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    Rules of playBoarding actions in the Napoleonic Era

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    Game Design: Miguel Costa SimnArtwork: Capitangames Team

    Game Development: Capitangames TeamTranslation by: John Fletcher / Tolo Mayol / Miguel Costa! Miguel Costa Simon, all rights reserved, protected by Spanish and Europeanintellectual property laws.Patents pending -2011-

    WWW.CAPITAN-GAMES.COM

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    0. INTRODUCTION

    ese rules assume that as ships close to a boarding action they have already engaged in combat.ey include parameters to assign damage sustained as the ships approach to boarding range. Ifyou wish to play the approach battle skip these parameters and game the approach using ourMaster and Commander rules (M&C) and Master and Commander Frigates (M&C-F).

    ese rules establish standard parameters for the damage to naval combat units taken into accountin the simulation of the boarding actions.

    0.1 Boarding and naval combat

    e boarding actions were developed from deck to deck of the vessels involved. In M&C CloseQuarters the different zones in which the deck of a ship is divided are essential for thedevelopment of the game both in the approach phase, as in boarding.

    e parts of the upper deck of a ship from bow (front) and aft (rear) are:

    Forecastle: It ranges from the bowsprit and cutwater to the base of the foremast or well in thewaist. Guns in this area are the forecastle battery.

    Waist:is is the area from the foremast to the mainmast, the two bridges were usually used inparallel to the sides of the vessel and allowed to pass through the hole in the waist, were the shipstored boats from the ship when there was not in combat. Normally this area did not have guns.

    Quarterdeck:e ship's command area, ranging from the mainmast to the mizzenmast. It iswhere the ship's steering wheel was located and also comprised the guns battery of the castle, thelargest in the upper deck of the ship.

    Poop:e area from the mizzen mast until the end of the ship's deck, aft. In some cases it is at ahigher level than the other decks and accessed by steps. Guns in this area are the poop battery.

    In addition to the parts of the deck, M&C Close Quarters also takes into account the tops, whichwere the platforms at the top of the masts of ships and were used for observation and maneuverthe vessel, and also chosen to place in combat sharpshooters that fire to the enemy decks.

    0.2 Ship deck Zones

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    FORECASTLE

    WAIST

    QUARTERDECK

    POOP

    BOWSPRIT

    FORE MAST

    MAIN

    MAST

    MIZZENMAST

    WAISTHOLE

    2

    MAIN MAST

    TOP FORE MASTTOP

    MIZZEN MASTTOP

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    1. ELEMENTS OF THE GAME

    To play M&C Close Quarters you need the following material:

    1 .- Approach Tokens:

    Representing each of the vessels involved in the game and used to perform the actions in theapproach phase.e tokens are always the same regardless of the type of vessel.

    Tokens are rectangular in shape. e center has a representation of a ship. Each side is dividedinto the different areas of the deck (Forecastle, Waist, Quarter and Poop) and each end shows thebow and stern, respectively.

    2 .- Figures and Unit Tokens:

    A dedicated range of M&C Close Quarters 18mm miniatures is available at http://www.capitanminiatures.com. e range includes a complete selection of British, American,French, Spanish and Barbary figures. You can also use the tokens on the next page to representunits.

    3

    CAPITAN MINIATURES Royal Navy Officers

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    3 .- Deck boards:

    Each ship uses a deck board. Deck boards are used to move units and play in the boarding phase.Each board represents a different class of ship:

    Board A: 1st and 2nd Class Ships of the Line, 90-120 guns

    Board B: 3rd Class Ship of the Line, 74-80 guns

    Board C: 4th Class Ship of the Line, 50-64 gunsBoard D: Heavy Frigates

    Board E: 5th Class Frigates

    Board F: 6th Class Frigates and Corvettes

    Board G: Xebecs

    Board H: Sloops

    e deck boards are used to move units and play in the boarding phase.

    Each board is divided into the different zones of each ship. Additionally, the topmasts of eachsail are represented. Deck boxes are represented in gray. Boarding boxes are represented to theside of the ship in blue.

    Each board is roughly 1/150 scale.

