The Portable Ironclads Wargame
The Portable Ironclads Wargame
IRONCLADS WARGAME
2022
Eglinton Books
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A view of the deck of the USS Monitor, one of the two ships that fought the first ever ironclad vs. ironclad battle. Some of the dents In
the turret’s armour show where the CSS Virginia’s gunfire hit the Monitor … and that if they had been a few feet to the right, they
might have destroyed one of the Monitor’s 11-inch Dahlgren guns.
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The Demologos had two hulls that were fixed together by the decks and other structural members, between which
was a well or channel 15-feet wide in which a paddle wheel revolved. The paddle wheel was powered by a single-
cylinder steam engine that was installed in one of the two hulls, and steam was produced by a copper boiler in the
other hull. She mounted twenty 32-pounder smoothbore guns which were protected by 5-feet thick wooden sides,
and she could make just over 5 knots. Although she was referred to as being a steam frigate, she was – in reality
– a self-propelled floating battery.
From 1815 onwards, steam engines gradually began to be installed in both existing and newly-built wooden
warships. Progress was slow because the early steam engines and boilers were very inefficient and they – along
with the huge amounts of coal that had to be carried – took up a lot of the ship’s internal space, something that
The Demologos was also known as the Fulton the First and was designed to protect New York Harbour.
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Paixhans’ gun and shell. The shell is fitted with a wooden sabot to make it easier to load. The Dahlgren guns used during the
American Civil War were developments of Paixhans’ designs.
The problem of coal storage did not apply to smaller ships that operated close to harbour, such as steam tugs.
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This screw vs. paddle question was resolved in the Royal Navy in December 1844, when the year-old, screw-driven HMS Rattler
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(a slightly lengthened version of the Alecto-class of paddle steam sloops) began a series of comparative trials with HMS Alecto.
These included speed and manoeuvrability trials as well as a famous ‘tug of war’ where the two ships were connected stern to stern
by a stout cable. This latter trial took place on 5th April 1845, and after ten minutes – during which both ships tried to go forward at
maximum power – HMS Rattler had slowly begun to tow HMS Alecto astern at a speed of 2.5 knots, thus confirming the superiority
of the screw propellor over the paddlewheel. Similar trials were held during the summer of 1849 involving the screw sloop HMS
Niger and the paddle sloop HMS Basilisk. These confirmed the results of the earlier trials.
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Armoured ships
Paixhans’ ideas regarding the armouring of ships were not immediately taken up, but towards the middle of the
nineteenth century the use of armour aboard warships was being actively considered. For example, in 1841 the
American engineers Robert L and Edwin A Stevens submitted plans to the United States Government for an
armour-clad vessel, which is usually referred to as the ‘Stevens Battery’. It was going to weigh 1,500 tons and be
powered by four steam engines driving two propellors that would give her a speed of 18 knots. The hull was to be
constructed of iron, and the engines were placed below the waterline and under an armoured deck. Her armament
– six large-calibre muzzle-loading guns – was housed in open casemates on top of the armoured deck. The guns
Razée is a term used to describe the process of reducing the number of decks of a warship by removing the uppermost deck. Any
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wooden warship that was razéed ended up with less freeboard but could carry fewer but heavier guns and generally required a
smaller crew.
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The two Danish warships carried a total of 132 guns between them whilst the Schleswig-Holstein coastal batteries had 10 guns.
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The casualties and losses were equally disproportionate. The Danes lost 231 killed, 89 wounded, and 936 captured and the
Schleswig-Holstein defenders lost 4 killed and 14 wounded.
The Russian fleet consisted of six ships-of-the-line, two frigates, and three armed steamers – all equipped with shell-firing guns –
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whilst the Turks had seven frigates, three corvettes, and two armed steamers. Only one of the Turkish armed steamers escaped
destruction.
The French and British designs were very similar and were about 1,500 tons and carried sixteen heavy guns. The hulls were
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Turrets
The idea of placing heavy guns in armoured turrets can be traced back to two men, the Royal Navy’s Captain
Cowper Phipps Coles and the Swedish engineer, John Ericsson. During the Crimean War, Cowper Coles had
constructed a raft named Lady Nancy, armed with guns that were protected by an armoured 'cupola'. He
successfully used her to shell the Russian town of Taganrog on the Black Sea coast, and on his return to the UK
he began designing a rotating armoured gunhouse (or turret) that could be fitted to low freeboard armoured
vessels. He argued that such ships would be very difficult to hit due to the small silhouette they presented to enemy
ships. At the same time – and completely independently – Ericsson also developed a revolving armoured
gunhouse that was designed to be used on the ship he designed in 1861 for the US Navy, the USS Monitor.
The Coles turret was more technologically advanced than Ericsson’s turret. The former rested on a roller path that
was situated below the waterline on the gun deck whereas Ericsson’s design revolved around a central spindle
and required jacking up before it could turn and was prone to jamming. Furthermore, the Coles turret was protected
with solid, not laminated, armour plating. Despite these differences, the two turret designs were both extensively
used on early ironclads, especially those designed for inshore work.
A comparison between the Coles turret as fitted to the Danish ironclad Gorm (on the left) and the Ericsson turret as fitted to the USS
Monitor (on the right).
The iron plates interlocked using a tongue and groove joint, and the teak was made up of two 9-inch-thick layers that were laid at
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An example of a casemate ironclad. The is the French-designed Tamandare, which was built for the Brazilian Navy in 1865 and used
by them against the Paraguayan Navy during the War of the Triple Alliance.
Barbettes
Towards the end of the ironclad era, the main armament fitted to ships became bigger and more powerful and
could no longer be mounted along a ship’s broadside. To cope with this, casemates became shorter and eventually
developed into the central or box battery.
A contemporary plan of HMS Penelope showing her central or box battery. Her battery and waterline were armoured with 6 inches of
iron armour, and she carried eight 8-inch rifled muzzle-loading guns. The two guns at either end of the battery were capable of being
swiveled so that they could fire through inset gunports that faced forwards and aft, thus enabling her to fire at ships that were not
abeam of her.
To mount heavy guns that could train over wide arcs, warship designers persisted with the development of turrets,
but because of their weight, ships equipped with turrets tended to have lower freeboard. Whilst this was not a
problem for ships that were designed to operate in coastal or calm waters, when fitted to sea-going warships they
made them vulnerable in heavy seas. The loss of HMS Captain – along with her designer and commander Captain
Cowper Coles – during a Channel storm on 7th September 1870 forced designers to look for alternatives. The
result was the barbette.
Barbettes were already a feature of land fortifications and were basically a raised platform on a rampart that
enabled a gun to be fired over a parapet. When applied to a ship, the barbette became a fixed armoured enclosure
– usually in the form of a circular or elongated ring of armour – around a rotating or turntable gun mount, over
The French ironclad barbette battleship Vauban. Her main armament of four 9.4-inch guns was mounted in four barbettes and her
secondary armament (six 5.5-inch guns) was mounted in a central battery. She also carried a 7.6-inch gun in her bows, where it was
intended to act as a bow-chaser.
The Vauban undertaking a battle [Link] of the 9.4-inch guns can clearly be seen – behind its armoured shield – on the left of the
painting.
These armoured shields eventually developed into armoured gun houses that completely covered the barbette mounting.
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A typical spar torpedo launch. The spar torpedo would be carried on board the launch and only deployed during the launch’s
approach run to the target.
The spar torpedo was a temporary answer to the problem, and engineers strove to develop other methods to
making the torpedo self-propelled. In 1866, Robert Whitehead – a British engineer working in Fiume – developed
Giovanni Luppis’s earlier design for a locomotive torpedo into one that would accurately move at a preset depth
on a preset course and at a preset speed. By 1871 a licensed version was being manufactured at the Royal
Laboratories, Woolwich Arsenal, and soon afterwards Whitehead locomotive torpedoes were in service with navies
across the world.
