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Broadside and Salvo

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282 views22 pages

Broadside and Salvo

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mkwheatley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Broadside and Salvo

A set of fast play tactical rules for


Pre-dreadnought naval warfare 1890-1905
By David Manley

Long Face Games, 2022


Mark Wheatley (Order #34991029)
Mark Wheatley (Order #34991029)
Broadside and Salvo Pre-Dreadnought Fast Play Rules

Broadside and Salvo


A set of fast play tactical rules for
Pre-dreadnought naval warfare 1890-1905
Version 1.3 February 2022

By David Manley

Published 2022

Copyright © 2018, 2022 D W MANLEY

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any
means, electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the author.
Permission is granted to print this PDF edition for personal use only.

Page 1

Mark Wheatley (Order #34991029)


Broadside and Salvo Pre-Dreadnought Fast Play Rules

BROADSIDE AND SALVO


Pre-Dreadnought Fast Play Tactical Naval Rules
By David Manley

1. INTRODUCTION

“Broadside and Salvo” is intended to be a fast playing set of pre-dreadnought rules that allows large
fleet action battles to be resolved in a couple of hours or less. As a result, they are necessarily
abstracted to some degree, although this abstraction allows players to concentrate on tactics,
command and control rather than becoming distracted by the minutiae of technical detail.

Rule Contents

1. INTRODUCTION ...................................................................................................................... 2
2. SHIP CLASSIFICATION.......................................................................................................... 3
3. FLEET ORGANISATION AND ACTION POINTS .............................................................. 5
4. GAME SETUP ............................................................................................................................ 7
5. ORDER OF PLAY ..................................................................................................................... 8
6. USING ACTION POINTS ......................................................................................................... 8
7. MOVEMENT AND TURNING ................................................................................................ 9
8. GUNNERY COMBAT ............................................................................................................. 10
9. TORPEDO AND MINE ATTACKS ....................................................................................... 13
10. ADDITIONAL RULES ........................................................................................................ 14
11. ADVANCED RULES ........................................................................................................... 17

Equipment Needed for Play

• A copy of the rules


• Models
• A selection of coloured counters to indicate damage. Some cotton wool is useful to indicate
ships on fire
• At least 2 six-sided dice (referred to in the rules as a d6), of at least 2 different colours
• A ruler measuring in inches

Ground Scale

The ground scale used in the rules is deliberately non-specific, but for planning and scenario
development purposes one inch can be taken as representing 500 yards, one inch of movement
representing about 3 knots of ship speed and one turn equating to about 5 minutes of real time. The
rules are intended for use with 1/2400, 1/3000 and 1/6000 scale models. If larger models are used
then all distances should be doubled.

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Mark Wheatley (Order #34991029)


Broadside and Salvo Pre-Dreadnought Fast Play Rules

2. SHIP CLASSIFICATION

All vessels are classified into the following ship Types:

Major
• (BB) Battleship - 10,000 to 15,000 tons armoured ships armed with 10” to 12” main guns and
6” secondary batteries.
• (AC), Armoured Cruiser or Heavy Cruiser - Armoured vessels of approximately 10,000 tons
and typically armed with 8” to 10” main and 4” to 6" secondary batteries.
• (PC) Protected Cruiser - Lightly protected vessels and 2nd class cruisers of less than 5,000 tons
armed with guns up to 6” calibre and possibly torpedoes.
• (CL) Light Cruiser – 3rd class cruisers, unarmoured vessels of less than 5,000 tons armed with
guns up to 6” calibre and possibly torpedoes.
Minor
• (DD) Destroyer – A flotilla of three to five small gun and torpedo armed vessels.
• (TB) Torpedo Boat – A flotilla of three to five small torpedo armed vessels.
• (MM) Monitor – A slow, relatively heavily armed and armoured vessel for coastal defence.
• (GB) Gunboat – A small lightly armed patrol vessel.
• (AMC) Armed Merchant Cruiser – A civilian vessel pressed into military service as an
auxiliary cruiser or patrol ship.
• (MV) Merchant Vessel – A typical civilian transport, steamer or liner, unarmed.
• (DV) Despatch Vessel – A n unarmed and generally fast naval auxiliary used to convey
messages and personnel
• (ML) Minelayer – A dedicated naval vessel designed to deploy mines
• (MS) Minesweeper - A flotilla of three to five modified trawlers or similar small vessels
intended for clearing mines

