|
BATTLEFLEET 1900 PRE-DREADNOUGHT NAVAL WARFARE:
1890-1905
Optional
Rules These additional rules may help to add some historical realism
to regular Battlefleet games. Because these are not part of the main rules,
players should make sure that all participants know which optional rules (if
any) are being used. Immediately below is a short list of optional rules
grouped by general effect. Some of these rules have not been playtested as
extensively as others. If you notice any odd effects, feel free to email us
with your observations.
- Most common advanced options: 404, 502
- Rules that simplify the game: 102, 405, 408
- Night fighting rules: 201, 301, 305, 402
- Rules that adjust for variety of vessel types: 401,
501
|
- GENERAL SHIP AND GAME CONDITIONS
- 101 - Crack Crew Members
- Players may roll at the start of a game to see if a ship
has any crew members who are especially gifted or popular (or both). Roll 2D6
for each ship. A result of 11 or 12 will allow one more roll (players may roll
two different colored dice at once to save time) with the results below
indicating what type of special person is on that vessel. Players who want to
increase the number of crack crew members may broaden the acquisition die roll
to something like 10-12 or 9-12. Record the existence of the special crew
member in one of the several blank areas of the ship's log left for this
purpose.
12 = Dynamic Captain: +1 on all command and DC rolls. Killed
by: 1D6 die result of 6 after any CT critical hit. 9-11 = Ingenious
Engineer: +2 on all DC rolls for P hits, -1 on all sink rolls. Killed by: 1D6
die result of 5,6 after any iE critical hit. 6-8 = Aggressive gunnery
officer: Double danger zones for this ship. Killed by: Any BRx hit. 3-5 =
Smart magazine master: +2 on all M hit critical effects rolls. Killed by: 1D6
die result of 6 after any iM critical hit. 2 = Popular crewman: +2 on all DC
rolls for S and T hits. Killed by: Secondary or Tertiary hit results on the De
table.
- 102 - Simplified Gun Patterns
- There are three basic types of broadside weapon patterns:
0, 1 and 2. Types 1 and 2 require a bit more die rolling and tracking during
game play in order to establish which hits go to which weapons within each
group. In return players enjoy somewhat more accurate angles of fire for those
specific positions. Players who don't want to worry about the details and
differences between the three distribution types may simply use all beam
patterns as type 0. This will often simplify game play at comparatively little
cost in technical accuracy.
- 103 - Seaways
- The seaway ratings posted on the ship data sheets allow
players to reflect the effects of the ocean's stormy nature on a vessel's
performance, or even its ability to be at a battle in the first place. Bad
weather could keep light vessels harbor bound for days at a time. The charts
below relate some possible weather conditions to the seaway ratings posted in
the rules
For players doing a common hypothetical battle which is not
within a campaign context, the Rolling for Seaway chart below can help throw
some alternative weather into game play. Note that the location listings are
casual recommendations only. Players may wish to use different values based on
knowledge they have of individual areas.
Rolling for Seaway (Roll
2D6) |
Location |
Die Roll Result* |
2 - 10 |
11 |
12 |
Mild region, Unprotected (Antilles, South China Sea, Caribbean, Coastal Mediterranean, Red
Sea) |
n/e |
n/e |
Choppy |
Mild region, Protected (Java
Sea, Malacca Straits, Dardanelles |
n/e |
n/e |
n/e |
Moderate region, Unprotected (Baltic Sea, Open Mediterranean, Black Sea, South Atlantic, Western
Indian Ocean) |
n/e |
Choppy |
Rough |
Moderate region, Protected (Skagerak, Yellow Sea, Adriatic, Agean, Hawaii) |
n/e |
n/e |
Rough |
Severe region, Unprotected (North Atlantic, Cape Horn, North Pacific) |
Stormy |
Rough |
Stormy |
Severe region, Protected (English Channel, North Sea, Skagerak) |
Choppy |
Rough |
Stormy |
Seaway
Effects |
Vessel Size |
Sea Condition* |
Choppy (½) |
Rough (1) |
Stormy (2) |
27+ |
- |
- |
Distracted |
17 - 26 |
- |
Distracted |
Impaired |
8 - 16 |
Distracted |
Impaired |
Degraded |
4 - 7 |
Impaired |
Degraded |
Paralyzed |
1 - 3 |
Degraded |
Paralyzed |
Paralyzed |
Modifier: Move
one effect column to the right if vessel has poor seaway
rating.