Colt’s mine was looked on favourably by President John Tyler, but his predecessor – John Quincy Adams – described it as being
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A half-hull model of HNLMS De Ruyter as she would have looked after her conversion into a casemate ironclad.
Four for the Swedish Navy and one for the Norwegian Navy.
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The De Ruyter was originally laid down in 1831 as a 74-gun ship-of-the-line, launched as a 54-gun sailing frigate in 1853. and was
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taken in hand for conversion into a steam frigate in 1859. That conversion was never completed.
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The CSS Manassas. She was originally an icebreaking steam tug owned by the Boston Steam Tow-Boat Company. She was
taken as a prize by the Confederate privateer/gunboat CSS Ivy and rebuilt as an ironclad ram.
Battle of Lucas Bend The Union ironclads USS Essex and USS St Louis were transporting troops down the
(11th January 1862) Mississippi in fog when they were engaged by three Confederate warships and a
floating gun platform. After an hour of inconsequential skirmishing, the Confederate
ships withdrew to safety under the Confederate battery at Columbus.
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Battle of Island The US Navy’s Western Flotilla of armoured gunboats (USS Benton, USS Mound
Number Ten (28th City, USS Cincinnati, USS Carondelet, USS St Louis, and USS Pittsburg) supported
February to 8th April operations by the US Army on the Mississippi River.
1862)
US Navy ironclads bombarding Confederate defences on Island Number Ten on the Mississippi.
Battle of Plum Point Two of the US Navy’s Western Flotilla of armoured gunboats (USS Mound City and
Bend (10th May 1862) USS Cincinnati) were sunk by vessels of the Confederate River Defense Fleet. They
were later raised and returned to service.
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Battle of Drewry's US warships, including the ironclads USS Monitor, USS Galena, and USRC
Bluff (15th May 1862) Naugatuck, sailed up the James River to test the defences of Richmond. They
encountered underwater obstacles and very accurate fire from Fort Darling. As a
result, the USS Galena was damaged, and the US warships withdrew.
Battle of Memphis The US Navy’s Western Flotilla of armoured gunboats (USS Benton, USS Louisville,
(6th June 1862) USS Carondelet, USS St Louis, and USS Cairo) destroyed the Confederate River
Defense Fleet.
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Battle of Saint Two ironclad gunboats of the US Navy’s Western Flotilla (USS Mound City and USS
Charles (17th June St Louis), acting in support of US Army forces advancing towards Little Rock,
1862) Arkansas, were in action against Confederate gun batteries. The boilers of the USS
Mound City were hit by shellfire and filled the ship with scalding steam. Only 25 of the
175 crew members escaped death or serious injury.
Battle of Fort Armoured gunboats US Navy’s Mississippi River Squadron – formerly the Western
Hindman (9th to 11th Flotilla – (USS Cincinnati, USS Louisville, and USS Baron De Kalb (ex-USS St Louis))
January 1863) assisted the US Army in the capture of the largest number of Confederate troops west
of the Mississippi River to surrender during the war.
Battle of Fort Four monitors of the South Atlantic Blockading Squadron (USS Patapsco, USS
McAllister (3rd March Passaic, USS Nahant, and USS Montauk) attacked Fort McAllister, Georgia.
1863)
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Battle of Fort Ships of US Navy’s Mississippi River Squadron (including the USS Baron De Kalb
Pemberton (11th and armoured river gunboat USS Chillicothe) assisted the US Army of the
March 1863) Tennessee’s attack on Fort Pemberton.
The USS Chillicothe. She is an interesting exampl,e of the smaller type of ironclad built for the US Navy.
First Battle of The biggest clash between opposing ironclads in the war so far. Seven Passaic-class
Charleston Harbour monitors, and two ironclads (the USS New Ironsides and USS Keokuk)
(7th April 1863) unsuccessfully took on the defences of Charleston Harbor, which included two small
Confederate ironclads, the CSS Chicora and CSS Palmetto State.
Sailing in line ahead formation, the monitors of the US Navy approach the defences of Charleston Harbour.
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Battle of Grand Gulf Seven US Navy ironclads of the Navy’s Mississippi River Squadron (USS Pittsburg,
(29th April 1863) USS Louisville, USS Carondelet, USS Mound City, followed by USS Benton, USS
Tuscubia, and USS Lafayette) bombarded the Confederate fortification at Grand Gulf
in as part of Major General US Grant’s Vicksburg campaign.
US Navy ironclads in action at Grand Gulf. They are (left to right) USS Benton, USS Tuscubia, USS Louisville, USS Carondelet,
USS Pittsburgh, USS Mound City, and USS Lafayette.
Battle of Wassaw The US Navy monitors USS Weehawken and USS Nahant (assisted by the gunboat
Sound (17th June USS Cimmerone) fought and captured the Confederate ironclad ram CSS Atlanta.
1863)
USS Weehawken firing at the Confederate ironclad ram CSS Atlanta during the Battle of Wassaw Sound.
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Officers of USS Catskill relaxing on deck at the end of the war. The two different calibre main guns (a 15-inch smoothbore and 11-
inch Dahlgren) can clearly be seen in this photograph.
Second Battle of Fort Warships of the South Atlantic Blockading Squadron supported the US Army’s
Wagner (18th July second unsuccessful attempt to capture Fort Wagner.
1863)
The USS Passaic, one of the monitors of the South Atlantic Blockading Squadron.
Second Battle of Warships of the South Atlantic Blockading Squadron supported the US Army’s third
Charleston Harbour – and this time successful – attempt to capture Fort Wagner.
(17th August to 8th
September 1863)
Second Battle of Fort An ironclad (USS New Ironsides) and seven monitors (USS Montauk, USS Patapsco,
Sumter (9th USS Passaic, USS Nahant, USS Weehawken, USS Nantucket, and USS Catskill) of
September 1863) the South Atlantic Blockading Squadron unsuccessfully attacked Fort Sumter.
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The attack on USS The Confederate semi-submersible torpedo boat CSS David successfully attacked
New Ironsides (5th the USS New Ironsides with a spar torpedo. The CSS David sank, but was later raised
October 1863) and repaired, and the USS New Ironsides suffered only minor damage.
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Battle of Plymouth On the 19th April, the ironclad ram CSS Albemarle assisted Confederate land forces
(17th to 20th April 1864) to successfully attack the US Army garrisons occupying Fort Comfort and Fort
Williams at Plymouth, Georgia. In the face of overwhelming odds, the US Army troops
surrendered on 20th April. During the attack, the CSS Albemarle sank one US Navy
gunboat (USS Southfield) and damaged another (USS Miami).
Although no ironclads were involved in this incident, it is included in this list because of its historical importance.
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Battle of Albemarle After her successful support of the Confederate attacks on Fort Comfort and Fort
Sound (5th May 1864) Williams, the CSS Albemarle was involved in an unsuccessful attempt by the
Confederate Army to capture New Bern. The CSS Albemarle was opposed by eight
US Navy gunboats, and the fighting lasted until sunset. The CSS Albemarle was
damaged and withdrew overnight. She was subsequently sunk on 27th October when
a spar torpedo was detonated against her side by a raiding party led by Lieutenant
William Cushing. The Albemarle‘s hull was subsequently raised and sold.
The CSS Albemarle. She was damaged during the Battle of Albemarle Sound and later sunk by a spar torpedo.
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Battle of Cherbourg The USS Kearsarge sank the Confederate raider CSS Alabama off the coast of
(19th June 1864) Cherbourg, France.
The USS Kearsarge sinking the Confederate raider CSS Alabama of the French port of Cherbourg.
Although no ironclads were involved in this incident, it is included in this list because of its historical importance. It is of interest to
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note that the CSS Alabama was escorted out of French territorial waters by the French ironclad Couronne, the first iron-hulled
ironclad to be built for the French Navy.