SHIP STATISTICS

Ship stats comprise an Attack Factor (AF), Defence Factor (DF), Maximum Gunnery Range (MR),
Cruise Speed (CS) and Maximum Speed (MS):

Class AF DF MR CS MS Notes
BB 4 5 18” 4” 6” Battleship
AC 3 4 18” 4” 7” Armoured Cruiser
PC 2 3 12” 4” 8” Protected Cruiser
CL 2 2 12” 4” 8” Light Cruiser
DD 1 2 6” 4” 10” Destroyer
TB 0 1 6” 4” 10” Torpedo Boat
MM 2 3 12” 2” 3” Monitor
MS 0 1 6” 4” 6” Minesweeper
GB 1 1 12” 2” 4” Gunboat
AMC 2 2 12” 4” 8” Armed Merchant Cruiser
MV - 1-2 - 4” 8” Merchant vessel, No recovery from damage
DV - 1-2 - 4” 8” Despatch Vessel, No recovery from damage
ML 1 1-2 6” 4” 6” Minelayer - carries three minefields.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

Obsolete Ships

Some fleets may contain old, obsolete vessels that are usually slower and equipped with less effective
ordnance than more modern vessels of the same class. In such cases, the range of a ship's weapons
should be reduced by 6” (to a minimum of 6”) and its maximum speed by 2”. Obsolete ships suffer a
-1 penalty when engaged in combat with ships of their own classification or larger.

Some obsolete ships may be armed with slow firing guns. If so they are given a No Fire marker when
they fire which is retained for the following turn. Secondary guns engaging DDs are not affected.

Minelayers

Dedicated minelayers carry enough mines to lay three minefields. However, many warships were
equipped to act as minelayers as a temporary duty. AC, PC, CL, DD and TBs may be roled as
minelayers for specific operations. If so they may carry one minefield and, whilst mines are
embarked, they suffer an AF penalty of -1. Vessels carrying mines, whether dedicated or temporary
are more susceptible to damage whilst they are carrying mines (see the section on damage). These
effects cease once all mines have been laid or jettisoned.

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Mark Wheatley (Order #34991029)


Broadside and Salvo Pre-Dreadnought Fast Play Rules

3. FLEET ORGANISATION AND ACTION POINTS

Fleet Organisation

Fleets are typically divided into two or more Squadrons. Squadrons are then divided into two or more
Divisions. A Division will typically comprise 3-5 ships and may include attached destroyers or
torpedo boats.

Where forces include additional types, units etc. such as transports, minelayers etc. that operate in
their own formations then players should group them sensibly to meet the spirit of the above.

Organisation and Small Actions

The preceding section should be used as a guide to the organisation of forces within a scenario. There
may be circumstances in your games that do not fit the descriptions above, for example a game
involving gunboats and monitors. Use the preceding text as a guide, for example dividing the force
into a gunboat “division” and a monitor “division”. For very small games featuring 6 or less ships
treat all ships as a single Division.

In general though you should be looking to organise your fleet into groups of around 4-7 ships that
follow the preceding guidelines. The manner in which your fleet is divided will define the number of
Action Point Dice that are thrown to determine actions, damage control etc.

Command Ability

In general the rules assume all Fleet and Squadron commanders are of the same training, experience
and competence. However, some commanders showed exceptional ability or, in some cases,
exceptional lack of initiative. To reflect this Admirals and Commodores may be rated as
Exceptional, Good or Poor. Their command ability modifies the score of their Action Point die
throws.

Action Points

Action Points represent the ability of commanders to manage their ships in action. In the Command
Phase players roll Action Point dice for each Division or formation, the score representing the number
of APS that Division or formation can expend in the turn.

