Professional Documents
Culture Documents
As with any simple set of rules which covers a long period Dreadnought could do with some
adjustments to better reflect a particular time period. Here are some amendments for the period
1905-1919. Many come from Jim Eliassons articles in The Broadside, May to November 1992, a
couple from Dave Newman in Moves 23 and 26 and some are all my own work.
Apologies that they are somewhat British/German focused, but I produced this for my Jutland 100th
anniversary reply.
(Values taken from Bob Zmudas data which can be be found in Post 210 at
http://talk.consimworld.com/WebX?14@@.1dcf9db9/206 )
Attack Strength
Note The British capital ship attack strength reflects their inadequate shells which tended to break
up on impact, or explode as they hit the armour, rather than when they had penetrated. For battles
from 1917 onwards increase the attack values by one third (rounded down).
Units are
BC - Dreadnought battlecruisers
BB - Dreadnought battleships
AC Armoured Cruisers
CL Light Cruisers
[5] COMBAT
[5.24]
CL and DD may not fire on capital ships their armament is too weak to penetrate the armour and
inflict a damaging hit to speed or gunnery. AC may fire on capital ships their guns were larger.
Anyone may fire on a screen unit.
[5.4] DAMAGE AND DAMAGE CONTROL
[5.41]
No flash protection: 2, 3, 4, 11, 12 ship explodes and is sunk; otherwise it suffers 2G1S damage.
Flash protection: 7 or 11 - ship explodes and is sunk; otherwise it suffers 2G1S damage.
Historically the Germans improved their flash protection after Dogger Bank (March 1915 onwards),
the British after Jutland (September 1916 onwards).
If playing a campaign game a side implements flash protection after a battle in which at least one
capital ship exploded or suffered 2G1S damage after an E result.
Damage is cumulative. If a ship has an existing 1G condition and suffers another 1G the condition
progresses to 2G. Damage beyond 4S or 4G is superfluous and ignored. G and S type damages are
unique to each other and are not convertible. The number of G type damages have no effect on the
ships speed and visa versa.
During the Damage Control phase each Player may attempt to repair damage inflicted on his ships
using the Damage Control Table.
The player rolls the die one for G damage and again for S damage. If the attempt is successful they
reduce that type of damage by one step. Damage control is not compulsory; a player may leave his
ships damaged to try to repair one type of damage rather than another.
[5.44] A ship may not successfully remove more steps of damage than its defence strength. Once a
ship has reached that limit it may not remove any more damage. For example a ship with a defence
strength of ten could only successfully remove ten steps of damage, the eleventh and subsequent
steps would be permanent.
Any extra G or S hit on a ship which already has 2 hits of the same type is noted as an irreparable hit.
The ship may still repair 2 hits of this type, but will only regain half attack/speed. A ship is wrecked if
it has 2 irreparable S and G hits.
[5.46] Sinking
A capital ship sinks in one of two ways. It blows up (E Result) or it is wrecked (2G2S) and has received
more damage (included repaired hits) than its defence strength. Eg: A British Battlecruiser with a
defence strength of 3 has repaired 1S and has 2G hits. It receives a 1G result. As it has also received
a total of 4 hits, which is more than its defence strength so it sinks.
A screen unit sinks if it has 2G2S damage and a capital ship inflict another G or S or a screen unit
inflicts an additional S. An E always sinks a wrecked screen unit.
[5.5] RANGE EFFECTS
For capital ships main armament at a range of 1-2 hexes damage points inflicted are tripled; at a
range of 3-4 hexes damage points are doubled Screen units always fire at their printed value.
[5.61] When a firing ship is being fired that turn subtract two from the to hit roll.
[5.62] German ships have a +1 to their to hit roll when firing at a new target (to simulate their
superior range finding equipment and technique). This modifier is NOT cumulative with the next.
[5.63] If a ship firing on another achieved a result calling for a roll on the combat results table (even
if no damage was done) the next turn if still firing on the same ship there is an addition to the To hit
rolls - +1 for all ships without directors; +2 for all ships with directors.
