Wargame Mechanics Index

Ramming & boarding

Ship-to-ship contact combat.

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Watch it played 4 moments

  • 13:46–14:24
    Club vs. Club Thermopylae Wargame
    Little Wars TV
    Rule in play Greek trireme ram and boarding action

    Greek Admiral Carl orders his trireme squadron to ram and board an adjacent Persian vessel. He rolls boarding combat with his heavy hoplite marines and forces the Persian ship to surrender.

  • 16:35–17:16
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Simultaneous movement causes mid-sound collision

    Simultaneous movement execution causes the USS O'Bannon and the Japanese destroyer Harusame to collide, requiring resolution on the collision chart.

  • 18:18–19:34
    Ancient Naval Actium Wargame
    Little Wars TV
    Rule in play Agrippa's division rams Antony's quinqueremes

    Chao initiates a ram attack with Agrippa's division and Zach chooses to counter-ram. Both sides roll opposed ramming dice, roll morale saving throws to absorb hits, and check break results.

  • 19:40–20:38
    Battle of Hampton Roads Wargame | 160th Anniversary
    Little Wars TV
    Rule in play Patrick Henry rams and entangles Cumberland

    Confederate steamer Patrick Henry rams USS Cumberland to immobilize her; Tom rolls for boarding and captures the steamer, but Cumberland is left entangled at speed zero in front of Virginia's guns.

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

2naval

Vessels charge other vessels, walls or beaches and fight boarding melees.

How it works

Vessels declare and move charges after shooting like other units. At each first contact a warship rolls d10 for a catastrophic event (broken keel or ram); a 10 destroys it, and barges rammed by warships sink. Charges against walls or beaches add d6 to the vessel's move, after which the assault unit disembarks. All figures on vessels count in ship-to-ship melee; winners capture enemy vessels whose crews rout into the water.

At each first contact against other ships or barges a warship must roll a D-10 to determine if a catastrophic event occurs
Download · p. 58, 59, 60 Quote verified
2naval
Battle testOi Navarcoi!

Each squadron in contact rolls 2d6 on a table to inflict stand losses on its enemy.

How it works

Contact is made by moving straight ahead and conforming. Each squadron rolls 2d6: 5 or less means it is Disordered and must test morale; 6-8 the enemy loses half a stand; 9-10 one stand; 11-12 one and a half stands. Modifiers are crew quality +/-1, Disordered -1 and the formation differential; 2-vs-1 fights share losses.

Then, each squadron in contact performs a Battle test by rolling 2d6 and aiming at 6+ for success. Results are applied immediately.
Download · p. 9, 10 Quote verified
1naval

A ram succeeds only by striking the enemy's side or stern.

How it works

If ships collide on opposite courses or stem strikes stem the result is a draw. A successful ram must strike the side or stern, and in the mêlée the ramming vessel is motionless during the succeeding move.

To deliver a successful ramming blow the ram must strike the side or stern of the enemy.
Download · p. 7, 14 Quote verified
1naval
Ramming & BoardingThe Jane Naval War Game

Any rammed ship is sunk, under umpire supervision; boarding is decided by the umpire on numbers.

How it works

Any rammed ship sinks, and bow-to-bow rams sink both; damage to the rammer is umpire-settled. As a general rule at least 6 knots superiority of speed is needed to ram. Boarding is decided by the umpire from the men available on both ships.

Any rammed ship is sunk. If ships ram bow to bow both are sunk.
Download · p. 14 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