However, this approach led to a fast-playing system that was the root of its popularity (probably coupled to an extensive array of supporting information and ship statistics). General Quarters 1 and 2 feature a slightly abstract combat system and ship definition system reminiscent of naval board wargames. Quick and easy to play, they have established themselves over the years as one of the leading sets of World War I and II era rules. One of the most popular sets of rules available at present is General Quarters, written by Lonnie Gill. The second edition added 4 pages of simplified rules for battles between fleets. The conclusion of the rulebook provides the statistics necessary to re-enact historical encounters such as during the War of 1812. The protractor is also used to determine which cannon can fire on an enemy ship, as well as the damage caused and the chance of hitting at short range (4") and long range (16"). Wind speed and direction are determined by a roll of the dice a protractor is used to measure the angle between the wind and ship directions and hence determine ship speed. The rules are elaborate and cover morale, sinking, fires, broken masts, and boarding. Single ship engagements can be played on a tabletop, but fleet battles require more space. The Age of Sail rules for the 1972 Don't Give Up The Ship! call for pencil and paper, six-sided dice, rulers and protractors, and model ships, ideally of 1:1200 scale. As with Janes' rules various incarnations and revisions of the Fletcher Pratt rule system are still in use today. As well as publishing his rules Pratt staged large public games in ballrooms and other large meeting rooms, the events being almost as much a social event as a wargaming meeting. Incarnations of the rules are still in use today.Ī later proponent of popular naval wargaming was American author Fletcher Pratt. Classifications of ships' armour and armament in Janes' were used directly within the rules. Popular naval wargaming began with the inclusion of wargaming rules in early editions of Jane's Fighting Ships by Fred T. (These Naumachiae later provided the inspiration for the title of Rod Langton's ancient naval rules.) The ancient Romans staged what were probably the first naval "wargames", with mock sea battles acted out in Rome's Colosseum, specially flooded for the occasion. Models of most common types of ships are available, but in many cases wargamers have to source their own models, either by conversion or scratch building, especially where more esoteric periods or scales are in use. Commercially available historical rulesets cover practically every era of naval warfare from the ancient and medieval ships through the fleets of the Age of Sail, the ironclad an battleship eras to the modern era. The origins of naval-themed board wargaming have obvious connections with the art of making model shipsĪs with other arms of the wargaming hobby, rules can vary greatly in complexity. In recent years Hallmark have moved the scale down to 1/6000.Ī separate branch of naval wargaming uses radio control ships capable of firing BB ammo from CO 2 powered cannons, with the aim of sinking opposing ships, whose hulls are made of thin balsa wood. In the US CinC and GHQ followed with slightly larger and more detailed models in 1/2400. In the UK Skytrex and Navwar pioneered the "micro scale" with extensive ranges of ships from pre-dreadnought ironclads to modern vessels in 1/3000. Plastic kits in 1/600 and 1/700 became widely available. There has also been a diversification in scales. Other companies started in Britain and the United States as well, first centering on the wargamer, but as time went by and models became both more detailed and costly, marketing to the collector. Prior to World War II, the German company Wiking became a leader in the field, but the war ended its dominance.Īfter World War II, several manufacturers started business in Germany, which remains a major centre of production to this day. Firms such as Bassett-Lowke marketed these to the public in England, along with more detailed versions that appealed to collectors. These models were basic representations of ship types, with enough detail to make them recognisable. Small miniature ships, often in 1:1200 scale and 1:1250 scale, were manoeuvred on large playing surfaces to recreate historical battles. Model ships have long been used for wargaming, but it was the introduction of elaborate rules in the early 20th century that made the hobby more popular. Both historical and fantasy rulesets are available. Generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world.
Naval wargaming is a branch of the wider hobby of miniature wargaming.