Distracted = Boat guns halve ROF. All guns halve danger zone.
Impaired = Weapons under 16cm halve ROF. No danger zone. Reduce available
speed by one propulsion box. Degraded = No weapons under 16cm (6.1") may
fire. Weapons 17cm and larger are halved ROF, may not fire at long range. No
danger zone. Reduce available speed by half. Paralyzed = No weapons may fire
at all. Ship's speed is for bottom propulsion box only. Note: No torpedoes
may be fired in stormy seas.
* The number after each sea condition is
its attack value for flooding. During the second step of each damage phase,
every vessel which can be "attacked" by the sea on the 25> or higher Flood
Occurrence column must test for flooding, along with all other corresponding
die rolls which accompany such rolls and results.
Example: A destroyer
with a size of 1 operating in rough seas must roll for Flooding on the 100>
Flooding Occurrence column. A small unarmored cruiser with a size of 8
operating in stormy seas must roll for Flooding on the 25> Flooding
Occurrence column. |
- COMMAND
- 201 - Night Fighting: Command
- Considering a scenario to be taking place at night
creates a number of difficulties for both players. The following night fighting
rule is to cover the command aspects of night combat.
During night time
turns, all players must record movement and speed three turns in
advance for each division or individual ship (a ship not part of any other
division). This time lag may be reduced to the normal one turn in advance for
every vessel that has one of its undamaged searchlights turned on from the
previous turn's movement phase. One ship following the illuminating vessel as
part of a line ahead formation may move along with the lead vessel, benefitting
from the time lag reduction. Because of this, players moving at night may want
to use two-ship divisions.
- 202 - Radios & Wireless
- During the Russo-Japanese War, the Japanese Navy had a
policy of unplugging their radio sets and stowing them below the armored deck
for protection. Players wanting to re-create this condition will not allow
Japanese vessels to conduct any radio communications during pitched battles,
although it should be remembered that they did keep their radios operational
during blockade and patrol duties. Any moderate actions occurring as a result
of such patrols might well see Japanese ships fighting with operational radio
sets.
Searchlight Hint
Try using the plastic tubes used
to make cotton swabs. Just clip off the cotton wound onto either end and you
are left with a small white tube of plastic just the right length for a 1/3000
scale ship model's searchlight beam. |
- MOVEMENT
- 301 - Night Fighting: Movement
- Considering a scenario to be taking place at night
creates a number of difficulties for both players. The following night fighting
rule is to cover the Movement aspects of night combat.
At the end of
each movement step, players must declare whether any ships are using their
searchlights. Each searchlight (represented by an LT box on the ship log) may
conduct either of two functions: 1) Aid command and movement by reducing the
command time lag. 2) illuminate enemy vessels. Use short sticks to indicate the
direction of each light function, remembering that if a player wants to use one
light function for purposes of reducing the command time lag, one light stick
must be pointed straight off the end of the bow. The searchlight capable of
doing this is always the first LT box on the ship log. If that box is damaged
or destroyed, the ship may not use its searchlights to reduce the command time
lag. A searchlight "stick" will illuminate any enemy vessel at which it points
out to a distance of one range bracket. This means that a vessel with two
operational LT boxes may illuminate up to three enemy vessels while reducing
it's command lag, or it may illuminate up to four enemy vessels without
reducing its command lag.
A vessel using any of its searchlights is
considered visible to all enemy vessels within two range brackets. Friendly
vessels in the vicinity of a ship using searchlights are still considered to be
invisible unless they are between the spotting ship and illuminating vessels
and within one cable distance of the searchlight beam.
Optional
searchlight rules: In order to prevent excessively efficient coordination of
searchlights among several ships, players may enforce a 1D6 die roll to turn
any one searchlight on or off, keeping in mind that each searchlight is good
for two functions. Using this rule, a die roll of 4-6 will turn on or off any
searchlight. Another variation on this theme is for the searchlight die roll to
be a 5,6 if the intended target of the illumination is a vessel of size 2 or
smaller. In this case, players must declare the intended use of their
searchlights before rolling for them.