• One Action Point Die is rolled for each DIVISION of major warships - BB, PC, AC, CL
• One Action Point Die is rolled for all DD, TBD Divisions attached to a Squadron.
Alternatively, DD and TBD bases can be distributed and attached to Divisions, in which case the
DDs and TBDs use the die roll for their parent Division
Action Point dice may be modified + or -1 depending on the quality of the Division’s admiral. In
general there should be no modifier unless as admiral is noted as being particularly able – or poor.
Note that in this context “admiral” may refer to a Commodore or senior captain; it is a “catchall”
term for the division’s senior officer.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

Command Ability Effects

Exceptional: add 2 to the AP score of their Division or (for fleet commanders) to that of any
Division under their command that is within 18”.

Good: add 1 to the AP score of their Division or (for fleet commanders) to that of any Division
under their command that is within 18”.

Poor: subtract 1 from the AP score of their Division (but never reduce below 1).

Fleet Admirals add (or subtract) 3x their modifier to scouting rolls at the start of a game. For
example, an Exceptional Fleet Admiral will add 6 to their scouting roll.

Example 1:
Tojo’s fleet at Tsushima. The Japanese First Squadron comprised:

• First Division of 4 battleships and 2 armoured cruisers


• First, second, fourth and ninth Torpedo Boat Divisions
• Third Division of four Protected Cruisers
Each of these three groups would roll one Action Point Die. Tojo being an Exceptional commander
may add 2 to the AP roll for the First Division, or may gift the modifier to another commander
within 18”.

Example 2:
A force in a hypothetical battle comprises two Divisions of four armoured cruisers, a convoy of 6
transports, 3 destroyer flotillas and a minelaying squadron of 2 minelayer cruisers.
The force rolls one action Point Die for each AC division, one for the transports, one for the
assemblage of destroyer flotillas and one for the minelayers.

Example 3:
At Chemulpo the Russian force comprised 1 cruiser and 1 gunboat; they would roll a single Action
Point Die. The Japanese force comprised three cruisers (plus 3 in reserve) and eight torpedo boats,
which would equate to 2 bases in game terms. As these operated effectively in a single force the
Japanese player would also roll 1 Action Point Die.

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Mark Wheatley (Order #34991029)


Broadside and Salvo Pre-Dreadnought Fast Play Rules

4. GAME SETUP

Introduction

The following rules are used for one-off games, encounters in campaigns and so on. For hostirical
scenarios the setup conditions are likely to be predetermined.

Scouting

Each fleet calculates a scouting factor and adds the roll of two d6. The scouting factor is calculated
by adding one point per AMC, DD, TB or AC, and two points per PC or CL. Any modifiers for fleet
command ability are also applied.

The player with the highest scouting factor out-scouts his opponent.

Deployment

The out-scouted fleet deploys first, followed by their opponent. Their fleet is laid out in its entirety.
All vessels should be deployed within 18" of the player's own base edge.

Once the out-scouted fleet has deployed their opponent deploys their fleet, again within 18” of their
table edge.

Winning and Losing

In the absence of specific scenario victory conditions the following may be used. A fleet may be
regarded as having been defeated if 1/2 of its BBs or ACs, or 1/2 of the total number of BB, AC, PC
and CL in fleet are Silenced, Crippled or Sunk at the end of any one player's move. The minimum
number of vessels so Silenced, Crippled or Sunk must equate to two vessels or more. This means a
fleet cannot be defeated after losing just one vessel. Alternatively, scenario specific objectives can be
established.

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Mark Wheatley (Order #34991029)


Broadside and Salvo Pre-Dreadnought Fast Play Rules

5. ORDER OF PLAY

Each game turn is divided into five phases:


Initiative Phase
• Both sides roll a d6. Apply any initiative modifiers. Highest score wins.
• Both sides roll Action Point (AP) dice. One die is rolled for each squadron, results may be
modified depending on the Admirals’ Command Ability.
Movement Phase
• Initiative winner decides whether to move first or second.
• First player assigns APs to repairs, then moves all ships
• Second player assigns APs to repairs, moves all ships
Gunnery Phase
• Players alternate gunnery by squadron, starting with the Initiative Winner
o Effects of gunnery damage come into effect immediately after resolution
Torpedo Phase
• Initiative winner decides whether to fire torpedoes first or second.
• First player resolves torpedo attacks for all ships
• Second player resolves torpedo attacks for all ships
o ** Effects of torpedo attacks come into effect immediately after resolution
Repair and Special Damage Phase
• Resolve repairs

6. USING ACTION POINTS


Each player rolls one Action Point die per Division or formation as described above. The score
represents the number of APs that the player can use in that turn to control the ships of their fleet and
to conduct other activities such as conduct damage control. APs may be used to carry out the
following actions:

• Turn a vessel or formation.


