Renaissance Naval Rules

Version 2.0

David Heading

Contents:

  1. Introduction
  2. Definitions
  3. Organisation
  4. Movement
  5. Fighting
  6. Description of Results
  7. Victory
  8. Lists

Introduction

The Renaissance (here defined as ca 1500-1700) was a time of great technological change in naval ships. Initially, the galley and carrack ruled the waves, and boarding was the most common combat method. By the end of the period, effective ships of the line were in use, together with frigates, bomb ketches and most of the other types of ship recognisable from navies of 100 years later.

We attempt to model here some of those changes. Readers should be warned that the rules take a ‘broadest brush’ approach, which may offend purists. That is to say, as much as possible of the technicalities of sailing have been hidden in favour of the big picture. As with the DB* series of rules, to which these are similar, command and control of the units is essential. This is achieved using the same PIP method. It is not the admiral’s job to fire the guns, take in sail, or order borders away. That is left to the individual ship’s captain, and his own internal chain of command. It is the admiral’s job to plan the battle and ensure the execution of that plan, by ordering reserves about and so on.

Naval warfare is a much more complex area, both technically and strategically than land warfare. It is recommended that battles be fought in the context of scenarios or campaigns, rather than as equal point duels.

Definitions

Warship

Specialist warships, starting with roughly the Swedish and Danish fleets of the 1560’s, including the English fleet of the 1570’s onwards, and most mid- to late- 17th century fleets.
Ws(S)First and second rate ships of the later 17th century.
Ws(O)Third and fourth rates, exceptional earlier ships.
Ws(I)Fifth and sixth rate ships.
Ws(F)Frigates.
Ws(X)Fireships.

Galleon

Sea going vessels, armed in the main with guns. They could be quite heavily armed, but were expected to fire once and board. This did not always happen, as the Armada found against the English fleet. English race built galleons are considered warships under these rules.
Gn(S)Large ocean going vessels
Gn(O)Medium ocean going vessels
Gn(I)Small ocean going vessels
Gn(F)Exceptionally manoeuvrable ocean going vessels
Gn(X)Fireships

Galley

Galleys were, of course, the main type used in quieter waters, such as the Mediterranean, Japanese Seas and, on occasion, the Baltic. Oar powered, they could mount batteries fore and rear, but had no firepower to the sides. The oarsmen were vulnerable to firearms. Some, particularly Venetians were well known for their long range gunfire, but carried smaller boarding crews.
Gy(S)Flagship and lanterna galleys, Korean Turtle ships, manoas.
Gy(O)Standard Mediterranean types.
Gy(I)Fustas, Japanese.
Gy(F) Galliot, Venetians, North Africans.

Galleass

An attempt to compromise between a galley and a sailing ship, by adding heavier duty sails and broadside batteries. The result was not a massive success, being too heavy to row quickly, and difficult to sail. The six deployed at Lepanto may well have helped to break up the initial Turkish attacks, but were then left some distance from the main melee and unable to follow the fight.
Gs(S)Large
Gs(O)Medium
Gs(I)Small, such a big pinnaces

Merchantmen

MM(S) Large, transcontinental ships, merchant galleons and East Indiamen
MM(O)Moderate sized ocean going ships, with just about a broadside
MM(I)Light coastal traders, Far Eastern junks and the like

Yachts

Lightly armed warships used for scouting.
Yt(S)Sloops and brigs
Yt(O)Yachts
Yt(I)Large Pinnaces, ocean going fishing boats
Yt(F)Pirate vessels, careened brigs and the like

Boats

Bt(S)Partially decked and carrying guns, such as bergantines used on lakes
Bt(O)Open rowing boats. Invasion barges.
Bt(I)Dug out canoes and other small vessels.
Bt(F)Outrigger canoes.

Organisation

A fleet should be organised into squadrons, each under an admiral. Each admiral will get 1 PIP roll on a d6 per turn. A fleet should be organised to a given number of points, with an admiral for roughl every 100 points. Models should be based individually, on a 40x40 mm base for large ships (warships, galleons, galleys, merchantmen etc), and 20x20mm for smaller (yachts and boats).

Points Cost

TypeSOIFX
Warship2520151520
Galleon2015101515
Galley20151510 -
Galleass252015--
Merchant1510510-
Yacht1713715-
Boat7533-

Admiral costs +10. He may fly his flag on any vessel, but if not on a grade (S) vessel may only count the +1 for moving, not combat.

Movement

4 directions are identified, wind ahead, wind behind, and two wind on the beam. Movement and PIP cost is based on these.

