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The document outlines the critical hit and hit determination tables for the Avalon Hill Game Company's 'Wooden Ships & Iron Men' game. It includes various modifiers for different types of gunfire and damage assessments based on the range and type of ammunition used. Additionally, it details the consequences of critical hits and the impact on crew morale and ship functionality during gameplay.

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0% found this document useful (0 votes)
19 views5 pages

Combinedcharts

The document outlines the critical hit and hit determination tables for the Avalon Hill Game Company's 'Wooden Ships & Iron Men' game. It includes various modifiers for different types of gunfire and damage assessments based on the range and type of ammunition used. Additionally, it details the consequences of critical hits and the impact on crew morale and ship functionality during gameplay.

Uploaded by

slippy95
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Blue = Wind & Water and Adjacent Ship WOODEN SHIPS & IRON MEN Critical Hit Table

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

Grape = 1 Loss Events Table


Carronade range = 3 CREW AMMUNITION

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

WIND & WATER TABLES


WIND CHANGE TABLE (Rule 30) WIND VELOCITY CHANGE TABLE (Rule 40) ANCHORING SUMMARY (Rule 19.3)
1 Wind shifts back to initial direction 1-2 Velocity drops one number 2 anchors—bow & stern
2 No change 3-4 Wind velocity does not change Plot anchoring—AB=Anchor by Bow
3 Wind shifts 60 degrees clockwise 5-6 Wind velocity increases wind by one number AS=Anchor by Stern
4 Wind shifts 60 degrees counterclockwise Takes effect on next turn.
DRIFTING (Rule 8.2-8.3) If anchored by one end, may partial drift.
5 Wind shifts 120 degrees clockwise
Wind shifts 120 degrees counterclockwise When bow hex not noted to change for 2 turns, ships drift. See HDT for Hit modifier (if both
6
Drift after other movement at end of phase. anchors)
SOL drifts every 2nd turn. Others drift every turn. Plot to upanchor 2 consecutive turns (can’t
When grappled or fouled, if any ship is not due to drift, no load or fire guns, repair, or melee). Not
FORE & AFT RIGGING (Rule 38-opt.) anchored while upanchoring. May move
F/A ships move 1 hex every 2nd turn in ship drifts. Drift at speed of slowest ship, en masse.
on next turn.
attitude A. If ship dismasted, see 8.2.5 for special turning allowance.
If ship loses anchor, see 19.3.3.1. May cut anchor(s) & move on next turn.
No full sail penalties on hit tables. If only one anchor: Lose anchor
modifier on HDT. Unanchored end will
TOWING SUMMARY (Rule 37-opt.) drift downwind. If unanchored end
CASTING THE LEAD (Rule 45-opt.) Roll for grappling directly upwind, determine by random die.
Move ≤ 1 hex. Request enemy tell Lose 1 move. pt. when towing ship of = or inferior gun rating. If anchored, rigging hits ½, rounded up.
depth of all adjacent hexes. Lose 2mp when towing ship of superior gun rating.
Anchored ship moving 120 degrees on Turning ability reduced by 1 (minimum = 1)
springs cannot cast lead. Towing ship may not end movement in with a turn, unless that
was the only move. If 0 mp, may still turn.

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

WIND EFFECTS TABLE (Rule 40.0—optional)