[5.7] VISABILITY
[5.71] Each scenario gives the base visibility for turn 1. From turn 2 onwards roll two dice, one plus
and one minus. The visibility for that turn is the base visibility plus or minus the difference between
the two dice. Minimum visibility is one hex. Maximum visibility (due to the curvature of the earth) is
13 hexes.
[5.72] If there are 10 or more capital ships on one side the base visibility will worsen from the effects
of gun and funnel smoke. After every six turns subtract one from the base visibility.
[5.73] Base visibility at night is one hex. If the game starts at sunrise base visibility is two and
increases by four per turn, until the maximum for the scenario is reached. In the evening base
visibility reduces by two per turn from an hour before sunset.
[5.73] No ship can fire at another ship if the target is outside visibility range.
[5.74] Having the setting sun behind the target highlights it and makes it easier to see; conversely a
ship with night behind it is harder to see. For sunrise and one turns after and the sunset and the
turn before any ship firing along a firing arc facing east (at sunrise) or west (at sunset) can add two to
its damage point roll; any ship firing along a firing arc facing west (at sunrise) or east (at sunset)
subtracts two from its to hit roll.
[5.75] Ships may not fire over ships of the same or larger class if they are on a straight line between
the centre of the firers hex and the target hex. Hexes bisected by such a line are only blocked if
there is a blocking ship in both hexes. Ship classes are B/BB/BC; AC/CL; DD.
[5.76] Ships firing over a smaller class which is traveling at more than half speed and/or through a
hex behind any ship which is traveling at more than half speed subtract two from its to hit roll. This
represents the effect of funnel smoke and gunfire. Half speed is defined as speed divided by two,
so for a ship with a movement allowance of 5 half speed is 2.5, traveling at 3 is more than half
speed.
[6.0] MOVEMENT
[6.13] Any ships entering the same hex at the same time on non-parallel courses must roll for
collision, whether friendly or enemy. A roll of 6 means the ships collide, both stop dead and suffer
G2S damage. If two stacks collide roll for each ship in the smaller stack. If a collision occurs on a roll
of a 6 randomly select one ship from the larger stack as the ship collided with. Screen units count as
one ship for this purpose. A ship cannot collide more than once a turn.
Ships on parallel courses are assumed to avoid each other. If opposing sides and ending in the same
hex they may fire at each other, with their attack strengths tripled. Torpedo attacks are ineffective at
zero range the torpedoes do not have time to arm.
Any ship capable of movement may accelerate from zero to one. (addition)
[7.0] FACING
[7.11] The facing diagram [as in the rules] shows the arcs of fire for a ship. If firing to port or
starboard it uses its Broadside Attack Strength (the central attack strength figure). When firing into
the bow arc it uses its Bow Attack Strength (the first attack strength figure). When firing into the
stern arc it uses its Stern Attack Strength (the last attack strength figure).
[7.12] Only the top ship in a stack may fire into its bow arc. Only the last ship in a stack may fire into
its stern arc. (The other ships in the hex are only a few hundred years behind / ahead and will have
their line of site blocked by the physical ship and the smoke from funnels and guns).
[7.13] A ship directly in a targets bow or stern arc adds two to the damage point roll. If elsewhere in
a targets bow or stern arc the firer adds one to the damage point roll. (It is much easier if a target is
heading towards / away from you than across you).
[7.21] A ship may only move in the direction it is facing. If it is to change course it must change
facing. A ship (other than a DD unit) moving independently or a flagship may only change facing
twice during a movement phase, once at the start of movement before expending any movement
points and once again at a later point in its path of movement. Ship[s in column always exactly
duplicate the movement of their flagship, regardless of where in the course of their movement they
are required to turn or which leg of their movement is the longest.
[7.22] A DD unit may make three changes of facing in any movement phase, as long as it moves at
least one hex straight ahead after each change and two hexes straight ahead after the last change.
[7.23] No ship may change facing in that movement phase in the last hex it enters.
[7.31] It does not cost any movement points to turn one hexside within a hex.
[7.32] When a ship turns two hexsides within a hex this costs two movement points.
[7.33] Screen units may turns three hexsides within a hex at a cost of three movement points.
Capital ships may not make these turns.