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The Battle of Mobile Bay. The USS Hartford can be seen on the left of the picture, with the CSS Tennessee in the centre. Two of
the US Navy’s monitors can be seen on the right of the picture.
Second Battle of Fort Ships of the North Atlantic Blockading Squadron – which included numerous
Fisher (13th to 15th ironclads and monitors – assisted troops of the US Army and US Marines to capture
January 1865) Fort Fisher, North Carolina. This was the biggest combined operation of the Civil War.
The USS Canonicus was one of the US Nay monitors that took part in the Second Battle of Fort Fisher.
Battle of Trent's A strong flotilla of Confederate warships that was led by the ironclad CSS
Reach (23rd to 25th Fredericksburg and that included two ironclad rams (the CSS Richmond and CSS
January 1865) Virginia II), five gunboats and three torpedo boats bombarded Fort Brady on the
James River and engaged four US Navy ships, including the monitor, USS
Onondaga. The attack was unsuccessful
The CSS Fredericksburg. She was subsequently scuttled by the Confederates when Richmond was abandoned.
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A model of the Rolf Krake in the Royal Arsenal Museum (or Tøjhusmuseet) in Copenhagen.
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A contemporary plan of the Italian turret ship Affondatore, showing the layput of her turrets and armour.
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The Passage of A Brazilian flotilla of armoured ships – seven ironclads (Brazil, Mariz e Barros,
Humaitá (10th Tamandaré, Colombo, Cabral, Barroso, and Herval) and three monitors (Bahia,
February 1868) Silvado, and Lima Barros) – forced their way past the heavily-armed Paraguayan
fortress of Humaitá on the River Paraguay.
A contemporary illustration of the Brazilian ironclad Mariz e Barros after the Passage of Humaitá.
The attack on the Several canoes filled with soldiers attempted to capture several Brazilian warships
Lima Barros and during the night, including the Lima Barros and Cabral. After hand-to-hand fighting on
Cabral (2nd March the decks of the Brazilian warships, the Paraguayan attackers were driven off.
1869)
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The CSS Stonewall. She was built in France for the Confederate Navy (with the covername Sphinx to give the impression that she
was being buit for the Egyptian Navy) but when the deception was discovered, she was sold to Denmark on 31st March 1864 and
became the Stæ[Link] she had been delivered to the Danish Royal Dockyard in Copenhagen, the Danes sold her to the
Confederacy on 6th January 1865. She the set sail for North America, and after diversions via Ferrol in Spain to fix a damaged
rudder and Lisbon in Portugal to take on more coal, she eventually reached Havana in Cuba … by which time the American Civil
War had ended. CSS Stonewall was blockaded in Havana by US Navy ships, and her captain finally surrendered her to the
Spanish, who handed her over to the United States on 2nd November 1865. She was then taken to Washington Navy Yard, where
she was laid up. As the US Navy did not want her, she sold on 5th August 1867 to the Imperial Japanese government, who
renamed her Kotetsu.
Her sistership – who was built with the covername Cheops – was sold to the Prussian government on 25th May 1864. She was
renamed Prinz Adalbert and served in the Prussian Navy until 28th May 1878, by which time her wooden hull was rotten and she
was no longer seaworthy.
Battle of Hakodate In the immediate aftermath of the Battle of Miyako Bay, the Imperial Japanese fleet –
(7th May 1869) which was supporting the landing of Imperial troops on Hokkaido – attacked the ships
of the Ezo Republic, and after putting the Kaiten out of action, they sank the remaining
Ezo ship – the Banryū – for the loss of the Chōyō.
It is on interest to note that Tōgō Heihachirō – who later commanded the Imperial Japanese fleet at the Battle of Tsushima – served
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Assault on Sokhumi An Ottoman squadron consisting of the ironclads Iclaliye, Avnillah, Muin-i Zafer, Feth-
(14th May 1877) i Bülend, Mukaddeme-i Hayir, and Necm-i Şevket bombarded Russian positions
around the Black Sea port of Sokhumi in preparation for a landing by Turkish infantry.
The Ottomans captured Sokhumi two days later.
A contemporary plan of the Feth-i Bülend and Mukaddeme-i Hayir showing the layout of their guns and armour.
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A Romanian painting that depicts the sinking of the Seyfi by a Romanian spar torpedo boat.
The attack on the The Iclaliye, Feth-i Bülend, and Mukaddeme-i Hayir were anchored in the port of
Iclaliye (10th June Sulina at the mouth of the Danube. Six Russian spar torpedo boats targeted the
1877) Iclaliye, which was protected by defensive nets. The Iclaliye was undamaged but one
of the torpedo boats was sunk by the explosion of its own torpedo.
Battle off Constanta The Feth-i Bülend engaged the Russian armed steamer Vesta – which was acting as
(23rd July 1877) a mothership for several spar torpedo boats – in an inconclusive action that left both
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vessels lightly damaged .
One of the officers serving aboard the Vesta was Zinovy Petrovitch Rozhestvensky, who commanded the Russian fleet at the Battle
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of Tsushima. He had commanded one of the spar torpedo boats that attacked the Iclaliye on 10th June 1877.
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Attack on the Asar-I During the night, three Russian spar torpedo boats attempted to sink the Asar-I
Tevfik (23rd/24th Tevfik. One spar torpedo was exploded against a boat that was protecting the target,
August 1877) and the Asar-I Tevfik only suffered minor damage.
A contemporary plan of the Asar-I Tevik showing the layout of her guns and armour.
Attack on the Asar-I A Russian spar torpedo boat unsuccessfully attacked the Asar-I Sevket.
Sevket (24th August
1877)
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The defence of The Hifz-ur Rahman engaged Russian minelayers trying to lay mines in the mouth of
Suling (9th November the Danube. She was lightly damaged
1877)
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The Huáscar sinking the unarmoured Chilian corvette Esmeralda at the Battle of Iquique.
Battle of Punta The Peruvian armoured frigate Independencia attempted to sink the unarmoured
Gruesa (21st May Chilian schooner Covadonga near the Peruvian port of Iquique. The Covadonga ran
1879) inshore and into the cove at Punta Gruesa, followed by the deeper-drafted
Independencia. The latter hit an underwater obstacle and began to sink. She was
later set on fire by her crew after they had been rescued by the Huáscar.
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Battle of Angamos Two armoured frigates of the Chilian Navy – the Blanco Encalada and the Almirante
(8th October 1879) Cochrane – supported by four small unarmoured warships, engaged the Peruvian
ironclad turret ship/monitor Huáscar. After a battle that lasted nearly four hours, the
Huáscar surrendered. After she had been repaired, she was commissioned into the
Chilian Navy, and is now preserved as a museum ship.
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Gridded Naval Wargames by Bob Cordery. Dahlgren and Columbiad by David Manley.
Both sets of rules are eminently playable in their own right and accord the ironclad enthusiast a great contrast in
styles and complexity. GNW are by far and away the simpler of the two sets, but one should not equate simplicity
with a lack of ‘realism’. A lot of thought and study of the period has gone into them, and the gaming results are
broadly similar in effect and outcome to much more complex sets. They are ideal for the gamer that wants a quick
naval diversion – perhaps as a way to introduce new players to the genre – or as the waterborne element of a
traditional land-based campaign, shades of Grant’s operations along the Mississippi, culminating in the fall of
Vicksburg in 1863.
D&C are equally playable but with a rather different approach and are what I would regard as being a more ‘formal’
set of naval wargame rules. As one might expect, with more detail comes added complexity but that should
certainly not deter the gamer from using these very popular and eminently playable rules. For me, their biggest
single advantage is the fact that individual ships and weapons are more effectively modelled in respect of their
capabilities than in GNW.
The following is a brief overview of how elements from the two sets work and how I came to the resulting design
decisions used in the rules.