• Change formation
• Order a ship or ships to retire (designated ships must leave the table my the most direct route,
may avoid enemies)
• Move at maximum speed or less than Cruise speed.
• Move within 5” of a non-crippled enemy vessel (except to conduct a torpedo attack)**
• Execute a torpedo attack (PC, CL, DD or TBD only – 2 APs)
• Replace a Crippled marker with a Silenced marker – 4 APs
• Replace a Silenced marker with a Damaged marker – 3 APs

** if a vessel moving ahead would breach the 5” limit it must expend an AP to execute a turn or
slow down to avoid this. If it finds itself within the 5” limit as a result of previous enemy ship
movement it must similarly turn or slow to avoid closing the range unless 1AP is expended (2 if
torpedo attacks are to be conducted). If the ship is unable to take evasive action then collisions may
occur. Note also that extra APs are required to be spent each turn. For example, a ship moves within
5” of a non-crippled enemy ship on turn 1, and remains at that distance in turn 2. It must expend an
additional AP in both turns.
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Broadside and Salvo Pre-Dreadnought Fast Play Rules

7. MOVEMENT AND TURNING

If a player wishes to turn a vessel, they must do so before any forward movement and at a cost of one
AP per independent vessel or formation. TBDs and DD's may turn up to 180 degrees per turn. All
other ships may turn up to 90 degrees per turn. Vessels that would run aground may turn the minimum
amount required to avoid grounding at no cost.

All ships move at Cruise Speed unless APs are expended to alter speed. Independent vessels or
formations may move slower, or up to the maximum speed, at a cost of one AP.

Vessels entering port or an anchorage may halt at no cost.

Vessels may manoeuvre as a single group if in a line astern, line abreast or (US or British fleets only)
in echelon formation on a line of bearing. APs for direction change and speed are only expended once
for vessels in formation; the lead ship manoeuvres and pays the appropriate APs and all other vessels
in the formation may follow at no cost provided they can copy the lead vessel. Therefore, a BB may
not follow a DD that makes a maximum move or a 180-degree turn. All ships in Line Abreast or
Echelon formation move ahead on the same bearing. One AP is required to change from Line Astern
to Line Abreast or Echelon, and vice versa. The angle of echelon in a formation moving on a line of
bearing may not be changed once it is set; the formation must change either to Line Astern or Line
Abreast and then change to another angle.

Line ahead Line abreast Echelon

(may be left or right)

Collisions

Collisions may occur if two vessels have deliberately moved into each other during movement (this
should be a rare event, since APs are required to allow ships to move closer than 5” to an enemy). In
this event both vessels attack one another, each vessel adding the score of one d6 to its combat factor.
The loser is rammed and suffers normal combat results as if shot at.

DD and TBDs may only be rammed by other TBD or DD flotillas. It is assumed that their
manoeuvrability allows them to avoid ships of other types when in close contact.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

8. GUNNERY COMBAT

Each vessel that is not Silenced or Crippled may shoot in any direction at a target it can see, and make
one attack (or support another ship's attack) per shooting phase.

Line of Sight

Line of Sight (LOS) and ranges are measured between the forward funnel of the shooter and target.
LOS is blocked if any part of any vessel model other than TBD, DD, or MS intersects this line.

Only one gunnery attack may be made against a single ship per shooting phase. In order to attack
each player rolls a d6, the shooting player adds their ships AF, the target adds their DF. Both sides
modify their scores if any other factors apply. Final DFs may never be reduced below 1.

If the firing player rolls a 6 and the target player rolls a 1 a Critical Hit may have been caused. Damage
effects including critical hits are resolved and come into force immediately.

