Combinedcharts
Combinedcharts
Green = Sequence of Play and Miscellaneous                                                                   The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game
                                                                                                                                   TOURNAMENT EDITION RULES 2.6                                                                                                               on reverse ►
                                                                                              HIT DETERMINATION TABLE (HDT)
    GUNS FIRING
                      RANGE IN HEXES                    Chain range = 4                     Round range = 10                                     HIT TABLE MODIFIERS                                             ADVANCED GAME MODIFIERS                                         Crew Section
    NUMBER OF
                                                                                                                                                                                            BRDSDE
                                                                                                                                                                                                                                                              ALL
                                                                                                                                                                                            INITIAL
                                                                          Hull Range = 5
                       Dble = 1*                                                                                                                                                                                                                            ANCHOR               Sails Status Changes
                                                                          Rake range = 5                                                                                      SECT.
                                                                                                                         STERN               CREW QUALITY                                             CAPT.                                                                      Repair Attempts
                                                                                                                                                                              LOSS
                                                                                                                                                                                                      SHIP       Ch                Grape      AT FULL                            Firefighting
                         1*              2                3                  4               5, 6              7-10      RAKE         EL        CR          GR        PR      (   table)                                    Ds                 SAIL                              Grappling Attempts
        1-3             1 (2)          0 (1)          -1 (0)           -2 (-1)             -3 (-2)              -4         +1          +1        +1         0         -1          -1          +1        -1       +1         +1       -1             -1          +1               Boarding Parties
                                                                                                                                                                                                                                                                                 Waterline Damage
        4-6             1 (2)          1 (2)           0 (1)           -1 (0)              -2 (-1)              -3         +1          +1        +1         0         -1          -1          +1        -1       +1         +1       -1             -1          +1               (Ships aground or
                                                                                                                                                                                                                                                                                 upanchoring cannot fire.)
        7-9             2 (3)          1 (2)           0 (1)           -1 (0)              -2 (-1)              -3         +1          +2       +1          0         -1          -1          +1        -2       +1         +1       -1             -1           +1
     10-12              2 (4)          2 (3)           1 (2)              0 (1)            -1 (0)               -2         +1          +2        +1         0         -1          -1          +1        -2       +1         +1        -1            -1          +1
                                                                                                                                                                                                                                                                                SMALL TARGET (opt.)
     13-15              3 (5)          2 (4)           1 (3)              0 (2)            -1 (1)               -2         +1          +2        +2         0         -1          -1          +2        -2       +2         +2       -1             -1          +1               Class 7        Class 8
                                                                                                                                                                                                                                                                                    -1            -2
     16-18              3 (6)          3 (5)           2 (4)              1 (3)             0 (2)               -1         +1          +2        +2         -1        -1          -1          +2        -2       +2         +2        -1            -1          +1              (no effect on grapeshot)
     19-21              4 (7)          3 (6)           2 (5)              1 (4)             0 (3)               -1         +1          +2       +2          -1        -2          -2         +2         -2       +2         +2       -2             -2          +2
                                                                                                                                                                                                                                                                                   SMALL CREW ON
     22-24              4 (8)          4 (7)           3 (6)              2 (5)             1 (4)               0          +1          +2       +2          -1        -2          -2         +2         -2       +2         +2       -2             -2          +2                 TARGET SHIP (opt.)
                                                                                                                0                                                                                                                                                                       -1 crew hit
        25              5 (9)          4 (8)           3 (7)              2 (6)             1 (5)                          +1          +3        +2         -1         -2         -2         +2         -2       +2         +2       -2             -2          +2               (no effect on grapeshot)
*No fire at rigging if grappled/fouled w/target.
                                                             Marine may absorb crew loss. (R)=bonus rigging hit to target ship at full sails. M?=If shot at rigging, 1 crew hit must be marine if in rigging. When firing grape, (C)=bonus crew hit (x2 if boarding party) If OBP fails moral √, it becomes DBP
  HIT TABLES
                      NUMBER 0                                              NUMBER 1                                             NUMBER 2                                     NUMBER 3                                      NUMBER 4                                        NUMBER 5
        HULL                   RIGGING M?                         HULL                     RIGGING M?                    HULL               RIGGING M?                HULL             RIGGING M?                 HULL              RIGGING M?                       HULL              RIGGING M?
