures (2,400th scale 16th century range including a Christian and a Turkish galley squadron). My personal opinion is that the Navwar 1,200th ships balance economy with adequate detail, the other ranges being on the one hand very nice but rather expensive in any large numbers and the others not much cheaper than the Navwar castings and rather small, although it must be said that the smaller scales do effectively double the available playing area.


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