The Ships
In GNW ships are one of four types with each type having a number of damage points, a number of gun dice and
a movement factor. These can be adjusted up and down as required as the result of one’s own research or
thoughts on the subject. In D&C ships are rated for the level of protection, the overall size of the ship, its perceived
manoeuvrability, speed and the type and location of the artillery carried. In short, D&C gives a far more detailed
depiction of specific ships rather than using generic types.
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If in doubt ...
'Let the dice decide!'
From HOW TO PLAY WAR GAMES IN MINIATURE
by Joseph Morschauser (1962)
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For example, an adjusted D6 die roll score of 8 means that as well as the 2 damage points inflicted for reaching a total of 6, the
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remaining score of 2 (8 - 6 = 2) means that should the attacking player roll a 1 or a 2 on a second D6 die roll, then a further damage
point is scored.
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Straddling is defined as being partially in a hex that is bisected by arcs of fire of the firing ship.
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Movement
21. A ship model must be located as centrally as possible across two hexes and facing a flat hex side.
22. Only a single ship model may occupy any given pair of hexes unless subject to a ramming or spar
torpedo attack.
23. Turning is conducted in 60-degree increments and to make one 60 degree turn costs the turning ship
one movement point.
24. To enter a new hex costs one movement point whilst moving forward and two movement points whilst
moving in reverse. Note that the additional reverse movement cost does not apply to those ships
designed to operate in either direction normally, typically such craft as double-ended ferry boats.
25. A ship must enter a new hex to turn 60 degrees; however, at the start of its move it may turn 60
degrees at no cost provided it did not execute a turn in that hex at the end of the previous turn.
26. A ship turns by changing the heading of the bow in the forward hex and in doing so pivots the stern
in the aft hex in the opposite direction and into the adjacent hex. Note that a ship executing a turn
that has pivoted its stern into a hex occupied by an enemy ship does not count as initiating a ramming
attack and it may only do so if able to move away from the enemy ship.
27. A ship may turn whilst reversing at the usual cost of one movement point. It does so by pivoting from
the stern rather than the bow so that the bow section moves into a new hex, in effect, the reverse of
a forward turn.
28. During the movement phase the moving ship may attempt a ramming attack, may run aground, or
may trigger a mine attack. In each case, these events should be resolved at the point of first contact
and with the outcomes being applied immediately. The rules governing these events are explained
separately.
Shallows and grounding
29. Areas of shallows should be identified on a sketch map of the playing area.
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Ram Attacks
32. To conduct a ram attack, the attacking ship must first move into contact with an enemy ship.
33. A ram attack is initiated when an attacking ship’s bow moves into contact with an enemy ship.
34. The ramming ship rolls a number of D6 dice equal to its Hull Factor and applies any applicable
modifiers from the table below.
35. Any damage points scored (see Combat Resolution Overview) are recorded on the target ship’s
damage record chart.
36. If the ramming ship fails to damage its intended target, then the ram attack is deemed to have failed
and so either ship, if able, is free to manoeuvre as normal for the rest of the turn.
37. The ramming ship stops in the hex at the point of contact whilst the target ship then pivots away –
either from the fore or aft hex, depending upon where the ram attack was intended – from the
attacking ship into an adjacent hex.
38. If the ramming ship has inflicted damage, then the target ship then rolls a number of D6 dice equal to
its Hull Factor only and a note of any damage points scored (see Combat Resolution Overview) on
the ramming ship’s damage record chart.
39. If both ships sustain damage, then each player rolls a D6 die. If either player rolls a 6 then the ships
are locked together in the rammed hex and must roll to free themselves during Sequence of Play,
requiring either player to roll a 6 for the ships to be freed from one another.
40. Assuming that after a ram attack the two ships are not locked together, both ships are allowed a free
60-degree turn after the target ship has pivoted into an adjacent hex (see above) which must be
executed immediately or the opportunity to make such a turn is lost.
41. After a ram attack, if both ships are locked together, then no movement is permissible by either ship
until such a time as they become unlocked (see above).
Ram Attack Modifier per D6 die rolled
Ramming ship has a Ram Bow +1
Each movement point greater than the target ship’s last move +1
Ram attack directly against target ship’s stern +1
Ram attack directly against target ship’s bow -1
Target at anchor, adrift or aground +1
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See the rules for offshore defences with the number of hit points the obstacle has, being equal to the original Damage Point (DP)
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Ship Specifications
65. The following tables show the factors required to be able to design a warship of the period for use
with these rules. There is also a representative selection of Union and Confederate vessels from the
American Civil War in the following chapter.
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Turrets (T) usually have a 360-degree arc of fire unless restricted by the structure of the vessel. This should be noted on the ship
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specification charts.
A ship is in a straddled hex if it is partially in a hex that is bisected by arc of fire of the firing ship.
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FW: (3/3)
USS Keokuk 3 Medium 3 2 9
AW: (3/3)
USS
2 Medium 3 4 9 T: (4/4)
Canonicus
F: (3/4)
USS Essex 3 Large 4 2 12
P, S: (2/2)
F: (2/3)
USS Cairo 3 Medium 3 2 9 P, S: (1/2)
A: (2/3)
F: (2/3)
USS Benton 2 Medium 3 2 9 P, S: (3/3)
A: (2/3)
FW: (3/3)
USS Choctaw 2 Large 4 2 12 P, S: (1/2)
AW: (3/3)
45
FW: (2/2)
USS
4 Medium 3 0 9 P, S: (3/2)
Mississippi
AW: (2/2)
F: (1/1)
USS Hartford 3 Medium 3 0 9
P, S: (4/2)
F: (2/2)
USS
3 Medium 3 0 9 P, S: (4/2)
Cumberland
A: (2/3)
USS
3 Large 4 0 12 P, S: (5/2)
Minnesota
F: (2/3)
USS Miami 3 Medium 3 0 9 P, S: (1/0)
A: (2/3)
USS P, S: (1/0)
2 Medium 3 1 9
Switzerland Ram Bow
FW: (2/3)
USS
5 Medium 3 0 9 P, S: (2/2)
Metacomet
AW: (2/3)
FW: (1/1)
USS Sciota 4 Medium 3 0 9
PS: (3/3)
FW: (1/1)
USS Tyler 3 Medium 3 0 9
P, S: (2/2)
46
USS Queen of
3 Medium 3 1 9 Ram Bow
the West
Confederate Ships
Gunnery Factors
Speed Hull Armour Damage
Name Size Factor Factor Points Firing Arc: (Gun
(SP) (HF) (AF) (DP) Factor/Penetration
Factor)
FW: (2/3)
P, S: (2/2)
CSS Virginia 2 Medium 3 3 9
AW: (2/3)
Ram Bow
FW: (2/3)
CSS
2 Small 2 3 6 AW: (2/3)
Albemarle
Ram Bow
FW: (2/2)
CSS P, S: (1/1)
2 Medium 3 3 9
Charleston AW: (2/2)
Ram Bow
FW: (2/3)
P, S: (2/2)
CSS Atlanta 3 Medium 3 3 9 AW: (2/3)
Spar Torpedo
Ram Bow
FW: (2/3)
CSS P, S: (2/3)
2 Medium 3 4 9
Tennessee AW: (2/3)
Ram Bow
47
FW:(2/2)
CSS
3 Medium 3 3 9 P, S: (2/3)
Arkansas
Ram Bow
FW: (2/1)
CSS Patrick
