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Hex Command Oceans Rules for Age of Sail Combat with Miniatures

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7/28/2019 Hex Command Oceans Rules for Age of Sail Combat with Miniatures http://slidepdf.com/reader/full/hex-command-oceans-rules-for-age-of-sail-combat-with-miniatures 1/12  Hex Command Oceans Page 1 of 12 Beta r4.0 Updated 6/25/2013 9:22:00 PM © Terry Cabak and R. Jeffrey Cabak 
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Page 1: Hex Command Oceans Rules for Age of Sail Combat with Miniatures

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 Hex Command Oceans Page 1 of 12 

Beta r4.0

Updated 6/25/2013 9:22:00 PM

© Terry Cabak and R. Jeffrey Cabak 

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Contents 

1.  DEVELOPING HEX COMMAND OCEANS ............................................................................................... 3 1.1  BASIC SHIP TABLE ............................................................................................................................................... 3 

2.  MOVEMENT .................................................................................................................................................... 4 2.1  PULSE CONCEPT ................................................................................................................................................... 4 2.2  MOVEMENT SEQUENCE ...................................................................................................................................... 4 2.3  WIND DIRECTION ................................................................................................................................................. 4 

2.3.1  GUSTS ....................................................................................................................................... 4 2.3.2

  LITTLE IF ANY WIND........ .......... ........... .......... ........... .......... .......... ........... .......... ........... ......... 4

 2.4  WEATHER CHANGES ........................................................................................................................................... 5 2.5  FACING CHANGES ................................................................................................................................................ 5 2.6  CHANGING ORDERS ............................................................................................................................................. 5 2.7  TOWING .................................................................................................................................................................. 5 2.8  EDGE OF BOARD ................................................................................................................................................... 5 2.9  RUNNING AGROUND AND OTHER “TERRAIN” .............................................................................................. 5 2.10  STOPPING AND STARTING FROM A STOP ....................................................................................................... 5 2.11  MANEUVERS (OPTIONAL) .................................................................................................................................. 6 

2.11.1   ATTEMPTING MANEUVERS (D6) .......... ........... .......... ........... .......... ........... .......... ........... ....... 6  2.11.2   MANEUVER CONSEQUENCES (D6) ......... .......... ........... .......... ........... .......... ........... .......... .... 6  

2.12  CAPTAIN BONUS (-1 OR +1 AS NEEDED) ......................................................................................................... 6 3.  COMBAT .......................................................................................................................................................... 6 

3.1  COMBAT WHILE STOPPED .................................................................................................................................. 6 3.2  PENALTIES AND BONUSES ................................................................................................................................. 6 3.3  RANGES .................................................................................................................................................................. 6 3.4  ORIENTATIONS/ARCS .......................................................................................................................................... 7 3.5  SMALL ARMS COMBAT ....................................................................................................................................... 7 3.6  SPLITTING FIRE ..................................................................................................................................................... 7 3.7  EXTREME RANGE DAMAGE ............................................................................................................................... 7 3.8  TYPES OF SHOT DAMAGE................................................................................................................................... 7 3.9  COMBAT DAMAGE ............................................................................................................................................... 7 

3.9.1  SAVING DIE .............................................................................................................................. 7  3.9.2   DETERMINE DAMAGE .......... .......... ........... .......... ........... .......... ........... .......... ........... .......... .... 7  3.9.3  CRITICAL DAMAGE TABLE .................................................................................................... 7  3.9.4   DAMAGE CONTROL ................... ........... .......... ........... .......... .......... ........... .......... ........... ......... 7  3.9.5  CAPTAIN HITS .......................................................................................................................... 8 3.9.6    FIRES ......... ........... .......... ........... .......... ........... .......... .......... ........... .......... ........... .......... ........... .. 8 3.9.7    RESOLVE DAMAGE ................. .......... ........... .......... ........... .......... .......... ........... .......... ........... .. 8 3.9.8  SINKING .................................................................................................................................... 8 3.9.9  SMOKE EFFECTS .................................................................................................................... 8 3.9.10   MULTI-DECK AND EXPLOSION RISKS ........... .......... ........... .......... ........... .......... .......... ........ 8 

