Wargame Mechanics Index

Trafalgar 1805

Die faces split hits between rigging (6s) and guns/crew (5s), with strong built-in British qualitative superiority in command, gunnery and seamanship.

Beginner-oriented Age of Sail squadron rules written for pre-printed WoFun ships, played on a squared board with headings on the eight compass points. Each turn has Manoeuvre, Gunnery and Boarding phases; movement depends on point of sailing relative to the wind, and broadsides roll a pool of d6 equal to a Target Score, with 6s damaging rigging and 5s knocking out guns. Ships are never sunk, only reduced to hulks, and strike when boarded or dismasted and raked; advanced rules add variable wind, tacking/wearing and national gunnery doctrines.

Get it from the Wargame Library Open in the index

Mechanics 22 · 0 distinctive

Ranged Combat

2fire

Rolling two or more 1s means shot passes over and may hit another ship in the line of fire.

How it works

If a broadside roll includes two or more 1s, one damage point is inflicted on any ship, friend or foe, in the line of fire within 6 squares.

If you ever roll two or more 1s then some shot has passed over the target – inflict 1 point of damage on any ship (friend or foe!) that is in line of fire and not more than 6 squares away.
Download · p. 6 Quote verified
2fire
5s and 6s damageHit location

The die face of each hit decides whether it strikes rigging or guns and crew.

How it works

6s inflict 1 Damage Point (spars and rigging, reducing movement), up to 4 points; 5s remove 1 from the target's facing broadside Gunnery Score, with 1 hit in 3 passing through to the far broadside. Rake hits are split between broadsides. Optional doctrine: French/Spanish only hit with 6s at Gun Shot and beyond; British may put all 5s and 6s on the hull at Point Blank and under.

6s: inflict 1 Damage Point on the target. This represents hits to spars and rigging, affecting a ship’s maneuverability.
Download · p. 5, 6, 7 Quote verified
1fire
Target ScoreDice pool fire

A broadside rolls d6 equal to its Target Score; 5s and 6s hit at Gun Shot or closer.

How it works

Target Score = current broadside Gunnery minus range deduction, +2 stern rake, +1 bow rake, +1 British, -1 Spanish, +1 first shot. E.g. an undamaged British 74 stern-raking at Musket range rolls 5+2+1(+1 first shot) dice. At Random Shot (extreme range) all ships roll one die hitting on 6.

The final Target Score gives the number of dice (D6s) to roll.
Download · p. 5, 10 Quote verified
1fire
Pistol / Musket / Point Blank / Gun Shot / Random ShotRange bands

Range bands in squares subtract from the gunnery score.

How it works

Same square is Pistol Shot and Musket Shot is one square broadside-on, both no deduction; Bow/Stern Quarter count half Gunnery; Point Blank -1 or -2; Gun Shot -3 or -4 (deduction equals empty squares between); Random Shot rolls a single die hitting on 6.

Note that at Gun Shot and shorter, the range deduction is always the same as the number of empty squares between the firer and the target.
Download · p. 10 Quote verified

Movement & Manoeuvre

2move

Moving into or through an occupied square risks collision on rolled doubles.

How it works

Roll 2d6 for two friendly ships, adding a die if they are enemies and for each Spanish ship. Any double means a collision: the mover stops and both take 2 damage points (3 for a treble). Afterwards a double on two dice is needed to break off and leave the square.

If any double is rolled the two ships collide, the moving ship ends its move and both ships lose 2 damage points (see 2.2), or 3 points for any treble.
Download · p. 5 Quote verified
2move
Changing speed / heave-toMomentum / vector movement

Speed may change by at most 2 squares per turn and a ship must move at least one square before stopping.

How it works

A ship can increase or reduce its rate by no more than 2 squares per turn (e.g. 3 squares can become 1-5). Having no brakes, it must always move at least one square before it can heave-to.

A ship can increase or reduce its rate of sailing by no more than 2 squares in a turn.
Download · p. 9 Quote verified
1move
Turning, Tacking & WearingFacing, wheeling & turning

Ships turn one compass point per square; tacking through the wind requires a roll.

