Help support TMP


"Rules for Children" Topic


4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please avoid recent politics on the forums.

For more information, see the TMP FAQ.


Back to the Ironclads (1862-1889) Message Board


Areas of Interest

American Civil War
19th Century

Featured Hobby News Article


Featured Link


Featured Ruleset

Ironclad


Rating: gold star gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

1:72nd IMEX Union Artillery Limber

Personal logo Editor in Chief Bill The Editor of TMP Fezian completes his initial Union force in 1:72nd scale.


Featured Workbench Article

Building Langton's 1/1200 Scale U.S.S. Cumberland

David Conyers of Aire Brush Painting Service tells how he builds and paints 1/1200 scale ACW ship.


Featured Profile Article

Other Games at Council of Five Nations 2011

Personal logo Editor in Chief Bill The Editor of TMP Fezian snapped some photos of games he didn't get a chance to play in at Council of Five Nations.


1,018 hits since 14 Apr 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Durrati14 Apr 2017 2:28 p.m. PST

Am writing a blog to review rules that I play with child, to try and give people an idea of what would be a good 'starter set' to use. Have been giving thought about what rules to use.

I do intend to give my ironclads a go with my son. The rules I usually use are excellent and a home written set by a friend and fellow club member – not sure if they are the best rules to start a seven year old off on though. Any recommendations that a simple set of ironclad rules to use?

Cheers

thatwargamesblog.blogspot.co.uk

Durrati14 Apr 2017 2:31 p.m. PST

Please delete double thread posting….

A C London15 Apr 2017 5:53 a.m. PST

I think you are right: adult rules would not be much fun for a seven year old.

I'd keep a realistic ground/ sea scale. It doesn't add to the complexity and would make it easier for him to graduate to an adult set if he wanted to.

Much as I like simultaneous movement for naval games I think you'd have to use I go: you go. Maybe have a random roll at the start of the bound to decide who goes first, in order not to make it too easy to set-up rams. Or the youngest of the players cd choose to move first or second?

Calculating realistic ram possibilities with turning circles would slow things too much. Perhaps only a ship with an enemy broadside athwart its bows at the start of the bound cd be allowed to attempt a ram. That would give the initial ramming advantage to a fleet in line abreast. It would also encourage him to think ahead in order to set-up ram possibilities. Success or failure cd be determined by an opposed dice roll, with the odds against success. Say, each roll a D6 with the rammer needing to double to succeed. If the target triples the attacker he's managed to get the enemy ahead of his bow. Ship cards give particularly manoeuvrable / awkward ships a plus or minus 1.

Idiosyncratic gun and armour schemes are the great joys of this period, but I think a seven year old would want a ship to have just one attack and one defence factor. Again, opposed dice would mean that he'd constantly have something to do. So a typical ironclad might have (say) a defence value of 6 and an attack value of 3. Each player wd add a D6 to that and if the shooter scores more he manages a significant penetrating hit.

People say that the chances of armour penetration have to made unrealistically high in the ironclad era in order to make more of a game. But what makes this period special is that it was really difficult (at least in the 1860s) to sink a first class ironclad with gunnery. I don't see that as a downer. It could be fun for a child to steam his Jules Verne style super ship (a Cerbčre, for example) through daddy's fleet with shot and shell bouncing harmlessly off her sides. The occasional successful hit on a formidable target would be something to celebrate. You cd maybe tip reality to the extent of making a 6:1 roll always a success. It wd be an early intro into the wargame habit of moaning about rolling 1s.

Once a significant penetrating hit had been achieved I don't think a child would want too much record keeping. Maybe a D6 roll – 1 speed halved; 2 or 3 reduce attack strength by one; 4 reduce defence strength by one; 5 damaged/ demoralised, must withdraw; 6 explodes.

If you allowed a standard ship to make two attack rolls – one afore and one abaft the beam – then a fleet in line ahead would have the advantage in a gun fight. Again, ship cards could cover special cases. Eg a single-turret monitor's low volume of fire cd give it just one dice, but bearing all round. While the long gun deck and negligible fore and aft fire of a Warrior cd be represented not allowing her to fire ahead or astern, but giving her an extra roll on the broadside.

I think a card per ship would be worthwhile. He'd discover just how individual these vessels were; and learn how to get the benefit out of them. You even cd jazz things up a bit – with round Russian ships spinning if they roll a 6; or each fleet cd have a captain particularly keen on gunnery, or a brave Buchanan, who steers towards the enemy regardless.

Sounds like a great project.

rmaker16 Apr 2017 6:02 p.m. PST

You might want to look at Buck Surdu's Beer and Pretzel Ironclads.

Sorry - only verified members can post on the forums.