Rules by the Neo Stalinist Reality Wargames Collective
Written by the Party Chairman and Comrade Frenchie
Copyright permission is given to download/copy these rules for personal use only.
Actual translations from the Sagas pertaining to Viking Naval warfare can be found at our Heimskringla page
Heimskringla Viking Naval Warfare in the Age of the Sagas
Version 1.0
Introduction
The
common perception of Viking naval warfare is that both sides lashed their ships
together to form large rafts and that fighting then took place over the
ships much as it would on land. This is not so. Firstly, it should be pointed
out that neither side was obliged to form a raft. Secondly, that if one side did
form a raft then the other frequently would not. Thirdly, if one side did form a
raft then not all of its ships would take part; others would act as flank guards
and yet others would attack the enemy.
Ships
were usually rowed into battle as this gave them the most flexibility of
movement. It also meant that boarding an enemy vessel by laying up against it
side by side was only done under specific circumstances (usually against a
weakened or smaller opponent), as the oars would have to be retracted leaving
the aggressor ship unable to move. If the fight did not go well the aggressor
ship would not then be able to back oars and get away quickly.
Therefore
the more usual method of boarding an enemy vessel was to lay against it bow to
bow (or bow to stern) and then fight from the prow. As one man gained an
advantage so his opponent would be forced to give way and he could advance onto
the enemy vessel. This would let more of his comrades join him in the fray and
more defenders would meet them. Naturally this means that only the bravest men
fought at the bow. The objective of battle was to clear the enemy ships deck
of men and then take the vessel as a prize/plunder its cargo. The usual sign of
surrender would be for the surviving crew to throw themselves overboard and
attempt to swim to the shore for safety.
When
ships were drawn together to form a raft there were two methods by which they
were held firm. The first was to use boat hooks, grapples, stem and stern chains
to lash the prows and sterns of vessels together. These chains would prevent
enemy vessels from slipping between the ships in the raft and again provides
another reason to fight bow to bow. The second method was to lay the yardarm and
sail across the gunnels, as the yardarm was wider than the ship it would also
rest upon the gunnels of a vessel that lay alongside it; the combined mass of
overlapping yardarms being used to keep the raft formation together.
The
advantage of the raft was that it allowed crews to help each other when
attacked, making each ship a much harder target than it would be alone and also
that it prevented smaller ships from being grappled and hauled into melee with
larger ones. The disadvantage of the raft secured by chains was that it had no
manoeuvrability. A tactic to defeat this formation was to attack the two end
ships, clear their decks and then cut them free revealing the next ships in the
line. By these means a secured raft could be pealed almost like an onion until
the enemy commanders ship was exposed to attack. The disadvantage of the raft
held firm by yardarms was that individual vessels could be grappled and dragged
from the formation by larger ships. They would then be hauled in and engaged in
melee.
Missile fire was not the decisive arm of Viking naval warfare. The heavy metal armour and large round-shields of the crew, coupled with the protection offered by the ship itself and the movement of the water limited the effectiveness of bow fire. Snipers armed with particularly powerful bows appear to have been used but not in so great a number as to unduly influence the outcome of a battle.
The
objective of a battle was the capture of the enemy chieftains ship. The
chieftain of the fleet would always position his ship in the centre of the
battle line or raft (if formed) where, surrounded by all the other vessels in
the fleet, he was safest. This also allowed the fleet to see him, which was an
important thing to do as fleets usually broke and fled when their chieftain was
killed/captured. When allied contingents formed part of a fleet they would look
to their own chieftain and flee when he was killed. Standard tactics appear to
be to drive away as many supporting ships as possible from the defence of the
chieftain (or the raft of which his ship was a part), then launch a bloody
assault upon his vessel.
Most
battles took place in costal waters, fjords and rivers. This is because, when
battle was expected, extra men were often carried in excess of that needed to
operate the ship. The largest ships could carry up to 200 men (including crew)
but only for short voyages. It is likely that carrying so many armed men
affected the ships sea worthiness, impeded the crews ability to handle the
vessel and depleted available on board supplies very quickly.
