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Admiralty is a set of miniature wargame rules that re-create
battles from the age of the fighting sail. The game concentrates of the core
features of period naval combat including sailing, cannon fire and boarding
actions. The rules are geared to allow large battles to be fought over
realistically scaled areas of "sea" as player struggle to pummel, dismast and
capture their opponent's vessels. The rules are split into six sections, each
of which deal with a particular aspect of the game. Playing aids such as ship
log, firing arc and the all-important combat chart can be gotten on the main
Admiralty home page.
| FIG. 1. - GAME SCALES |
| Feature |
Small |
Medium |
Large |
| 100 Meters |
21mm |
42mm |
84mm |
| 1 Cable |
40mm |
80mm |
160mm |
| 1 Nautical Mile |
40cm |
80cm |
1.6m |
| Each Turn |
2 Minutes |
2 Minutes |
2 Minutes |
| Each model |
1 Ship |
1 Ship |
1 Ship |
| Ground Scale |
1/4800 |
1/2400 |
1/1200 |
« 1.1 Game
Scales Admiralty was designed primarily for use with 1/2400 scale
naval miniatures, although any scale can be used. The medium scale format shown
in Figure 1 is the default scale discussed throughout the rules, and may be
used with either 1/1200 or 1/2400 scale miniatures. The small scale format may
be used with either 1/2400 or smaller and the large scale format is meant
primarily for 1/1200 scale and larger. Both the small and large scales will
require corresponding adjustments to default game distances covered in the text
and charts.
 Fig. 2 - Beginner's Wind Compass
showing the four wind directions. Front and back zones are 90° arcs and the
broadside zones are 45° arcs. |
« 1.2 Ship
Bases The mounting of naval miniatures on bases for game play is
optional. However it is recommended since it allows easier handling and it also
allows some reference marks to be applied directly to the bases. For players
who do use bases, the recommended size for standard 1/2400 scale
ships-of-the-line is 25mm x 50mm, with the ship mounted lengthwise on the base.
For purposes of game play and rules discussion, the terms model,
ship and base are used interchangeably throughout the text. In
all cases the reference is a general one meant to encompass whatever model and
mounting format being used by the players. Every base (or ship model) is
considered to have a single imaginary centerpoint which will be occasionally
referred to.
Wind Compass - Each base may be marked with
guidelines that show the wind direction compass used to control the ship's
speed during game play. Figure 2 shows the outline of the beginner's wind
compass and the four main game zones that compose it. At the beginning of each
ship's movement phase, the orientation of the base is compared to the wind
direction for the game. If the wind is coming from direction 1, it is directly
behind the ship and therefore pushing it directly ahead. If the wind is coming
from either of the two direction 2 sectors, the wind is still coming from
behind the ship, but slightly off to one side. This is the most favorable wind
position because it gives the greatest speed. If the wind is coming from either
of the two direction 3 sectors, it is coming from a little bit ahead of the
ship but still gives enough of a push to allow the ship to keep moving. This is
the least favorable of the winds that allow the ship to move. Wind coming from
direction 4 is coming from ahead and does not allow the ship to move at all.
Players should avoid pointing their ships into the wind unless they really know
what they are doing. See Section 2 :
Movement for more about moving and ship's speeds.
The wind compass
is always centered on the base (or the model). Two types of wind compass
graphics are provided for game play, one is a basic version for beginners, and
the other is a more sophisticated version for experienced fighting sail gamers.
Both can be printed out and mounted for use.
 Fig. 3 - Rake Zones (shaded in
blue). |
Rake Zones - Another feature which is not physically
marked on the base is the rake zone. The rake zone is an invisible
boundary area off the front and rear of a ship which defines when an enemy
vessels receives a rake bonus for cannon fire. As a general rule, a ship should
avoid letting enemy ships sail within its rake zone. The rake zone runs
diagonally across the corners of a ship's base, forming a roughly 55°
arc.
Measuring Distances - When measuring distances for
movement, players will always measure from the front edge of a ship's base, or
from the front edge of the model. When measuring for checking cannon fire
ranges, players measure from the side of their ship model to the closest
portion of the targeted enemy ship. For purposes of weapon ranging, the ship's
bases are not considered.
