Wargame Mechanics Index

Ship systems & crew

Rigging, hull, crew, flooding etc.

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Watch it played 3 moments

  • 8:11–8:50
    Fire as She Bears Rules Review
    Little Wars TV
    Rule explained Critical Hits on High 3d6 Rolls

    Steve and Greg explain how natural rolls of 15 or higher on 3d6 trigger critical hits with varying severity based on the exact total rolled.

  • 8:58–9:46
    General Quarters 3 Rule Review
    Little Wars TV
    Rule explained Damage record tracking on ship cards

    Tom and Steve explain how ship damage is recorded, showing ship miniature hit and splash markers as well as individual ship log cards tracking speeds, bulkheads, bridge, and gun damage.

  • 9:41–10:04
    Battle of Hampton Roads Wargame | 160th Anniversary
    Little Wars TV
    Rule explained Resolving damage with custom cards

    The narrator explains how hits cause yellow cumulative damage cards, red critical damage cards, or catastrophic explosions based on the game's damage table.

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 4 games

2naval

Each ship may attempt to repair one damage card per turn, with odd failures becoming permanent.

How it works

Pick one Gunnery, Gunnery Radar, Magazine or Speed card; roll 2d6 plus any Captain Points spent; 10+ discards it. If the unmodified roll was odd the damage becomes permanent, if even it may be retried next turn. Hull and Bridge damage cannot be fixed.

If the unmodified roll was an odd number, the damage is permanent; if the roll was even then you may try to discard the damage on a subsequent turn.
Download · p. 8 Quote verified
2naval

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.
Download · p. 41 Quote verified
2naval
Effects of gun-fire on flotationThe Jane Naval War Game

Penetrations relative to displacement sink a ship; destroyed ends submerge it a deck.

How it works

Two penetrations of armoured deck or belt per 1,000 tons sink a ship (20 for 10,000 tons). Destroyed bow waterline sections submerge the forward part one deck; if the stern is also destroyed the whole ship sinks a deck and penetrations equal to half the remaining sections capsize it. Personnel loss is five men per gun disabled; guns need ten men to maintain rate of fire.

Two penetrations of armoured deck, belt, etc., per thousand tons of displacement, shall be considered sufficient to sink a ship.
Download · p. 6, 13 Quote verified
1naval
Masts, rigging damage & hulksTrafalgar 1805

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