Terminology
Stem/Bow
= the front end of a ship
Stern
= the rear end of a ship
Port
= left
Starboard
= right
Amidships
= the centre or middle point along the side of a ship
Ship Types
Snekke A
typical Longship. The smallest and most common ship in the game, the snekke has
26 oars (13 benches). It is likely that this vessel had a crew of 30 men.
Karfi A general purpose Longship. The karfi has 32 oars (16 benches). It is likely that this vessel had a crew of 40 men.
Skeid A purpose built ocean going warship. The skeid has 60 oars (30 benches). Crane, Short Serpent and Great Bison are all examples of a 30-bench skeid. It is likely that this vessel had a crew of 70 to 80 men. A Skeid would only be found in the hands of an Earl or Sea King.
Drakkar A Great Chieftains warship such as Long Serpent. Representing the largest ships of the period, drakkars were once thought to be the stuff of legend. However recent finds at Roskilde fjord have unearthed a ship with a keel length of 36m. Which is definitely long enough for 34 benches if not slightly more. The drakkar has 68 oars (34 benches), it is likely that this vessel had a crew of 80 to 100 men. A Drakkar would only be found in the hands of a particularly powerful Earl or a King.
Crew Types
There
are three crew types in the game: Traders, Raiders and Heroes.
Traders
are primarily merchant crews who are not necessarily interested in a glorious
death in battle.
Raiders
are basically pirates, the wolves of the sea.
Heroes
are warriors of great courage and strength.
Before
deployment roll for the crew quality of each ship:
Crew Quality
Generator
Snekke
1 2 = Traders
3 5 = Raiders
6 = Heroes
Karfi
1 4 = Traders
5 = Raiders
6 = Heroes
Skeid
1 3 = Raiders
4 6 = Heroes
Drakkar
1 2 = Raiders
3 6 = Heroes
Setting Up the Table
Most
battles will take place close to shore, these set up rules assume this. If you
want to set your battles elsewhere, such as out at sea or up a river feel free
to do so.
Randomly pick one edge of the table to represent the coastline. A coastline should be not less than 2 and not more than 12 wide. The opposite edge to the coast represents out to sea.
Roll
1d6 for each 12 of coastline:
1
2 = Skerries (tidal rocks) block access to the shore. Skerries should
protrude no further than 6.
3
4 = No beach, no skerries, no access to the shore (if a 6 is thrown on 1d6
then a river mouth is also present)
5 6 = Beach/Cove suitable for landing ships
Players
with coastline scenery that has beaches/coves etc built in should roll 50-50 for
skerries/no access
There
will be 1d6 minus 4 small (no bigger than 6 in diameter) islands that can be
placed down and rolled for like coastline. Where the island is placed on the
table depends on a die roll:
1
2 = Island must be within 12 of the coast
3
4 = Island must be from 12 to 24 of the coast
5
6 = Island must be over 24 from the coast
Tide roll
before game starts
1 = Low Tide
2 3 = Tide on way in
4 5 = Tide on way out
6
= High Tide
Currents within 12 of the coastline
Before
the game starts roll 1d6, if a 6 is scored then the local currents are dangerous
and all distances are doubled.
When
the tide is high or low there is no adjustment to a ships movement.
When
the tide is on the way in add 2 movement to any ship heading towards the
coast and subtract 2 movement from any ship heading out to sea.
When
the tide is on the way out subtract 2 movement from any ship heading towards
the coast and add 2 movement to any ship heading out to sea.
Ships
anchored in a current must be aligned with the direction the current is flowing.
Ships in harbour are unaffected by currents.
Any
ship not capable of moving must drift 2 in the direction of the current. A
ship that is swept onto skerries or coastline/island with no access to a beach
is dashed to pieces and sinks.
