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Welcome to Battlefleet, a set of miniature wargame rules
which recreate one of the most exciting periods in the history of naval
conflict. For over a decade beginning in 1895, established and developing
nations of the world engaged in a series of wars and naval programs which were
to reshape the world's political landscape. The variety of naval designs and
doctrines which were put forth at this time resulted in an almost infinite
range of possible results, and the ensuing "Pre-Great War" power struggles made
for volatile crises which left no nation safe. It was at this time that the
navies of two ancient empires; Russia and Spain, were dramatically defeated at
the hands of two new industrial powers; Japan and America. Not only did the
Spanish-American and Russo-Japanese Wars bring the latest in naval technology
to the forefront, but so did numerous other confrontations throughout this
period. Over all this loomed the "super-fleets" of Great Britain and
France, the later of which dominated the late Victorian period in ways not to
be known during the dreadnought era. The high seas of this time saw
"futuristic" French battleships eyeing their British and Italian counterparts,
heavily armored American "coastal" battleships maintaining the Monroe Doctrine
and the latest British built Japanese fleets shooting it out with the Russians
in the West Pacific. In Battlefleet, many of the possibilities and
realities of this time can be recreated, with your abilities having a direct
effect on the results. During game play, your own range estimates of the actual
enemy miniatures are used to establish hits and misses. Hence, personal skills
of the fighting fleets become a tangible factor as you try to keep your ships
afloat and in fighting trim!
| GAME SCALES |
| Feature |
Small |
Medium |
Large |
| Measurement Format |
Metric |
Metric |
Imperial (inches) |
| 1 kilometer |
85mm |
17cm |
10½ inches |
| 1 nautical mile |
157mm |
31cm |
19½ inches |
| 1000 yards |
78mm |
16cm |
9½ inches |
| Each range bracket |
200mm |
40cm |
25 inches |
| Maximum gun range |
600mm |
120cm |
75 inches |
| 1 turn |
Three Minutes |
« 1.1 Game
Scales Battlefleet can be played in one of three different scale
formats; small, medium and large. The small format uses metric measurement and
is designed for use with 1/6000 scale naval miniatures, allowing games to be
played on a dining table. The medium scale format is also metric based, and is
designed for use with 1/2400 and 1/3000 scale miniatures, which usually
requires a large gaming table for playing. The large scale format uses inches
for measurement and is designed for use with 1/1200 scale miniatures or larger,
which requires a medium sized floor area. All scale ship speeds for these three
formats have been pre-plotted on the Master Scale
Chart, which covers most speed ranges needed for Battlefleet ship logs.
« 1.2
Models There are many different scales of ship models available for
use with Battlefleet. The lines of miniatures currently most available include
the following:
Figurehead - These 1/6000 scale
vessels are excellently designed and scaled, and they are well cast with clean
lines. A huge advantage is the ability to use them for "snap games" which
require little set up time and no more space needed than that of a dining room
table. They currently offer the entire Russian and Japanese fleets for the
Battlefleet period, as well as many British, American, Austrian and French
vessels. This line is constantly being expanded and may eventually include
vessels from the Spanish-American War. For comparison, the 1/6000 scale length
of the Japanese battleship Mikasa is about 21mm. Panzerschiffe
- This line of 1/2400 scale models covers the entire range of Russian,
Japanese, American and Spanish vessels for the Battlefleet period. They also
offer a number of British, French and other vessels from the turn of the
century, although many of the really important groups for this period (Majestic
class battleships, etc.) are not available. The models themselves represent a
good balance between size and price. Most are nicely proportioned and the
quality of the resin mold is very good, although players should keep in mind
that these resin models do not have the same level of detail as other more
expensive die cast models. For comparison, the 1/2400 scale length of the
Japanese battleship Mikasa is about 52mm. Navwar - This line of
1/3000 scale models is extensive and includes a vast majority of vessels which
existed throughout the Battlefleet period. The models themselves are quite
inexpensive. They are however, also of very poor quality, both in the
workmanship of the castings and the scaling of the models themselves. Is is
notable that they have far rougher and more uneven lines than the Figurehead
miniatures even though they are twice as large. Still, they can't be beat for
availability and selection. For comparison, the 1/3000 scale length of the
Japanese battleship Mikasa is about 42mm. Navis Neptune - A
line of exquisitely detailed 1/1250 scale miniatures made in Germany. Navis
models are not really made for wargaming, but rather for naval miniature
collectors. Their range of models relating to the Battlefleet period is fair,
including many Russo-Japanese, Spanish-American, and European vessels. In line
with their outstanding quality, Navis models are expensive, with most
battleship models costing in excess of $40 US each. For comparison, the 1/1250
scale length of the Japanese battleship Mikasa is about 101mm.