Modifiers

Applied to the shooter:


-1 if shooter’s centreline extends to cross the target
-1 if shooter is Hit or Damaged
-1 if Obsolete vessel engaging ships of the same type or larger
-1 Shooter is on fire
-1 if shooting at greater than 12”
+1 BB or AC shooting at less than 6”
+1 Shooter supported by another ship firing with same AF or no more than 1 less than the shooter
-1 BB, CA, PC, Cl acting as minelayer
-1 Shooter’s fire affected by own smoke (option – see below)

Applied to the target:


-1 if target's projected centreline of target intersects shooter (crossing the T)
-1 if target is Silenced
-2 if target is Crippled.

Secondary Armament

PC, CL, AC and BB may fire their secondary armament at DD and TB flotillas within 6” range with
an AF of 2 (1 if Obsolete) whilst the main armament is used against another target. This is the only
time a single vessel may make or support more than one attack in a phase. Modifiers for the shooter’s
damage state apply as for main armament.

AC and BB vs DD and TB

Main armament AF on battleships and armoured cruisers may not be used against torpedo boats or
destroyers (guns did not traverse or shoot fast enough to engage these nimble craft)

Engine Smoke (optional)

The coal fired ships of the period created large plumes of smoke from their engines which could
obstruct their own gunnery. If players want to represent this aspect then the wind direction needs to
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Broadside and Salvo Pre-Dreadnought Fast Play Rules

be determined at the start of the game (for simplicity it is suggested that wind direction is from one
table edge to the opposite table edge. If ships are shooting to their leeward side (i.e. the target is on
the same side of the firing ship as the table edge towards which the wind is blowing) the firing ship’s
AF suffers a -1 modifier due to obstruction of own sights by smoke.

Effects of Hits (all ships except DD, TBD, MS)

If the shooter’s total is less than the target’s: No effect

If the shooter’s total is equal to the target’s: Target is Hit

If the shooter’s total is greater than the target’s: Target takes 1 level of damage

If the shooter’s total is twice or greater than the target’s: Target takes 2 levels of damage

If the shooter’s total is three times or more than the target’s: Target sunk

There are 4 damage levels, Damaged, Silenced, Crippled and Sunk plus “hit” which is a temporary
effect

A ship that suffers one or two levels of damage progresses through the Damaged / Silenced / Crippled
levels. For example, an undamaged ship that suffers one level becomes Damaged, if it suffers 2 it
becomes Silenced. A Silenced ship that takes one level of damage becomes Crippled. A ship may
only be Sunk by gunfire if it reaches that damage state by taking two or more levels of damage. For
example, a Crippled ship taking one level of damage remains Crippled. A Crippled or Silenced ship
taking two levels is Sunk.

Target is Hit - Place a “hit” marker on the ship. All fire by that ship is at -1 for the rest of the turn.
Hit markers are automatically removed at the end of the turn.

Target is Damaged - Place a “Damaged“ marker on the ship. All fire from that ship is at -1. Recovery
from Damaged may not be achieved during a game.

Target is Silenced - Place a “Silenced” marker on the ship. The ship may not fire and it suffers a -1
modifier when fired at. In the turn in which it becomes Silenced, the ship must make a Morale roll
(roll 3+ to pass), otherwise the ship turns out of line (it may do so voluntarily) and will attempt to exit
the playing area. A Silenced ship may recover to Damaged at a cost of 3 APs. Such a ship, if it has
previously failed a Morale roll, may re-roll (roll 3+ to pass). If successful, it may attempt to rejoin its
division, although until it rejoins it is classed as an independent unit.

Target is Crippled - Place a Crippled marker on the ship. The ship may not move or fire and it suffers
a -2 modifier when fired at. A Crippled ship may recover to Silenced at a cost of 4 APs. A Crippled
ship sinks if it suffers one or more levels of damage from torpedo attack, or from escalating fire. It
may also sink if the battle is taking place in heavy seas – roll a d6 at the end of each turn for each
Crippled ship, the ship sinks on a 6.

Target is Sunk – the ship is removed from the game.

