Greek Fire

Steal this Game

Previously stolen by Walt O’Hara



INTRODUCTION

Ramming Speed!!!

EQUIPMENT

Hex map.
Models or counters.
Paper & pencils.
6 & 10 sided dice.

SHIP LOG

Keep records of each ship for:
Ship Name
Captains name
Captain skills
Crew Skills
Current number of Crew
Ammo
Ship Size
Modified Base Rowing Speed
Number & Types of Advantages
Victories

VICTORY

Rout, capture, or sink your opponent’s fleet.

SCENARIOS

Have one person design the scenario.
The other player chooses which side he wants to play.

SHIP TYPES

DeckRamCrewMoveName
31304Triaconter
52504Penteconter
531005Bireme
441005Bireme (Modified Trireme)
651706Trireme
851706Trireme (Full Deck)
1062205Quadrireme
1273004Quinquereme
1684003Large Quinquereme
2095002Huge Quinquereme

Deck Size = Determines number of Advantages.
Ram Bonus = Determines damage done by ramming.

CREW QUALITY

Crews can be poor, good, or elite.

ADVANTAGES

Each ship has a number of Advantages equal to its deck size.

1D10AdvantageNotes
1Prongs+1 to Ram bonus
2Sails+1 to Sail Roll
3Reinforced Hull+1 to defend vs Ram attacks
4Reinforced Ram+1 to Ram bonus
5HoplitesCrew +20
6HoplitesCrew +20
7ArchersMissile Attack
8-10MissileRoll on Missile Subtable

Missile Subtable
1D10Advantage
1Archers
2Greek Fire
3Ballistae
4Catapult
5Onagers
6Trebuchet
7Harpax (Catapult Launched Grapnel)
8Corvus (Swing Bridge)
9Tower and Archers
10Parablemata (Leather Screens)

TURN SEQUENCE

A round is when every ship has moved.
Players take turns moving their ships, one ship at a time.
The player with the larger fleet moves first.
For example:
Joe has ships A, B, C
Andy has ships D, E, F, G, H, I
Andy moves D, Joe moves A, Andy moves E, Joe moves B, followed by: F, C, G, H, I

When a ship moves it has the following phases:
1. Fire Phase
2. Sail Phase
3. Row Phase
4. Missile Attacks
5. Ramming Attacks
6. Boarding Phase
7. Morale Phase

SHIP COUNTERS

All ships have a forward facing. Ships should be marked for easy identification.

FIRE PHASE

Ships on fire lose 1D10 crew per fire counter.

Roll 1D6 for each fire counter:
1 The fire is put.
2-5 -
6 Put an additional fire counter on the ship.

If you are adjacent to a ship on fire, you will catch on fire on a roll of 5-6 on 1D6.
Any ship with 6 or more fires is automatically destroyed.

SAIL PHASE

Roll 1D6 for the ship:
1 Floundering: -1D6 Move points
2-3 Against the Wind: -1 Move Point this turn
4-7 No effect
8-9 Catch the wind: +1 Move Point
10 +2 Move Points
11+ +3 Move Points

Add 1 to your roll per Sails Advantage the ship has.
Add 1 for an elite crew.
Subtract 2 for a poor crew.
Subtract 2 if ship is on Fire.
Subtract 4 if you rammed or were rammed last turn.

ROW PHASE

Only one ship per hex.
Each ship has a base number of Move points.
Add 1 per Rowers Advantage.
Subtract 3 if you rammed or were rammed last turn.
Add the modifier determined in Sail Phase.

Ship speed is decreased equal to the percentage of rowers lost (Killed) rounding down.

If you were at a complete stop last turn you can move a maximum of half speed.
A ship may go at ramming speed and get +2 Move points.
A ship may only go at ramming speed if it will end up ramming.
Grappled ships may not move.
If you are grappled you may attempt to ungrapple:
Roll 1D6. on a roll of 4-6 you may move.

A ship may use some, none or all of its move points.
A move point can be used to turn one hex face.
A move point can be used to move forward or backwards one space.