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    CAPTAINCaptain 1st Officer Deck officer Marine Officer

    Sailor Marine Sharpshooter

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    80-74 guns:Poop: 24 deck boxes / 6 boarding boxes per side / 3 boarding boxes in the sternQuarterdeck: 28 deck boxes / 7 boarding boxes per sideWaist: 14 deck boxes / 7 boarding boxes per sideForecastle: 25 deck boxes / 5 boarding boxes per side/ 3 boarding boxes in the bowFore Top: 4 / Main Top: 6 / Mizzen Top: 2

    120-90 guns:Poop: 28 deck boxes/ 6 boarding boxes per side/ 3 boarding boxes in the sternQuarterdeck: 35 deck boxes/ 7 boarding boxes per sideWaist: 14 deck boxes / 7 boarding boxes per side

    Forecastle: 33 deck boxes / 6 boarding boxes per side/ 3 boarding boxes in the bowFore Top: 4 / Main Top: 6 / Mizzen Top: 2

    60-50 guns:Poop: 22 deck boxes/ 5 boarding boxes per side/ 2 boarding boxes in the sternQuarterdeck: 24 deck boxes / 6 boarding boxes per sideWaist: 12 deck boxes/ 6 boarding boxes per sideForecastle: 20 deck boxes/ 5 boarding boxes per side/ 3 boarding boxes in the bow

    Fore Top: 2 / Main Top: 4 / Mizzen Top: 2

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    Heavy Frigate:Poop: 16 deck boxes / 4 boarding boxes per side / 3 boarding boxes in the sternQuarterdeck: 24 deck boxes / 6 boarding boxes per sideWaist: 12 deck boxes / 6 boarding boxes per sideForecastle: 24 deck boxes / 5 boarding boxes per side/ 3 boarding boxes in the bow

    Fore Top: 2 / Main Top: 4 / Mizzen Top: 2

    Frigate:

    Poop: 12 deck boxes / 4 boarding boxes per side / 2 boarding boxes in the sternQuarterdeck: 24 deck boxes / 6 boarding boxes per sideWaist: 10 deck boxes / 4 boarding boxes per sideForecastle: 20 deck boxes / 4 boarding boxes per side / 2 boarding boxes in the bowFore Top: 2 / Main Top: 2 / Mizzen Top: 1

    Small Frigate / Corvette:Poop: 9 deck boxes / 3 boarding boxes per side / 2 boarding boxes in the bowQuarterdeck: 12 deck boxes / 4 boarding boxes per sideWaist: 10 deck boxes / 4 boarding boxes per sideForecastle: 10 deck boxes / 3 boarding boxes per side / 2 boarding boxes in the sternFore Top: 2 / Main Top: 4 / Mizzen Top: 2

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    Xebec:Poop: 6 deck boxes / 2 boarding boxes per side / 2 boarding boxes in the sternQuarterdeck: 20 deck boxes / 4 boarding boxes per sideWaist: 16 deck boxes / 4 boarding boxes per sideForecastle: 8 deck boxes / 3 boarding boxes per side / 2 boarding boxes in the bow

    No Tops

    Sloop of War:Poop: 9 deck boxes / 3 boarding boxes per side / 2 boarding boxes in the sternQuarterdeck: 16 deck boxes / 4 boarding boxes per sideWaist: 16 deck boxes / 3 boarding boxes per sideForecastle: 7 deck boxes / 2 boarding boxes per side / 2 borading boxes in the bowFore Top: 1 / Main Top: 1 /

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    4 .- Ship Card:

    e di

    fferent characteristics of the ships, both for the approach phase and the boarding phase, arefound in the Ship Cards.

    Ships Name

    Rate and Type

    CountryCommision yearN of guns

    Action Points

    Number andeffectiveness rating ofthe ship's ArtilleryValues

    AVE3 Effectiveness 3AVE4 Effectiveness 4AVE5 Effectiveness 5AVE6 Effectiveness 6

    F.E.: AVE5 3, meanstha the ship has 3values of Effectiveness3

    Crew of the ships in categoriesRaw / Regular / Veteran / Elite

    Deck Board

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    Minimum Crew

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    5 .- Ships Role:

    Before play begins record the number and attributes of the ship, its officers and its crew onto theShip's Role card.

    Ships Name Action PointsArtillery Values Track

    Officers:

    CL: ClassAP: ActionPointsIN: InitiativeFD: Fire DiceCD: CombatDice

    Crew:

    CL: Class / N: Number of Units/ FD: Fire Dice / CD: Combat Dice

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    2. SETTING UP THE GAME

    M&C Close Quarters is a very flexible game and allows players to choose their ships, officers andcrews based upon any scenario or situation. At the beginning of the game players decide whichship boards will be used. Players then select the officer and crew of each ship.

    2.1 Type of crew units

    A ship's crew is composed of the following types of figures:

    Sailors:ese are the men who handle the rigging, guns and navigation of the ship. ey formboarding parties and fight in boarding actions.

