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Naval Rules Naval Rules
A and A Game Engineering

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Dice required:

D4, D6, D8, D10, D12, D20 Product Code AA126
Naval Rules


These rules are quick and simple to play providing a game in the period 1906 to 1918 not complicated by too much detail. The scale is 1 nautical mile to 10cm. The rules incorporate weather, spotting, submarines, aircraft, shore batteries and minefields. The rules have been enhanced with the introduction of Crew Quality and the use of Contact Markers to replicate the initial uncertainty of where the enemy forces might be. A simple gunnery system requires a roll to hit with each gun, and an innovative damage system takes account of the range and penetration by specifying the dice that are rolled for damage. Modern battleships benefit from the introduction of gun directors when shooting their main batteries. Torpedo and Mine attacks are resolved using similar mechanisms, so there is a consistent feel throughout the combat system. Simple aircraft rules have been included which allow for air attacks on ships and for air to air combat. In line with the intention of the rules to provide a simple system, armour has been standardised for each type of vessel and guns have been grouped by calibre into 10 classes. A detailed differentiation between the performance of ships and guns is not used, though ships with a significant weakness are taken into account. Not all guns can engage all vessels, and the largest guns have a minimum range. There is a fleet list covering the significant vessels of 10 nations in this period with over 300 vessels. A simple conversion system allows you to quickly put together the game data you need for ships that do not appear in the data tables. The order of battle and data for the ships that took part in the Battle of Jutland are included.
Jutland Naval Wargames Rules for the Dreadnought Era - 1906 to 1918 by Graham Short with revisions and additional material by Alan Butler and Andrew Finch
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