Wind Strength
The
attacker cuts a deck of shuffled playing cards. The suit gives the wind
conditions for the battle:
Hearts
= Zephyr
Diamonds
= Breezy
Spades
= Gusty
Clubs
= Constant
Wind Direction - Roll before the game starts
1
= from the coastline and out to sea
2
= along the coast from left to right
3
= along the coast from right to left
4
= from out to sea and towards the coastline
Sea
Conditions
Roll before the game starts
1
3 = Calm
4
5 = Choppy. Unsecured rafts cannot be formed.
6
= Heavy Swells. Rafts cannot be formed.
1
if wind is Zephyr
+1
if wind is Gusty
+2
if wind is Constant
Weather
Roll before the game starts
1
2 = Raining
3
4 = Overcast
5 6 = Sunny
Deploying Your Ships for Battle
Roll a dice to determine who is (notionally) the attacker and who is the defender. The defender deploys his fleet first, and then the attacker deploys his. Enemy ships may not deploy closer to each other than 12.
Turn
Sequence
1.
Joint Archery and Missile Phase
2.
Joint Movement and Grappling Phase move ships alternately one at a time
starting with one of the attackers
3.
Resolving Boarding Actions Phase
Archery and Missile Fire range 10
To
have an affect on a target ship throw 1d6. If the target ship is of equal or
smaller size, relative to the firer, then the chance of affecting the target is
a 5 or 6. If the target ship is larger than the firer then the chance of
affecting it is a 6. Any ship that throws a 1 when rolling to affect a target
has run out of ammo and cannot shoot for the rest of the battle. If an affect
has been achieved roll for the result:
1
2 = Crew receive one Raven counter
representing casualties, loss of morale and fatigue.
3
4 = Ship cannot initiate a boarding
action this turn
5
6 = Ship must about face and retreat
6. If it cannot then the crew receive one raven counter
An
exchange of missiles is assumed to take place as part of a boarding action ergo
there is no on contact fire.
It is not permissible to fire into a boarding action involving your ships due to the risk of hitting your own men.
Movement
For
movement purposes read pictures cards as follows: Ace = 1. Jack = 11. Queen =
12. King = 13
Movement Under Sail - in Inches
Nominate
a ship to move and then either draw a card from the movement deck or elect to
take a standard move.
If you draw a card then the prevailing wind strength determines which suits a ship can move on. The distance the ship can go is equal to twice the numerical value of the drawn card.
Zephyr
= Move on Hearts only
Breezy
= Move on Hearts + Diamonds
Gusty
= Move on Hearts + Diamonds + Spades
Constant
= Move on Hearts + Diamonds + Spades + Clubs
If
you elect to take a standard move your ship does not draw a card and instead
gets to move 9.
Ships
must have the wind in a 180-degree arc behind them to use sail movement.
Sail
movement is reduced by 2 per Raven counter received by the crew.
To
change direction ships turn on the spot first and then sail in a straight line.
Raising
or lower sail is done instead of moving.
Movement Under Oars in Inches
Nominate
a ship to move and then either draw a card from the movement deck or elect to
take a standard move.
If
you opt to draw a card the distance the ship can move is equal to the numerical
value of the drawn card.
If
you elect to take a standard move your ship does not draw a card and instead
gets to move 6.
The
ship performs any turns (on the spot) and then moves in a straight line.
Obstacles can be contoured around.
Oar
movement is reduced by 1 per Raven counter received by the crew.
All
ships can back oar one ship length per go.
Deploying
or retracting oars is done instead of movement and can be combined with raising
or lowering sail.
Ramming
No ship may deliberately ram another.
Grappling range 1
Grappling
can be done at any point in the movement phase.
In
order to engage in a boarding action with an enemy ship it must first be
grappled. Both vessels roll a die determined by their ship type (If the scores
are the same then the bigger ship wins by default. If the ships are the same
then the better crew wins by default).
The
ship that outscores its enemy has won and the winner can perform one of the
following actions:
1.
Grapple the enemy ship and engage it in a boarding action. In which case a
smaller ship will always be moved into contact with a larger one (rafts count as
larger than Drakkars).
2.
Cut the grapples and free both ships (Which
cannot be done if the enemy has partially boarded your vessel). Separate the
ships by one inch and allow each vessel a movement of one boat length. This is
done instead of normal movement.