3 Medium 3 0 9 P, S: (2/1)
Henry
AW: (2/1)
FW: (1/1)
CSS Caroline, P, S: (1/1)
4 Medium 3 0 9
Austin AW: (1/1)
Ram Bow
FW: (1/1)
CSS Little
3 Small 2 0 6 P, S: (1/1)
Rebel
Ram Bow
FW: (1/2)
P, S: (1/1)
CSS Selma 3 Medium 3 1 9
AW: (1/1)
Ram Bow
FW: (2/3)
P, S: (2/1)
CSS Gaines 3 Medium 3 1 9
AW: (2/3)
Ram Bow
FW: (3/4)
CSS Sumpter 3 Medium 3 0 9
P, S: (1/1)
FW: (1/1)
CSS Queen P, S: (1/1)
3 Medium 3 1 9
of the West AW: (1/1)
Ram Bow
48
P, S: (1/1)
CSS Alabama 3 Medium 3 0 9
P, S: (2/3)
23 Unarmed Blockade
A D Vance 5 Medium 3 0 9
Runner
24 Unarmed Blockade
Banshee 4 Medium 3 0 9
Runner
Generic Vessels
Gunnery Factors
Speed Hull Armour Damage
Name Size Factor Factor Points Firing Arc: (Gun
(SP) (HF) (AF) (DP) Factor/Penetration
Factor)
Small
2 Small 2 0 6 Unarmed
Transport
Medium
2 Medium 3 0 9 Unarmed
Transport
Large
2 Large 4 0 12 Unarmed
Transport
FW: (1/1)
Gunboat 2 Small 2 0 6
AW: (1/0)
FW: (1/2)
Heavy
2 Medium 3 1 9 P, S: (1/0)
Gunboat
AW: (1/1)
She was captured on 19th September 1864 and incorporated into the US Navy as a gunboat named the USS Advance. She was
23
49
25
Mortar Raft Towed Small 2 1 6 FW: (3/3)
50
The above picture shows the USS Minnesota engaging the CSS Virginia. The red lines illustrate the port broadside (P) arc
of fire for the Union ship whilst the blue marker illustrates the forward wide (FW) are of the Confederate ship. The CSS
Virginia also has a port broadside factor (P) so reference to the play of the arc demonstrated by the Union vessel should
suffice. The range is two hexes when measured from the closest point of each ship – in this case the bow. The firing from
the Union ship is straightforward in that her broadside gunnery factor is four with a penetration factor of two (noted as 4/2)
meaning that 4D6 dice are rolled to score potential hits. As the range is two hexes this is reduced to 3D6 dice as a D6 die
is lost for each hex of range. As the Confederate ship has only just moved a single hex into the broadside arc of fire of the
Union ship i.e., between the two red lines; only half of the available gunnery dice are rolled. In this case it is three D6 die
divided by two and rounded up. This means she opens fire with 2D6 dice. The Union player rolls a 2, a 4 and a 5. There
are no applicable modifiers, so the scores stand. The 2 is discounted whilst the 4 and the 5 are a single damage roll for
each. The penetration factor of the Union artillery is two whilst the CSS Virginia has an armour factor of 3. This means that
the Union damage rolls will each suffer a minus one modifier: 2 – 3 = -1. The Union player rolls a 5 and 6! The 5 is reduced
to 4 which equals a single point of damage. The 6 becomes a 5 which is also a single point of damage BUT, a natural roll
of 6 entitles the player to another roll of a D6 die with the same modifier. The roll comes up with a 5 which when reduced
to 4 means that a further point of damage is inflicted on the Confederate ship or three points in total. Heavy damage, but
nothing fatal.
The CSS Virginia then fires back. The range is two hexes, but each hex occupied by the Union ship is in a different firing
arc. Her bow hex falls in the Confederate ship’s port broadside (P) arc whilst her stern hex is in the forward wide (FW) arc.
As only a single hex of the target ship is in either arc it means that both gunnery factors are halved. Her forward wide (FW)
artillery is rated as 2/3 whilst her port broadside (P) is rated at 2/2. Each arc loses 1D6 dice due to range meaning that the
CSS Virginia can roll 2D6 dice for potential hits as a combined total. A 4 and a 6 are rolled meaning there are three rolls for
damage plus an extra roll for the sole natural 6. This comes up as a 5 meaning that the Confederate ship has four D6 die
damage rolls to make. She rolls a 3, two 4s and a 6 requiring another D6 die roll which comes up with a 4. The modifier for
penetration is in this case, brutal. Using the higher factor of 3 against the armour factor of the wooden frigate of 0 means
that the Confederate rolls 5D6 dice each with a plus 3 modifier. She rolls a pair of 1s, a 2, a 4 and a 5. The two 1s are
discounted whilst the remainder become a scores of 5, 7, and 8. That translates into 5 damage points. There are also two
51
The USS Minnesota has taken a battering from the Confederate ironclad proving once again that wooden ships of war have
had their day. The ironclad would rule the waves.
In this example the Union ship is unable to fire as no target is in her port broadside (P) arc (the red markers). The
Confederate ship is able to fire though, with her own port broadside (P) – the blue markers – and at full effect as both hexes
occupied by the Union ship are within the firing arc.
52
53
Ramming
54
As you can see in the picture above, the aft part of the Union frigate has pivoted away from the Rebel ship, so both are now
free to navigate and may take advantage of the one hexside free turn allowed. If the above attack had been directed against
the bow section, then the pivot away would look something like this.
55
In the case of a stern or bow head on ram attack the target ship is in effect pushed away from the ramming ship by a single
hex in the direction of the attack.
56
The initial dispositions. The four Union ships approach from the Northeast with the USS Queen of the West leading the
USS Essex whilst the USS Tyler leads the Northernmost column with the USS Carondelet following in her wake. For the
Confederates the CSS Little Rebel passes Fort Duvet leading the CSS General Sterling Price. The CSS Secessionist lurks
along the Northwestern edge.
57
Union
Gunnery Factors
Speed Hull Armour Damage
Name Size Factor Factor Points Firing Arc: (Gun
(SP) (HF) (AF) (DP) Factor/Penetration
Factor)
F (2/3)
USS
3 Medium 3 2 9 P, S (1/2)
Carondelet
A (2/3)
F (3/4)
USS Essex 3 Large 4 2 12
P, S (2/2)
FW (1/1)
USS Tyler 3 Medium 3 0 9
P, S (2/2)
Confederate
Gunnery Factors
Speed Hull Armour Damage
Name Size Factor Factor Points Firing Arc: (Gun
(SP) (HF) (AF) (DP) Factor/Penetration
Factor)
FW (2/2)
CSS P, S (2/2)
3 Medium 3 3 9
Secessionist
Equipped with a Ram
Bow
FW (1/1)
CSS General
4 Medium 3 0 9 Equipped with a Ram
Sterling Price
Bow
FW (1/1)
CSS Little P, S (1/1)
3 Small 2 0 6
Rebel
Equipped with a Ram
Bow
The mines making up the minefields are all contact ones and for the purposes of this action are shown on the
tabletop by small white counters. The number contained in each hex is determined at the point on entry into the
hex and is determined by the roll of a D6 die as follows:
58
The situation at the end of the first turn, viewed from Fort Duvet. The Union ships turn to commence their attack run against
the Confederate fort whilst the Rebel ships, despite being outnumbered and outgunned, prepare to intercept them.
Meanwhile, to the north, the CSS Secessionist waits, poised to exploit any opening in the Union formation.
Turn 2
No firing from the Union ships but the CSS Secessionist is able to fire at the nearest Yankee vessel – the USS
Tyler. Her FW guns are rated as 2/2 so allowing for range she can roll a single D6 die, scoring 5 meaning one
potential damage roll. The armour of the USS Tyler is zero so the Confederate ship gains a plus two modifier to
her damage roll. She rolls 5 making 7 in total. This scores two damage points for reaching a six and she has a
further 1 in 6 chance of scoring an additional damage point. The roll is 1 so a further point is scored meaning three
damage points in all. First blood to the Confederates!
For initiative, the Union rolls 2 whilst the Confederates roll 3 and so once again opt to allow the Yankees to move
first.