How it works

A ship turns 1 point at the start of its move and 1 more after each square moved. Tacking or wearing needs all three masts; tacking requires a d6 of 4+ (+1 British, -1 Spanish, -1 light winds) and is impossible with more than 1 damage point. A failed tack leaves the ship in irons, and it must wear next move.

If a ship fails its roll then the tack is unsuccessful, the ship “misses stays” and ends up “in irons” – pointing directly into the wind. Next move it must begin to wear instead.
Download · p. 5, 9 Quote verified
1move
Squared playing surfaceGridded movement

Ships move square to square on eight compass headings.

How it works

The board is squared to simplify movement and range; ships use headings N, NE, E, SE, S, SW, W, NW. Squares moved on one heading count toward the maximum on a new heading. If ships approach the edge, boards are added or all ships shifted back.

The rules use a squared playing surface and the ships move on headings which correspond to the eight principal points of the compass (N, NE, E, SE, S, SW, W, NW).
Download · p. 8 Quote verified

Naval Systems

1naval
Broadsides, rakes & targetingNaval gunnery

Ships fire one narrow-arc broadside at the nearest enemy, with raking bonuses.

How it works

Normally one broadside per turn at the nearest enemy; a British ship rolling 5-6 may fire one broadside at full and the other at half effect, and only British may split targets. A rake requires the broadside at 90 degrees to the target's bow or stern within 2 squares and is fired immediately during movement. Bow and stern chasers are ignored.

to count as a rake the firing ship’s broadside must be at 90° to the target’s bow or stern and within 2 squares of it
Download · p. 5 Quote verified
1naval

Ships in the same square grapple on an opposed d6 then fight with gunnery-based d6 rolls.

How it works

Target must be stationary or moving at most one square; d6 vs d6, boarder must win or draw to grapple. Then each side adds its weaker broadside Gunnery minus 2 per mast lost to a d6 (+1 British, -1 Spanish): boarder wins and the enemy strikes, draw continues next turn, loss ends attempts. Grappled ships fire only at each other at Pistol Shot, hitting only on 5s.

If the boarder wins the enemy strikes his colors immediately. A draw means the two ships remain grappled together and the fight continues next turn.
Download · p. 6 Quote verified
1naval
Masts, rigging damage & hulksShip systems & crew

Rigging damage and mast loss reduce maximum speed until a ship becomes a drifting hulk.

How it works

-1 square of maximum move per 2 damage points and per mast lost. Once at 4 damage points, single 6s are wasted, but two or more 6s in one turn bring down a mast (d6: 1-2 fore, 3-4 main, 5-6 mizzen). A ship unable to move is a hulk drifting one square downwind each turn.

If this means a ship cannot move it is treated as a hulk – it is dead in the water and will simply drift one square downwind, each turn.
Download · p. 5 Quote verified
1naval
Points of sailing & wind strengthWind & sailing

Maximum and minimum moves in squares depend on heading relative to the wind and its strength.

How it works

A diagram gives max (full sail) and min (fighting sail) squares for each point of sailing in Fresh winds. Strong winds: -1 close hauled, +1 sailing large; Light winds: -1 close hauled and large, -2 on the quarter and before the wind. Ships may only cross the wind by tacking or wearing; British have the weather gauge in the starter scenario.

Strong Winds = -1 (Close Hauled), +1 sailing Large, no change on other headings. Light Winds = -1 (Close Hauled and sailing Large), -2 (on the Quarter and Before the Wind).
Download · p. 5, 8 Quote verified

Forces & Unit Definition

1force
National qualityTroop quality grades

British ships gain bonuses and Spanish suffer penalties across gunnery, seamanship and boarding.

How it works

+1 British / -1 Spanish to Target Score, tacking and boarding; British round gunnery up; Spanish add collision risk. These can be ignored for a balanced game, and special captains can get bonuses (e.g. Redoubtable +1 boarding).

For the purposes of this game, British ships are reckoned to be better than their French and Spanish opponents.
Download · p. 7 Quote verified
1force
Ship Ratings & Gunnery ScoreTroop type taxonomy

Ship rate and gun count set each broadside's starting Gunnery.