3. Ignore
the grappling attempt.
Ships
cannot be hauled out of contact with a secured raft of which they are a part.
Grappling
a ship that has no crew, or one that is willing to be grappled, or one that is
already fighting a boarding action does not require a roll.
It is permissible to attempt to grapple an enemy vessel as it moves past your ship. If successful the movement of the enemy vessel is halted.
Forming
a Raft
Friendly ships moving under oars that come within 1 of one another may, instead of normal movement, elect to form a raft. In which case the ships are moved together (ignoring the usual strictures on movement) and laid side by side amidships with the same facing. Note that a raft cannot move and therefore ships that join a raft are moved to it, the raft is not moved to them. Breaking up a secured raft can be done at the rate of two ships per turn. Breaking up an unsecured raft takes one turn. In both cases separate the ships by one inch before engaging in normal movement.
Boarding
Actions
Ships
that have successfully grappled engage in boarding actions. If multiple
opponents beset a ship it fights them in the order that they attacked it, if any
Ravens (or partial loss of ship) are taken these are counted in the next combat.
E.G. a ship beset by three opponents that takes a Raven in the first boarding
action counts that raven when fighting against the second and third ship.
BOTH SIDES
Roll
one die for the Ship Type category:
Alone
Raft
Snekke
1d6
1d8
Karfi
1d8
1d10
Skeid
1d10
1d12
Drakkar
1d12
1d20
If
the die scores are the same then the bigger ship type wins by default, if both
ships are the same type then it is a draw and neither ship wins the category.
Roll
one die for the ships Crew Rating category:
Alone
Raft
Traders
1d6
1d8
Raiders
1d8
1d10
Heroes
1d10
1d12
Apply
2 to the rolled score per Raven received by the crew
If
the die scores are the same then the better crew win by default, if both crews
are the same then the crew with the least Ravens wins by default. Otherwise it
is a draw and neither ship wins the category.
Roll one die for the Luck category: 1d4
If
the die scores are the same then neither side wins the category.
Result
Players
match up their dice scores against each other; first type v type, then rating v
rating, then luck v luck. In any category in which you outscore your opponent
you have won and inflict an effect upon the enemy.
Win
Ship Type = you have captured 1/3 of
the enemy ship if it is a Drakkar or Skeid or ½ of the ship if it is a Karfi or
Snekke.
Win
Crew Rating = enemy crew receive a
Raven counter representing casualties, loss of morale and fatigue.
Win
Luck = negate the effects of one enemy
category win of your choice
When
the modifier for Ravens equals the maximum that can be thrown according to the
crew rating then what remains of the crew rout and the ship is captured.
If
your attack captures all of a ship what remains of the crew leap overboard and
you take the vessel as a prize. A prize crew is assumed to be put aboard the
vessel and it comes under control of the player that captured it. Prize crews
cannot initiate a boarding action or engage in shooting. A prize crew that is
grappled leaps overboard and surrenders the ship. A prize crew that receives a
Raven from shooting has been wiped out and the vessel is empty and up for grabs.
If
an enemy has captured part of your ship you must retake it before pressing on
into sections of his vessel.
A ship fitted with an Iron Beard ignores all enemy ship type wins caused while in bow-to-bow contact.
Giving Your Battles a Context
Firstly,
roll on these charts to determine who your overall chieftain is and where he
came from. In large engagements, or if your fleet is composed of different
nationalities, roll for the leader of each contingent.