[8.0] Torpedo combat
[8.21] Torpedoes may be fired at any time during the movement phase, noting on the movement
sheet the moment of firing and the track. Eg NE2 TSA5 NE2 is a move of 2 NE, fire a torpedo to
starboard on track A5 and move a further 2 NE.
[8.22] Other than CL and DD all other ships may only be given C torpedo plots (i.e. straight from
port or starboard).
[8.23] Capital ships and Cruisers of both sorts can fire torpedoes once to port and once to starboard.
If several ships in a stack make torpedo attacks add the strengths together. Destroyers can only fire
once, no matter in which direction.
L10, L50 2
D10 7
D20, D50 10
[8.4] A unit with 1G damage fires torpedoes at half value. A screen unit with 2G damage may not
launch torpedo attacks.
[8.5] Torpedoes attack all vessels in all hexes they move through so one spread may attack two
stacks if it intersects both.
The odds ratio is shifted to the right depending on the speed of the target
If the target did not change direction between the torpedoes being fired and making contact shift
one column to the right.
If the launching unit was not under fire shift one column to the right.
[8.7] Damage effects from torpedoes are reversed; a G result is treated as an S result and visa versa.
Exceptions S is always S; 2S is always GS.
An E result against a ship with a defence strength of four or less is an automatic sinking.
An E result against a ship with a defence strength of five to ten is an automatic sinking on a roll of
seven to eleven inclusive.
Sites lines and smoke effects
The above diagram shows some (not all) allowed (red lines) and disallowed (black dotted lines)
attacks. Note the blocking effect are mutual.
Marlborough and Defflinger can fire at each other as the as the ships between them are of a smaller
class. Marlborough can also fire on the DD. Marlborough and Grosser Kurfurst cannot fire at each
other they are blocked by Revenge.
Colossus and King cannot fire at each other they are blocked by the CA.
Iron Duke and Grosser Kurfurst cannot fire at each other as they is blocked by the CA. Iron Duke and
King can fire at each other as the line of fire is clear.
King George V and King can fire at each other as the destroyers are a smaller class.
If the screen units and Revenge are all moving at more than half speed all the firing will suffer from
the effects of smoke, subtracting two from their to hit rolls. If King George V was firing at a target
in 1114 she would not suffer from this, as she would be firing to the front of the destroyers.
To hit table result is the number of damage points inflicted
Attack strength
Dice 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 Dice
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4
5 0 0 0 0 0 0 0 0 0 1 1 2 2 2 2 2 2 2 3 3 4 4 4 5 6 7 5
6 0 0 0 0 1 1 2 2 2 2 2 2 2 3 3 3 3 4 4 4 5 5 6 6 7 7 6
7 0 0 2 2 3 3 3 4 4 4 4 4 4 4 5 5 6 6 7 7 7 8 8 9 9 9 7
8 0 2 2 5 5 5 6 6 6 6 6 6 6 7 7 8 8 8 8 9 9 10 10 10 10 10 8
9 2 4 6 6 6 7 7 8 8 8 8 8 8 8 8 9 9 10 10 11 11 11 12 12 13 14 9
10 3 7 8 9 9 10 10 10 11 11 11 12 12 12 13 14 15 16 16 17 17 17 18 19 19 20 10
11 6 9 10 11 11 12 12 12 13 13 14 15 16 16 17 17 18 18 19 19 20 20 20 21 22 23 11
12 8 10 12 13 13 14 15 16 16 17 18 18 18 19 19 19 20 20 21 22 23 24 25 26 27 28 12
Firer directly in a targets bow or stern arc - +2 to the damage point roll.
Firer elsewhere in a targets bow or stern arc - +1 to the damage point roll.
Range effects Capital ships main armament only 1-2 hexes Damage points tripled. 3-4 hexes Damage points doubled.
E result
No flash protection: 2, 3, 4, 11, 12 ship explodes and is sunk; otherwise it suffers 2G1S damage.
Flash protection: 7 or 11 - ship explodes and is sunk; otherwise it suffers 2G1S damage.