59
Turn 3
The sole firing from the Union comes from the USS Tyler and is directed at the CSS General Sterling Price. The
range is three hexes meaning a single D6 die was rolled to hit. A miserable 1 is rolled and so misses. For the
Confederates, the first to fire is the CSS Little Rebel who is able to engage the USS Queen of the West with both
her forward wide battery – rated as 1/1 – and half of her starboard guns, which are rated similarly. She rolls 2D6
dice, scoring 3 and 6 respectively. The roll of a natural 6 generates a further D6 die roll that in this case comes up
with a disappointing 1. The D6 die roll of 3 plus 1 due to the closeness of the target makes 4, so with the 6 there
are three damage rolls to make. All the rolls are even as the penetration factor (1) is offset by the armour value
(1). The dice rolls come up as a pair of 6s and 5 – a magnificent score! That is five points of damage and a critical
roll as the score is more than the Queen’s hull factor (5 vs. 3) together with two further D6 dice rolls – this could
be serious but a pair of 2s determines otherwise. The Critical Hit roll comes up as 4, which is gun damage. As the
Queen is solely armed with a Ram Bow, she takes a damage point instead meaning six damage points in total.
Meanwhile the CSS Secessionist continues to fire at the USS Tyler. She rolls a single D6 die scoring 2 for no
effect.
For initiative, the Union rolls 5 whilst the Confederates roll 2. The Union opts to move first.
The USS Queen of the West rams the CSS General Sterling Price whilst the CSS Little Rebel steams past.
The USS Queen of the West rams the CSS General Sterling Price. She rolls 3D6 dice (equal to her Hull Factor of
3) and each D6 die gains a plus 1 as she is equipped with a Ram Bow. She rolls 2, 3, and 6, which become 3, 4,
60
The CSS Little Rebel rams the battered USS Tyler as she attempts to lengthen the range from the CSS Secessionist.
It is then the Confederate move, and so the CSS Little Rebel duly rams the USS Tyler. She rolls 2D6 dice (she is
a small ship, so her hull factor is 2), each with a plus 1 as she also has a Ram Bow. She rolls 6 and 4 which
become 5 and 7. She inflicts three points of damage with a 1 in 6 chance of a further point as well a further D6 die
roll for the natural 6 – this is a lowly 1. For her extra damage chance though she again rolls 1! This is four points
of damage in all, one more than the USS Tyler’s hull factor of 3 meaning that a roll on the Critical Hit table is due.
However, she is also now at her Critical Hit point – she has taken eight points of damage out of nine – meaning
that an additional roll on the Critical Hit table is due. The two rolls come up with a 2 and 3 meaning that in this
case her hull factor is reduced by 1 and for the roll of 3 some engine damage has occurred that halves her next
movement phase (rounded up) from 3 to 2.
61
Turn 4
The CSS General Sterling Price rolls to see what happens with the flood. She rolls a 1 meaning that the flooding
has been successfully brought under control. The CSS Secessionist continues to fire at the USS Tyler with a D6
die and scores 5. The damage roll is 5 which gains a plus 2 (her FW guns are rated 2/2 whilst the protection of the
USS Tyler is 0) making 7 in all. This translates into two damage points and a 1 in 6 chance of a third. The roll is a
1! This means that the USS Tyler has sustained 3 damage points which, along with the 8 she has already
sustained, totals 11. This is 2 more than her total of 9 and so she settles by the bow and begins to sink! The USS
Tyler rolls a D6 die to determine how many game turns she takes to sink and rolls 1! Clearly the damage from
gunfire and ramming is too much for her and so she quickly sinks into the murky depths of the Missenhitti.
Shot through by heavy rifled artillery and rammed for good measure, the battered USS Tyler finally succumbs to her wounds
with the CSS Secessionist administering the coup de grace. The white marker represents foaming water with one marker
being removed at the start of each game turn remaining before sinking. In this case it will not be very long!
62
As the guns of Fort Duvet fall silent, so the USS Queen of the West slowly sinks beneath the murky waters of the Missenhitti.
Note the sinking USS Tyler in the background and the lurking menace of the Confederate ironclad the CSS Secessionist.
For initiative, the Union rolls 4 whilst the Confederates roll 2. The Union allows the Confederates to move first.
The CSS General Sterling Price moves at full speed and rams the USS Carondelet head on. She rolls 1 and a
pair of 5s. The impact of her Ram Bow is offset by the head on angle of impact and so 2 points of damage are
inflicted on the Union ironclad. In return the Rebel ship suffers a single point of damage. The ships are not locked
together and so are able to back away from each other.
Head-to-head the CSS General Sterling Price rams the USS Carondelet. Both ships suffer minor damage in the exchange
– much to the relief of the Confederate ship.
63
Turn 5
Both the USS Tyler and the USS Queen of the West each remove a sinking marker and so the former slips beneath
the waves and is removed from play. The CSS General Price fires at the USS Essex with a single D6 die at range
1 meaning a plus 1 to the die as well as a plus 1 for the size of her opponent (the USS Essex is a large ship). She
rolls a thoroughly depressing 1! The CSS Little Rebel opens fire at the USS Carondelet with a single D6 die, again
with a plus 1 for the range. She rolls 6! Sadly, her extra roll is a 2. Roll of 6 goes to 7 so she has two damage rolls
and a 1 in 6 chance of a third which she fails by rolling a 6. Her guns are rated 1/1 and the armour on the USS
Carondelet is 2 so the 2D6 dice will each have a minus 1. She rolled 6 and 5 reduced to 5 and 4, which translates
into two damage points inflicted – even her extra roll for the natural 6 was only 2. At a range of 6 the CSS
Secessionist fires at the USS Carondelet scoring 5. The damage roll has no modifiers – 2/2 guns versus armour
of 2 – and the die roll comes up with a 2 so no damage.
The USS Essex opens fire on the CSS General Sterling Price with her broadside of 2 at a range of 1. She rolls 2
and 3 meaning that the 3 becomes 4, and so a damage roll is made with a plus 2 modifier for her guns against the
unprotected enemy ship. She rolls a 2 which goes to 4 meaning a single point of damage is scored. The USS
Carondelet opens fire on the CSS Little Rebel. She rolls 3 which becomes a 4 due to the plus 1 for range. The
damage roll of 2 with a net plus 1 modifier is not enough to cause any damage.
For initiative, the Union rolls 2 whilst the Confederates roll 1. The Union opts to move first.
The situation at the end of turn 5. As the USS Queen of the West settles lower in the water she is rewarded by seeing the
two Union ironclads having virtually a clear run at the fort. The USS Essex will be first to reach Fort Duvet although the USS
Carondelet will not be far behind. However, the CSS Secessionist is handily placed to lend support.
64
The two Union ironclads close on the fort, passing the sinking USS Queen of the West, whilst the CSS Secessionist steams
boldly between the two approaching enemy ships. As yet, the Union ships are unaware of the mined approaches to the fort.
Turn 7
The final marker is removed from the USS Queen of the West as she vanishes from sight. Fort Duvet opens fire
on the USS Essex scoring 6 and 1. Her extra roll to hit is a 2 so no effect. The two damage rolls, each with a plus
1 modifier (3/3 guns against 2 armour) are 6 and 4 which convert into 7 and 5. That is three points of damage and
a 1 in 6 chance for a further point. The roll is failed. The CSS Secessionist opts to fire on the USS Carondelet at
range 1. She rolls 2D6 dice, each with plus 1 for the range. She rolls 1 and 6 becoming 2 and 7. The 7 converts
to two damage rolls and a 1 in 6 chance of a further roll. This is failed – she needs 1 and rolls a 2. The damage
rolls are at overall plus 1 and 2 and 3 are rolled becoming 3 and 4 respectively or a single damage point. The USS
Carondelet fires at the Rebel ironclad with half her forward battery. She rolls a D6 die with a plus 1 for the range.