Roll
for your chieftains first name:
01
02 An
03
04 Arnfin
05
06 Arnliot
07
08 Arnor
09
10 Asbjorn
11
12 Aslak
13
14 Bergthor
15
16 Berse
17
18 Bjorn
19
20 Bork
21
22 Einar
23
24 Eindride
25
26 Eirik
27
28 Erling
29
Eyvind
30
Fin
31
Grjotgard
32
33 Hakon
34
35 Haldor
36
37 Halfred
38
39 Halkel
40
41 Halstein
42
43 Harek
44
45 Hauk
46
47 Havard
48
Hlodver
49
Hyrning
50
Inge
51
52 Ivar
53
54 Jostein
55
56 Ketil
57
58 Kolbjorn
59
Nikolas
60
61 Ogmund
62
63 Orm
64
65 Olaf
66
67 Ragnvald
68
69 Svein
70
71 Skule
72
73 Sigurd
74
75 Sverre
76
Snorri
77
78 Thorberg
79
80 Thorstein
81
82 Thrand
83
84 Thorfin
85
86 Thorgrim
87
88 Thord
89
90 Thorolf
91
92 Thorkel
93
94 Ulf
95
96 Uthyrmer
97
98 Vikar
99
00 Vak
Roll
for your chieftains second name:
01
03 Bestil
04
06 Bild
07
09 Dreng
10
12 Dydril
13
15 Eisle
16
18 Gelline
19
21 Hakonson
22
24 Hiupa
25
27 Hlifarson
28
30 Hvasse
31
33 Jonson
34
36 Kapa
37
39 Kolbeinson
40
42 Lange
43
45 Nefja
46
48 Raumason
49
51 Sande
52
54 Sigvalde
55
62 Skafhog
63
65 Skjalge
66
68 Skakke
69
72 Skogarnef
73
75 Skyte
76
78 Smetta
79
81 Snak
82
84 Tambaskelfer
85
88 Thjodolfson
89
91 Thorsteinson
92
94 Trygvason
95
97 Unge
98 00 Uxafot
Roll
from whence your chieftain came:
01
05 from Tiundaland
06
10 from Gaut River
11
15 from Thelamork
16
20 from Jamtaland
21
25 from Saltvik
26
30 from Orkadal
31
35 from Studla
36
40 from Hladhamrar
41
45 from Halogaland
46
55 from Throndhjem
56
60 from the Fjords
61
65 from Hvin
66
70 from Njardarlog
71
75 from Oprustadar
76
80 from More
81
85 from Fialer
86
90 from Sogn
91
95 from Hordaland
96
00 from Rogaland
If
you roll a 5 or 6 (on 1d6) your chieftain has an appellation:
01
05 The
Broad-shouldered
06
10 The Worm-Eyed
11
15 The Red
16
20 The Tall
21
25 The Magnificent
26
30 The White
31
35 The Strong
36
40 The Mild
41
45 The Brisk
46
50 The High
51
55 The Sharp
56
60 The Unchristian
61
65 The Black
66
70 The Good
71
75 The Bad
76
80 The Rich
81
85 The Hard
86
90 The Mighty
91
95 The Wise
96
00 The Great
A chieftain with an appellation will use it instead of his second name.
What time of year does the battle take place?
01
06 In Harvest Month
07
12 In the Month of
Cattle Slaughter (the first month of winter)
13
18 In Freezing Month
19
24 In Rain Month
25
30 In the Month of
Winters Wane
31
36 In the Month of
Goi (thin snow or track-snow)
37
42 In Single Month
43
48 In Cuckoo Month
and Seed Time (beginning of summer)
49
54 In Egg-time and
Lamb Weaning Time
55
70 In Sun Month
(Midsummer)
71
80 In Pasture Month
81
90 In Haying Season
91
00 In Reaping Month
As
this is a lunar calendar you can then roll 1d4 to see which week of the month
the battle takes place in.
What is the reason for the battle? (roll 1d8) we provide the basics you fill in the rest!
8
= Dynastic Quarrel you and the opposing chieftain each have a claim to your
fathers throne
7
= Grudge you and the opposing chieftain have a disagreement over Land
6
= Word Fame (reputation) you are hoping to increase your word fame among
your piers by defeating the enemy chieftain
5
= Grudge you and the opposing chieftain have a disagreement over Money
4
= Revenge you are seeking revenge against the enemy chieftain
3
= Grudge you and the opposing chieftain have a disagreement over Cattle
2
= Raid if you can defeat the enemy chieftain at sea you can then go on to
raid his lands
1 = Grudge you and the opposing chieftain have a disagreement over a Woman