3.10  DECEPTION ............................................................................................................................................................ 8 3.11  RAMMING ............................................................................................................................................................... 9 3.12  BOARDING ............................................................................................................................................................. 9 

4.  SAMPLE SCENARIO ...................................................................................................................................... 9 4.1  1. 1642: ACTION OFF SCOTLAND: REVENGE (BRIT) VS. SOLEIL (FR.) ....................................................... 9 4.2  FORTS AND LAND/SEA OPERATIONS ............................................................................................................ 10 

4.2.1   FORTS AND LAND TARGETS .......... ........... .......... ........... .......... ........... .......... ........... .......... .. 10 5.  ARTWORK AND GAME MATERIALS ..................................................................................................... 10 6.  SHIP CONTROL PANEL ART .................................................................................................................... 11 6.1  TURNING TEMPLATE ......................................................................................................................................... 11 7.  TURN SEQUENCE & TABLES ................................................................................................................... 12 

COMBAT MODIFIERS ..................................................................................................................................................... 12 

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1.  Developing Hex Command OceansIn Hex Command Oceans, we strive to create a balance and are hopeful players can enjoy asailing combat game which may also involve islands, forts and land adventures. The goal of these

rules is to play a rudimentary sailing ship game to get a flavor of what it was like to navigate andcommand a ship or squadron of ships at sea. The intent of these rules is to enable play usingmodels no larger than 6 inches in size on a hex grid of 4 inch hexagons. However, using ahexagon grid is optional and a face-changing or turning tool artwork is provided.

Designing for the 1/300 scale, HCO represents an action at sea that in real time would occupy no

more than 1 hour.When we consider the parameters of handling a ground vehicle we don't consider steering

controls. The energy to propel the vehicle in the direction desired is provided by an encapsulatedenergy source; meaning the engine. Speed is determined by fluctuations of the energy sourceand the terrain it moves on, meaning the throttle, brakes, accelerator, and the ground itself. For

a ship at sea, the steering control -- the helm that controls the rudder -- is the wheel under thecommanders control and the energy source is the wind, or at times of no wind, the oars.

 A ships rudder manipulates the direction of water flow at the stern of the ship. Wind in the sailsprovide energy that the crew coerce for direction as the commander desires. The experiencelevel of the crew, navigator, helmsman, and for that matter the lookouts posted around the shipdetermine how successful a ship is handled.

For combat, we all understand that combat effectiveness is also determined by the sea state, the

ships bearing at the time of firing, and a target’s orientation. And of course, the quantity andweight of shot and range to the target. It is also equally true, that weaponry in the forward andrearward facing does not provide any significant combat value; weapons placed forward and aftare simply minor deterrents. In some cases, however, it is also equally true that weapons inthese locations could be deadly when used at the proper time or by the best gunners. Theserules assume the weather is appropriate for the sea battle to occur but a slight change during thegame is possible.

1.1  Basic Ship Table

Ship

Weight

Guns

(dice) 

Guns

Range

Speed /

Change

(hexes)

Face

Changes@

Defense

(savingdice) 

Can

splitfire

 Very Light 1 4 5 / 2 2 - N

Light 2 4 5 / 2 2 - N

Medium 3 5 4 / 2# 1# 1# Y 

Heavy 4 5 3 / 1 1 1 Y 

 Very Heavy 5 6 2 / 1 1 2 Y 

@ Never more than one hex side face per hex.# Roll die to attempt greater than one facing per turn or eligible for save* Specialty ships can increase these values, e.g. Constitution due to

construction techniques.