MISSILE ATTACKS

A ship may make Missile attacks at any point, or points during its move.
Archers, Greek fire, Ballistae, and Catapults are all Missile attacks.
An Advantage may only make one attack per turn.
Weapons hit on a roll of 6-10 on 1D10.
Subtract 1 if the target has parablemata.
Missile Advantages have enough ammo for 10 shots each.

WeaponRangeTo HitDamFireMinimum Range
Rowers1-11D10-1
Archers2+21D1011
Greek Fire102D101-4*1
Ballistae4+11D611
Catapults6-12D101-22
Onagers401D1011
Trebuchet10-23D101-33
Tower Archers3+31D1011

Note: Rowers throw javelins from a sitting position.
This represents the combined attack of all rowers.
Fire = The chance the enemy ship catches on fire on a roll of 1D6.
Put 1 Fire counter on the ship.
Inflicts 1D3 Fire counters.
Dam = Number of enemy crew killed if attack hits.
ToHit = Modifier to the “to hit” roll.
Range = in Hexes

RAMMING ATTACKS

If a ship moves forward 1 or more spaces in a row, and is facing an opposing ship in its forward adjacent hex, it may ram it.

Roll on the Ramming table:
1D10 Damage Result
1-2 No effect
3-6 Oars sheared: Opposing ship has –1D6 Move points
7-8 Opposing ship sinks in 2D6 turns and has –1D6 Move points
9 Opposing ship sinks in 1D6 turns and has –1D6 Move points
10+ Opposing ship sinks (is immediately destroyed)

Subtract 5 if the rammer moved less than 3 spaces in a row to reach its target.
If both ships are facing each other subtract 2.
The attacking ship adds its Ram bonus to the roll.
The defending ship subtracts its Ram bonus from the roll.
The defending ship subtracts its Hull advantage from the roll.
A ship cannot move any more on the same turn after ramming.

BOARDING ATTACKS

If an opposing ship is adjacent you may board it on a roll of 6-10 on 1D10.
The ships are considered to be grappled.
Add 1 if you have a Harpax.
Add 1 if you have a Corvus.
Add 1 if you are the larger ship.
Add 1 if you rammed the ship this turn.
Add 1 if the ships are rammed together.
For each 10 crew you have (rounding up) roll 1D6.
This is the number of enemy crew lost.
The opposing ship simultaneously rolls and inflicts casualties.
A ship with no crew cannot move or attack.
An empty ship may be captured by an adjacent ship.
The capturer may split its crew between the 2 boats.

MORALE PHASE

Roll on the following table.
1D10 Result
0 Rout or Surrender (or Abandon Ship) if enemy ship adjacent
1-2 Rout: Try to escape
3-10 Keep fighting

Add +2 if no crew have been killed yet this battle.
-3 if sinking.
-2 if half of crew are dead.
-1 if adjacent to enemy ship with larger crew.
-1 if enemy has more Size points worth of ships.
-2 if any friendly ships in 20 hexes are routing.

LEGENDARY CAPTAINS & CREWS

Each ship has 1 Captain.
The basic Captain has 0-1 skill.
Heroic Captains have 2 or more skills.
Elite crews will also have 1 or more skills.
Nationality indicates skills exemplified by certain cultures.

Rowers1-11D10-1
1D6SkillNotesNationality
1Melee+1 to all rolls in Boarding PhaseSpartan
2Sailing+1 to Sailing rollPhoenician
3Rowing+1 Move pointEgyptian
4Rally+2 to Morale rollRoman
5Ramming+1 to Ram bonusAthenian
6Missiles+1 to hit with all Missile attacksPersian

TERRAIN

Hex Type: Notes:
Shallows Run aground
Rocky Shallows Roll on Ramming Table
Gulf Stream +1 to Sailing Roll
Rough Waters -1 to Sailing Roll
Sargasso Cost 2 Move points to enter
Land Ships Cannot enter

GREEK NAVAL TACTICS GLOSSARY

Periplus- Outflanking maneuver.
Diekplus- Attacking in column formation to break enemies line.
Kyklos- Defensive circle with all ships facing outwards.

OPTIONAL RULE: FREE FOR ALL FIRING

Any ship may make missile attacks during another ships move.
A Missile Advantage may only make one attack per turn.


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