Renaissance Naval Terrain Rules

by George Smithson

2/17/98

Please try these out and see if they work for your naval battles, landings, river crossings, attacks on offshore island or coastal towns, etc. I will be happy to hear from you and hopefully a useful DB rules for naval will result at least informally.

Preparing for Battle

Set Up Dicing

After setup dice are thrown, if the set die score is for a moonless night (if defenders last setup die score is even) then low water will occurred at the hour of the attacker's inital set die score ( rolls a 1 then 0100 is low water, a 3 then 0300 is low water and so on). If on a night with a moon ( the defenders last setup die score is odd ), defender's total die score will be the hour of high water.

A tide cycle consists of 4 phases Low water 2 hours( 8 bounds), Flood tide 4 hours 15 minutes ( 17 bounds ), High water 2 hours ( 8 bounds), and an Ebb tide last 4 hours 15 minutes ( 17 bounds ) for a 25 hour cycle of 2 tides a day. Note that in certain places tides vary from this patern so adjustments must by made by the interested parties to fit those circumstances.

TERRAIN CHOOSING (naval)

A historical naval attacker would choose the season and route of the invasion, which in this era was usually along the coast, sometimes across a streach of open sea or following an island chain. In some countries naval campaingns were conducted along the major rivers often in conjunction with an army. The defender would chose where to oppose him, at a narrow straits between islands or mainland, at a river mouth, anchorage or port, or choose to meet them at sea or on the great rivers in open combat. These combats are simulated by terrain features placed on a flat blue playing area.notionally first bisected then trisected into 4 flank and 2 central sectors, which are then numbered 1 to 6. Terrain features can be linear such as a single coast line or the 2 shorelines of a narrow strait at sea (WWs) , river banks of major rivers (WWr) or rivers (Rv). If portraying a river or bay mouth these may have a shore line facing toward an open sea area in the opponents half of the table. These large land areas may have land features placed on them from the defenders army list per DBM land battle rules. When land features are placed entirely in the water (GGo) they are Islands if Hills, Shoal water if rough terrain or reefs if difficult terrian. Terrain is laid in 2 phases.

  1. The Invader can choose whether or not to position one only of the following:
  2. 2. The defender now provides and positions 1 each of cumpulsory terrain features both land and naval. of a type not yet present, then 0-3 further feature equivalents of his choise, land features, BUA and contiguous feild first, except that:

An area feature cannot be more than 1,000p across in any direction, nor less than 100p. If it nowhere exceeds 500p across it counts as ? a feature equivalent, if it anywhere exceeds 750p as 1?. A BUA incorporating a hill or island counts double, and as the size of the larger. An area feature can be:

Naval Area features

The space between features in the water is good going and represents open water of adequate depth for all naval unless weather alters its character to difficult going.

Flooded Marsh is a marsh adjacent to a flooded river or WWr or adjacent to WWs at high or flood/ebb tide. It is passable to naval by boats only, but only with difficulty by following meandering waterways within it. It is passable to land elements varying between Rv and DGo..

Shoal Water is an area feature in WW or WW within 1 elments width of steep shorline or 2 elements of any other shoreline, except at BUA where the WW is always GGo.

Reefs are areas of water with visable hazzards ( such as visible rocks, breaking water, etc. ) indicating rocks, reefs, sandbanks, snags and other ship wrecking features. Reefs are like shoal water but are impassable to all naval but boats except in extreme high tides. Reefs destroy naval elements that ground on them in strong wind otherwise they strand.

After terrain set up a die is rolled by the attacker and compared to the chart below to determine the effect of the tide cycle. The result determines the nature of the shoal waters, reefs and tidal marsh in that tide cycle. The effect of the shoal water section can be modified by the nature of a the coastline or wind conditions. At the end of the first tide cycle a die is rolled to determine the effect of the next tide cycle.

The die roll is modifed for terrain types and weather conditions by the following:
+1 Passage between mainland and island +1 Adjacent mainland shore is dune or marsh or River mouth +1 Calm +1 Strong wind blowing onshore -1 Strong wind blowing offshore -1 Adjacent shore rocky or steep
If the total score isTide is   Terrain is
  HighEbbFloodLowReefTidalMarsh
-1 to 0 GGoGGoGGoGGo*GGo*
1 GGoGGo GGo*[DRv][DRv]
2 GGoGGo GGo*[TRv][TRv]
3 GGoGGo [DRv][ERv][ERv]
4 GGoGGo* [TRv][PRv][PRv]
5 GGo[DRv] [ERv][RGo][DGo]
6 GGo*[TRv] [PRv][RGo][DGo]
7 [DRv][ERv] [RGo][RGo][DGo]
8 [TRv][PRv] [RGo][RGo][DGo]
9 [ERv][RGo] [RGo][RGo][DGo]

Land going if in brackets is passable to land elements and are impassable to naval. Naval caught in shoal water when it becomes Rv or a land type is stranded until the tide changes it back to

Shoreline land adjacent to WW or Rv. It must conform to all the DBM land terrain requirements for land features of the appropriate type in that location. Counts as impassable to all naval.

PASSAGE OF SHOAL WATER, REEFS AND TIDAL MARSHES

Ships and Galleys will have to roll a die in GGo* shoal water, reefs or tidal marsh terrain to see if passage can be made each bound within that terrain. If the tide is low enough it becomes passable to land elements as a Dangerous, Tricky, Easy or Paltry river and allows passage only to Boats.. At extremely low tides shoal water becomes impassable to all naval and becomes RGo or DGo for land elements.

Naval elements may pass thru shoal water checking for to see if they run aground at the end of the movement phase when they are in GGo* shoal water. If the element upon checking strikes a reef the element is stranded or destroyed in strong wind. Low draft craft can move thru with little risk in high tide in calm. Once an element of a naval group has crossed the shoal the rest may follow at the same speed and route as the lead element as the passage is assumed to be marked.

In GGo* naval elements run aground if the number on the chart below and the result of a die roll is greater than 6. If aground in Stong wind the element is destroyed (wrecked.). Grounded ships may become unstuck if they make their number in the tide level they grounded or a higher tide.
Shp(S)4 Shp(O), Gy(S)3
Shp(I,X), Gy(O)2
Gy( F), Bt(S)1
Bt(O,I,X)0

PASSAGE OF FLOODED MARSHES

Boats may pass thru Flooded marshes moving in DGo as indicated by the die roll on the chart below.
If the total score isMove
1difficult 45 degrees left
2stranded ( no movement this bound )
3normal ahead
4difficult ahead
5impassable (back up one full movement)
6difficult 45 degrees right

Acknowledgements

Thanks to Dave Heading for the inspiration of his Renaissance Naval rules, Ian Stewart Grey for his naval expertise and critical eye that has improved these rules greatly over my original concept, Kevan Donovan and Chris Cornuelle for other critical thoughts that have helped me hone these down to a simpler DB like system.


[Naval Home]