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2.  MovementIn this game, you will not see two lines of ships facing off against each other as if they areregiments on land, unless there is no wind and the ships are rowing at each other; most if not all

combat will have ships moving roughly the same direction in parallel, or at the least, somewhatdiagonally of the wind’s direction. Ships that attempt to move directly opposite the wind directionwill hardly move at all.

 All ships are said to be moving at the same time but they can FIRE at anytime they have a target(mark those ships that fire and in some cases the side  of the ship that fires; only those ships

that have ordered to split their fire can fire both sides of the ship). Front and Rear guns can fireat any time but these are extremely lucky hits if anything.

Use an Arrow marker in the starting hex or location of a ship to remember the startinglocation/facing of a ship being moved; don’t pick these up until the turn is over.

2.1  Pulse Concept

 All ships observe a pulse concept when moving; they do not move their full allotment all at once;each ship moves one hex (or it’s length if no hex grid is used) per pulse and this happens aroundthe table until all ships have reached their stated speed for the turn.

2.2  Movement Sequence

The order , that is, which ship is touched first, second third and so on, is determined by die roll

unless the scenario says otherwise and players can CHOOSE which ship goes when by using a diepip placed next to each ship.

Each ship begins a game turn by designating a speed.

2.3  Wind Direction

Note: To play the game faster, whenever ships attempt to move anything BUT the three forward

facings of the marked wind direction (that is forward, left and right, yes, players still need toknow the wind direction) roll a CnC die to see if they move in that pulse; roll code (red) to move1 hex maximum in that pulse otherwise no movement for that pulse. When moving in the three

facings forward no die roll is needed to see if they move that pulse.

 At the start of the game, the wind direction is set and marked on the table so all players can seeit. Ships moving With the Wind can be marked to move their full top speed, if left/right of thewinds direction they move -1 from that possible top speed and moving parallel to wind directionthey move -2 from the top available speed.

Ships are ordered by captains to move relative to the wind’s direction: 

a) With the Wind (ahead or 12 o’clock )

b) Port or Starboard Tack (facing at the 10 o’clock or 2 o’clock hex sides e.g. left or rightrelative to the winds direction)

c) “abeam” (the left/right corners of a hex: a perpendicular facing of the wind direction).

2.3.1  GUSTS

When gusts are available in the game (depending on the scenario, place and season), a bonusmovement is possible: use a die roll each game turn for each ship to see if the ship gets a windgust (+1 distance movement) as shown on the table. If not using the table: Roll a CnC die foreach ship that is moving at the beginning of the game turn: Color (blue): +1 distance.

2.3.2  LITTLE IF ANY WIND

The overall weather condition will determine if minimal or no wind is available, whereupon allships move no faster than 1 space per turn regardless of size and no bonus movements arepossible. However, no game should be played with such little wind so where games have nowind, always allow the possibility of having wind via a die roll.

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2.4  Weather Changes

 An option is to use a d6 at the beginning of each turn: on 6, the sea changes in 3 turns from theend of that turn and lasts for 6 turns:

1,2: Winds (Gusts): See Bonus Move rule.

3: Low Wind: Face changes limited to one per turn for all ships.

4: Storm Weather: Longest Combat range -1 hex, face changes limited to one per turn.

5: Fog and Low Wind: all ranges and top speeds are halved and all sight reduced to 4 hexes.

Replace all ships that are out of 4 hex range with two markers on the table and mark one of themarkers as real. The other is fake.

6: Rain: All available guns reduced by ½.

2.5  Facing Changes

Each time a ship makes a facing change it should be marked on the table so players do notforget how many they have made. Players can use a Green marker to show a facing change hasbeen done then flip it over if required to show the number 2 on the marker at the next facingchange hex. Smaller ships make sharper turns (i.e. more facing changes) than larger ships, butbeing faster because your ship is lighter is not always the case. No ship can make a facingchange while stationary unless being towed or at dock.

2.6  Changing Orders

Once orders for each ship are marked, if the owner of a ship needs or wants a change it maytake passing reaction to do so; failure can bring consequences.