A ship only has one damage state at any time. So, if a ship has a Damaged marker and is then Silenced
it gains a Silenced marker and the Damaged marker is removed.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

Critical Hits

If the firing player rolled a 6 and the target player rolled a 1 a Critical Hit may have been scored. Roll
2d6 to determine any additional effects. Critical hit damage results it cannot be repaired.

ROLL Effect
2 Bridge hit. Admiral (if flagship) is killed
3 Water line hit, Reduce speed 50%. Roll d6 if Obsolete; ship capsizes on 6
4 Armour damage, -1 Defence Factor
5 Steering jammed, ship turns 90 degrees (1-3 port, 4-6 starboard) next turn
6-9 Fire. -1 Attack Factor whilst fire is in effect. Roll d6 at end of each turn. Fire
out on 1-2, 1 level of damage on 6
10 Secondary weapons damaged – AF of secondaries reduced to 0
11 Turret Destroyed -1 Attack Factor
12 Magazine hit – ship explodes

Effect of Damage on Minelayers

If any ship that is carrying mines suffers a Silenced or Crippled result whilst the mines are still on
board are to roll a d6 – ship explodes and sinks on 6 if Silenced 6 or 4+ if Crippled.

Effects Of Hits On DD, TBD, MS

Hit: Flotilla may not execute torpedo attacks or conduct minesweeping, No other effect

Damaged: Flotilla driven off – retire 6” away from shooter and other enemy ships

Silenced: As above, place a “Silenced” marker (which may not be repaired during the game).The
flotilla may still conduct torpedo attacks in subsequent turns with an AF of 0. MS flotillas
may not conduct minesweeping in subsequent turns.

Crippled: Flotilla dispersed, removed from play (in campaigns 50% of dispersed squadrons are
destroyed)

Sunk: Flotilla dispersed, removed from play, and is lost if in a campaign.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

9. TORPEDO AND MINE ATTACKS

Torpedo Attacks

Each TB or DD flotilla may make only one torpedo attack per game. Torpedo attacks are executed
after gunnery. Torpedo attacks ignore firing arcs (it is assumed that the destroyers and torpedo boats
are manoeuvring during the attack to bring torpedo tubes to bear). Flotillas executing gunnery attacks
cannot fire torpedoes.

A DD flotilla has a Torpedo AF of 2, a TBD flotilla has a Torpedo AF of 1. If a torpedo attack causes
at least one level of damage the target is automatically Crippled. If the target is already Crippled it
is automatically sunk. Obsolete ships suffering a torpedo hit must also roll a d6. On a 6, they capsize
and sink.

Optional Rule – PC and CL may also make one torpedo attack per game. To do so they may not be
Silenced or Crippled. They have a range of 5”, an AF of 1 and the target must be within a broadside
arc defined by lines of fire perpendicular to the cruiser’s centreline

Minefields

Minefields may be laid during a game by vessels designated as minelayers, or may be placed upon
the table before either fleet is placed. If laid before the fleets are placed, up to two dummy fields may
be added per genuine one. Fields should measure 2” x 4”. It cost a mine lying ship 1 AP to lay a field
of mines, and ship movement may not exceed 4”.

If a vessel moves into or across a mine field roll a d6. On a roll of 4+ the vessel encounters a mine –
if the minefield is a dummy it is revealed as such and is removed. The effects of the mine are resolved
immediately after movement is ended. This is resolved in the same way as shooting combat, except
that the minefield is "shooting" and the vessel is the target. Mines and their target have an AF and DF
of 2 respectively, regardless of ship type. Any hits upon the target will automatically cause the ship
to become Crippled; in addition of the attack die roll was even in which case the target is automatically
sunk. Obsolete ships suffering any mine damage are automatically sunk, reflecting their weaker
constriction and poor internal subdivision

Minesweepers

Mines may be swept by dedicated minesweepers, or by DD or TBD flotillas that are equipped for the
purpose. TBDs and DDs used as minesweepers must be designated as such at the start of a game and
may not conduct torpedo attacks. Mine sweepers enter a minefield at a cost of one AP. They may
“attack” the minefield with an AF of 1 against the minefield’s DF of 3. If they cause at least two
levels of damage the minefield is cleared and removed. If they fail to do so the minefield “attacks”
the minesweeper with an AF of 2 against the minesweeper’s DF of 4.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

10. ADDITIONAL RULES

The main rules should suffice for the majority of actions. The following rules add detail which may
be appropriate for particular scenarios, actions and campaigns.