Damage control
Remove one .. 1 2 3 4 5 6
S Yes Yes No No No No
World War 1 Scenarios
Three scenarios by Edward Heinsman covering the might have beens in the Med August 1914.
Milnes encounter
British Player
VICTORY CONDITIONS:
German Player must wreck or sink both British ships, or exit both Goeben and Breslau into the North
Safe Zone (Messina).
Historical Notes:
The British Battlecruisers under Admiral Milne met the German - but the British ultimatum to
Germany had 12 hours to run. The British turned to trail the Germans, but due to boiler problems
were unable to keep up. When the time limit of the ultimatum ran out at midnight, they had lost
contact. This scenario assumes that Britain considered herself at war with Germany and attempted
to destroy German naval presence in the Mediterranean.
Players Notes:
This is a surprisingly even, if usually short, scenario. The German advantage in speed and armor, not
to mention hitting power, is offset by the fact that the Breslau is no match for the British
battlecruisers. The Germans must cripple the British quickly and head north. The British must slow
the Goeben down and use their two to one advantage.
Convoy attack
D14 F0805/NW/4
D15 F0606/ NW /4
D16 F0608/NW/4
C13 F1007/NW/4
C14 F0910/NW/4
VICTORY CONDITIONS:
As per Dreadnought rule (11.4) Campaign "C," the Convoy. Germans are the North force, French the
South. French convoy is worth 17 points.
Historical Notes
In August 1914, the French dreadnoughts were in Brest, the French being content to dominate the
Mediterranean numerically with 16 old battleships, 6 cruisers, and 24 destroyers. To make this
scenario possible, it is assumed that French paranoia about the North African troop convoy had
reached the point where both squadrons of dreadnoughts had been transferred to Toulon and
assumes that Admiral Souchon proceeded as the Allies expected and did try for the troop convoy
rather than heading east.
Players Notes:
As the scenario stands, the German player will have a tough time "outstripping" the French escort
and reaching the convoy as Churchill feared. The French fleet is strong, and German supply problems
with coal limited the time and distance they could go to avoid the French. Hence, the 20 turn time
limit.
There are several ways this scenario can be balanced to aid either player. 0ne of the French
dreadnought squadrons could be left in Brest and deleted from the order of battle. On the Allied
side, Churchill pressed Grey for authorization to allow the British battle-cruisers to aid the French in
the event the Germans opened fire on the transports. Assuming this permission had been given, add
the Indomitable (193) and the Indefatigable (201) to the French force, at hexes F1715 and F1815
respectively. Heading and speed for both is NW/6.
British Player
D11 B1411/SE/5
D12 B1115/SE/5
VICTORY CONDITIONS:
German Player must wreck or sink the British armorer cruisers, or exit into the North Safe Zone.
British Player must prevent the Goeben and the Breslau from exiting into the North Safe Zone.
Historical Notes:
Admiral Troubridge, patrolling the southern Adriatic was ordered to intercept the German squadron
and prevent them from entering the Adriatic and linking up with the Austrians. Realizing that he was
badly outclassed, Troubridge decided to seek ,battle at dawn, from the west, when the first light of
sunrise would offset his disadvantage in range. When he failed to locate the Germans by daylight, he
decided all hope for gaining an advantage had been lost, concluded that the Goeben constituted a
'superior force' and retired to his Adriatic post. He was court-martialled for his action and although
acquitted was never again given an active command. This scenario allows players to judge
Troubridge's discretion for themselves.
Players Notes:
The British are really up against it in this scenario. In the position of Troubridge, the British player
has quite a formidable chore. The British will need either a lucky shot, a suicide destroyer torpedo
attack, or a good defense lawyer for the court-martial.
L52 B1109/5/5
C51 B1108/S/5
Goeben (672) Breslau (L51) Enters on game turn three at speed 7 on any eastern map hex at German
players discretion.
D11 C0910/NE/6
D12 C0510/NE/6
D13 C0713/NE/6
L11 C0711/NE/6
C11 C0611/NE/6
C12 00513/NE/6
VICTORY CONDITIONS:
German-Austrian Player must wreck or sink all three British battlecruisers and score more victory
points than the British.
