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Designing an ironclad Warship 1. Print or copy the ironclad status sheet and fill in the ship data as you go. 2. Choose either an Ocean Going or River Going warship 3. Decide on the mix of guns, armor, boilers, and whether it will have a ram or torpedo up to the allowed weight limit (see below) 4. Calculate the draft of the ship by dividing total weight by 20 (rounding up). Example: 160 ton ship would have 8 ft draft 5. Calculate the speed and maneuver (turns) of your ship. A ship can move one base length and turn 45 degrees for each boiler. For example a ship with 3 boilers could move three ship lengths and turn up to 135 degrees per game turn. 6. Make up a name for your ship. Cross of extra damage boxes for cannons, armor, and boilers (should be one unmarked box per gun, inch of armor, and boiler). Ocean Going Ironclad Max wt:​
180 tons Max guns:​
14 (+10 tons per gun) Max Armor:​
12” (+10 tons per inch, minimum 1”) Max Boilers:​
4 (+10 tons per boiler, minimum 1) May have a ​
ram ​
(+10 tons) Draft​
= weight / 20, rounded up (for example 160 ton ship would have 8 ft draft) River Going Ironclad Max wt​
: 120 tons Max guns:​
8 (+10 tons per gun) Max Armor:​
10” (+10 tons per inch, minimum 1”) Max Boilers:​
4 (+10 tons per inch, minimum 1) May have a ​
ram ​
(+10 tons) or ​
spar torpedo​
(+0 tons) but not both Must have a​
paddle wheel​
(paddle wheel can have an aft gun +10 tons) Draft ​
= weight / 20, rounded up (for example 160 ton ship would have 8 ft draft) Must have a​
paddle wheel​
(paddle wheel can have an aft gun +10 tons) Building ironclad model 1. Find the Civil War Ironclad Construction Kit on Tinkercad and choose Copy and Tinker to open the file https://tinkercad.com/things/0RVPhhX8Cew 2. Choose the correct hull and move it onto the base 3. Edit the Text with the name of your ship and add it to the base 4. If your ship is a river going vessel add a paddle wheel to the back 5. If your ship has a torpedo or ram add it to the front 6. Add casements and turrets with the correct number of guns. Casement pieces can be added together to make casements of various sizes. A river going ship can also have an aft facing cannon on the paddle wheel 7. Add smoke stacks ­ one stack for 1­2 boilers, two stacks for 3 ­ 4 boilers 8. Delete the extra pieces Ship Name: _________________________
Builder: _____________ Armor Guns Boilers Weight Draft Ram? Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Spar Torpedo? Paddle wheel? Guns still firing Armor remaining Boilers operating Ocean Going Ironclad River Going Ironclad Max wt:​
180 tons Max guns:​
14 (+10 tons per gun) Max Armor:​
12” (+10 tons per inch, minimum 1”) Max Boilers:​
4 (+10 tons per boiler, minimum 1) May have a ​
ram ​
(+10 tons) Draft​
= weight / 20, rounded up (for example 160 ton ship would have 8 ft draft) Max wt​
: 120 tons Max guns:​
8 (+10 tons per gun) Max Armor:​
10” (+10 tons per inch, minimum 1”) Max Boilers:​
4 (+10 tons per inch, minimum 1) May have a ​
ram ​
(+10 tons) or ​
spar torpedo​
(+0 tons) but not both Must have a​
paddle wheel​
(paddle wheel can have an aft gun +10 tons) Draft ​
= weight / 20, rounded up (for example 160 ton ship would have 8 ft draft) Rules of Combat Set­Up Battlefield: ​
The battle can be fought on the floor or a table. Cover with blue cloth or paper if available. Most ironclad encounters were fought in coastal waters, bays, or estuaries. Areas of shallow water will give lighter ships an opportunity to take advantage of their shallower draft. Mark of sections of the map using thread, yarn, marker, or paper cutouts as shoals (3 feet or less) and shallow water (3 ­ 5 feet). You can also add sections of land to represent the coastline or islands. The remainder of the battlefield is deep water. Set up the opposing fleets at opposite ends of the battlefield at least 12 inches apart. See the map of Mobile Bay for an example. Turn Sequence:​
The Union fleet moves and fires, then the Confederate fleet moves and fires Movement:​
Each ship can move ahead one base length for each operating boiler. Ships can make one turn of up to 45 degrees for each operating boiler. Turns must be separated by at least a half base length move forward. Ships may move backward, but can’t combine forward and backward movement on the same turn. Shooting:​