                  0                     0             1               0                         0 0                         G                   0 (R)        1          C-G                    00 (R)             C-G (R)                  R-G (R)         1       C-H-G (R)                  R-C
                                                                                                                                                                                                                                                                                              0 (R)
                  0                     0             2               0 0                        0 (R)                      H                    R           2         H (R)0                   R-C                   R-H                  R-H (R)         2         R-2C-H
                                                                                                                                                                                                                                                                         0                   2R-G (R)
                  0                     C             3              G                              R                      H-G                  R-C          3         C-H-G                    R-G               R-2H-G                   2R-C (R)        3      C-2H-G (C)                 3R-H (R)
              C                       0 (R)           4           H-G (C)                       C (R)                    C-H (C)                R-G          4        R-2H (C)                2R (R)             C-2H-G (C)            2R-C-G (R)          4     C-2H-2G (C)               3R-C-G (2R)
           H (C)                        R             5           C-H (C)                         RH                    R-C-H (C)              R-G (R)       5        C-2H (C)               2R-G (R)             C-3H (C)                 3R-G (R)        5      R-3H-G (C)                4R-H (2R)
          G* (C)                       C*             6         R-C-H* (C)                     R-C-G*                   2H-G* (C)            2R-C-H* (R)     6    2H-2G* (2C)              2R-C-H* (R)           3H-G*( 2C)           4R-C-H* (2R)         6     C-3H-G* (2C)           4R-H-C-G* (2R)
M? = Crew loss must be taken from marines if marines are in the rigging and broadside was fired at rigging, unless “men (sailors) in rigging”.
                                                                                                                                                                                                                                                                                      GUN HIT
                                                                                                                                                                                                                                                                     DIE
                      NUMBER 6                                              NUMBER 7                                             NUMBER 8                                     NUMBER 9                                       NUMBER 10                                               LOCATION
                                                                                                                                                                                                                                                                              CARRONADE in BOW
        HULL                    RIGGING M?                        HULL                     RIGGING M?                    HULL               RIGGING M?                HULL             RIGGING M?                     HULL             RIGGING M?                     1
                                                                                                                                                                                                                                                                              (Starboard, if Rake)
        2C-H-G                      2R-C (R)          1           C-2H-G                      2R-C
                                                                                               0 (R)                   2C-2H-G (R)           3R-C-G (R)      1 C-2H-3G (R) (C)             4R-H-G
                                                                                                                                                                                             0 (2R)          1 4C-2H-2G (R) (C)            5R-C-H
                                                                                                                                                                                                                                             0 (2R)                   2
                                                                                                                                                                                                                                                                              CARRONADE IN
                                                                                                                                                                                                                                                                              STERN (Port, if Rake)
         R-C-2H                    2R-C-G (R)         2       R-C-2H-G
                                                                     0 (C)                   3R-G (2R)                 R-C-3H-G (C)          3R-H-G (2R)     2 2C-3H-2G 0(R) (C)           4R-C-H (2R)       2   R-C-3H-3G
                                                                                                                                                                                                                         0 (C)              5R-2G (3R)                        GUN IN BOW
                                                                                                                                                                                                                                                                      3
                                                                                                                                                                                                                                                                              (Starboard, if Rake) *
    R-2H-2G (C)                    3R-H-G (R)         3       3H-2G (R) (C)                 3R-H-G (2R)                2C-3H-2G (C)          4R-H-G (2R)     3 R-2C-3H-2G (C)               5R-2H (2R)       3   R-C-4H-2G (C)             6R-H-2G (3R)
                                                                                                                                                                                                                                                                              GUN IN STERN
                                                                                                                                                                                                                                                                      4
    C-2H-2G (C)                     4R-G (R)          4       2C-3H-2G (C)                 4R-2C-H (2R)                C-4H-2G (C)           4R-H-G (2R)     4   2C-4H-2G (C)              5R-C-2G (3R)      4    2R-5H-G (C)              6R-C-G (3R)                        (Port, if Rake) *
                                                                                                                                                                                                                                                                              GUN IN BOW
    C-3H-G (R) (C)                  4R-H (2R)         5        C-4H-2G (C)                 5R-C-2G (2R)                2R-4H-G (C)           5R-C-G (3R)     5   3R-4H-G (C)               6R-C-2G (3R)      5   R-2C-5H-G (C)            6R-2C-2H (3R)               5
                                                                                                                                                                                                                                                                              (Starboard, if Rake)
                                                                                                                                                                                                                                                                              GUN IN STERN
    C-4H-2G* (2C)                  5R-C-H* (3R)       6       R-4H-2G* (2C)                5R-2H-G* (2R)              2C-4H-2G* (2C)        6R-2C-H* (3R)    6   2C-5H-G* (2C)             7R-2G* (4R)       6 2C-6H-2G* (R)(2C) 7R-2C-H-G* (4R)                      6
                                                                                                                                                                                                                                                                              (Port, if Rake)
                                                                                                                                                                 st                                                                            th                             If section started with more carr.