British Player must wreck or sink the Goeben, or exit all three battlecruisers into the South Safe
Zone.
Historical Notes:
Milne's pursuit of the Goeben was halted when he received a signal from the Admiralty that Austria
had declared war on England. Ten hours later, the Admiralty informed Milne that the previous day's
signal had been a bureaucratic foul up. Austria was not yet at war with England and he was free to
continue his chase of the Goeben. This assumes the news was true, Souchon tried to break into the
Adriatic and the Austrians sorties to support him.
Spee and the German East Seas Fleet
C11 D0410/NE/5
L21 D0906/NE/6
German Player:
C51 D1608/NE/5
L61 D1708/NE/5
L51 D1807/NE/5
SPECIAL RULES: The British C11 cruiser unit has a top speed of 5
VICTORY CONDITIONS: At least 2 German units must break sighting with no irreparable damage by
game-turn 16. British must sink or wreck all German ships. If neither condition is met, the game is a
draw.
Campaign Game
British Player:
L21
German Player:
C51
L61
L51
At the beginning of each scenario the British Player rolls a die (secretly) to show him which force he
uses (a roll of 1 = use Force 1 etc). If he rolls a 6 or a number already rolled, he rolls again.
* = take 2 from speed of unit and add one to attack and defence (represents pre-dreadnoughts
Triumph and Canopus).
VICTORY POINTS: German Player: 20 victory points if German force (all of it) breaks sighting. Normal
points for inflicting damage.
Note: the German force is represented in each scenario, so in each scenario there is C51, L61 and
L51.
JUTLAND THE BIG ONE
Hex/Facing/Speed
British player
Lion (211), Princess Royal (212), Queen Mary (213), Tiger (221) E0301/SE/7
L10 class E0304/NE, E0601/SE, A0801/SE, 0902/SE, A0903/SE, 0903/SE, 1002/SE, all speed 7.
German Player
D50 class B0909/SE, B1009/SE, B1110/SE, B1311/SE; B1513/SE, B1613/SE. All speed 7.
Historical Note This represents the battlecruiser action from opening fire to the British sighting the
High Seas Fleet and turning north.
Jutland Der Tag
Andrew Hobley
The setup is as for the run to the south, with the following changes.
Reinforcements
British
The battleships are in line abreast in order east to west heading south, speed 5. 2 AC units on each
flank, 3 CL in front, 7 DD to rear.
The battlecruisers, 1xL20 and 1xD20 in this line ahead north to south are 13 hexes to the east and 6
hexes to the south, heading south speed 5.
German
3xL50, 6xD50
The fleet is in line ahead, in the order above, 2CL to rear, 3 DD on each flank and 1 CL on a flank;
heading north, speed 5.
Arrival die roll-
Each side secretly rolls one die to determine the turn of entry of their reinforcements.
Die Roll 1 2 3 4 5 6
The Grand Fleet enters two turns after the 3rd Battlecruiser squadron with the 1st Division at B0501.
If the initial map layout moves north or south recalculate the turn of entry, counting back from the
entry hex directly north or south by the speed of the units.
Optional rules
1: British capital ships must turn away from any visible enemy destroyers within torpedo range and
maintain this course for one turn.
2: Once the reinforcements enter the map until there is a visual sighting use a taskforce markers to
indicate their position. Once the enemy can gain a visual sighting roll one die for each side -
High Seas Fleet 1 High Seas Fleet all in port; a rerun of Dogger Bank
Grand Fleet 1 Grand Fleet too far away to help; a rerun of Dogger Bank
Smaller force
Larger Die roll 1 3 3,4
force 1 - - -
2 1.5:1 - -
3-4 2:1 1.5:1 -
5-6 3:1 2:1 1.5:1
Historical Note The whole encounter, from the battlecruiser action right through to nightfall and
the two fleets assuming night cruising order. Historically the Germans did not know the whole
Grand Fleet was at sea otherwise they would have never left port. The variable reinforcements
represents the possibility of catching part of the enemy fleet, such as the battle that almost
happened in December 1914, when the Grand Fleet Battle Cruisers and Second Battle Squadron was
almost found by the High Seas Fleet.