Monday, 1 December 2025

Remote Napoleonic Naval Wargame

Since returning from holiday a coupe of days ago, my wargaming has been limited to a remote Napoleonic Naval game session with Jon from the Palouse Wargaming Journal blog which I hosted. We were testing a set of home-brew rules that uses a hex grid and playing cards (see here). The system plays quickly and we were able to play three games in about ninety minutes.

The first game involved two patrolling ships crossing paths, a straightforward engagement to familiarise ourselves with the rules. 

A photo of the first game as the patrolling ships exchange broadsides.

The second game was a three-to-one situation, with a lone ship attempting to breakthrough a blockade. This game proved to be rather one-sided, with the blockade runner quickly being contained and forced to strike its colours.

The blockade runner is contained and forced to strike its colours. All the ships are made from MDF and card, and any detail painted on.

The final game saw Jon and I each commanding a squadron of three ships, both seeking battle. This game proved to be quite a tussle with Jon eventually delivering a British victory.

The British squadron in line opens fire.

First blood to the British, but the French are about to even things up.

The British squadron maintains their formation and prepare to reengage.

The British gunnery eventually wins. 

Well done to Jon who was the overall winner with two out of three victories. Afterward, we chatted about the rules, particularly the “in irons” mechanic, which had previously required drawing a red suit to be able to turn, and also the wind-direction rule, where spades or clubs would alter the wind one point counter-clockwise or clockwise respectively. This made the wind far too changeable. 

This has resulted in the revision of both rules:
  • Ships “in irons” can now always turn.
  • Wind direction: If a spade is drawn, the wind shifts one point. Then draw a second card to determine direction:
    • Spades or Clubs: wind shifts one point clockwise
    • Hearts or Diamonds: wind shifts one point counter-clockwise
The next day, Jon emailed some suggestions for changes to the initiative that would better reflect the advantage of a player securing the "weather gauge" and positioning their fleet upwind of the enemy. I have not incorporated this change into the rules yet, but I intend to test the initiative mechanism in the coming days. 

The proposed rule change would have a card drawn to determine initiative. If the card's suit matches a player’s chosen colour (red or black), that player becomes Player A, and the other Player B. Movement then proceeds in this order:
  1. Player A moves any ships “in irons”
  2. Player B moves any ships “in irons”
  3. Player A moves any “close-hauled” ships
  4. Player B moves any “close-hauled” ships
  5. Player A moves ships “running with the wind”
  6. Player B moves ships “running with the wind”
Note - with simultaneous shooting the advantage generally favours the player moving second (Player B).

All ships must make one action in their movement phase unless they are “in irons”, where they can choose to remain stationary.

More information on the making of the ships can be found here.

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