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"Walter Gurney Green 1875 rules from Featherstone" Topic


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JenBurdoo24 Aug 2018 5:56 p.m. PST

I've been experimenting with the rules in Chapter 13 of Featherstone's Naval War Games, using paper minis from Junior General's Battle of Lissa line. This being Featherstone, there is a little ambiguity and I'd welcome thoughts from any other book owners.

- Are turns simultaneous? I think gunnery is.
- Is firing allowed during a ram? For example, can a rammed ship fire on its attacker at point-blank range? Can a ramming ship fire as it rams?

4DJones25 Aug 2018 4:48 a.m. PST

Long time since I played these rules but from what I remember:

1) Since each turn is a 30 minute period, we assumed movement to be simultaneous by written order. Use order cards to speed things up.

2) Gunnery rule (3), again seems to imply simultaneous firing, along with the time scale for each turn.

3) Ramming: Same comments as above.

If you Google the free wargame rules site there's a variation of WG Green's rules entitled: Late Nineteenth Century Naval Rules.

JenBurdoo25 Aug 2018 6:52 p.m. PST

Thanks, esp for the reminder of the 30-minute turn. I'll try simultaneous (or maybe semi-simultaneous, as I'm playtesting with kids). The ramming is the real issue, but I should think using the 6" 2+/to-hit firing rule should work.

Haven't found the variation you mentioned yet but am still going through the Wiki. Plenty of other good stuff in there.

4DJones27 Aug 2018 2:39 a.m. PST

freewargamesrules.wikia.com Check under ACW as well as Naval.

On page 109 of Featherstone's Naval Wargames, there's a summary of Jack Scruby's ideas on firing guns whilst ramming.

The 'variation' reduces the time-scale to 3-6 minutes per turn. This may effect other things.

JenBurdoo03 Sep 2018 1:56 p.m. PST

The rules here, titled Ironclad and ACW Naval Rules in the Naval category, look like they might be a derivation (and were first written in 1971, shortly after Featherstone's publication):

link

Or, aha, is it the rules here?

link

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