    Marines:ese soldiers are combat specialists. ey also police the sailors.

    Sharpshooters: usually part of the Marines, these men are shooting specialists who can choose

    their targets.

    2.2 Choose the units for ships crew

    Each ship card includes the maximum number of crew that may be included in the shipdepending on the class of the crew.

    Each crew type is given a class.

    e classes are Elite, Veteran, Regular and Green.

    On any given ship each crew type must be of the same class. For example, all sailors must be elite,all Marines veterans, etc.

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    2.2.1 Crew attributes

    Before starting the game each player determines the Crew attributes of the units on each vesselusing the following procedure:

    1. Determine Crew Class: Roll a d10 for each Crew type (Sailors & Marines), add the Nationalitymodifier to the roll and cross reference the total on the Class Table. e result is the Class of thatCrew type.

    2. Determine Fire Dice and Combat Dice: Roll 2d10 (each die a different color). One color is forthe Fire Dice, the other for the Combat Dice. Add the Class modifier to each roll and crossreference the total on the Dice Table. e result is the Fire and Combat Dice for that Crew type.

    NATION MODIFICATION VALUE

    Great Britain +2

    USA +1

    France 0

    Spain 0

    CLASS MODIFICATION VALUE

    Elite +2Veterans +1

    Regular 0

    Green -1

    CLASS TABLE

    1-2 3-4-5 6-7-8 9-10

    Green Regular Veteran Elite

    DICE TABLE

    Result of the dice roll plus modifier

    1-2 3-4-5 6-7-8 9-10

    d6 d8 d10 d12

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    2.2.2 Sharpshooters

    ese units are the same type and class of the Marine units, but they always have a one levelsuperior fire dice than the correlating marine units. If the Marines get a D12 fire dice, the die of

    the sharpshooters will also be a D12, but always add a +1 to the Shooting Dice Roll.

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    2.3 Chosse the ships o! cers

    2.3.1 Number and type of officersWhile each nation had its own ranking system and ship had its own number of officers in M&CClose Quarters we use the following ranks:

    Ships Captain

    First Officer

    Deck Officers

    Marine Officers

    e number of Officers on each ship depends on the ship's rating:

    1st, 2nd & 3rd Rate ships:

    1 Captain

    1 First Officer

    2 Deck Officers for each ship zone

    2 Marine Officers

    4th Rate ships & Heavy Frigates:1 Captain

    1 First Officer

    1 Deck Officer for each ship zone

    2 Marine Officers

    5th & 6th Rate ships:

    1 Captain

    1 First Officer

    1 Deck Officer for each ship zone1 Marine Officer

    Xebecs & Sloops:

    1 Captain

    1 First Officer

    1 Deck Officer for each ship zone

    Barbay corsairs ships has no Marine offi

    cers.

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    2.3.2 Officer attributes

    Officers have the same attributes as Crews. In addition, Officers have Initiative and Action Point

    attributes.

    Use the same procedure as described in 2.2.1 for Crew types to determine the Class, Fire andCombat Dice of each Officer type (Captain, First Officer, Deck Officer and Marine Officers).

    After determining the Class, Fire and Combat Dice for each type of Officer determined theInitiative and Action Points for each type:

    1. Determine Intiative: Roll a d10 for each Officer type, add the Class modifier (see 2.2.1) and the

    Officer Rank modifier and cross reference the total on the Intiative Table. e result is theIntiative of that Officer type.

    2. Determine Action Points: Add the Initiative modifier and the Officer Rank modifier. Add 2 tothis total. e result is the number of Action Points for each Officer type.

    OFFICER RANK MODIFIER

    Captain +2

    First officer +1

    INITIATIVE TABLE

    Dice result 1/2 3/4/5 6/7/8 9/10 11/12 13/14

    plus modifiers +0 +1 +2 +3 +4 +5

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    2.4 Ships Role

    Once you have selected all officers and crew for a vessel and determined their ratings, write theresults onto the Ship's Role for the appropriate vessel.

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    3. PHASES OF THE GAME

    When we simulate a boarding between vessels, we should always consider two phases that takeplace one after another.ere are 2 phases to the game; the Approach Phase and the BoardingPhase.

    e approach phase is played at the beginning of the game and is followed by the boarding phase.