If target anchored, reduce rigging hits by 1/2, rounded up.                      COMBAT DIE SEQUENCE: (Crit. Hit-Crit. Miss-Orange) 1 -white-Hit 2nd-blue-See Gun Hit Location Table. 3rd + 4 -Crit. Hit                                                              *       than guns, take carronade.
Blue = Wind & Water and Adjacent Ship          WOODEN SHIPS & IRON MEN                                                                            Hit Tables
Green = Sequence of Play and Misc.           The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game                                  on reverse ►
                                                           TOURNAMENT EDITION RULES 2.6
                                                               CRITICAL HIT TABLE
2R     Roll one die. If equal of less than Hit Table of firing ship, mast falls, mark out rest of rigging section. Roll for leader casualty
2H     Roll one die. If equal or less than hit table of firing ship, fire breaks out. Consult rules 19.6 & 20.
3R     If ship is missing two rigging sections, crew is demoralized.
       Roll one die, add crew quality strength points. Subtract number of lost crew sections, subtract 1 if ship is totally dismasted.
       If the result is 6 or less, crew drops one rate in quality.
3H     If ship has lost half of its hull squares, crew is demoralized.
       Roll one die, add crew quality strength points. Subtract the number of lost crew sections.
       If the result is 6 or less, crew drops one rate in quality.
4R     Roll one die. If equal or less than Hit Table of firing ship, fallen rigging obscures a gunnery section in the left broadside.
       Mark out 2 rigging squares. Reduce Hit Table by 1 in left broadside for the next three turns.
4H     Roll one die. If equal or less than Hit Table of firing ship, roll for leader casualty and helm destroyed.
       Ship cannot turn in the next Movement Phase (unless helm was previously destroyed).
5R     Smoke obscures line of sight of firing ship!
       No Musket Fire on this turn. Reduce hit table by 1 on engaged broadside on next turn unless firing ship moves 2 hexes.
       (If wind velocity heavy breeze or higher, no effect.)
5H     Same as 5R.
6R     Any change of sail status planned for this turn is canceled. Any rigging repairs conducted are nullified.
6H     Roll one die. Subtract 1 if ships are adjacent. If equal or less than Hit Table of firing ship, roll for leader casualty.
       +If using “Ships Boats” optional rule, also mark out one boat square.
7R     No Effect
7H     No Effect
8R     If target is at 2 hexes or less, mark out 1 marine square unless crew is changing sails or repairing rigging.
       In that case, mark out crew. If no marine is available, mark out crew.
8H     If broadside was a stern rake, roll for leader casualty and rudder destroyed. Ship cannot turn in next Movement Phase. Turning
       ability is permanently reduced by 1.
       If broadside was a bow rake, bobstay shot away. Roll one die and subtract class number of ship. Result is the number of
       damaged rigging squares.
       +Otherwise,mark out one marine square and, if using “Ship’s Boats” optional rule, mark out one boat square.
9R     Same as 6R.
9H     Roll one die. If equal or less than Hit Table of firing ship, roll for leader casualty. Roll die again and consult footnote below.*
10R    Roll one die. If equal of less than Hit Table of firing ship, fallen rigging obscures a gunnery section in the right broadside.
       Mark out 2 rigging squares. Reduce Hit Table by 1 in right broadside for the next three turns.
10H    Roll one die. If equal or less than Hit Table of firing ship, waterline damage occurs. Class 7 & 8 vessels sink immediately.
       Otherwise, assign the highest numbered crew section to the bilge pumps to keep the ship afloat for the remainder of the game.
       If the ship already has waterline damage, roll one die +during the Destroyed Hull Phase. A roll of 6 results in the ship taking on
       water faster than the crew can pump and becomes a sinking ship See 24.3.2.2.
11R    Errant rounds of chain or roundshot hit ships adjacent to target ship, but otherwise within the firing ship’s field of fire.
       (This applies even to ships otherwise blocked by target, though not by others. It does not apply to the firing ship).
       Roll die for each affected ship. Determine Hit Table, ignoring rake bonus and all modifiers except chainshot.
       Divide by 2, and round down. Errant rounds will not inflict critical hits.
       This represents the occasional over-shot and shot passing through the target ship. “Shot will carry away the masts and yards of friends as well as foes.”