- 302 - Breakdowns
- For fleets with a poor maintenance record, players can
reproduce one of the more common mechanical defects by rolling two six sided
dice (2D6) for each ship which attempts to change its speed. Apply the
following unmodified results:
12 = Engine breakdown. Ships loses all
propulsion until repaired on a die roll of 5,6 11 = Engine malfunction. Ship
may only use half available speed until repaired on a die roll of 4-6 1 - 10
= Minor defect, ship not affected.
- 303 - Battle Speeds
- Most fleets of this period had specific battle
speeds assigned for each division of ships based on their fastest
reasonable cruising speed. Rarely did a group of battleships tear along at
maximum speed, even during battle. Usually the difference between the assigned
battle speed and the maximum available speed of a division was referred to as
its speed reserve and was only used in emergencies.
Players wanting
to re-create the use of battle speeds will assign just two or three speed
categories as being available to any one division: slow, half-speed and fast.
The fast category should be about 85% of the average maximum speed for that
division, and slow should be about 30%. Half speed should about 55% of a
division's average maximum. When issuing movement orders, the ships will be
given these speed orders. Ships will always attempt to keep the most recent
speed order until issued new speed orders. Vessels unable to maintain speed
must drop out of line if the division commander does not issue new speed
orders.
- 304 - Mistaken Evolutions
- Many fleets of this period lacked extensive training for
moving in division and fleet groups. It took a lot of experience to move three
or four 12,000 ton ships in unison and have them all go in the same direction
at the same time. Fleets considered to have less than stellar training in this
regard can suffer the following optional game effects during movement:
Whenever a division of four or more vessels is moving as a unit (line
ahead or abreast) and a turn of 90 degrees or greater is ordered, roll for each
vessel other than the flagship of that division before executing the movement.
On a 1D6 roll of 6 the vessel in question will use the turn mode
opposite of that for the turn. I.E. - a ship ordered to turn in succession will
turn as it would for a simultaneous turn, and a ship ordered to make a
simultaneous turn will move as if to turn in succession. Any vessel doing this
will also cause the next ship behind it (unless that vessel is the flagship) to
move the same way on a die roll of 5 or 6.
- 305 - Collisions
- Contrary to perceptions about this period, ramming was
not part of military doctrine and had not been for many years. Even by 1885,
the increasing dominance of the torpedo and long range gunfire spelled doom to
the ramming craze which had previously swept naval circles. For the Battlefleet
1900 period, only accidental collisions have been considered, although players
who still wish to ram can certainly attempt to place their vessel in a
situation in which it may collide with an enemy, but the odds are not so good
that they will succeed. There were only a very few times during this era that
captains tried to ram. They were always under desperate circumstances, and by
all appearances they usually decided the better of their effort before fully
closing on the enemy. It didn't really work.
- For game play, the possibility of collision arises when
two vessels end their movement turn with any portion of their bases
overlapping, or encounter a situation during the mutual move sequence in which
their two bases obviously overlapped. Any situation in which it is not
obvious that bases would have definitely overlapped is not a viable
collision condition (player's discretion obviously comes into play here). For
each collision course situation, roll two six sided die (2D6) and consult the
chart below. Modified die results which fall within the number ranges listed
will result in a collision. If a collision occurs, compare the sizes of the
respective vessels in the same manner as that used for calculating Flooding
Occurrence (see Combat Chart).
Example: Two armored cruisers each moving
at 18 knots have their bases overlap during movement. They are both medium
sized ships, and so the difference between their turning circles is zero (the
Turn Differential compares/contrasts the two turning abilities of the two
vessels). They are both moving the same speed, so their speed differential is
in the 0 - 5 category (if one ship is moving at 10 knots and another at 22,
their speed differential would be 12 knots). This means that they will collide
on a modified die roll of 8 through 12, which is the highest chance of
collision.
If a collision results, each ship rolls on the Flooding
Occurrence chart for damage. In this case, if one ship were size 20, and the
other a size 30, it would mean that the size 30 vessel would roll for damage on
the 50> column, because the colliding vessel is 50% or greater in
comparative size. The size 20 vessel would roll for damage on the 150>
column, because the colliding vessel is 150% or greater in comparative size to
it. In case of actual flooding, a vessel must also roll on the Flooding Effects
section, just like in the rest of the rules.