    APPROACH PHASE

    As ships maneuvered into close range the captains focused on placing their ship in the best

    position for boarding while trying to avoid collision. At this stage ships exchangedfire using closerange cannons and musket fire to try to damage the enemy ship and bring down its crew.

    e Approach Phase ends when the vessels involved are grappled and can no longer maneuver.

    BOARDING PHASE

    Once ships were grappled the crews prepared for close quarter combat. One crew boarded theenemy while the other crew sought to repel the assault. Musket fire and melee duels swept across

    different areas of the boarded vessel until one side was annihilated or the boarded vessel signaledsurrender by lowering its flag.

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    4. APPROACH PHASE

    A M&C Close Quarters game begins with the Approach Phase. In this phase ships make theirfinal movements prior to boarding.

    An Approach Token is selected for each vessel, identifying the ship class and owner. ApproachTokens are lettered from A to I.

    4.1 e action points

    Each ship has a certain number of Action Points as indicated on its Ship Card. To this add theAttributes of the ship's captain. e sum is the total Action Points for that ship.

    During its turn a ship can use as many Action Points as the player wishes, up to its total.

    Action Points can be expended as follows:

    1. Move 1 area of the ship's Approach Token over 1 area of the Approach Token of an enemyvessel. Cost: 1 Action Point.

    2. Free 1 area of the ship's Approach Token from 1 area of an enemy Approach Token. Cost: 2Action Points.

    3. If in contact with an enemy vessel fire at the enemy crew. Cost: 1 Action Point.

    4. If in contact with an enemy vessel fire at the enemy ship. Cost: 1 Action Point.

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    4.2 Moving approach tokens

    At the beginning of the game set the Approach Tokens on a flat surface, in front of each otherwith some space in between.

    e player who wins initiative uses Action Points to move his Approach Token. is can be donein 2 ways.

    1. To move an Approach Token into contact with an enemy Approach Token simply placethe friend Token over the enemy Token, moving from zone to zone of the enemy ship at the costof 1 Action Point for each zone of the Approach Token covered.

    2. To move an Approach Token out of contact with an enemy Approach Token move thefriendly Token 1 zone at a time, at a cost of 2 Action Points.

    e ship B moves his bowin to the quarterdeck of theship A

    e ship B moves his forecastle & waistin to the quarterdeck & poop of the ship A

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    4.3 Approach phase sequence of play

    1. Each player chooses a ship he wants to activate. If there are more than 1 player on a side, only 1ship per side is selected.

    2. Each side rolls a d6 and adds the initiative of the Commanding Officer of the activating ship.e player with the highest score wins and becomes the active player. Re-roll ties.

    3. e active player may use as many Action Points as he has left in his Ship's Record to engagein the following actions, in any order he desires:

    - Contact another vessel- Free his own vessel from another ship

    - Shoot the crew of an enemy vessel with which his ship is in contact

    - Shoot an enemy ship with which he is in contact.

    4. Once the player with the highest total roll is finished with all his actions for that vessel, theplayer with the lower total becomes the active player.

    5. Repeat steps 1-4 if there are other unactivated ships.

    6. Once all ships have been activated the turn is over.

    7. Repeat turns until all ships have expended all Action Points. When all vessels have run out ofAction Points the Approach Phase is over.

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    4.4 Shot in the approach phase

    Each Ship Card lists the Artillery Value of that ship. Artillery Value is divided into theeffectiveness rating and number of shots at each rating.

    A ship can fire once with each shot at each effectiveness. When there are no more pointsavailable the ship may no long fire in the Approach Phase.

    Method of firing:

    1.e firing player expends 1 Action Point and selects an available point from any of his ship'seffectiveness ratings

    2.e firing player selects a target ship and states if he is firing at the ship or the crew

    3. e firing player rolls the Captain's Fire Dice. A hit is scored if the result is is equal to orgreater than the effectiveness of the Artillery Value point selected.

    4.e target player subtracts 1 Action Point if the hit was against his ship and 1 Crew Unit pointof his choice if it was against the crew.

    4.5 O! cers units casualties

    If the highest number possible, regardless of die type, is rolled on a crew hit check to see if thereare any officer causalities. e firing player re-rolls his Fire Die; if it is again the highest numberan enemy officer has been killed.

    If an officer has been killed the target player rolls a d12. If the result is a 1 the casualty is theCaptain. On any other result the target player can choose the officer killed.

    If the Captain is killed in the Approach Phase the First Officer automatically takes his place. Ifthe First Officer is eliminated the player appoints another offer to take command of the ship.