« 1.3
Equipment Naval wargaming is more technically demanding than some
other forms of miniature wargaming, and a few extra tools are used for game
play. The standard gaming equipment of tape measures, six-sided dice,
calculator and pens/pencils will be needed. Beginning players should remember
that two dice are called "dice" but that one is only called a "die." Players
will also need to download the Admiralty combat chart, ship log and turning
circles. Players using unmounted models or sea bases may want to use the
additional wind compasses that come with the turning circles. Cutting out the
turning circles and mounting them on thin cardboard will give them extra
strength. A clipboard is also valuable for writing on the ship logs.
Combat Charts - There is a front and back side to the
combat chart. Both sides are needed for game play, so players should make sure
to print out both of them. For related overviews of each section of the chart,
see More About Combat Charts [LINK NOT
ACTIVE YET], which includes step by step illustrations and outlines.
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 events
on board each of the ships. The information shown in the Ship Values listings
on the Admiralty home page should cover everything needed to fill out the ship
logs for those vessels. For more detailed explanations, see
More About Ship Logs [LINK NOT ACTIVE YET].
| TURN SEQUENCE |
- 1) Movement
- a) Roll for active M hits
b) Roll for fire
danger (next to inferno) c) Downwind player move d) Upwind player
move
- 2) Command 1
- a) Mobilize boarding parties
b) Send
signals
- 3) Firing
- a) Roll for active I hits
- b) Roll for active F hits
- c) Conduct cannon fire
- d) Roll for fire danger (normal/full sail)
- 4) Command 2
- a) Change speed setting (set sail)
b) Check for
surrender
- 5) Boarding
- 6) Repair
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« 1.4 Turn
Sequence Once all players have gone through the set-up page, placed
their ships and arranged their formations, game play is ready to begin. Each
turn is split into phases, and some phases are split into steps. At right is an
outline of the turn sequence and its basic steps. Below are more detailed
outlines of each phase.
- Movement
- a) Roll for active M hits The first step in each
movement phase is to roll on the critical hit table for all Mast hits.
Commanding players roll for their own ships and immediately apply all results
before proceeding.
- b) Roll for fire danger Roll Fire Danger checks
for any ships which are currently within 10mm of any other vessels which have
active Infernos burning on board.
- c) Downwind player move The player which has
ships furthest downwind (in the lee position) moves first. In most cases this
will be fairly obvious. In closer cases, the initial definition of "furthest
downwind" can be used for a tie breaker.
- d) Upwind player move The player which does not
have ships furthest downwind moves second. In both cases, a player must move
all of his ships which have available movement. The only way to normally stop a
ship in this game (outside of destroying its rigging) is to cut its sails to
the stop position and anchor.
- Command 1
- a) Mobilize Boarding Parties Both players
declare and record all boarding dice additions and the resulting gun dice
losses.
- b) Send signals Both players may attempt to send
maneuver signals and basic instructions to other players.
- Firing
- a) Roll for active I hits The first step in each
firing phase is to roll on the critical hit table for all active Infernos.
Commanding players roll for their own ships and immediately apply all results
before proceeding.
- b) Roll for active F hits Roll on the critical
hit table for all active Fires. Commanding players roll for their own ships and
immediately apply all results before proceeding.
- c) Conduct cannon fire All cannon fire is
considered simultaneous. Players may fire any of their ships which can bear on
targets. See Section 4 : Firing for more about
conducting cannon fire.
- d) Roll for fire danger Roll Fire Danger checks
for any ships which fired their guns while a) Unrepaired B hits existed on the
same side of the ship, b) speed was set to normal or full. All results are
immediately added to the respective vessel's critical hit boxes.
- Command 2
- a) Change speed setting Both players attempt to
change the speed settings for their ships.
b) Check for Surrender
Ships which are immobilized and without guns must check proximity of friendly
and enemy vessels to see if they surrender.
- Boarding
- Repair
« 1.5
Glossary The rules text has been kept as plain as possible for those
unfamiliar with naval terminology. Some words are in such broad usage however,
that they are inevitably used. Below is a short list of definitions for those
that would likely show up.
Bow The front end of a ship Broadside
When all the guns on one side of a ship fire. Hull The main
body of a ship, built out of heavy wooden timbers. Lee Downwind. The
lee side of a ship is that which is downwind, and a fleet in a lee
position is downwind from their enemy. Port The left side of a
ship Rake Firing down the length of a ship from a position off of its
bow or stern. Very nasty. Rigging The part of a ship which supports
and operates the sails. Starboard The right side of a ship Stern
The back end of a ship Weather Upwind. Opposite of lee, the
weather side of a ship is that which is facing into the wind. A fleet in a
weather position is upwind from their enemy.
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