2.7  Towing

Towing takes one turn to hookup but nothing to cast off; Very Heavy ships cannot be towed by Very Light ships and the top speed is 1 hex per game turn.

2.8  Edge of Board

Moving past the edge of the table without being forced by combat or other reasons causes a shipto follow the Off-Board Monitoring Procedure unless the ship is continuing in that course. Thisprocedure entails a ship being represented along the board edge with a cardboard cutout, either

kept on the exiting edge or moving around the perimeter of the game table (meaning the ship iscircling back left or right and intends to re-enter the action area). Prior to ships entering thegame surface again players should be notified. In some scenarios when a ship reaches the edgeof the gaming surface it is placed at the opposite edge of the game table which represents theaction continuing again.

2.9  Running Aground and Other “Terrain”  

Ships heavier than Very Light can run aground and must be towed to get free; until then sufferone die damage per turn unless there is no wind. All ships must roll a die to get free: Blue Yes;

Red No. Make one attempt per game turn. Areas where ships can run aground may be markedon the game surface or on player scenario maps.

2.10  Stopping and Starting from a Stop

Stopping a ship doesn’t happen immediately (unless already moving the minimum speed, striking

an opposing ship or running aground). All ships must speed up and slow down incrementallyuntil zero or the desired speed is reached. Ships change speed as shown in the Basic Ship Table.When bonus movement is being observed, ships take one hex longer to slow down.

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2.11  Maneuvers (optional)

 As with our vehicle-combat game Time Driver, the more difficult, sudden or dangerous a desiredmaneuver is the more severe the consequences if failing.

2.11.1  ATTEMPTING MANEUVERS (D6)

Roll d6 higher than the total to succeed in the attempt after totaling the modifiers below. Basestarting value is number of fires + number of crew hits

Use of anchor when moving at full speed (“bootlegging” or “keel hauling” )Max speed + face change + bad weather

 Attempting more facing changes than ship abilityShallows (run aground; near shores)Swells (cannot determine reef locations etc. fail strikes a reef only near shores)Firing in the same pulse as making a face change (fail misses target and check for Explosion).Ramming at full speed while being on fire (ram fails and no contact is made) Attempt boarding/grappling without being at a full stop.Fire Ship maintains control during winds/gust (random direction if fail)

2.11.2  MANEUVER CONSEQUENCES (D6)

In addition to the fail comments previously mentioned.1,2 - No consequences

3 – Ship faces 1 hex side opposite face change that was attempted, if any, and if none

attempted: roll Left/Right (Blue/Red) of current facing.4 – Ship faces 1 hex side opposite face change being attempted.5 – Ship suffers +1 Hull (water) level increase.6 – both 4,5 above.

2.12  CAPTAIN BONUS (-1 OR +1 AS NEEDED)

+1 Combat Bonus for select captains and -1 to the maneuver consequences die roll (+1 penaltyhowever if captain not available). The ship is well commanded, has proper sail rigging andobservation of sea change, and indicates overall experience.

3.  Combat

3.1 

Combat While StoppedShips get +1 combat bonus (CB) if stopped. For each10 guns on a firing side roll one CnC die. Ships with atleast 4 guns roll one die minimum but ships less than

4 roll as if firing bow/stern guns.

3.2  Penalties and Bonuses

The combat table shows each range in hexes, with Automatic meaning no die roll is needed unless theship has any CP (Combat Penalty) indicators: for each,

push the requirement to hit on the die one step furthere.g. Automatic becomes Color (blue), Color becomesCode (red), Code becomes CnC (symbol) and so on.

Each Crew hit causes -1 in melee combat.

CB or Combat Bonus means the to-hit requirement ispulled in, meaning Impossible becomes CnC, CnCbecomes Code, Code becomes Color, and Color becomes Automatic.