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    4.6 Lowering the flag in the Approach Phase

    As a result of fire in the Approach Phase a ship may be force to lower the flag and surrender.Any ship that has had its deck units reduced to the minimum crew, as shown on its Ship Card,must check to see if it lowers the flag.

    Select the largest die rating of the Captain of that ship and roll that die. Modify the roll:

    +1 for each area of the vessel that is in contact with an area of an enemy ship

    -1 for each area of the ship that is in contact with an area of an allied vessel

    +2 for each officer killed in action

    If the result is 4+ the ship lowers the colors.

    Any ship whose crew has been entirely eliminated automatically lowers the flag and surrenders.

    4.7 End of Approach Phase

    Once all Action Points have been expended the Approach Phase ends. e Approach Tokensindicate the position of the ships at the beginning of the Boarding Phase.

    Place the Deck Boards of the corresponding ships into contact with the boarding zones adjacentto areas that were in contact on the Approach Tokens.

    Ships that surrendered should also be place but no Crew Units will be used (see effects inBoarding Phase).

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    5. BOARDING PHASE

    5.1 Starting the Boardin PhaseOnce the Approach Phase is over, place the Deck Boards corresponding to the Approach Tokensas described in 4.7.

    Once all Deck Boards are arranged, place the miniatures for each ship. Each side selects a shipand rolls a d6. Each player adds the initiative of the Captain of their selected ship to their roll.e player with the lowest total sets up first. Continue this process until the crews for all shipshave been placed.

    Officer and Crew Units may be placed in any Deck Zone of the ship and in the Mast Tops. eremust be at least 1 Officer in each Deck Zone. Both Crew and Officer Units occupy 1 square inany area of the ship. ere is no stacking or sharing of squares.

    5.2 Boarding Phase sequence of play

    In the boarding phase, each player has the objective of trying to capture the enemy ship byboarding, shooting, and fighting. All these actions are carried out by units of crew and officers.

    Crew Units must be activated by Officer Units.

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    5.2.1 Activation procedure

    e game turn begins with the activation of Units and ends when all Units have been activated, asfollows:

    1. Each side chooses an Officer Unit to be activated.

    2. Each side rolls a d6 and adds their selected Officer's initiative to their roll. e highesttotal is now active. Re roll ties.

    3.e active Officer may activate any number of Crew Units in the same Zone or areawith the only restriction that all activated Units must perform the same action. An active Officermay also activate other Officers of the same rank or lower in the same Zone but these Officersmust engage in the same action as the rest of the currently activated Units. ey may not be usedto activate other Units or to engage in a different action that that declared by their activatingOfficer.

    4. Once the activated Units have performed their action the player with the lower total isnow active.

    Repeat this process until all Units have been activated.

    5.2.2 Waive activation

    A player may waive or pass the activation for any of his Officers. If he does, that Officer isconsidered to have activated and taken no action. e turn is over for that Officer.

    5.2.3 Activation of sharpshooters units

    Sharpshooters may be activated normally. Additionally, if a Sharpshooter is in a Mast Top he mayactivate whenever any officer in the same or adjacent Deck Zone as the Mast Top activates. Inthis case, the Sharpshooter is considered to be independent of the activating Officer and may takea different action than the Units in that Officer's activation.

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    5.3 Actions allowed to units

    Once activated by an Offi

    cer Unit, Crew and Offi

    cer Units can perform any of the followingactions:

    -Move

    e active units can move to an adjacent Deck Zone, provided the zone to which the unitsmove is free of enemy units.

    -Fire

    e active units can fire their weapons at the enemy.

    -Close Combat

    Activated units may move to an adjacent Deck Zone occupied by enemy units or fightenemy units in the zone they currently occupy.

    e active Officer Unit may perform an action different than the units they activate. For example,

    an Officer may order units to Fire while he Moves to another zone.

    5.4 Movement of units

    Units can move freely between adjacent deck areas of the same ship or between zones of differentvessels which are in contact and occupied by friendly units.

    Units may be freely repositioned within the deck area in which they begin the turn. is is notconsidered movement and does not require a specific order.

    e Mast Tops of the ships are considered an independent deck area for movement purposes andare considered adjacent to the following areas:

    Mizzen Top: adjacent to the Poop Deck and Quarterdeck

    Mainmast Top: adjacent to the Quarterdeck and Upper Deck

    Fore Top: adjacent to the Upper Deck and Forecastle.

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    5.5 Firing Units

    Units in a Deck Zone may fire at enemy units in different Deck Zones. ey may not target azone if it also contains friendly units.