Collision Chart (Roll
2D6) |
Speed Differential |
Turn Differential |
|
0 |
1 |
2+ |
0 - 5
knots |
8 -
12 |
9-12 |
10-12 |
6 - 12
knots |
9 - 12 |
10-12 |
11,12 |
13 knots
+ |
10-12 |
11,12 |
12 |
|
|
|
|
Collision Die Roll Modifiers: One side is attempting to
ram: +1 Both sides attempting to ram: +3 |
- GUNNERY
- 401 - Adjusting ROF
- Battlefleet 1900 is calibrated for battles between
capital ships circa 1900. A battle mainly featuring older ships with lower
rates of fire will move too slowly if those vessels are main participants, and
it will move too quickly if all new light vessels are used. When conducting
such battles, the rates of fire may be adjusted to maintain a desired combat
tempo. When to do this should be unanimously agreed upon by players, as it can
have a profound impact on play if too many new high-ROF vessels are present
amongst much older vessels (Such extreme conditions did happen in real-life
during the Sino-Japanese War).
Rates of Fire Adjustments |
Original ROF |
ROF based on dominant
type* |
1/8 |
1/4 |
1/2 |
1 |
2 |
2 |
6 |
5 |
4 |
2 |
1 |
1 |
4 |
3 |
2 |
1 |
1/2 |
1/2 |
3 |
2 |
1 |
1/2 |
1/4 |
1/4 |
2 |
1 |
1/2 |
1/4 |
1/6 |
1/8 |
1 |
1/2 |
1/4 |
1/8 |
1/10 |
* Note that the "1" column
is the game's default ROF setting, included here for reference. |
- 402 - Night Fighting: Gunnery
- Considering a scenario to be taking place at night
creates a number of difficulties for both players. The following night fighting
rule is to cover the Gunnery aspects of night combat.
Ships may only
fire at enemy vessels that are considered to be spotted. A ship is considered
spotted if it is illuminated by searchlights, or itself is using its
searchlights. A vessel is also spotted for the current turn if it has external
fires or it passes between any ship with an external fire and an enemy vessel.
For game play purposes, all vessels are considered able to recognize the
silhouettes of all other vessels, and may therefore fire upon those which are
spotted with the aid of any similar backlighting such as searchlight beams or
fires (see Night Fighting - Movement rules above).
Vessels illuminating
with their searchlights will suffer LT hits on any De/Upperworks die results of
1 through 3. A destroyer within one cable distance
of a lit searchlight will score an LT hit with its boat guns (if any are in
service) on a 1D6 roll result of 6. This must be declared and
attempted at the start of turn step three. A destroyer firing on searchlights
may not conduct any other fire during that turn.
Extra optional rules:
Players may establish a maximum visibility level by rolling 1D6, which can
represent an ambient spotting distance in cables (one cable = 1/10 of a
nautical mile). This would be in addition to any above spotting rules.
- 403 - Concentrating Fire
- Ships which fire on a vessel already being fired upon by
the same caliber from other vessels may not roll for "bonus doubles" hits. This
represents the problems spotting fire correctly amongst friendly vessel's shell
fire.
- 404 - Bonus Hits
- If a player rolls doubles within a set of damaging
Vitals die rolls for AP fire, an extra hit on the Vitals section of the
General Damage Table is rolled for. Each additional identical number per set
adds one to the total. I.E. - three of the same penetrating number will result
in two General Damage rolls, etc. Bonus rolls resulting from non-penetrating
vital hits (50 percent category) are considered De hits. Bonus rolls resulting
from penetrating vital hits (the 100 percent category or greater) are
considered Di hits. Upperworks hits by AP do not qualify for bonus hits.
If a player rolls doubles within a set of damaging Upperworks
die rolls for HE fire, one external F hit (fire) is immediately added
to the vessel's ship log. Each additional identical number per set adds one to
the total. I.E. - three of the same penetrating number will result in two F
hits, etc. Vitals hits by HE do not qualify for bonus hits.
- 405 - Die Based Shell Hits 1
- For those players who prefer to use dice instead of range
guessing to decide shell hits, simply change the basis for rolling Upperworks
and Vitals hit dice from the number of rounds in the target zone (which is done
after guessing the ranges). Instead, roll one hit die for each four gun tubes
fired at long range, each two gun tubes fired at medium range and each gun tube
fired at close range. No effective fire is allowed at extreme range (four range
brackets) using this rule.
