Tin Men on the High Sea
Part 2

Medieval Naval Wargaming

by Dave Armer


Last time we closed with Deployment

ORDERS are now written. By the time you try these rules you should have made several copies (most of you are headed for a copier now) of the VESSAL CONTROL CHARTS like the one enclosed. It looks like a lot of these.

    VESSAL:
    FULL SPEED MOVE:
    HAND MISSILES:
    ORDERS:
      Left
      Center
      Right
      Move as Flagship

This is what's necessary to record*

    1) Vessal I.D.
    2) The number of moves that the vessal moved at full speed (# allowed varies with vessal class*)
    The # of times the crew has thrown rocks or spears
    Orders.

After deployment circle one order for each vessal. This order way be changed one more time per games Ordizroba an may be achieved by placing the flagship within 16" and declaring the order change just before movement. X out the original order on the vessal control chart and circle the new order. This order cannot be changed.

ORDER DEFINITIONS

1) LEFT- vessal way move with any desired facing or speed but In restricted to movement on the players left halt of the table top

2) CENTER- vessal may move with any desired facing or speed but is restricted to movement on that portion of the table within 16" of the centerline of the table perpendicular to the players baseline.

3) RIGHT- vessal may move with any desired facing or speed but is restricted to movement on the players right half of the table top.

4) MOVE AS FLAGSHIP- vessal must move as parallel as possible to the Flagship's last known direction at a minimum of one speed less than the Flagship's last know speed and no faster than the Flagship. In other words, go as fast as the Flagship or one speed slower. If the Flagship becomes engaged, all vessals with this order must move with haste to engage the nearest enemy (most easily reached). Each vessal will continue to engage the nearest enemy as long as it is able or the order is changed.

If a vessel Is not in its proper sector when it receives its order, it must first move to the proper sector at a minimum of paced speed.

SEQUENCE OF PLAY

1. CHANGE ORDERS If possible and desired
2. MOVEMENT (may double all moves without penalty it both sides are at least 24" apart
3. CHECK IMPACT RESULTS
4. DISTANCE WEAPON USE
5. PROXIMITY WEAPON USE
6. CHECK FITNESS to CONTINUE
7. ATTEMPT BREAK-OFFS

MOVEMENT

Movement is best adjudicated with simultaneous moves, alternate movement creates unrealistic "who rammed who" scenarios and random methods such as the choosing of playing card puts too heavy a measure of luck into the game. Simultaneous moves may result in somewhat slower play but more realistic results. Both sides should begin movement on the same flank with vessals roughly opposite each other. As vessals approach for impact split the moves into halfs or quarters to adjudicate the Impact positions correctly.

For movement and facing, the vessals are divided into four classes or divisions,

    1. The DRAGONSHIPS
    2. Thw LONGSHIPS
    3. The KARFI Raiders
    4. The KAUPSHIP Merchant Vessals

For each vessel class there are four possible speeds,

    1 FULL
    2 PACED
    3 SLOW
    4 DIW (Dead In the Water)

Each of the four possible speeds have a set value for each of the four vessal classes. A vessal may accelerate or decelerates one speed level per turn. A vessal that is DIW on turn one may move slow that turn, paced speed in the next, and finally full speed on turn three. On turn four, the vessal may move at paced speed, again slowing to slow speed turn five and becoming D.I.W, on turn six. The following chart illustrates the speed values allowed for each vessal class. Moves may not deviate from the assigned values unless the vessal Impacts another vessal or runs aground.

ShipFullPacedSlowDIW
DRAGONSHIPS6-8"4-5"2"1-0"
LONGSHIPS5-6"3-4"1 1/2"1/4-0"
KARFIS4"2"1"1/4-0"
KAUPSHIPS2"1"1/2"0"

These speeds are applicable when the vessal is under oars only. The OAR SWEEP BASE must be in place under the vessal whenever this type of movement is used.

Movement backwards is at half speed and never faster than paced speed. With minimum crew levels, cut all movement in half (including facing)

With under minimum crew, vessal moves at DIW speeds.

