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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 ship’s 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 commander’s 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 chieftain’s 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 ship’s sea worthiness, impeded the crew’s ability to handle the vessel and depleted available on board supplies very quickly.

Earl Eirik’s Iron Beard

No one actually knows what the Iron Beard really looked like, there is only one mention of it in the Sagas:

“Earl Eirik had a large ship of war which he used upon his viking expeditions; and there was an iron beard or comb above on both sides of the stem, and below it a thick iron plate as broad as the combs, which went down quite to the gunnel.”

The Beard appears to be a device to prevent the enemy from boarding. It would fit over the prow in place of the figurehead and hang down in front of it; this means that the prow itself must have braced the iron plate beard from behind. The comb or ‘moustache’ would most likely be a row (or rows) of long nails/spikes driven into the wood pointing slightly downward, their purpose could be to prevent the enemy from climbing over the iron plate beard.

 

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 Chieftain’s 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 attacker’s

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 ship’s 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 chieftain’s 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 chieftain’s 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 Winter’s 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 father’s 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