Ship Number 1 Number 2 Number 3 & 4 Number 5 & 6 Rowed Vessels
Class
Wind Wind A B C D A B C D A B C D A B C D A B C D
Velocity Attitude
Number
0 Becalmed SHIPS MAY NOT MOVE 0 0 0 0
1 Light -3 -2 -2 0 -3 -2 -1 0 -3 -2 -1 0 -2 -1 0 0 0 0 0 0
Breeze
2 Moderate -1 -1 -1 0 -1 -1 0 0 -1 0 0 0 -1 0 0 0 -1 -1 -1 -1
Breeze
3 Normal 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -2 -2 -2 -2
Breeze
4 Heavy 0 0 0 0 -1 0 0 0 -1 -1 0 0 -2 -2 -1 0 -3 -3 -3 -3
Breeze
5 Gale* -1 0 0 0 -1 -1 -10 -1 0-1 0 -3 -2 -2 0 Can only drift
6 Storm** -2 -1 -1 0 -3 -2 -3-1 -2 0-1 0 -3 -3 -2 0 Can only drift
7 Hurricane SCENARIO ENDS
* Gale: Ship classes 5 and 6 cannot use full sails. Ship classes 1, 5, & 6 subtract 1 from Hit Table.
**Storm: Full sails not allowed. Ship classes 1 and 4 subtract 2 from Hit Table. Classes 2 and 3 subtract 1 from Hit Table.
Yellow = Hit Tables and Critical Hits WOODEN SHIPS & IRON MEN Wind & Water Charts
Green = Sequence of Play and Miscellaneous The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game
on reverse ►
TOURNAMENT EDITION RULES 2.6
ADJACENT SHIP TABLES GRAPPLING TABLE UNGRAPPLING TABLE
FOULING TABLE UNFOULING TABLE COLLISION SUMMARY (Rule 8.3) (Rule 9.1) (Rule 9.2)
(Rule 8.3.5-8) (Rule 6.0) A. Ship w/bow or stern in hex remains in collision hex. 10+ Grappling Succeeds* 10+ Ungrappling
10+ Ships Fouled* 10+ Ships are Unfouled* B. Ship entering hex w/bow prevails over ship entering 2-9 Attempt Fails Succeeds*
2-9 Ships Not Fouled 2-9 Ships Remain Fouled hex with stern entering with a turning maneuver. 2-9 Attempt Fails
MODIFIERS:
C. Otherwise, roll a die for each ship. A player whose
- 1 per mvmt. pt. noted for target ›1.
MODIFIERS: MODIFIERS: ship was plotted to make a higher number of bow hex MODIFIERS:
+3 If ships are fouled OR +3 if the
- 1 if ships are friendly +1 if crew is elite or crack changes adds 1 to the die roll. High roller decides which +1 If crew is elite or crack
target ship is dismasted OR +1 if the
- 1 if either ship has lost a +1 by marking off one ship will occupy the contested hex. - 1 If crew is green or poor
target ship expended no points
rigging section …rigging square before roll D. Each ship with bow entering hex at moment of
in forward movement. +1 If attempt made on turn
+1 if either ship is noted to - 1 per ship at full sails collision, roll die. If 1 or 2 is rolled, bowsprit broken—For grapple occurred.
+1 If crew is elite or crack,
expend ≥ 3 movement pts. - 3 if melee is in progress SOL, mark out remainder of first rigging section. If ship
- 1 If crew is green or poor. +1 If wind velocity is 6 (storm)
+1 per ship at full sails (No melee if neither side has an not SOL, mark out ½ of first rigging section (round up). - 3 If melee in progress
OBP.) +4 for friendly ship
+2 per fire ship afire (Rule 8.3.4). This result can only happen to a ship once. *Rolls of 12 always ungrapple.
- 1 if gale or storm - 1 If wind velocity is 5 (gale)
*Rolls of 12 always foul. - 2 If wind velocity is 6 (storm) *Friendly ships automatically
- 2 per fire ship
(Ships never foul if neither
*Rolls of 12 always unfoul. MELEE SEQUENCE (Rule 12.3) *Rolls of 12 always grapple. ungrapple.
used M.P.s in forward Boarding: Both players roll a die—
movement.) +1 for better crew quality MUSKET FIRE TABLE (Rule 24.7)
GRAPESHOT PROCEDURE (Rule 24.2.4) +1 for DBP Number of Squares Firing
Load grape in addition to other shot. Subtract grape modifier +1 if ship fired grape this turn
- 2 for OBP if ships are fouled but not grappled Die Roll 1 2-3 4-5 6-7 8-9 10+
on HDT. If at one hex, apply parenthesized bonus crew hits
- 1 for OBP trying to board higher class ship (exc: class 4 v. class 3) 1 0 0 0 0 0 0
(Double, if target has boarding party). If bonus hit, roll on
Leader Casualty Table. Roll morale check. If check fails: +1 for OBP if both of OBP’s hexes adjacent to both of target’s hexes, 2 0 0 0 0 0 0
or ships are positioned directly stern to stern 3 0 0 0 0 C C
target ship’s OBP becomes DBP and loses one quality for this
turn’s melee, plus sail changed canceled. Grape cannot be or target ship is in raking position of OBP’s bow. 4 0 0 C C C C
fired at a boarded ship in its 2nd or later turn of melee. Fighting: Both players total melee strength (crew squares x quality) 5f 0 C C C CL CL
and roll die on Melee Crew Loss Table (DBP shift one column to right 6f C C CL CL CL 2CL