11H    Errant rounds of roundshot hit ships adjacent to target ship, but otherwise within the firing ship’s field of fire.
       (This applies even to ships otherwise blocked by target, though not by others. It does not apply to the firing ship.)
       Roll die for each affected ship. Determine Hit Table, ignoring rake bonus and all modifiers.
       Divide by 2, and round down. Errant rounds will not inflict critical hits.
12R Roll one die. If equal or less than Hit Table of firing ship, mast falls, mark out rest of rigging section. Roll for leader casualty.
12H Roll one die. If equal or less than Hit Table of firing ship, magazine may explode. Roll one die and add range in hexes. If the
       result is 3 or less, ship explodes, otherwise, ship is on fire as in 2H.
Critical Hit results are determined at the end of combat after all regular damage has been recorded. All results are cumulative.
Option: Critical Hit/Critical Miss—If additional die roll is 6, roll for critical hit. If die roll is 1, subtract one hit table.
      * 9H 1. Towing line shot away (No effect if no tow line or if firing ship's broadside was a rake on the target ship's opposite end from towing line)
            2. Bow anchor cable severed; ship cannot anchor by bow. (No effect if broadside was a stern rake).
            3. Stern anchor cable severed; ship cannot anchor by stern. (No effect if broadside was a bow rake).
            4. Bilge pumps damaged. To repair, note "RBP" during Planning Phase and follow repair procedure in Rules 19.5 & 28. If pumps are not repaired and
      ship ever has waterline damage (critical hit 10H), crew may not pump water from hold. Roll die +during each Destroyed Hull Phase. A roll of 6 results in ship
      becoming a sinking ship.
            5. Fire pumps damaged. Add +2 to attempts to fight fire until fire pumps repaired. To repair, note "RFP" during Planning Phase and follow repair
      procedure in Rule 27.
            6. Gun bursts. Mark out one crew square and one gun square on the firing broadside of firing ship. Roll die: 1-2 = carronade; 3-6 = gun.
                                “Something must be left to chance; nothing is sure in a sea fight above all” Admiral Horatio Nelson
Yellow = Hit Tables and Critical Hits                                                                                                                         Adjacent Ship Tables
Green = Sequence of Play and Miscellaneous
                                                                                                                                                              on reverse ►
                                                        WOODEN SHIPS & IRON MEN
                                                       The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game
                                                                       TOURNAMENT EDITION RULES 2.6
 SHIP AGROUND SUMMARY (Rule 44-opt.)                                     ROCKS (Rule 44.2)                                             LOSS OF RIGGING SUMMARY (Rule 36-opt.)
 Roll die. 6 = ship can’t be refloated in scenario.                Roll die. 1: Ship wrecks (44.1).                          If all rigging lost, ships starting game w/ ≤ 12 gun squares subtract
 Otherwise, roll die in Reload Phase. Ship                         2: Ship has waterline damage                              1 hit table; ships starting w/≥ 13 gun squares subtract 2 tables.
 refloated on roll › original roll.                                and is aground (Crit.Hit 10H &                            In turn ship loses last square of rigging section, roll die for each
 +1 to die if 2 gun squares marked out per turn                   44.3); 3-5: Ship has waterline                            section lost. 2-6, mast falls free.
 (can’t be repaired.)                                              damage; 6: Ship unharmed.                                 1 mast hangs over side. Roll again: 1, 3, 5, falls over left
 +1 to die if being towed                                                                                                  broadside; 2, 4, 6-right broadside. Adjacent ship on broadside rolls
 Ship aground can’t fire guns. Can’t change sails                      ROWING (Rule 39-pt.)                                for fouling.
 or repair on turn rolling for refloat.                                                                                      Ship can’t fire guns until mast cut loose during Unfouling Phase.
                                                                   Ships w/≤ 24 guns
 -1 if ship is within 10 hexes of enemy.                                                                                  Unfouling of adjacent ship separate roll from mast unfouling.
                                                                   Change from sails to oars or
                                                                   reverse, put “MIR”.                                       CHANGING WIND NUMBER CHART (Rule 43-opt.)
         WEATHER DAMAGE TABLE                                    Need 2 crew sections to row; may                          1  New wind change number is 7 or 9 or 11
                 (Rule 40.3.4—opt.)                                do nothing else but DBP.                                  2  New wind change number is 7 or 9
                                                                   Row 2 mps in attitude D,                                  3  New wind change number is 7 or 11
      If Fould/Grappld—Roll die for each ship.