Houston's - A line of nice 1/1200 scale miniatures. Their future
however, appears to be in some doubt. Conflicting stories as to their
availability, coupled with the line's (apparently) narrow product range leave
them in the specialty or demonstration game category. For comparison, the
1/1200 scale length of the Japanese battleship Mikasa is about 105mm.
Home Construction - Instead of buying metal castings,
some people prefer to build their own model ships using balsa wood. This is
actually quite easy, and for many people it is the preferred way of getting
their ships "on-line" in the scale they prefer. The large scale battle photos
shown throughout Battlefleet are all scratch-built balsa models, some of which
took only a few hours worth of work to build (others took much longer!). For
comparison, the 1/780 scale length of the Japanese battleship Mikasa is about
162mm.
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| Above: The four zones
of a ship. The front and rear arcs are 60 degrees across, centered on the
fore/aft line. Any vessels being fired upon by guns from within their front or
rear arc may only use the second of their two armor values. |
Mounting - Small scale vessels should be mounted on
bases for ease of handling. The Battlefleet mounting standard for 1/6000 scale
is ½ x 11/8 inches (13mm x 30mm). Most
play-testing for Battlefleet was conducted using this scale, and within the
rules text, the term "vessel," "model" or "ship" also applies to any base upon
which that model might be mounted. Each model has four zones into
which it is divided; a front, a rear and two beam zones. These zones are used
to establish whether a vessel is being "raked" or not during the fire phase.
Note that the front and rear arcs are not referred to as bow and stern arcs in
order to prevent confusing their definitions with those of the arcs-of-fire of
weapons. See Figure at right.
« 1.3
Equipment Naval wargames are a bit more technically demanding than
some other forms of miniature wargaming and require a few extra tools. The
standard gaming equipment of tape measures (metric or standard), 12 sided dice
and pencils are definitely required. Players will also need to download the
Battlefleet Combat Chart, Ship Log, Gunnery Log and Arcs sheet. Cutting out the
arcs-of-fire and turning circles and mounting them on thin cardboard will give
them extra strength. A clipboard is also valuable for writing on the ship and
gunnery logs.
Combat Charts: Each player should have a copy of the
Battlefleet Combat Chart, which can be downloaded off of the Battlefleet page
in the WTJ Games section. There are two halves to the combat chart, a front and
back. Both sides are needed for game play, and include turn sequence, gunnery,
torpedo and damage charts. For related overviews of each section of the chart,
see More About Combat Charts, which
includes step by step illustrations of the charts.
Ship Logs: Each vessel used in combat will need to
have an entry in one of the ship logs. These entries are used to track
available speed, weapons and damage to each vessel. The information shown in
the Ship Values listings on the Battlefleet page has all the information needed
to fill out the ship logs for those vessels. For more detailed explanations,
see More About Ship Logs.
| TURN SEQUENCE |
- 1) Command
- Players issue basic movement orders for the
upcoming movement phase and attempt to send messages or order requests to other
commanders.
- 2) Movement
- Players simultaneously move their ships according
to the basic movement orders issued during the Command Phase.
- 3) Ranging & Gunnery
- Players simultaneously guess ranges to enemy ships
and record them on their gunnery logs. All ranges are then marked as hits or
misses.
- 4) Torpedo Launches
- All torpedo launches are declared and any resulting
hits marked.
- 5) Damage
- a) Check for ongoing fire and flooding
effects.
- b) Resolve hit damage.
- c) Attempt damage control.
- d) Test for sinking and uneven flooding
effects.
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Gunnery Logs: Because Battlefleet uses a range
estimate system to control gunnery, players use Gunnery Logs to record their
range estimates. Each log contains two four-ship sections (most navy divisions
are composed of four ships), along with a command line at the far left of each
division. At the top of each gunnery log column, record the name of one ship.
In the columns below, record salvo targets and hits. The boxes along the top
edge of each division are for recording command arrows during times when
vessels are not firing salvos and/or out of range. These spare command boxes
eliminate the "wasting" of range boxes during preliminary maneuvers.
« 1.4 Turn
Sequence Once all players have filled out their ship and gunnery
logs, placed their ships and arranged their formations, game play is ready to
begin. Each phase of the turn sequence is conducted by both players
simultaneously. At right is an outline of each turn sequence and its basic
elements. |