    Sharpshooters in a Deck Zone may fire at enemy units in different Deck Zones even if the targetzone contains friendly units, so long as those friendly units are not in close combat.

    Units in a Top Mast may fire onto a Deck Zone to which they are adjacent. ey may fire into azone even if it contains friendly units.

    5.5.1 Visibility

    Fire range is measured by the number of Deck Zones entered:

    Adjacent Deck Zone: short range

    2nd Deck Zone: medium range

    3rd Deck Zone: long range

    5.5.2 Fire distance

    Fire effectiveness is calculated as follows:

    1 Each firing unit rolls its Fire Die

    2. Compare the result to the Firing Difficulty table at the appropriate range. If the resultis equal to or greater the enemy has suffered a hit.

    Short Range: 5

    Medium Range: 7

    Long Range: 9

    3. e target unit receives a save roll for each hit. If it fails to save it is killed and removedfrom play.

    5.5.3 Firing procedure

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    Whenever a save roll is required the saving player rolls using the best die for the saving unit(either Fire or Combat Die). e unit saves on a 5+ for a Crew Unit, 4+ for an Officer Unit.

    If the saving unit has already been activated or has been in combat the save roll is 6+ for a CrewUnit and 5+ for an Officer Unit.

    5.5.4 Save rolls

    Sharpshooters are the only units that can specifically target enemy officers.

    When saving against a hit by Sharpshooters add 1 to the roll for every 2 friendly units which arein the same Deck Zone as the target Officer.

    5.5.5 Shooting against officers units

    An enemy ship can only be boarded from a friendly vessel whose Approach Token is in contactwith some area of the enemy ship.

    Units that are performing the boarding are placed in the boarding boxes of the contacted DeckBoards.

    To occupy a contact area of an enemy ship a boarding action must take place. If the area is alreadyoccupied by friendly units the action is not considered to be a boarding action (5.3 & 5.7).

    5.6 Boarding of ships

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    1. e active player puts the desired units into the appropriate boarding boxes in thecontact area from which he wishes to board, with the following restrictions:

    If the boarding takes place from the Bow Deck area the boarding units can be placed in any of theboarding boxes of the bands in the Forecastle.

    If the boarding takes place in the Stern area boarding units can only be placed in the boardingboxes of the Stern.

    2. e player that controls the ship to be boarded places the units he wishes to defend thearea in his own boarding boxes in the area that is contacted.

    3. Once all units are placed all units in boarding boxes test morale (5.6.2).

    If the boarding units win the moral test they have dislodged the defenders from the area and theboarding is successful (see 5.6.2).

    If the defending units win the moral test the boarding units must retreat back to their ship and

    the boarding attempt has been aborted.

    4. If neither side wins the moral test then a Close Combat phase begins (5.6.4).

    5. If boarding occurs in an area where all enemy units have been activated, the defendingunits must clear the deck and move to an adjacent deck area. It there are not free spaces left, theyare considered to be automatically annihilated.

    5.6.1 Boarding procedures

    5.6.2 Morale Test

    e moral test is checked as follows:

    Total the Moral Test Value of all attacking and defending units. If one side has twice as manypoints as the other (rounding up) it has won the morale test.

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    Units always fight combat one at a time, the boarding player dictates the order of combat.

    If one side has more units than the other they should be matched so all outnumbered units face 1enemy. e excess figures will be used later in the phase.

    5.6.3 Boarding Combat

    1.-e attacking unit rolls a Combat Dice and adds all factors that apply.

    2 .-e defending unit rolls a Combat Dice and adds all factors that apply.

    3.e side with the higher score has hit the enemy. If the roll is a tie both sides have been hit.

    4. Units that have been hit roll to save (5.5.4).

    If one side outnumbered the other at the beginning of the combat fight the full combat roundnormally. en match the extra figures against surviving enemies and begin a 2nd round. eoutnumbered side automatically loses all fights and proceeds to directly roll saving throws for allcontacted figures. Continue this process until all of the larger force has had a chance to contact amember of the smaller force or until the smaller force is eliminated.

    5.6.4 Resolution of the combats

    26Moral Test Values:

    For every elite unit 2 points

    For each unit veteran 1.5 points

    For each regular unit 1 pointFor each green unit 0.5 points

    Officers double their point value (an elite Officer is worth 4 points, a green officer is worth1 point, etc.).

    When one side wins a morale test it expels the other from the area. e enemy units in that areaflee and should be located in an adjacent deck area.

