Naval Battles 1861-65

A Variant of the
"Le Kriegspiel" Series

by Pierre Foure


1. The presence of a navigable river or arm of the sea on the table top can bring on the encounter of rival vessels alongside the land battle. The vessels fought by fire and shock. The speed, displacement, and fire effect of the warships are proportionate to those of the troops moving on land. Warships may occupy one or more hexagons.

2. Ship Classes:

The ships are divided into four classes and may he distinguished by bands of differing colors on the smokestacks.

Definition by usage

    1. Gunboats: These are basically ships armed with cannons of greater or less weight of metal and varying range. The projectiles are explosive. They may also fight by ramming.

    2. Rams: Vessels mounting rams on the bow designed to crush the flanks of enemy vessels. They also carry cannons.

    3. Transports: Vessels designed for the carrying of passengers or freight. They are former civilian vessels and may occassionally mount one or two light cannons.

    4. Mortar Boats: Heavy mortars mounted on small vessels designed for that purpose.

TypeSpeed
Forward
Speed
Back
FirepowerResistance
FrontSideRear
Unarmored Ram4310118
Unarmored Gunboat3211118
Lightly Armored
(Timberclad or Chain Belts)
32 12124
Heavily Armored
(Heavy Ram or Double Monitor
21 22224
Mortar Boat101006
Transport, Empty320006
Transport, Loaded2100012

2. Classes according to powers of resistance.

a. Ironclads: Venerally gunboats or rams. Their resistance to artillery is extreme. They may not be put out of action except by a very long and heavy shelling. Their cannons, well protected, cannot be destroyed easily. They are, however, at the mercy of lucky hits on stacks, waterline, etc.

b. Vessels Protected by Auxilliary Chain Armor: These are protected only against the fire of infantry and field artillery. Their destruction is much more rapid than that of ironclads, and they are equally vulnerable to lucky hits.

c. Vessels Without Special Protection: Chiefly transports and mortar boats. Passengers embarked suffer losses from fire even of light weapons.

3. 1. The ape d of a vessel is calculated in hexagons by move. A vessel reversing engines loses one hexagon and is reduced to half its powers of resistance.

    A vessel can change direction over a range of 60 degrees without loss of speed.
    From 61 degrees to 90 degrees it loses 1 hexagon
    From 91 degrees to 120 degrees it loses 2 hexagons
    From 121 degrees to 150 degrees it loses 3 hexagons

2. The ship models used may be placed In any of the following positions: (The degrees show rated change of direction to go from a to each position and are one step less than b to c, etc.)

4. Fire. Naval gunnery firing at land targets has double the effectiveness of field artillery.

Against Naval targets, see the table for range. The effectiveness, determined by the distance and the resistance power of the target, is limited to dice of 5 or 6 at 7 hexagons, 6 only at 8, 9, or 10 hexagons.

To see If the hit is on a dangerously vulnerable point and wrecks the vessel fired upon, each 11611 rolled must be confirmed by a 6. If this happens the vessel, whatever its rank and strength is immediately lost (shot passes through gunport and strikes ammunition, ovens waterline, etc.) an odd number, however, will indicate a ricochet and no damage.

It is not necessary to confirm if the vessel has lost 3/4 of its powers of resistance.

5. Resistance

Except for the special case above, each vessel has a power of resistance indicating the number of times It may be struck (5 or 6 rolled against it by naval or fortress artillery.) Each 5 or 6 reduces the resistance by 1 point. (See table.)

6. Ramming: All rams may ram. nther vessels may collide voluntarily (e.g., Hartford rammed Tennessee.)

7. Collision Initiated by a Gunboat

A vessel may not dammage significantly a vessel of a more powerful resistance class.

A vessel struck by a gunboat-changes direction 60 degrees towards the direction followed by the attacker.

The Attacker loses a point if its adversary is armored AND rolls two dice, the difference between which is subtracted from the resistance power of the vessel rammed.

8. Collision initlated by a Ram

To ram, a vessel must have the movement power to cross the hexagon occupied by the enemy vessel, and places its ram directly against the flank of the attacked vessel. To draw off, the Ram's following movement he "reverse engines".

Results of Ramming:

The Ram rolls two dice. The two are multiplied to obtain the degree of damage to the adversary (loss of resistance points).

The ram itself will suffer 2 pts loss of resistance per odd number coming up on two dice when rolled.

9. Running Aground. To avoid being blown up or as a result of change of direction from collision a vessel may run aground and is placed on the first shore hexagon. This reduces resintance by 2 points.

A vessel rammed may not reduce speed to avoid running aground.

If the vessel retains resistance points after running aground it continues to fire the turn after.

A vessel run aground may he taken by enemv troops, and if stormed has the power of resistance of a hotise if protected, a redoubt if armored. Troops embarked add 1 point per figure.

10. Mines. The mine is not shown, but its location is identified on a map by the mining party. When the enemy crosses the mined square, the "miner" rolls a die. If it comes up even the ship detonates the mine. Otherwise the mine is washed to the surface and may be detonated by artillery (roll of 5-6).


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© Copyright 1969 by Pat Condray
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