A 4 comes up becoming 5 so still a single damage roll. This is with no modifiers as her guns of 2/3 are offset by
the armour of 3. The roll is 6 so the Rebel ship takes two points of damage – her extra natural 6 roll is 3 so not
enough.
For initiative, the Union rolls 2 and the Confederates 4. The Confederates allow the Union to move first.
To get into the most advantageous firing positions against the Fort, both Union ships enter what turns out to be
two minefields. The USS Essex detonates a single mine with a D6 die roll of 5 but the damage roll is 1, meaning
a loud bang and lots of water but very little else. The USS Carondelet is less fortunate in that whilst one mine goes
“Phut”, the other goes off with telling effect. The roll on the flood Critical Hit entry is 5, meaning that she loses one
damage point initially and is then required to roll a D6 die on the same table at the start of each turn to see how it
progresses.
65
Turn 8
The USS Carondelet rolls to see how her flooding is progressing. The solitary D6 die comes up with a welcome 1
and so the flooding stops! Her situation remains less than ideal though as she is still in a mined hex with a mine
waiting to explode if she moves to exit the hex or turn a hexside. For the present though, she is content to keep
her station as there is work to be done to reduce Fort Duvet to rubble.
Fort Duvet opens fire and concentrates on the USS Carondelet. She rolls 3D6 dice, each with a plus 1 for the
range. She rolls 2 and a pair of 3s. These become 3 and a pair of 4s, so there are two damage rolls each with a
plus 1 modifier (the Fort guns are 3/3 whilst the armour of the USS Carondelet is a 2). The Fort rolls 3 and 2,
adjusted to 4 and 3 meaning that a single damage point is inflicted. The USS Carondelet fires back with 2D6 dice,
each with a plus 1 for the range. She rolls 3 and 4 adjusted to 4 and 6 meaning three damage rolls are needed.
These are at evens as her 2/3 guns are offset by the ‘armour’ of 3. She rolls 3, 4, and 5 to secure two damage
points against the fort. The Union ships are not finished as the USS Essex also opens point blank fire at Fort Duvet
– and with heavier artillery. She rolls 3D6 dice, each with a plus 1 for range. She rolls 3 and a pair of 5s that adjust
to 4 and a pair of 6s making five damage rolls in total, each with a plus 1 as her guns are rated 3/4 against the 3
of the fort. She rolls 1, 2, 4, 5, and 6, which adjust to 2, 3, 5, 6, and 7 – the extra natural 6 roll is a 3. This in turns
converts to five damage points with a 1 in 6 chance of a 6 – which is failed. The Fort has taken eight damage
points from nine – and so has reached her Critical Point. Her Critical Hit roll is 1 so she opts to reduce her ‘armour’
by one point to 2.
(I had neglected to add a rule for forts surrendering, so ‘off the cuff’, when a fort reaches its Critical Point, it must
roll a D6 die in addition to the Critical Hit roll. If the roll is 1, then the fort hauls down its flag and surrenders. The
D6 is rolled and comes up with a 6 so whilst royally battered, Fort Duvet is still in the fight.)
The CSS Secessionist opens fire at the USS Essex. She rolls 2D6 dice, each with a plus 1 for range and a plus 1
for the size of her opponent. 4 and 5 are rolled, adjusted to 6 and 7. meaning four damage rolls are needed. These
are at a plus 1 as her guns are rated 2/3 against the armour of the USS Essex of 2. The rolls are 2, 3 and two 6s!
Luckily for the Union ship the two natural 6 rolls are 1 and 2! The hit dice are adjusted to 4 and two 7s meaning
there are 5 damage points and two 1 in 6 chances of further damage points. Both rolls fail. It is fortunate for the
Union ship that she is large enough to be able to withstand such a heavy blow (she has 12 damage points as she
is rated as Large) although obviously not on a prolonged basis!
For initiative, the Union rolls 6 whilst the Confederates roll 2. The Union opts to move first.
66
The USS Carondelet reverses carefully out of the mined hex triggering one of the ‘infernal devices’ as she goes.
The D6 die roll is 4 so the mine fails to detonate but remains in play – much to the relief of the crew!
Meanwhile, the CSS Little Rebel powers into the USS Essex, ramming her on her forward starboard quarter. She
rolls 1 and 4. The 4 gains a plus 1 for having a Ram Bow and plus 2 for travelling at a speed of 3 compared to the
1 of the USS Essex for plus 3 overall becoming a 7, meaning that two damage points are scored with a 1 in 6
chance of further damage. This is failed as the roll of 4 is too high. The CSS Little Rebel escapes unscathed as
the Union D6 dice rolls are 1, 2 and a pair of 3s. Unfortunately, the rolls to see if they are locked together come
up as 5 and 6 meaning that they are grappled together!
The situation at the end of turn 8. The CSS Little Rebel is entangled with the USS Essex, under the guns of Fort Duvet
whilst the USS Carondelet has successfully extricated herself from the minefield. The CSS Secessionist manoeuvres
carefully whilst preparing to engage the USS Essex. Meanwhile, the CSS General Sterling Price limps carefully homewards,
hugging the far shore as she goes and keeping a healthy distance between herself and the Union ships.
67
The situation at the end of turn 9. With Fort Duvet hauling down its flag the remaining Union ships are now thinking about
heading home. In truth both ships have sustained heavy damage but are still in the fight at present. The final turn will be
crucial for both sides.
Turn 10
The USS Essex turns her guns on the CSS Little Rebel. She rolls a single D6 die with a minus 1 due to the
Confederate ship’s size. The roll is a 6! The natural 6 roll is 4 which is reduced by 1 meaning a miss so there are
only two damage rolls to make. These have a plus 2 modifier. The rolls are 3 and 4 which adjust to 5 and 6,
meaning three points of damage are inflicted on the plucky Rebel ship. With the three points of damage, she
already has, the broadside from the Union ship is enough to sink her with a roll of 4 meaning she will go under in
four turns. She fires back with 1D6 die scoring 5 plus 2 for the range and the size of her opponent, making 7 in
total, so two damage rolls and a 1 in 6 chance of a further roll. The extra roll fails. Her damage dice each receive
a minus 1 so the 3 and 4 are not enough to damage the Union warship. The CSS Secessionist also fires at the
68
The situation at the end of turn 10. With the CSS Little Rebel sinking and with the heavily damaged CSS General Sterling
Price very close to joining her, the Confederate position is an unenviable one. The CSS Secessionist has taken some
damage but would be well able to continue the fight. However, taking on two ironclads may be tempting fate especially now
that the fort has been reduced. The Rebel ironclad would be needed now, more than ever.
In conclusion
Well, that was a humdinger and no mistake! The scenario was a fictional one, but I hope it served to give the
flavour of a typical type of action fought along the rivers during the American Civil War. A Union force attempting
to reduce a Confederate strongpoint is a scenario that can be scaled up or down as required and will provide a
great tactical challenge for either side. A little research into the period will come up with all manner of other ideas
for many such rewarding actions and this is an equally enjoyable facet of the hobby.
Of the rules themselves I would reiterate what I have said previously in that if something does not feel right then
please change it into something that does! It may be that these rules are not to your taste which is equally fine –
the history can be gamed in many ways and at many levels of complexity – and the bibliography lists but a few
others that are commercially available. No rules are perfect, and these are no exception, but I hope that this action
has served to demonstrate the fun that can be had with a few model ships and an idea for a game.
69
Tools
• A scalpel with a good supply of blades
• An assortment of tweezers
• An assortment of nail files and emery boards
• A handheld pin drill with assorted bits
• A modelling hacksaw
• A selection of metal rulers
• A selection of adhesives – superglue, PVA wood glue and UHU
• Assorted acrylic and enamel paints
• Wood sealer
• Satin varnish
70
Building Materials
• Assorted lengths of basswood strip
• Assorted thicknesses of dowel rod
• Plain grey card in A4 sheets
• Assorted sized craft sticks and coffee stirrers
• Assorted lengths and thicknesses of balsa wood
• Bamboo barbecue skewers
• Wooden cocktail sticks
• Assorted laser cut MDF hull templates and various fixtures and fittings.