How it works

Gunnery = guns/10 (ignore over 90) minus rate, rounded up for British and down for French/Spanish (a 74 gives 5 or 4); frigates subtract a further 2, making sloops useless against the line. Rates run First to Sixth plus smaller vessels.

a 74 gun Third Rate has a Gunnery of 7.4 - 3 = 4.4, which is rounded up to 5 if the ship is British, or down to 4 if French or Spanish.
Download · p. 4 Quote verified

Turn Structure & Sequence

1turn

Sides manoeuvre in turn, with the British always choosing whether to move first or second.

How it works

The British player always chooses to move first or second, and again after any wind change. Ships fire only in their own turn, British firing first.

The British player can always choose whether to move first or second.
Download · p. 4 Quote verified
1turn
The Turn SequenceStructured phase sequence

Each turn has three phases: Manoeuvre, Gunnery, Boarding.

How it works

Ships move in the Manoeuvre phase (rakes are fired as they occur during movement), then fire one at a time with British ships firing first, then any boarding actions are resolved.

The Turn Sequence (there are three phases in each turn): a) Manoeuvre: Move your Ships. ... b) Gunnery ... c) Boarding
Download · p. 4 Quote verified

Command & Control

2cmd
Fleet vs individual manoeuvreActivation test

French and Spanish ships move only as a fleet unless a 6 is rolled to free one ship.

How it works

British ships may move as a fleet or squadron following the leader, or individually once within Gunshot. The French and Spanish normally manoeuvre only as a fleet; on a roll of 6 at the start of a manoeuvre phase one ship may act individually for the rest of the battle.

The French and Spanish normally manoeuvre only as a fleet but if they roll a 6 at the start of a manoeuvre phase then one ship may act individually for the rest of the battle.
Download · p. 4 Quote verified

Damage & Attrition

1dmg
Ship Record CardsDamage records & systems

Each ship's card tracks rating, masts, damage boxes and per-broadside gunnery.

How it works

Record cards show name, rating, nationality, masts standing, battle damage boxes and Gunnery on each broadside, crossed off as hits are suffered. Cards replace table markers so opponents judge effect only by how enemy ships manoeuvre and fire; an umpire may keep all records.

Then the only way to judge the effectiveness of your shooting will be to see how enemy ships man oeuvre and fire back.
Download · p. 8 Quote verified

Resolution Engine

1engine

All resolution uses six-sided dice.

How it works

d6 pools for gunnery, single d6 tests for tacking, d6 vs d6 for grappling, and 2d6 doubles for collisions and wind change.

to get players used to the idea of battlefield manoeuvres and rolling dice to decide combat.
Download · p. 2 Quote verified

Battlefield & Environment

1env
Wind and weatherWeather

Wind direction and strength can be rolled at start and may change once per game.

How it works

Roll d6: 1-4 fresh wind from N/E/S/W, 5 light, 6 strong (roll direction). Optionally after firing starts roll 2d6 each turn end; on 11-12 the wind changes (1-3 drops, 4 veers, 5 backs, 6 rises). Only one change per game; no fighting above Strong winds.

On a roll of 11 or 12 the wind changes. Roll again 1, 2, 3 = it drops one level, 4 = it veers 1 point clockwise, 5 = it backs 1 point anti-clockwise, 6 = it rises one level.
Download · p. 7 Quote verified

Morale & Cohesion

2morale

Ships cannot be sunk and strike only under specific tactical conditions, not by a morale roll.

How it works

Ships cannot be sunk by gunfire, only reduced to hulks. A ship strikes only when successfully boarded, or when it has lost at least 1 mast (all 3 for a British ship) and an enemy moves into a raking position.

it will only strike its colors either: a) when it is successfully boarded OR b) when it has lost at least 1 mast (or all 3 for a British ship) AND an enemy ship moves into a position to rake it.
Download · p. 6 Quote verified

Scenario, Campaign & Victory

1scen
Starter scenario (Strachan's action)Historical scenarios

A six-ship-a-side starter battle based on Strachan's 1805 action in the Bay of Biscay.

How it works

British: Tonnant (80) and three 74s plus two frigates; French: Formidable (80), three 74s and two frigates, with storm-damaged French ships of the line moving one square less. Fresh wind from the South gives the British the weather gauge.

Because of earlier storm-damage all French line of battle ships move one square less than normal when sailing in any direction.
Download · p. 3, 4 Quote verified