Wargame Mechanics Index

Greyhounds of the Seas: ACW Sailing Rules

Crew is the central resource: crew squares are lost to hits and must be reassigned to pumps, fires and wreckage, starving guns and engines.

Short homegrown rules for open-sea ship actions of the American Civil War (e.g. Kearsarge vs Alabama), one model per ship, one knot = one inch. Turns use written orders and split half-moves with two simultaneous fire phases. Gunnery is a d20 roll against 12 using a range/gun-type table, followed by a d20 hit-location roll and d6 critical hits, with crew tracked as squares that must man guns, boilers, steering and pumps.

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Mechanics 17 · 0 distinctive

Ranged Combat

1fire
Effect of a HitHit location

Each hit rolls d20 for the area struck.

How it works

d20 results include hull & crew (3-5), hull only (6-10), gun & crew (11), gun only (12), boats, and other areas, with 20 a critical hit; heavy guns add an extra damage square on some results.

Effect of a Hit: Roll one twenty-sided die
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1fire

A table gives to-hit modifiers by range band for six gun classes.

How it works

Columns for light, medium and heavy smoothbores (to 48lb, 90lb, 150lb) and light, medium and heavy rifles; bands run 0-2" (+6 to +9) out to 90"+ (-9), so heavier rifles retain accuracy at long range.

Ranges L.S.B. M.S.B. H.S.B. L.R. M.R. H.R. to 48lb to 90lb to 150lb
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1fire

Gunnery hits on a d20 plus modifiers of 12 or better.

How it works

Roll one d20, add the range/gun-type modifier from the table and situational modifiers; 12 or more is a hit.

Guns: to Hit: roll one twenty-sided die plus modifiers = 12 or better
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Naval Systems

2naval
Crew StrengthShip systems & crew

Crew is tracked in squares that must man each piece of equipment.

How it works

One crew square per ten real crewmen (about 10% cadre). Each gun, boiler, steering and sail change requires one square; when crew drops below requirements, equipment is left unmanned in the order sails, guns, boiler, then steering. Federal warships carry one square of Marines who may only operate guns.

One crew square is allowed per ten actual men in the crew.
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2naval
Pumps, fires and fallen mastsDamage-control crew allocation

Crew must be diverted to pumps, firefighting and clearing wreckage after certain hits.

How it works

After the first waterline hit one crew square goes to the pumps, and another for each further 25% of waterline lost; when all squares are gone the ship sinks in 1d6 turns. Fires are fought by rolling 1d6 per crew factor: out on 4-6 in turn 1, 5-6 in turn 2, 6 in turn 3. A fallen mast requires one crew square to free.

After the first such hit, one crew square must be assigned to the pumps.
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1naval
Gunnery modifiersNaval gunnery

Naval-specific modifiers for raking, broadside targets, anchored or stopped targets.

How it works

Rake (24" or less) +1, target anchored +2, target stopped +3, broadside target +2, obscured -4, plus sea state and haze modifiers.

Rake (24" or less) +1 Obscured -4 Anchored +2 Target stopped +3 Broadside Target +2
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Turn Structure & Sequence

2turn

Movement is split into interleaved half-moves with two fire phases per turn.

How it works

Federals move one-half, Confederates move one-half, both fire; then Confederates move the second half, Federals move the second half, both fire again; finally ship status is adjusted. The order of half-moves reverses between the two halves.

2- Federals move one-half 3- Confederates move one-half 4- Both fire 5- Confederates move one-half 6- Federals move one-half 7- Both fire 8- Adjust ship status
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1turn

Fire is resolved simultaneously by both sides twice per turn.

How it works

After each pair of half-moves, both sides fire; damage is then applied, with ship status adjusted at turn end.

4- Both fire
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1turn

Each turn begins with both sides writing orders for their ships.

How it works

Step 1 of the game sequence is writing orders; the subsequent split movement phases execute those orders.

C.rure Sequence: 1- Wn te orders 2- Federa ls move one-ha lf 3- C,onfederates move one-half 4- Both fire
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Damage & Attrition

1dmg

A d20 roll of 20 leads to a d6 critical-hit table.

How it works

1 gun explodes (crew loss, possible fire), 2 mast down (falls port/starboard, ship turns that way, no fire that side), 3 shaft broken (dead in water or half steam), 4 steering hit (jammed; 5-6 on d6 per turn to free), 5 bridge hit (go straight one turn), 6 boiler hit (no steam; 1d6: 5 fire, 6 explodes and sinks in 1d6 turns).

20 critical hit ... S) Bridge Hit: Go s tr aigh t one tum . 6) lloiler Hit: no steam power: roll ld6 : 1-4-0K; S-fire_; 6-explodcs and sinks in ld6 tums,
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1dmg

Hull, crew and equipment damage are recorded as squares on a ship record.

How it works

Hits remove hull and crew squares (heavy guns +1 square on some results); waterline losses are tracked as a percentage, and once all crew squares are gone the ship sinks in 1d6 turns.

When all squares are gone, the ship sinks in 1d6 turns.
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Movement & Manoeuvre

1move

Ships turn using turning circle templates differing for steam and sail.

How it works

Steam-only ships use a tighter turning circle than sail or sail-steam ships, with a notch interval (distance travelled per turning step) specified for each (roughly 1" vs 3" circles in the noisy OCR).

Turns are done by use of turning circles.
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1move

Ships move up to a maximum speed in inches equal to knots, with separate steam, sail and combined ratings.

How it works

One knot equals one inch. Steam-only ships have one maximum; ships with steam and sail have separate maximum steam, sail, and steam-and-sail speeds (e.g. Alabama 13 steam, 15 steam and sail).

one knot of speed equals one inch on the table All ships have maximun speeds.
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Resolution Engine

1engine

d20 for gunnery and hit location, d6 for morale, criticals and fires.

How it works

Gunnery and hit effect use one d20; crew morale (per editor's note), critical sub-tables and firefighting use d6.

Guns: to Hit: roll one t-..enty-sided die pl us m:xlifiers ... Fi re: Roll ld6 per crew factor as follows:
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Battlefield & Environment

1env
Sea state and hazeWeather

Sea state and haze modify gunnery.

How it works

Calm seas +3, high seas -3, haze -2. A stack hit imposes the haze penalty on all guns downwind of the stack for the rest of the game.

Calm seas +3 High Seas -3 Haze -2
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Forces & Unit Definition

1force
Crew is: Veteran/Average/Green/PoorTroop quality grades

Crew grade modifies gunnery and morale.

How it works

Gunnery modifiers: Veteran +2, Average +1, Green 0, Poor -1. Grade also sets the morale pass ranges.

Crew is: Veteran +2 Average +1 Green 0 Poor -1
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Morale & Cohesion

2morale
Crew MoraleMorale tests

A captain fighting on past severe damage must pass a crew morale check or be overpowered and the ship surrendered.

How it works

A captain may surrender at any time. Fighting on after loss of all guns/engines, dismasting, or loss of over half the waterline requires a d6 roll within a range by crew grade (e.g. dismasted: Veteran 1-6, Average 1-5, Green 1-3, Poor 1-2), with -1 if over half crew lost and -1 if more than one situation applies.

If a Captain wants to fight his ship beyond the call of duty, a morale check must be made to prevent the crew overpowering him and surrendering
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