3.3  Ranges

The graphic shows Ship #1 faced with 3 situations A, B and C. At one hex range (e.g. theneighbor or “zero” hex) the to-hit is Automatic but as always, modifiers can push that

requirement to Color, then Code then Code ’n Color and so on. After the neighbor hex (zero) therange is 1 or Color to hit, the 2 requires Code and 3 would need CnC to hit.

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3.4  Orientations/Arcs

Ship A is a full broadside shot, being parallel to Ship 1. +1 CBShip B is a partial broadside at the same distance (no additional penalty or bonus), and Ship Chas a partial broadside on Ship #1 (because C’s orientation is not exactly perpendicular).

Firing Fore or Aft Guns: Roll to hit with one die causing a hit on System symbol (dot).

3.5  Small Arms Combat

Small arms range is to the neighboring hex only and only crew hits are possible. Roll Code (Red)

to cause a crew hit but trained/sharpshooters hit on Color (blue).3.6  Splitting Fire

Some ships can “split” their fire meaning they can fire from either side; they fire with less effect

(-1 CP). Otherwise, all ships fire only one side of a ship at a time. As declaring which side a shipwill fire is chosen at the time of firing and does not have to be designated beforehand, ships thatsplit their fire must designate doing so prior to the movement commencing. Because ships thatdo this can fire one direction at one time then another direction at another time in the samegame turn, be sure to move the indicator to the side that has not fired.

3.7  Extreme Range Damage

 At extreme range only Color and Code hits are possible.

3.8  Types of Shot Damage

Optional rules will have other types of shot specified that cause specific kinds of damage.

3.9  Combat Damage

3.9.1  SAVING DIE

Certain ships have saving die throws; some ships more than others. For each hit caused,the target owner rolls a die and for each System symbol one damage has been deflected.

3.9.2  DETERMINE DAMAGE

When a ship is hit, roll a CnC cube for Damage for each hit caused:

- Color (blue): Hull/Movement hit: add 1 to the Hull indicator. At 3 hits andhigher (5 and higher for heavy and very heavy) a ship is -1in top speed.

- Code (red): Casualty Hit. Add 1 to the Combat indicator. Each level is -1CP.

- CnC: (Red symbol): Roll on Critical Damage Table.

3.9.3  CRITICAL DAMAGE TABLE

(For transports, for each Critical Hit suffered also check for Explosion).

Color (blue) The ships rudder and/or sails are affected. Ship must roll a die eachtime it attempts a facing change, until repaired. Success on Color.

Code (red): The ships rudder and/or sails are affected. Ship suffers from Randomfacing changes until repaired.

Roll: Blue: left.Red: right.

Code: no change.CnC (Symbol): Add one to Captain indicator level.

System (Dot): Explosion Check. See Multi-Deck and Explosion Risks.

3.9.4  DAMAGE CONTROL

Each level of damage means the crew must respond with matching Damage Controllevels in order to manage the damage such as rising water in the ships hull. The limit of 

Crew that can be used for DC is Very light and Light: 3 M: 4 H/VH: 5. However, foreach Crew hit greater than 2 (none of which are recoverable) available DC drops by 1.

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For each damage level to be resolved, one Damage Control level must be assigned orelse the damage increases automatically on the following turn.

For any Dam Con level the ships suffers –1 CP. Ships cannot be involved in boardingactions if any DC levels are present.

3.9.5  CAPTAIN HITS

For each Captain hit level greater than 3 a ship must roll Color to pass all decisions suchas Facing Change, Splitting Fire, Changing Speed.

3.9.6  FIRES

Ships suffer one loss in top speed for any fires of 3 or higher for very light/light ships, 4Medium, 5 Heavy/Very Heavy for heavy and 6 for very heavy. At each of thoseincrements (3,4,5) ships suffer one hull hit.

3.9.7  RESOLVE DAMAGE

To remove one damage level value on a chosen indicator, the owner of the ship rolls onedie for each point of Damage Control assigned. When ships are stationary and out of combat for one full game turn OR if trained crews are on the ship, roll two dice which

can be applied to more than one indicator.