FLEET TRAINING

As with admirals’ abilities the basic rules assume a common degree of training and experience
amongst the warring fleets. However, this was not necessarily the case in reality, and so some
degree of differentiation can be applied by rating the training level of each side in a scenario or
campaign.

Fleets can be designated as Well trained, Trained or Poorly Trained. The effects of each level of
training are as follows:

Well Trained fleets can operate in Line Ahead, Line Abreast and Echelon. A squadron counts as a
single unit as long as there is no more than 2” between ships. One gap of up to 4” is allowed for a
turn- this allows a squadron with a disabled ship a turn’s grace to close up.

Trained fleets operate as above but can only use Line Ahead or Line Abreast formations

Poorly trained fleets can only operate in Line Astern. If a squadron has a ship hit or crippled and
the ship has to leave formation the line is considered split at that point and each element of the
squadron counts as a single unit for AP purposes until the hole in the line closes up

SMOKE SCREENS

TBD or DD flotillas may lay smoke during movement. If they do so they may not fire or conduct
torpedo attacks. Smokescreens laid by TBD and DDs extend along the line of movement and
remain in place for the turn that they are laid and the subsequent turn. Smokescreens block LOS.

BAD WEATHER

All battles take place in good weather unless stated. If played in bad weather:

• TBDs, DD, GB and MS heave to (they take no part in battles)


• Maximum visibility is reduced to 10” +1d6”, rolling at the start of each turn
• “Fast” move bonus are halved (e.g. cruiser normal fast move is 8” (4+4), becomes 4+2 = 6”
in bad weather)
• All gunnery and torpedo attacks -1
• Crippled ships – roll a d6 for each crippled ship in a player’s fleet at the end of their turn;
ship founders and sinks on a 6

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

NIGHT ACTIONS

The following effects are in force for gunnery attacks made during night actions

• Maximum visibility 6” + 1d6”, rolling at the start of the game only.


• Maximum visibility vs. DD, TBDs is 6”
• AF modifier of -1 applied to all gun attacks at greater than 6” range

Searchlights.

Each BB, AC, PC and CL may illuminate one enemy vessel or TBD, DD or MS flotilla within 12”.
Illumination is announced before gunnery takes place. Visibility restrictions do not apply to ships
illuminated by searchlights AND vessels using searchlights, and gunnery modifiers do not apply
when they are fired at.

TORPEDO BOAT CRUISERS

These were specialist cruisers deigned to carry a force of small torpedo armed craft into an operational
area where they would deploy and go into action, essentially acting as a small boat equivalent of an
aircraft carrier. Torpedo Cruisers carry two TBD flotillas. Deployment of the flotillas takes 2 turns,
during which the cruiser must remain stationary. One flotilla deploys on each side. On the turn after
deployment the cruiser and flotillas may move off.

Recovery takes 6 turns once the recovering flotillas have contacted the cruiser. During recovery, the
cruiser and flotillas must remain stationary.

Launch and recovery may not take place if the cruiser is Silenced or Crippled. If a Torpedo Cruiser
is Silenced or Crippled whilst its TBDs are embarked then the TBD are destroyed.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

TOWING

This may be carried out by a vessel up to one class smaller than the ship to be towed (e.g. an Armoured
Cruiser could tow a Battleship). Towing costs 1AP to initiate. The towing ship must end its movement
in contact with the towed ship. It takes 3 turns to rig the tow line. The towing ship is moved to the
bow of the towed ship. Maximum speed when towing is 2”. The tow is broken on a d6 roll of 4+ if
either ship takes damage.

COMMUNICATIONS

The tactical communications of the day were generally limited to flags and signal lights (although
the use of wireless communications began to increase towards the end of the period, it was slow and
of limited utility in action). Hence, flagship communication range is limited to 18”. Beyond this
point, AP’s can only be expended on a detached vessel if a warship ship (AC, PC, CL, AMC or
DV) is used to repeat this message to the intended ship or ships. This “repeater ship” can only
shoot in self-defence and keeps station on its flagship (within the limits of ship performance for
zero AP costs. A flagship can have multiple repeaters and indeed have a chain of repeating ships.
For each repeating ship in the chain, add 1 AP to the cost of enacting the command, except if it is to
replace a Crippled marker with a Silenced marker. A ship that is Silenced or Crippled can no
longer function as a repeater.