    If there is no adjacent area only occupied by friendly units or if there are not enough free spaces

    left in an adjacent area all the units that lost in the morale test are removed from the game.

    For morale test purposes Mast Tops are not considered adjacent areas and cannot be fled into.

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    As combat in the boarding boxes is resolved:

    Each combat won by the boarding side allows the boarding unit to enter the deck area of theenemy ship.

    Each combat won by the defender causes the boarding unit to be repelled and return to the deckof his ship.

    If the attacking unit does not have a box on the deck of the boarded ship the defending playermust retreat the defending unit and place it in a free adjacent deck area. If there are no free boxesin an adjacent area the unit is removed from the game.

    5.6.5 Resolution of the boarding

    +1 for each friendly Officer Unit in the combat, to a maximum of +2.

    5.6.6 Combat factors

    Use this procedure when activated units enter an adjacent area of a ship (other than boardingboxes) that are occupied by enemy units.

    Place the attacking units in the free boxes of the attacked zone. If there are not enough free boxesin the attacked zone attacking units can fight through the bordering boxes in their current zone.In this case the unit stays in the current zone if it loses the combat but advances into the attackedzone if it wins (assuming the unit survives the combat in either case).

    5.7 Units combat procedure

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    CONTACT ZONES IN COMBAT

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    All units fight one at a time, and for two units to engage in close combat they must be adjacent toeach other (see the Contact zones image).e player who won the initiative chooses the combatmatches.

    In combat, the units that have been activated are considered attackers and the targeted unit, thedefenders.

    Once the attacking units are placed in the target area or the area adjacent to the attack orboarding box perform the following steps for each unit:

    1. Both sides conduct a morale test. e attacking side counts all currently activated units, thedefender counts all units in the target area (see 5.6.2).

    2. If the morale test in not won by the attacker or defender, individual combats are designated bythe attacking player and resolved using the same procedure as 5.4.4. All units must fight enemyunits that are in contact.

    3. Once all combats have been resolved both sides take another morale test using the remainingfigures. Only consider the outcome if the attacker wins the test (see 5.6.2).

    5.7.1 Combat procedure

    Units can enter into Close Combat with any unit that is adjacent to them, both diagonally andlaterally.

    5.7.2 Units in combat in touch distance

    If a unit in a combat has already been activated it can only defend and then only to save againstany hits (see 5.5.4).

    5.7.3 Fighting units alredy activated

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    Mast Tops are not considered targets for Close combat. ey can only be cleared of enemies byFire Combat or by occupying the 2 zones adjacent to each top, in which case they are consideredsurrounded and removed from the game.

    If a defender loses a morale test and can no longer retreat to a friendly Deck Zone they surrender;the flag is lowered and the ship is captured.

    If a ship has no officers remaining on deck the remaining crew surrender, the flag is lowered andthe ship is captured.

    If at the end of a Boarding Phase a vessel is left with no enemy units on its deck or in theirboarding boxes the boarding can be unlocked.

    If a ship unlocks a boarding the players start a new Approach Phase. Repeat the steps in the

    Approach Phase, with the following restrictions:

    1. Only unlocked ships can move in the Approach Phase.

    2. Unlocked ships have only half their original Action Points and Artillery Values(rounded down).

    3. Players cannot shoot at any ship with friendly units on board.

    5.8 Unloking from a boarding

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    If there are friendly and enemy units in the same area of a ship at the end of a turn and none ofthem has been activated, resolve combat between them. In this case there is no morale test, eitherat the beginning or end of the round.

    If units have not been able to activate either because there are no available officers or because theplayer did not want to activate them, they are considered to activate and passed to the next turn.

    5.9 Units not activated at the end of the turn

    5.7.4" e #ghting in the tops

    5.7.5 Lowering the $ag in combat

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    6. RULES AS COMPLEMENT TO OTHERGAMESEarlier we mentioned that M&C Close Quarters works well with most Napoleonic naval games.M&C Close Quarters can be used to resolved other game's boarding actions, taking into accountthe following rules:

    1. e game starts M&C Close Quarters game begins when any ship is boarded. We haveincluded many different ship types, match them as closely as possible to the ships involved in yourgame.

    2. To account for damage sustained in the other game system players should proportionally assign

    damage to the M&C Close Quarters units:

    - Subtract Action Points to account for damage to the rigging and hull.

    - Subtract Crew Units to reflect damage to the crew.