on first turn of melee.) 7 C CL CL CL 2CL 2CL
8+ CL CL CL 2CL 2CL 2CL
LEADER CASUALTY TABLE Winning: Each side rolls a die for morale check:
Roll for crew hits by musket, bonus crew hits by grape, & critical hits. Die Roll Modifiers:
+1 if opponent has a 2-1 melee strength advantage (after losses)
Roll Roll two dice and apply result. -1 if roller is a flagship & +1 if enemy is a flagship (per scenario) +1 if marines are in rigging (but not if in OBP)
(Soldiers cannot occupy rigging.)
2 Captain hit. Take morale check. If check fails, reduce +1 if attacker is elite or crack
If die roll is greater than crew quality, party fails morale check.
crew quality by one. - 1 if attacker is green or poor.
However, if failing party has marines, reroll. The second roll stands.
3 Specialist hit. Roll one die and consult table below. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 if at full sail
5, 7, 9 Lieutenant hit. Subtract 1 from this turn’s boarding If only boarded ship fails check, it surrenders!
- 1 in heavy breeze (no musket fire in gale or storm)
roll. Subtract 1 hit table on next turn’s broadside. If both sides fail check, boarders return to their ship. Melee ends! New If firing ship to ship:
11 Specialist hit. Roll one die and consult table below. melee may begin next turn if ships are still grappled or fouled. +1 if target has boarding party; loss comes from party.
12 Miss, unless ship is flagship. Then, admiral is hit.
If only boarding OBP fails check, it is repelled. Target rolls a die on +2 if ships are grappled or fouled to each other.
Take morale check. If check fails, reduce crew quality
Melee Crew Loss Table (without column shift) to inflict losses on -1 for marines or soldiers in an offensive boarding party
by one. If quality reduced, adjacent ships of same
fleeing OBP. Melee ends! New melee may begin next turn if ships +1 if firing ship is anchored.
nationality take morale check with -1 die roll mod.
grappled/fouled. - 1 for soldiers firing from ship
4,6,8,10 Miss
+2 If attacker is on land:
CREW MELEE STRENGTH TABLE - 1 if defender is in woods, wood bldg., or town
Roll SPECIALIST CASUALTIES
Quality Elite 5 Crack 4 Ave. 3 Green 2 Poor 1 OR -2 if target is in a redoubt or stone building
1 Marine leader hit.-1 to this turn’s Musket Fire roll and Melee
Crew Loss roll. -3 if target is on a fort wall (not cumulative with
2 Armorer hit. +1 to die roll to repair guns.
MELEE CREW LOSS TABLE (12.3)
woods or town modifier)
3 Gunner hit. Ship may not change ammo type on this turn. Total Melee Strength (DBP shifts one column to the right on first turn of melee.)
4 Boatswain hit. +1 to die roll to repair rigging. Die 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81+ C=Crew hit. +If an “L” appears, roll two dice on
5 Carpenter hit. +1 to die roll to repair hull. 1-2 0 0 0 1 1 1 2 2 2 Leader Casualty Table.
6 Marine leader hit. -1 to this turn’s Musket Fire roll and Melee 3-4* 0 1 1 1 2 2 2 3 4 f= 5 or 6 (unmodified). If marines in rigging, roll
Crew Loss roll. 5*-6* 1 1 2 2 2 3 3 4 4 two dice, +1 if at full sail. 9-11= minor rigging fire
*First loss on roll of 4 must be a soldier, if any in boarding party. on firing ship; marines cut away one rig. square,
*First loss on roll of 5 must be a sailor. putting fire out.
*First loss on roll of 6 must be a marine. 12 = Major fire breaks out. (Rules 19.6 & 20)
Yellow = Hit Tables and Critical Hits WOODEN SHIPS & IRON MEN Sequence of Play
Blue = Wind & Water and Adjacent Ship The Avalon Hill Game Company’s Trademark For Its Fighting Sail Game on reverse ►
TOURNAMENT EDITION RULES 2.6

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.

EXPLODING SHIPS SUMMARY (Rule 24.3.2.3)


For adjacent ship, roll rigging effects on Hit Table x 2 RELOAD SUMMARY (Rule 26)
exploding ship’s 1 hex rake bonus, not to exceed Table 10, R = round C = chain
plus Crit. Hit 2H. DS = doubeshot
Roll a die for ships two hexes from exploding ship. RG = grape on round
6=hit by falling debris. CG = grape on chain
Roll on rigging effects section of Hit Table number = to DG = grape on double
exploding ship’s original two hex basic broadside (no If load forgotten, ship loads last
modifiers). load fired.

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.

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