Beyond communication distance, ships will remain on their current heading at cruise speed, unless
turning to attempt to avoid going within 12” of enemy vessels and will only fire if fired upon.

If the admiral is killed or flagship sunk, alternative arrangements are put in place, which add 1 AP
to all commands. This effect can be reduced if the admiral transfers to another ship in the division.
The duration of the transfer is 2 turns per ship down the formation the admiral moves and during the
move the above penalty applies.

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

11. ADVANCED RULES

The following rules add detail to the ship descriptions and damage rules. They are ideal for smaller
actions and campaigns where players.

Superior and Inferior Ships


Ships within a Ship Type may be classified as Superior of Inferior. This means that they have
gunnery characteristics which make them better or worse than typical ships within that type, but are
not sufficiently different to make a difference when engaged by ships of larger or smaller types. For
example, ships with greater or fewer guns, particularly heavier or lighter types with a type, better or
worse fire control or even better or worse crew training.

Ships that are rated Superior of Inferior are denoted by (S) or (I) following their type descriptor, e.g.
BB(S) or AC(I).

Effect in Combat
Superior or Inferior status only applies when a ship is engaging another ship of its own Type. For
example BB vs BB. It would not be applied in shooting between dissimilar types, e.g . BB vs AC.
The following additional modifiers apply to gunnery:

+1 If Superior and shooting at ships in the same Size Class


-1 If Inferior and shooting at ships in the same Size Class

Obsolete Ships
Obsolete ships already suffer a -1 modifier when shooting at ships of their own Type or larger.
Negative modifiers do not accumulate, so an Obsolete Inferior BB shooting at another BB would
not suffer a -2 overall modifier.

Examples of Superior and Inferior Types


Type Superior Inferior
BB • Japanese 12” battleships – fire control • Battleships armed with 10” main guns
• RN Canopus class and later 12” – fire or smaller
control • Battleships armed with less than 4
• US Virginia class and later – Fire main guns
control
AC • Cruisers armed with 9.2” guns • Cruisers armed with 7” guns or
smaller
PC • Cruisers with 6 or more main guns • Cruisers with less than 4 main guns
• Cruisers with 6” guns • Cruisers with 4” guns
CL • Cruisers with 6 or more main guns • Cruisers with less than 4 main guns
• Cruisers with 6” guns • Cruisers with 4” guns

These are examples based on weapon type and fire control only. Players are free to apply to other
types to reflect relative training, or their own thoughts on relative effectiveness of ships within a
particular type in a campaign

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Broadside and Salvo Pre-Dreadnought Fast Play Rules

Optional Damage Rule


For smaller games, to make ships last a little longer in action than the basic rules allow, the
following variant may be used

Silenced
If a ship suffers a “Silenced” damage result roll a d6. On a 1-4 its AF is halved, on 5+ it may not
fire. A Silenced ship with half AF that suffers a second Silenced result may not fire.
Silenced ships may still use secondary guns against torpedo boats, with their AF reduced to 1 (0 for
Obsolete ships).

Crippled
If a ship suffers a “Crippled” damage result roll a d6. On a 1-4 its speed is halved, on 5+ it may not
move. A second Crippled result on a ship reduced to half speed causes it to stop. A third Crippled
result wrecks the ship; it may no longer attempt damage control and remains crippled for the rest of
the game unless it is sunk. Ships wrecked in this manner may be captured by the enemy.

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Mark Wheatley (Order #34991029)


Mark Wheatley (Order #34991029)
Broadside and Salvo

“Broadside and Salvo” is a set of fast play naval rules for the pre-
dreadnought era that allow large actions to be fought out in just a
couple of hours. Generic data for a complete range of ships typical of
the era is included.
By David Manley

Long Face Games, 2022

Mark Wheatley (Order #34991029)

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