    6.1 Master & Commander / Master & Comander - Frigates-

    To use M&C Close Quarters with our M&C Frigates rules system assign damage as follows:

    - Reduced ships in hull, rigging or both = reduce Action Points 25%

    - Precarious ships in hull, rigging or both = reduce Action Points 50%

    - Ships with reduced crew = reduce all Crew Unit types 20%

    - Ships with precarious crew = reduce all Crew Unit types 40%

    -e Captain and Officers are always the same Class as the M&C Frigates crew of the ship. Allother Crew Units follow the procedure described in 2.2.1.

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    CAPITAN MINIATURES

    Capitan Miniatures has range of 18mm miniatures specially designed to play Close Quarters, findour miniatures at: https://shop.capitanminiatures.com

    Our catalogue:

    RN001-Royal Navy Captain

    RN002-Royal Navy Junior Captain or Commander

    RN003-Royal Navy Lieutenant

    RN004-Royal Marine officer

    RN005-Royal Marine attacking

    RN006-Royal Marine shooting

    US001-US Navy CaptainUS002-US Navy Commander

    US003-US Navy Lieutenant

    US004-US Marines Officer

    US005-US Marines Sergeant

    US006-US Marines attacking

    US007- US Marines firing

    SN001-Spanish Navy Captain

    SN002-Spanish Navy Jr. Captain Commander

    SN003-Spanish Navy Lieutenant

    SN004-Spanish Marine Officer

    SN005-Spanish Marine onboard uniform attacking

    SN006-Spanish Marine onboard uniform shootingSN007-Spanish Marine full uniform attacking

    SN008-Spanish Marine full uniform shooting

    FN001-French Navy Capitaine de Vaisseau

    FN002-French Navy Capitaine de Fregate

    FN003-French Navy Lieutenant de Vaisseau

    FN004-Officer Marine Infantry

    FN005-Marine Infantry attacking

    FN006-Marine Infantry firing

    SL001-Sailor with boarding pike

    SL002-Sailor with boarding axe & sword

    SL003-Sailor with musket

    SL004-Sailor with blunderbussSL005-Sailor in top hat shooting

    SL006-Sailor with pistols

    SL007-Sailor with knife

    BA001-Barbary Corsairs Captain

    BA002-Barbary Corsairs Officer

    BA003-Barbary Corsairs Lieutenant

    BA004-Barbary Corsairs sailor with scimitar

    BA005-Barbary Corsairs sailor sabre & pistol

    BA006-Barbary Corsairs sailor shooting

    BS001-Miniature Base

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    PK001-Royal Navy Ship of the line1RN001/1RN002/8RN003/2RN004/25RN005/10RN006/87BS001

    40 mix sailors (6SL001/6SLOO2/6SL003/6SL004/6SL005/5SL006/5SL007)

    PK002-Royal Navy Frigate

    1RN001/1RN002/4RN003/1RN004/10RN005/4RN006/36BS001

    15 Mix sailors (3SL001/3SL002/3SL003/3SL004/1SL005/1SL006/1SL007)

    PK003-US Navy Frigate

    1US001/1US002/4US003/1US004/10US006/4US007/36BS001

    15 Mix sailors (3SL001/3SL002/3SL003/3SL004/1SL005/1SL006/1SL007)

    PK004-Spanish Ship of the Line1SN001/1SN002/8SN003/2SN004/SNRN005/10SN006/87BS001

    40 mix sailors (6SL001/6SLOO2/6SL003/6SL004/6SL005/5SL006/5SL007)

    PK005-Spanish Frigate

    1SN001/1SN002/4SN003/1SN004/10SN005/4SN006/36BS001

    15 Mix sailors (3SL001/3SL002/3SL003/3SL004/1SL005/1SL006/1SL007)

    PK006-Fench Ship of the Line

    1FN001/1FN002/8FN003/2FN004/25FN005/10FN006/87BS001

    40 mix sailors (6SL001/6SLOO2/6SL003/6SL004/6SL005/5SL006/5SL007)

    PK007-French Frigate

    1FN001/1FN002/4FN003/1FN004/10FN005/4FN006/36BS001

    15 Mix sailors (3SL001/3SL002/3SL003/3SL004/1SL005/1SL006/1SL007)

    PK008-Barbary Corsairs Frigate

    1BA001/1BA002/4BA003/15BA004/10BA005/4BA006/35BS001

    Packs designed for M&C Close Quarters, includes all the miniatures to complete a crew to play,all packs has our specially designed miniature base that fits in the boxes of the ship boards.

    French Officers Royal Navy officers

    Sailors