After movement each ship can fire each of its surviving guns once at an enemy ship that is in range and in its arc of fire. Guns in turrets can pivot to aim at any target not blocked by a structure on its own ship, such as a smokestack or paddle wheel. Guns in casements have a 45 degree firing arc (22.5 degrees left or right of center). Short range is 6 inches or less, long range is 6 ­ 12 inches. Roll one die for each gun that fires. Hits are scored on a 5 or 6 at close range, and on a 6 at long range. For each hit the owner of the hit ship must mark off one damage box ­ either armor, guns, or boilers. When a ship runs out of armor it is out of action, either crippled, sunk, or surrendered. A ship with no surviving boilers is dead in the water and can’t move. A ship with no surviving guns can’t shoot. Ramming and Collisions: ​
If ship bases overlap, each ship rolls dice equal to the sum of armor remaining + boilers operating, divided by 2. If the ship ramming has a ram bow installed, roll one additional dice. Pair highest dice. Higher dice inflicts damage on lower. If defender rolls a 6, attacker also loses ram. In ties, both are ships damaged. Hit inflicted by collisions are handled in the same way as shooting (owner of damaged ship chooses damage boxes to cross off); however at least one damage point must be applied against a gun on the side rammed. If rammed from behind, at least one damage point must be applied to a boiler. Running Aground:​
If sailing into water less than ship's draft, then ship will run aground. On grounding, roll 1d6. 1­2 causes 1 damage point to boilers, 3­6 causes 1 damage point to armor. If engines are still operable, roll 1d6 each turn to break free. Successful on roll of 5­6. Spar Torpedoes.​
If a River Class ship hits another ship with its spar torpedo, attacker rolls 3d6 and defender rolls 1d6 for each inch of armor remaining. Tie goes to defender. Each winning attacker dice causes 2 points of damage. Damage is distributed the same as ramming. Spar torpedoes can only be used once. Map of Mobile Bay:​
5 feet x 7 feet For optional special rules for Mobile Bay, including forts and mine fields, see http://www.juniorgeneral.org/naval/mobile%20bay/mobile%20bay.html Ship Name: ​
CSS Virginia
Builder: ​
John L. Porter Armor 5 Guns 10 Boilers 2 Weight 18 Draft 9 Ram? yes Spar Torpedo? no Paddle Wheel? no Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing X X X X X X X X x x X X x x Armor remaining X Boilers operating X History:​
First steam powered ironclad built by the Confederacy in the American Civil War. Was built on the hull of the salvaged USS Merrimack. Fought the Union ironclad USS Monitor at the Battle of Hampton Roads (1862). She was scuttled in 1862. ​
https://en.wikipedia.org/wiki/CSS_Virginia Ship Name: ​
USS Monitor
Builder: ​
Theodore Timby Armor 8 Guns 2 Boilers 2 Weight 120 Draft 6 Ram? no Spar Torpedo? no Paddle wheel? no Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing x x x x x x x x x x x x x x x x Armor remaining x Boilers operating x History:​
First steam powered ironclad built by the Union in the American Civil War. Featured a revolutionary rotating turret. Fought the Confederate ironclad CSS Virginia at the Battle of Hampton Roads (1862). She was lost at sea during a storm in 1862. ​
https://en.wikipedia.org/wiki/USS_Monitor Ship Name: ​
CSS Arkansas
Builder: ​
Isaac N. Brown Armor 4 Guns 10 Boilers 2 Weight 170 Draft 8 Ram? yes Spar Torpedo? no Paddle wheel? no Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing x x x x x x x x x x Armor remaining x Boilers operating x History:​
Engaged the Union fleet at Vicksburg in 1862, destroyed to prevent capture. https://en.wikipedia.org/wiki/CSS_Arkansas x x Ship Name: ​
USS Monadnock
Builder: ​
John Lenthall Armor 10 Guns 4 Boilers 4 Weight 180 Draft 9 Ram? no Spar Torpedo? no Paddle wheel? no Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing x x x x x x x x x x x x Armor remaining Boilers operating History:​
Took part in many engagements, including the attack on Ft. Fisher. She survived the war and sailed around South America to reach the West coast. She was decommissioned in 1866. https://en.wikipedia.org/wiki/USS_Monadnock_(1863) Ship Name: ​
CSS Baltic
Armor 1 Guns 8 Boilers 1 Weight 120 Draft 6 Ram? yes Spar Torpedo? no Paddle wheel? yes Builder: Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing x x x x x x x x x x x x x x x x Armor remaining Boilers operating x History:​
A riverboat converted into an armored ram. Was dismantled in 1864. https://en.wikipedia.org/wiki/CSS_Baltic x x x Ship Name: ​
CSS Baltic
Armor 6 Guns 3 Boilers 2 Weight 120 Draft 6 Ram? no Spar Torpedo? yes Paddle wheel? yes Builder: Movement 1 base length and one 45 degree turn for each surviving boiler Shooting Short range (6 inches or less) hit on 5 ­ 6 Long range (up to 12 inches) hit on 6 Guns still firing x x x x x x x x x x x x x x x Armor remaining x Boilers operating x History:​
A riverboat monitor that patrolled the Mississippi River. Survived the war. https://en.wikipedia.org/wiki/USS_Ozark_(1863) x x