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A few of us want to start a campaign, I was considering starting a map based campaign until I saw the naval stuff in the back of the General's Compendium. It looks like fun, and gives the players a cahcne to model new stuff. Has anyone played these? Was it fun? Any advicem, tips, etc is welcomed.
You might want to check out the website
This shows more about the ships in Warhammer. It is a really nice site that shows how the rules for the ships and some things that can be used to enhance your games.
You should also use Skirmish rules, but thats just my opinion.
if you want to do it a t a larger scale you could always try and get hold of the old Man o War game from ebay or somewhere
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
I have played a few sea battles, and they were pretty fun. The only problem is finding an area big enough to use anything but medium and smaller ships and more than 750 pts. Armies without good warmachines are also at a disadvantage.
I second teh Man O'War point, or adapting rules from existing naval warfare table-top games, and using models to represent hsips from different navies.
I still have my Elven MoW fleet somewhere at home, need to dig it out and repaint it....
You could always modify the MoW rules to add in boarding actions that you play with WHFB scale ships, using rules similar to those published in the General's Conpendeum. I say a scenario for warmachine/hordes that was ship based, and I think they provided templates for the huge ships (close to 1 ft by 2.5 ft). I think the warmachine/hordes scenario can be found online somewhere.
Problem with MoW is tha tthe rules are inconsistent with Warhammer - we could certainly modify the movement rules for ships from MoW though e.g:
Wind direction is determined using a scatter dice - if the player whose movement phase it is rolls a 6 at the start of the turn, then roll a Scatter dice to determine wind direction.
Wind direction is across the board on the first turn (left to right or right to left). An D6 indicates wind strength, a roll of 1 indicates the sea is becalmed (-2" to all movement under sail including drift) and a roll of 6 indicates a strong wind -(+2" to all movement under sail including drift)
If a sailing ship is in the wind (i.e. the wind is in behind the model, in a 90 degree arc) the model may use its full movement
If the wind is across the beam of the ship, in either 90 degree arc to port or stern, then the model will use its out-of-the-wind movement
A sailing ship moving into the wind halves its movement rate, as its momentum is slowed by the sails.
If the wind is coming from ahead of the ship, the ship is out of the wind, and may not move at all, apart from turn on the spot 45 degrees to either side, to try and turn out of the wind for the next turn.
A ship with oars may instead use oars only, and can move at this speed in any direction. A ship with oars may turn on the spot by 90 degrees at the cost of half its movement. A ship may not switch between using oars and sails in teh same turn.
Ships may pivot upto 3" for each ship length travelled forwards. So a 6" long ship sailing in the wind may move forwards 12" and pivot 6", or move forwards 6", pivot 3" and then sail forwards 6" again, wind permitting.
Ship movement rate = 18" for Imperial War Galley under sail and wind behind it
= 12" for Imperial War Galley under sail with wind across it
= 8" under oars
= 0" When weighed anchor/out of the wind (may turn upto 45 degrees)
Compulsory movement - if a player's ship is under sail then at the start of his own movement phase, before compulsory movement, it must be moved by 2" in the direction of the wind. This represents the drift caused by the wind.
A ship may weigh anchor or furl sails etc at the end of the movement phase to prevent this drift, but the following turn may not move at all whilst it raises anchor or unfurls sails.
A ship which is in close combat may drift away from an enemy vessel, if the enemy vessel is anchored and grapples have not been used, but otherwise the two ships will drift together.
A ship may engage another ship in one of three ways:
1) drifting together
If two ships drift together, boarding troops on the drifting ship may move onto the enemy ship, but may not declare charges as they were unprepared to engage the enemy directly.
If a ship charges another, then it is move to such a point when the ships are side-by-side, and if the ships succeed in touching, troops on board the charging ship may engage in close combat with their enemies - the enemy troops may stand and shoot as normal, regardless of distance moved.
The ships are considered grappled
If one ship rams the other, then the target ship takes a below waterline hit depending upon the strength of the ram, and the ramming ship takes a below waterline hit at the toughness of the enemy ship. A ramming ship may only make one pivot and must move more than 6" in a straight line, otherwise it is considered as having drifted into the enemy.
Just a taster - I have been working o these rules for a bit as I am building myself a Dragon ship...
Great to see that others are interested in Naval WFB. I made a yahoo site naval_wfb : Stormalong's Naval Warhammer Armada for people interested in this. Please check it out if you are interested. I listed all of the resources of which I am aware for Naval battles.