                                                                   3 mps in other attitudes.                                 4  New wind change number is 7
      Gale               1 = 1 rigging hit.
                                                                   No rigging hits or fouling when                           5  New wind change number is 9
      Storm              1 or 2 = 1 rigging hit.
                                                                   rowing.
                                                                                                                             6  New wind change number is 11
                                                                         MISCELLANEOUS CHARTS
FIRE FIGHTING                                                  CREW QUALITY SUMMARY                                                                 FIELD OF FIRE SUMMARY (Rule 24.1)
(Rules 19.6 & 20)                               Hit Determination--(Rule 11.3.1 & Hit Determination Table)              Fields 1, 2, & 3 can be hit by full broadside. Field 4 can be hit only by stern guns. Field 5
Fire Fighting Phase: To                         Sail Status Change—(Variable Seamanship Opt. Rule 35)                   can be hit only by bow guns.
extinguish, roll ≤ than number of               Musket Fire-- +1 for El & Cr; -1 for Gr & Pr (Musket Fire Table)        Ship can’t fire at more than one target with a broadside.
crew sections assigned to fight                 Melee (Rule 12.3 & Crew Melee Strength Table)                           If one section fires initial broadside, it is treated as if the entire initial broadside was fired;
fire. If 6 is rolled, roll again. If            Morale Checks (Rule 3.2.5.1, Melee, plus 35.0, Variable                 other section loses advantage.
another 6 is rolled, fire is out of                        Seamanship)                                                  If ship fires at target within field of entire broadside (Fields 1, 2, or 3), ship must fire at
control. Consult sink or explode                Repairs (Variable Seamanship, 35.0)                                     closest target.
result on Destroyed Hull Table.                                                                                         Ship can’t fire stern guns at target in field 4 if there is a closer target in fields 2 or 4. Ship
If fire is not extinguished, mark                                                                                       may fire at target in field 4 if there is target closer in fields 1, 3 or 5.
off one hull and one rigging                              SURRENDER BY IMMOBILITY (Rule 11.4-5)                         Ship can, fire bow guns at target in field 5 if there is closer target in fields 3 or 5. Ship may
square and, if ship is grappled or                      If all rigging lost & no friendly ship of ≥ class as            fire at target in field 5 if there is target closer in fields 1, 2 or 4.
fouled to other ship, roll 2 dice. If                   firing ship w/in 10 hexes, ship surrenders to 1 st              Target may straddle two fields. For determining fire, target occupies lowest number field.
roll is “2”, fire spreads to other                      enemy ship which rakes its hull. If friendly ship               For determining line of sight, ship occupies both fields. There are 4 exceptions to this rule:
ship. Roll on Critical Hit 2H.                          moves w/in 5 hexes, it ceases to be surrendered.                Ship firing at target straddling fields 2 and 4 may not fire stern guns if there is closer target
                                                                                                                        occupying field 4. It may fire bow guns.
                                                                                                                        Ship firing at target straddling fields 3 and 5 may not fire bow guns if there is closer target
                                                        DESTROYED HULL TABLE (Rule 24.3)
    REPAIRS (Rules 19.5 & 28)                                                                                           occupying field 5. It may fire its stern guns.
Plot in Notes column RR, RH, or RG                1-5     Ship Surrenders by Striking Colors                            Ship may fire bow guns at target in fields 1 or 3 even though there may be a closer ship
Turning maneuver, collision, melee,                6      Ship May Sink or Explode*                                     straddling fields 2 and 4.
or upanchoring voids repair.                      * When 6 is rolled in Destroyed Hull Phase, roll                      Ships may fire stern guns at target in fields 1 or 2 even though there may be closer ship
Roll die. +1 if within 10 hexes of                again. Add 3 to roll if ship is afire. Subtract 1 if ship             straddling fields 3 and 5.
enemy ship. 1-3 succeeds.                         has waterline damage. Subtract 1 if wind velocity                     Determination of field-of-fire is made independently of determination of range between
                                                  gale or storm.                                                        opposing ships.
                                                  If 1-3, ship sinks; if 6, ship explodes; if 4-5, return to
                                                  rolling during Destroyed Hull Phase.
                                                  If ship explodes, see 24.3.2.3.
                                                  If sinking ship is fouled, See 24.3.5.
                                                          AMMUNITION LIMITS
      PRIZE CREW
        (Rule 12.4)
                                                       Britain    American                 Others
≥ 1 square per 6 prisoners              Chain               2           3                      5
Odd crew hits from prize                Grape               4           4                      5
crew; even crew hits from
prisoners.