One damage level is resolved for each roll of Color.

When a die roll attempt fails, INCREASE the damage level by one.

3.9.8  SINKING At Level 4 VL/L,5 M and 6 H/VH respectively all ships are beyond repair and will sink at 8.These are base values and may change based on scenario.

3.9.9  SMOKE EFFECTS

This is an effect of burning. Each turn that something is burning, along its path of movement (if its moving and if not moving, surround the ship with expanding smoke),show a smoke trail (use fiber fill for this) for a length of 2 hexes per turn behind the ship

as it moves or if not moving place smoke into one of the surrounding hexes randomly.No ships can see through the smoke and cannot make direction changes while in smokeor engage in any combat.

3.9.10  MULTI-DECK AND EXPLOSION RISKS

There is noticeable risk during combat or certain extreme measures during combat, of explosive catastrophe even if not because of enemy firing at the ship. Roll a CnC die foreach explosion check. On a System hit shown on the die (dot) the firing ship suffers 2

fires but an immediate attempt can be made to save the fires (put them out) by Trainedcrews rolling a saving throw of Color for each; un-trained crews roll CnC for each.

3.10  Deception

Only certain ships/captains or by scenario can attempt Deception actions; these actions arelimited to certain weather/location conditions and not for use during basic combat games. Luringopponent ship into closer range is possible due to fake fires, damage, dumping floating debris,sails furled etc. Select scenarios only; one ship v. one target only; attempting ship must bestationary. A Ship attempting deception makes die roll vs. target of deception:

Color: Success; target is moved two spaces closer.Code: Partial Success, target is moved one space closer.

CnC: No effect and an attempt to fake a fire becomes real.

The Target Captain can save from being deceived:Color: Not saved from above.Code: Not saved but pass reaction to fire at the same time target fires.CnC: Not saved but pass reaction to fire musketeers at gun crews (possible captain hit).

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Weather /Bonus Movement Regions 

Region Summer Fall Spring

NA-GL CnC Color Code

NA-NE-ATL CnC Color Code

NA-SE-ATL Code Color ColorNA-NW-PAC CnC Color Code

NA-SW-PAC

CARIB-E-GM

CARIB-W-GM

NorthSea-NE-ATL-SCOT

NorthSea-NW-ATL-SCOT

ENG-CHAN

ENG-CHAN-SE

SA-NE-ATL

SA-SE-ATL

 AF-NW-ATL

 AF-SW-ATL

 AF-W-ATL

 AF-E-IndOcean

MED W

MED E

IndOcean-E

IndOcean-W

SCSea-E

SCSea-W

Jap-NW

Jap-NE

Jap-SW

Jap-SE

 Aust-N

 Australia-SE-PAC

3.11  Ramming

 After a ram, both ships are stopped as a result. If the rammer is heavier than the ram-ee(target) roll two damage dice (if equal weight class roll one die and if lighter one die but damageonly on special e.g. “system” hit). Roll an additional die if ramming at full speed. Ramming aship in its rear causes and additional die if the target is stationary and look for special damage if not stationary. Roll one die for damage to the rammer only if the target is heavier.

3.12  Boarding

Crews dedicated to the task of boarding do so after a ship has moved into the hex of the

opponent so the ships are side-by-side and it is successfully grappled. Use the Grappled chip toindicate a ship has been grappled. Once done use the Hex Command Melee table; the side thatis routed either surrenders or returns to it’s ship; the other side can now attempt to board in thenext turn and melee again. A more advanced process for melee involves the use of a deck planand miniature figures. Roll Blue to grapple and ungrapple.

4.  Sample Scenario

4.1  1. 1642: Action off Scotland:Revenge (Brit) vs. Soleil (Fr.)