71
Hulls
These are quite simply various layers of MDF depending on the desired height of the hull. Casemate ironclads
and monitors tended to have very low freeboard so are typically a single layer. Most other models are around two
or three layers although the ocean-going warships – frigates and sloops – are five and four, respectively. The
‘fishbone’ hull template was designed to be used for ships that used a broadside gun deck – typically the ‘old navy’
of the Union. The idea is that this layer is painted separately from the rest of the hull and with a white edge. When
placed in position – voila! – an instant gunport white lining. Purists may baulk at the incorrect number of gun ports
but, as I have mentioned previously, the models are ‘purely representational’ rather than museum quality scale
reproductions! The top layer of the hull – the main deck – usually has some random hatch covers placed to break
up the bare space. I am currently embarking on a project to furnish as many ships as I can with lifeboats, again
purely to give some of the decks realistic levels of clutter. One of my early ideas was to arrange for some of the
hull templates ordered from Warbases to have holes pre-cut for placing masts. Similarly, a small notch for the
bowsprit is also handy. As a rule, I have not bothered with gunwales on the main deck so in essence the hull is
usually a solid lump of varying layers of MDF.
72
Casemates
These are pretty straightforward to make and although my method works well enough it is probably not the most
efficient method of construction. Essentially, I take a pre-cut wooden Jenga-style block and position this on the
hull where the casemate will be. I then take a craft stick and draw the four sides required – fore and aft and port
and starboard. These are then cut out – I deliberately make them slightly larger than they need to be – and glued
to the edge of the hull (now you can see the advantage of using straight hull edges!) and the top edge of the central
block. I usually file the inside of the top and bottom edge so that there is a slight angle as it gives the glue more to
adhere to. When the four pieces are in place some vigorous filing then takes place to bring the entire top surface
of the casemate flush with the central block. The same thing is then done to the fore and aft casemate faces along
the top edge and also along the angles. After all this heavy-duty filing, the end result is a rectangular box with
angled sides and front edges. I then add the detailing – gun ports (5mm square card), hatch covers, a pilot house,
funnels, and a flagstaff.
On Shore
I have built a small fort for use either as an objective or to aid the defenders. I fully intend building more in a similar
style, but larger, along with buildings and similar. The fort itself consists of four Jenga blocks, some wooden strip,
card for the gun carriages, shutters and gates and cocktail sticks for the gun barrels and flagstaff. Whilst the
fortification purist might sniff somewhat disdainfully at the result, it serves its purpose and besides, along with the
rest of the collection, is ‘purely representational’!
Painting
The entire collection was painted using a selection of acrylics and enamels. For anything bare or painted metal –
monitors or ironclad casemates for example – I opted to use shades of grey whilst decks were a variety of light
and dark browns. Superstructures were various colours. Some hulls were black and of course the colour schemes
used for the ‘old navy’ steam frigates and sloops would not look out of place in the war of 1812 except for the
funnels. To be honest I was fairly relaxed about painting, but the end results certainly look the part when in action.
I opted to use satin varnish as it is a good compromise between full on gloss and matt – it is bright enough to bring
the colours to life but not so much that it causes problems taking pictures. One thing I was meticulous about was
proper preparation. Models were first sealed with a specialist wood/MDF sealer and then undercoated in white by
hand. The models were then painted and quite often while still partially assembled. Funnels, pilot houses, masts,
gun barrels and flagstaffs were always painted prior to final assembly. Ironically, the only item on my models that
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Closing Thoughts
The models in the collection are very much a mixture of historical and generic looking types. Initially I was only
going to build around a dozen or so and these were intended to be fairly anonymous looking, even to the extent
that I was going to use interchangeable flags as required. There is a historical precedent for this as both sides
made use of captured vessels so a simple change of flag would work well. As the project grew, I then started
modelling more historical looking models, principally some of the Confederate ships although the Union also has
its fair share of named vessels.
I very much enjoyed building this collection and although there are currently some sixty or so models there are still
many others I will add in the fullness of time. A notable exception to the lineup thus far is any form of stern wheeler.
At the time of writing, I have yet to come up with a viable option for making this type of ship although I expect I will
be able to improvise something suitable in time. It has been a lot of fun and taking the early decision that these
models were going to be simple and purely representational looking rather than museum standard scale
reproductions certainly helped. The construction techniques I have used have evolved over the life of the project
and will certainly be used for other periods as and when I get to them. The advantage of using laser cut MDF and
working off simple and stylised templates has been enormous and has saved me hours of time.
I hope that this brief overview of tips and techniques I used to make the models that have illustrated this book will
serve to demonstrate that this can be fun as well as an absorbing part of a naval wargames project. It is enormously
satisfying to design and build something from scratch rather than merely buying a model and then painting it. It is
a matter of personal choice though, and whilst there are some quite splendid looking commercially available
ranges of models for the period in a variety of scales, for a number of reasons I chose instead to build mine.
Furthermore, one can build these ships with as much or as little detail as one wishes – for me, the latter certainly
holds true!
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Union Monitors – from left to right the USS Roanoke, a pair of Milwaukee class double turret monitors, a pair of Passaic class
Monitors, and the USS Monitor herself.
Union ironclads – from left to right the USS New Ironsides, the USS Galena, the USS Atlanta, and the USS Keokuk.
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Union river gunboats – from left to right the USS Tyler, the USS Conestoga, and the USS Lexington.
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Union river gunboats and rams – the smaller types are used as ‘Ellet Rams’.
Historical Confederate ironclads – from left to right (top row) the CSS Virginia, CSS Georgia, CSS Louisiana, CSS Mississippi,
(bottom row) CSS Arkansas, CSS Missouri, CSS Atlanta and the CSS Manassas.
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Confederate river gunboats and rams including the CSS General Sterling Price (top right) and the CSS Little Rebel (bottom right).
Confederate raiders – a pair of the CSS Stonewall type (they never served in the Confederate navy) and an ocean-going sloop.
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….and Further.
I certainly have plans to the core system for the later ironclad and pre-dreadnought period – the years from the
mid-1880s to 1905 – and already have in mind the revisions required to cater for more advanced artillery, more
efficient engines, and advances in metallurgy according better degrees of armour protection. Naturally, the
increased effectiveness of the self-propelled torpedo is something else to consider. At this stage I am mindful of
the fact that all these advances would require the rules as they stand to be changed not only in points of detail but
also to in effect be dialled back. My limitations of space are still there so movement distances and ranges etc.
would need to be kept within sensible boundaries so, for example, instead of a one hex movement point equalling
around three knots it would now equal around six. It is early days in the process, but I reckon with some
experimentation it can work just as well. The acid test will come when I look to think about dreadnought battleships
although as it stands, they may be a step too far – there are limits to the number of D6 dice that even I would be
happy rolling! I am not overly worried about that though as my interest in the Great War from a naval perspective
has moved on from the endless refights of Jutland in my younger days – fun though they were – to the lower-level
cruiser and gunboat style of operations. At this level I believe the rules could work although at this stage I have
done little with the idea other than to think about it.
On a completely different tack I have also thought about using a version of the rules for starship-style combat in
some way. Again, nothing tangible to show at present other than a couple of ideas kicking around in the grey
matter for the Portable Starship Wargame.
I hope that this book has been of interest to both experienced naval wargamers and relative newcomers to the
genre. Naval games have a big advantage in that compared to land battles one certainly does not need anything
like the same amount of material to fight a good battle. In its purest form a plain blue cloth and a dozen or so
models from the period preferred is more than enough to be getting along with. Be warned though, building and
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