PIP costs

Movement is by groups or individual elements. Movement must be to the full extent of the available distance, given the conditions, unless the relevant PIPs are paid, or the group or element is Gy or Gs in toto. No PIP's are spent for sailing ships moving the full extent of their move in the relevant conditions. The PIP costs for sailing below are used when other distances or manoeuvres are used.
Sail with wind on beam1 PIP
Sail against wind2 PIPs
Sail with wind behind2 PIPs
Gy/Gs element or group rowing1 PIP
Gy expanding into line1 PIP
Admiral with group-1 PIP
Out of sight of admiral+1PIP
Ignite fireship1 PIP

Movement

ClassGoodRoughDifficult
Warship20010050
Galleon20012575
Galley2007550
Galeass1007550
Merchantman1507575
Yacht25012550
Boat20010050

For sailing ships, good going is with the wind on the beam, rough is wind astern and difficult is wind ahead. All distances above are for windy. Deduct 50% for either very windy or calm.

For rowed galleys etc, good is all directions wrt wind in calm, any except into wind which is rough, in windy, and all directions are difficult in very windy.

Galleys may turn by 180 degrees in one base length. Sailing ships may turn by 45 degrees in one base length.

Large ships graded (S) deduct 50 paces from their move, (F) or (X) graded ships add 50 paces.

Fighting

Factors

ClassRangeFactorFactor
(Distance)(Close)
Warship30042
Galleon30032
Galley30024
Galley(F)24
Galeass30034
Merchantman30021
Yacht20021
Boat10011

Warships may only fire to the side. Galleys may only fire forward. Galeass may fire to side or forwards, the latter using Gal factors. In close contact, orientation does not matter, as the ships are assumed to attempt to slew to the correct angle. X may not shoot once ignited.

Tactical And Support Factors

-1Each Damage marker if in close combat.
+3Raking from Stern.
+2Raking from bow.
-1For each additional shooter.
-2For each additional close combatant.
+1For second line of galleys in CC
+1Admiral aboard

Class Factors

+1If superior.
-1If inferior.
-1If fast in close combat.
+1If fast being shot at.
+2If X in close combat rolling odd.
-2If X in close combat rolling even.
+2If boat fired at

X class ships (Fireships)

Fireships may be ignited on command, for a cost of 1 PIP. Once lit, they burn for 6 moves, moving on their original course the full distance. They do not need PIP's to move at this point. They may not fire one ignited, but before hand may operate as an I class ship of their type.

Combat results

If less than but more than half
WarshipRecoil
GalleonRecoil
GalleyRecoil
GaleassRecoil
MarchantmanOn even roll, recoil. On odd roll, flee
YachtFlee.
BoatFlee. On odd roll take 1 damage marker.

If less than half
WarshipTake 1 damage marker. On odd roll sink if more than 4 damage markers, otherwise captured if in close combat. On even roll recoil.
GaleassTake 1 damage marker. On even roll recoil. On odd roll, sink if more than 4 damage markers present, otherwise captured if in close combat.
GalleonTake 1 damage marker. On even roll recoil. On odd roll, sink if more than 3 damage markers present, otherwise captured if in close combat.
GalleyCaptured if in close combat. Otherwise, take 1 damage markers, sink if total is more than 3, recoil otherwise.
MerchantmanCaptured if in close combat. Otherwise flee, take 1 damage marker and sink if total is more than 3, recoil otherwise.
YachtOn odd roll, captured if in close combat, otherwise flee, take 1 damage marker and sink if total is more than 3.
BoatCaptured if in close combat. Otherwise sink.

Description of Results

RecoilShip is moved one base depth away from the winning combatant. If it is unable to do this, ship is captured if in CC, flees in any availiable direction otherwise.
FleeShip moves full move in direction away from winning combatant.
CapturedShip is boarded and captured by winner. Ceases fire and combat. May only be moved to capturers rear, or used by them to board the next vessel in line, using their original factor.

Damage markers show the level of disruption the vessel, crew and its command and control functions are suffering at present. For each move entirely unengaged, one damage marker may be removed, to a minimum of 1. More than 5 damage markers, and the vessel sinks immediately.

Following Up

Class X ships must, and others may follow up a recoil or flee result, to the full extent of their allowance in the particular circumstances.

Victory

Victory is decided when one side or another, at the begining of a bound, has lost half or more of its elements, excluding boats.

Lists

The purpose of this section is not to give specific lists, but to provide guidance as to what is available.
Atlantic and BalticMainly Gn, Yt, Bt, MM, and later Ws
MediterraneanGy, Gs, Bt, Yt if North African
Indian OceanBt(S) (Dhows), Gy
East AsianGn, MM(I) (Junks)
South East AsiaMM(I), Bt(S)


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