Over the last year, Revenge has beenpillaging French supply ships from the North Atlantic to the coast of Africa but has finallybeen caught in the act, sustained damaged,and is now attempting to escape to eitherbetter waters, reach help from other ships,

get better weather, or reach the safety of theguns of a friendly port.

Revenge, in this scenario, is placed at theedge of the table moving with the wind. Soleiltrails by 3 hexes back and 5 hexes left orright. Soleil is attempting to close in forbetter firing range while Revenge tries to stayahead and leave the gaming area whereupon

the game ends. Revenge has combat damage(-1cp) but a Captain effect of +1 CB, butturning to fight Soleil will cause her to losespeed. Both ships are Light class andnormally roll two dice for a gun side.

They are both trying to squeeze more speedfrom their sails while firing at each other, butsupply is being recorded starting at 12 shotseach. Once a ship runs out of ammo it willfire at half effectiveness. If Revenge can exitthe game table the action concludes and isdeclared the winner if Soleil has sustained

more damage, otherwise the action is a draw.

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4.2  Forts and Land/Sea Operations

4.2.1  FORTS AND LAND TARGETS

The probability that a ship will damage a fort is remote at best; only when ships aredeliberately constructed to attack and bombard forts do they stand a chance of doingany damage without there also being a land attack. So, if any ship is deliberately armedfor land bombardment, roll CnC to cause a hit to the fort and the location is totallyrandom based on regions as named by players; left, right, center, middle etc. If a ship isa normal naval vessel and hopes to cause any damage to a fort, it must roll 2 die looking

for both being Color per attempt; 3 die for light and very light ships. In order to fire atland targets ships must be stationary.

5.   Artwork and Game Materials

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6.  Ship Control Panel ArtUse the following control panel art(3x7 inches) and apply to a metal

piece so magnetic arrows can beused (arrow art with black tips asshown). Use the right side asshown here for convenient inchmeasurement (though inches are

not used in the basic game).

 Apply the arrow indicators (withblack tips) to self-adhesivemagnetic material, cut out, andapply to the control panel. Turn

the arrows as needed to track effects to each ship. Face the hexfor Wind as the marker on the

table so you’ll always know yourship’s facing in regard to the wind

when you place the control panelnext to your ship.

Each large square in the rounddials shows Blue, Red or Starwhat is hit; a System hit (black 

dot) causes a re-roll and thesquares with small circles showwhat is hit in the second roll:either Facing hindrance, Firecaused, or Captain hit with a dotagain causing a check forExplosion.

If facing needs to be marked,mark it on the table when a ship

makes a facing change. Place anarrow in Maximum speed to showthe current maximum speed forthe vehicle. Adjust the currentspeed as needed.

The lines represent Broadside arc

and 30o off axis targeting.

6.1  Turning Template

Use when not using a hex grid.

For right turns: match a ship’ s stand rightedge with the vertical line sliding thetemplate under enough until the match ismade; hold the bottom right corner thenpivot the ship’s base to match the turn

degree line. For left turns, flip the templateupside down.

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7.  Turn Sequence & Tables1.  No Initiative die roll unless by scenario or special character/captains.2.  Check/Adjust Weather Track.

3.  Designate Wind Direction4.   Adjust ship control panel dials. Designate Speed and other ship orders.5.  Each time a facing change is made adjust the dial.

6.  Observe turning radius based on Speed: At 4 or greater speed, only 30 deg turns; at 2-3speed 45 degree and at 1 hex 60 degrees (45 heavy/very heavy).

7.  Players move one ship one pulse; some ships may pulse faster than one space per pulse, butmost all ships pulse one hex per pulse. Repeat the process until all ships are moved.

8.  Combat occurs at any time; ships must be marked as having fired.

9.   Apply all damage and adjust markers and rosters as needed.

Combat Modifiers

Ea Command Influence +1 CB

Red Hit -1 CP

Commander Hit -1 CP

Marines +1

Dam Con Indicator -1 CP

Water Indicator -1 movemt

Crew Hit -1 melee


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