An extra possible option to this rule is
allowing the fire of different ships to be combined if they are firing onto the
same target. For example; two battleships, each with one main turret damaged,
may combine their remaining one turret each to qualify for one long rang die
roll. Players may want to enforce a "coordination" die roll of 5
or 6 for this to occur.
- 406 - Die Based Shell Hits 2
- The previous method for die-based gunnery gives obvious
advantages to vessels with numerous guns. An alternative to this is the use of
different hit dice for each range bracket. Continue using the standard combat
chart, but only use six sided dice when firing at targets within the first
range bracket. Even four sided die could be used at that range to increase the
rate of hits. For firing at targets within the second range bracket use eight
or ten sided dice and in the third range bracket use twelve sided dice. Players
may carry this further by using twenty-sided dice at very long range in the
fourth bracket.
For example: A battleship with four 30cm guns is firing
at a ship that is in the third range bracket. Instead of guessing the range,
the player rolls four twelve-sided dice, with each 1 result on
the dice scoring a Vitals hit, and each 2 on the dice scoring
Upperworks hits. All other die results are considered misses. If firing at a
target within the closest range bracket, the battleship would simply use four
or six sided dice. Players may also use the fast play combat chart in
conjunction with this optional rule. Below is a chart showing a selection of
some possible "die selection curves," each of which gives a slightly different
hit profile.
Die Based Shell Hits 2 |
Type |
Range Bracket |
Short |
Medium |
Long |
V.Long |
Simple |
6 |
6 |
12 |
n/a |
Simple-Fast |
6 |
6 |
8 |
12 |
Common |
4 |
6 |
12 |
n/a |
Fast Play |
4 |
6 |
8 |
12 |
Advanced |
4 |
6 |
12 |
20 |
Values in field are dice
type (six sided, eight sided, etc.) to be used within that range bracket |
- 407 - Expanded danger zones
- For players who like guessing ranges but would prefer to
have an easier way to score hits, try expanding the danger zones. For targets
within the first range bracket, make the danger zone one full range bracket.
For targets within the second range bracket, make the danger zone one-half of a
range bracket. For targets within the third range bracket, make the danger zone
one-quarter of a range bracket. This will dramatically increase the scoring of
hit zones. Coupled with the Fast Play combat chart, the expanded danger zone
rule will create a "hyper-play" mode for extra-fast play.
- 408 - Faster Game Play
- If you want to use more ships or just have the game go
faster, a common solution is for capital ships to fire only main armament
beyond the first or second range bracket. Once the ships get closer, possibly
opening with some of the larger secondaries is an option. Filtering out the
smaller, more numerous guns (especially in the absence of light ships) helps
speed game play substantially.
- DAMAGE
- 501 - Flooding: Light Vessel Actions
- When using all light vessels in a battle, the flood
protection modifier curve on the Flooding chart can be flattened out a bit by
using -1, +1 and +2 instead of -2, +2 and +4 for flooding checks. In the
absence of heavily armored units this helps to prevent a sudden death
environment for lighter weight vessels (the combat chart is geared to the
presence of heavily armored warships).
- 502 - Thin Barbette Shields
- Some vessels had unusually thin barbette shields which
were not factored in to the final vitals value in order to prevent the very
real protection offered by the barbettes from being unnaturally reduced through
averaging. Players who wish to include the vulnerabilities of thin barbette
shields - or no shields at all - into the game should include a +1 die roll
modifier for the De Vitals hit, which covers non-penetrating AP
striking a ship's vital armor area (Note that this will reduce the existing AP
minus from a -2 to a -1). This Thin Shields modifier will make it
slightly more likely that an AP round striking under that circumstance will
damage a main gun position. A tentative list of ships which could be considered
to have thin barbette shields would include: Japan: Fuji (?), Chin yen,
Hashidate, Matsushima, Sai Yen. ES: Maria Teresa, Pelayo. US:
Maine (i), Texas. CN: Chi Yuan, Chen Yuen, Ping Yuen, King Yuen.
UK: Royal Sovereign. DE: Brandenburg. IT: Sardegnia, Andrea
Doria, Italia.
