Wargame Mechanics Index

Naval gunnery

Broadsides, ranges, fire control.

Open in the index

Watch it played 4 moments

  • 10:13–10:56
    Battle of Hampton Roads Wargame | 160th Anniversary
    Little Wars TV
    Rule in play Virginia broadside wrecks USS Congress

    CSS Virginia pulls alongside USS Congress for a point-blank broadside; Congress attempts saving throws on 5+ but fails two, taking two critical damage cards.

  • 14:40–15:25
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Visual spotting and opening gunnery

    Superior Japanese night vision forces US destroyers to deploy miniatures first, allowing Tom to measure range and open fire on the USS O'Bannon.

  • 15:30–16:13
    Massive Trafalgar Wargame
    Little Wars TV
    Rule in play Resolving gunnery and marking ship damage

    The narrator explains the 3d6 combat results table system and damage tracking on ship record sheets, culminating in the Spanish ship Monarca striking her colors.

  • 3:28–4:12
    General Quarters 3 Rule Review
    Little Wars TV
    Rule explained Gunnery charts and hit modifiers

    Steve presents the gunnery combat results chart, explaining that although it looks dense and intimidating, players typically only need a couple of columns and modifiers to resolve surface gunnery.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 5 games

3naval

Gunfire is measured deterministically with a range wand giving points per pair of guns or per battleship broadside.

How it works

In the duel, the wand's zero is placed on the target and the value at the firing ship's mast is multiplied by the number of pairs of 8-inch guns; 12-inch guns are commuted to 8-inch at 1:3 and smaller guns by half-minute fire equivalence. In the fleet game the score wand gives points for a battleship broadside out to 6,000 yards; broadside battery is twice end-on, a ship may split fire between two targets in different quadrants, and cruiser fire is divided by two or four.

Twelve-inch guns are commuted to 8-inch guns at the ratio of 1 to 3.
Download · p. 7, 10, 11, 12 Quote verified
1naval

Ships fire one target per turn and are penalised firing outside the broadside arc.

How it works

Each ship fires at one enemy per turn; range counts +1 per space and targets not in the broadside add +2. Gun Damage Chart ranges by class pairing govern multiple damage cards.

+2 if firing at a target not in your broadside. (see diagram)
Download · p. 6 Quote verified
1naval

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
Download · p. 41 Quote verified
1naval
Bearing, raking & quick-fireThe Jane Naval War Game

Guns must bear, raking multiplies damage and quick-fire represents a minute's continuous fire.

How it works

Fire with guns that would not bear counts as a miss. Raking: common and AP shell count double and shot damages every section until stopped by a bulkhead; at 45 degrees shell gets half again and shot three times. Ships in the line of fire may receive the fire on a coin toss.

Common and Armour Piercing shell count double. Shot damage every section all along unless stopped by a bulkhead.
Download · p. 13, 16 Quote verified
1naval
Broadsides, rakes & targetingTrafalgar 1805

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