Saturday, 3 April 2021

Far Distant Ships, New Fast Play Tactical Rules for Fleet Actions in the Age of Sail - David Manley

 

Those of us interested in Age of Sail naval wargaming have no doubt been aware of an impending new set of fleet action rules from David Manley who has authored a few sets in his time, most notably for this theme, 'Form Line of Battle which deals with the subject at a detailed squadron, individual ship level.

His new set of rules 'Far Distant Ships' shifts the focus upwards very much towards the Admiral/Commodore level with the rules directed towards the issues of higher command in a larger action and are described in the introduction thus;

'The aim of these rules has been to develop a quick play set for recreating fleet actions in the Age of Sail. with big battles resolved in 2-3 hours or less. Players take the role of fleet admirals such as Nelson, de Grasse and Gravina. As such the focus of the rules is on command and control rather than the minutiae of ship design, although the system does allow for a good degree of differentiation between ships within a particular ship type or rate. Command is exercised at Squadron level, with the players issuing orders to each squadron in their command, which must be obeyed unless new orders are transmitted by signal – not a perfect process and so the players must be aware of their own abilities, those of their subordinates as well as the environment when attempting to execute their battle plans, as a missed signal may cause confusion and disaster, or let a defeated enemy slip through one’s fingers.'

With my own current project now moving into working up suitable rules to produce my Trafalgar game a lot of the ideas David has included in this set around fleet management are very much part of my own considerations and from a first read through of the set I purchased from Wargames Vault this morning will likely influence those games.


The rules are designed primarily around 1:2400 scale models but can be adapted for the large models simply by changing the game scale from centimetres to inches and incorporate systems to facilitate signalling, formations and command and control for really big battles involving large numbers of ships. 

If these are the kind of games you are interested in playing then you might want to check these rules out available through Wargames Vault for just £7.50/$10.37

Wargame Vault - Far Distant Ships

5 comments:

  1. Please sir, I am happy to buy David's rules but can you tell us what changes you made for your recent October game as I desperately would like to run it on this side of the pond. There is concern regarding some elements of the rules and your simplification could be essential. I did read you quite excellent write up on the game as well on your blog. If this form allows, and you are willing, you could also email me at podette2002@yahoo.com and thank you.

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    1. Hi Paul, and please address me as JJ, there are no formalities here on the blog.

      Thanks for your comment and I'm glad you enjoyed the Trafalgar blog post from October last.

      In reference to Far Distant Ships, I will put together a round up of the adjustments I incorporated to allow them to be used with 1:700 models, together with some other additions I put in to suit my preferences.

      I'm afraid you'll have to bear with me as time is a little taken up with other activities, personal and wargaming related, but I have this request on my to-do list and will aim to publish a pdf here on the blog, similar to my making the FDS Chance Cards we used, that has the points mentioned that can be used alongside David's original rule set.

      Bear with me
      JJ

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  2. Hi JJ, Wondering if you can comment on 'Far Distant Ships Rules' question?
    Concerning gunnery and using rigging shooting option do you apply rigging damage (Light, Medium, Heavy) as a negative on the DF or only negative factors relating to 'Hulll damage'.
    The rules are a little light in interpretation on this point. To date we have only applied negative factors for hull damage. (ie shooting at rigging is not as effective in downgrading the DF)
    Regarding rigging 'Critical Hits' we use the Die Roll 5 section only on the Critical hits table to determine result, is this correct?
    Thank you for your thoughts!



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    1. Hi Mark,
      Ok, but first I should couch my response by saying that I play the rules my way and I, and I think David Manley, would encourage everyone to do the same. This is why I have my own slightly rejigged set of the rules incorporating my own thoughts.

      That said, with regard to shooting at the rigging, I play them as written, and the possible consequences of damage inflicted are of two types, rigging hits that result in sail damage (light, medium or heavy) and hull damage which is as normal but reduced by two levels (reflecting shot aimed at rigging, falling low and hitting the hull instead).

      Example: If the shooter scores three times the target score, whilst shooting at the rigging, the result would be 'Heavy Sail Damage, and Light Hull Damage'.

      So in answer to your first question, no, because the Hull Damage level (Worn, Light, Medium, or Heavy) affects DF whereas sail damage only affects speed when it reaches 'Heavy'.

      With regard to Critical Hit Tests, if the hull is damaged when the rigging is targeted, roll against the level of hull damage to see if a rigging critical hit test is required.

      Example as above; The Light Damage caused to the hull would result in a mast critical hit test on a score of 5+ with 1d6.

      If the test is positive then, as you mention, refer to the 'Dice Score 5' section on the Target Critical Hit Table to determine what damage has been caused.

      Example continued; With a 5 scored a test is required to see what critical mast damage has occurred, and a subsequent score of 5 on a D6 roll indicates 'topmast damage, with no additional effects'.

      I hope that answers your question and I hope you are enjoying FDS.

      All the best
      JJ.

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  3. Thank you JJ that clarifies perfectly. Happy gaming.

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