- 503 - Japanese Ammunition
- The shimose based ammunition used by Japan circa
1904-1905 were based on a class of explosives similar to Lyddite. However,
there still seems to be some more research necessary to clarify what precisely
they did with existing ammunition designs as well as their own designs. It is
known that the Japanese used both shimose filled armor piercing (AP) and black
powder filled AP ammunition purchased from Great Britain. As if this did not
complicate matters enough, the Japanese used shimose in both their AP and HE
ammunition. Because of the inherently volatile nature of shimose, shimose
effectively turned Japanese AP rounds into HE rounds or SAP (semi-armor
piercing) ammunition, and it turned their HE shells into hyper-sensitive
explosives that were probably not even bore-safe (not safe to be fired in a
ship's cannon). This last item was probably the cause of several damaging
turret accidents on board Japanese ships, although the Japanese claimed they
were caused by overheated guns.
For game play in Battlefleet 1900,
players may re-create the use of shimose based ammunition by having all
Japanese AP hits behave as normal HE ammunition, and all Japanese HE move one
column to the right for Upperworks HE hits and one column to the left for
Vitals HE hits. Each fire hit caused by any Japanese shimose based ammo
triggers two fires instead of one.
As an additional factor, players may
either allow each Japanese ship to "choose" whether it is firing shimose based
AP or black powder based AP, or have that matter decided by a die roll. This
could end up being more trouble than it's worth, but nevertheless remains a
possible option.
- 504 - Russian Ammunition
- The Russian Navy during this period apparently used armor
piercing ammunition (AP) which had an unusually small bursting charge. Combined
with the already light weight of the shells, this resulted in less than
favorable performance. Players can re-create the effects of Russian AP by not
allowing any AP penetration hits to destroy (Mx or Px) any positions. All
corresponding hits will instead become standard damage (M or P).
- 505 - Tertiary Hits
- Tertiary hits on vessels which have no tertiaries will
usually result in no hit scored. Players may instead have a chance of each T
hit become an S or De hit instead. For each T hit scored on a vessel which has
no tertiary weapons, roll 1D6. A result of 5 results in an S hit,
and 6 results in one De hit.
- 506 - Post-game Saving Rolls
- At the end of a battle, a vessel which is suffering from
five or more points of flooding events may roll two six sided dice (2D6) on the
chart below to establish whether it was lost at sea before reaching a safe
anchorage. Cross index the total end of game flooding points for the vessel
with the distance to the closest harbor to acquire the modified die roll range
which results in a loss. Players will of course need to decide how great a
distance lies between their vessels and the closest harbor.
Lost at Sea Test (Roll
2D6) |
Flooding Points |
Closest Friendly
Harbor |
1 - 10km |
11 - 50km |
60km+ |
5, 6 |
12 |
12 |
11, 12 |
7, 8 |
11, 12 |
10 - 12 |
9 - 12 |
9, 10 |
10 - 12 |
8 - 12 |
5 - 12 |
11, 12 |
9 - 12 |
6 - 12 |
3 - 12 |
13+ |
5 - 12 |
3 - 12 |
2 - 12 |
Die Roll
Modifiers: Each fire burning = +1 Each damage control die lost =
+1 Each point of uneven flooding = +1 Rough seas = +2 Stormy seas =
+4 |
507 - Seawater Fire Fighting
- Whenever a vessel suffers heavy flooding or greater in
any of its compartments, the controlling player may roll 1D6 against any one
internal fire if any are present. On a die roll of 5 or
6, one internal fire is put out. This may happen a maximum of
once per turn, and only at the time the corresponding FL hit is inflicted.
- 508 - Spanish Ammunition
- Due to government inefficiency and corruption, the
Spanish Navy during this period maintained an erratic supply of ammunition,
some of which was good quality and some of which was not. Players can re-create
the effects of the erratic ammunition supply by reducing the size and
penetration effectiveness of Spanish guns by 20% to 40%, depending on desired
handicap. Some Spanish ships were said to have even carried mixed ammo
loadouts, and to have fired off their "good ammo" early in an engagement. If
this is true, players might want to give each Spanish ship a certain number of
firing turns at their full value before reverting to the lower value (1D6 =
number of full value firing turns).
|
|