Vessals may begin turn one at any speed.

Vessals way only move at the stated distance for the class that applies.

To indicate speed that the vessal in currently moving at, place one single figure behind all others at the stern of the vessel The direction the figure is faced indicates the speed level of the vessel this period.

    1) figured faced to front or bow indicates PACED speed.

    2) Figure faced to the right indicate SLOW speeds

    3) Figure faced to the rear indicates, Vessel is DIW

    4) Figure faced to left indicates vessel is at FULL speed

Backwards movw starts from DIW.

Declare speed level and face stern figure before movement

All movement must be In a straight l ines

Changes In direction are done by the process of FACING as Illustrated.

FACING

Is the process used to change the direction of your vessals. The maximum facing allowed each turn is determined by the vessal class and speed.

The Dragonships and Longships are the most mansuvorable. The chart on the next page illustrates the maximum facing allowed for such vessal class and speeds.

All or part or none of the facing allowance can be used each period

Speed and facing not used is lost.

A START
B VESSAL HAS MOVED 2" FORWARD
C VESSAL HAS MOVED 1" TO THE LEFT.

    (point bow to one inch mark, actual facing is somewhat more than 1"

/TR>
Facing Inches Allowed Per Turn
ShipFULLPACEDSLOWDIW
DRAGONSHIPS4"4"5"6"
LONGSHIPS3"3"4"5"
KARFIS2"2"3"4"
KAUPSKIP1"2"2"3"

Vessals moving at full speed must move forward 2" for each Inchfaced.
A vessal traveling at paced speed may move forward 1" for each Inch faced.
A vessal travelling at slow speed must travel 1/2" forward for each inch faced
A vessal DIW may face without movements.

Notice the pictured example. Measure forward motion with a ruler perpendicular to the midpoint of the vessal. Position A has moved 2" forward to position B.

Measure facing by placing a ruler perpendicular to the length of the vessal. Grasp vessal base with thumb and forefinger at each end of the sidepoint line and rotate vessel to the one Inch line. Do one inch at a time, realigning ruler for each inch. Facing is slightly more than one Inch arc with each facing inch.

If nesessary split that "move to face" ratio up. A vessal moving full speed must move two inches to face one, or, move one-inch to face 1/2". As long as the proper "move to face" ratio for the vessal's speed is correct, any fraction may be employed.

Making contact with an enemy vessal while facing does not negate the effect of the vessal's speed as motion and facing are simultaneous.

MOVING UNDER SAIL

During game set-up wind direction was diced for and this point should be marked on the table top, even if neither player intends to use sails. A vessal with raked oars may have a change of heart. Wind speed was also diced for during game set up. If wind speed was zero then no movement under sail is allowed. If a player wishes to dice for wind speed again he may do so a the beginning of any turn that he rolls a 9 or 10 on one die.

The following chart illustrates the maximum allowed speed for each vessal class given the vessal's direction in relation to the wind.

SHIPHeading w/in 45 degrees
of wind source
Wind Behind or
To the Sides
WINDS LIGHT
Dragon or LongshipsSLOWPACED
KARFI RaiderSLOWSLOW
KaupshipDIWSLOW
WINDS MODERATE
Dragon or LongshipSLOWFULL
Karfi RaiderDIWPACED
KaupshipDIWSLOW
WINDS HEAVY
Dragon or LongshipDIWFULL
Karfi RaiderDIWFULL
KaupshipDIWPACED

The wind speed given are the same as the values defined under movement with oars. These speeds are considered the maximum allowed under the named condition but vessals may move slower. The same system for acceleration and deacceleration is also used.

Raising the sail takes three turns without other activity for all but Vikings. Vikings raise sail in two turns.

Lowering sails takes two turns for all but Vikings, who take one turn. Deacceleration movement must be completed while sails come down.

Pulling in or setting out oars takes one complete turn.

This completes the basic movement section of these rules. Next issue, I'll outline Impact and Melees method for these rules


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© Copyright 1986 by Terry Gore
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