Overview
Close Action is a detailed naval wargame covering age of sail combat, published by Clash of Arms Games. The game simulates ship-to-ship and fleet engagements from the era of tall ships and broadside cannons. Players command individual warships, writing orders for movement, sail management, gunnery, and crew allocation. The game includes 25 historical scenarios ranging from small engagements to full fleet actions, and is best played with one player per ship and a gamemaster.
Components
- Hex map (ocean playing area)
- Ship counters/markers
- Ship record sheets (tracking hull, rigging, crew, and ammunition)
- Wind direction and strength markers
- Numerous combat and damage tables
- Dice
- Order writing materials
Setup
- Select a scenario from the 25 available.
- Place the hex map and set wind direction and strength.
- Each player takes command of one or more ships and fills out the ship record sheet.
- Deploy ships on the map according to the scenario setup.
- A gamemaster (GM) is recommended to adjudicate rules and manage the game flow.
Turn Structure
Each turn represents a short period of time. The sequence is:
- Order Writing: Each captain secretly writes orders for their ship (course changes, sail adjustments, crew tasks, gunnery targets).
- Movement: Ships move simultaneously according to their orders, speed, and wind conditions.
- Collision Check: If ships’ paths cross or end in the same hex, resolve potential collisions.
- Gunnery Phase: Ships fire broadsides at targets within range and arc.
- Damage Resolution: Apply hits to hull, rigging, and crew. Mark damage on record sheets.
- Morale and Special Actions: Check for fires, flooding, boarding actions, and crew morale.
Actions
Seamanship (Sail Management)
- Adjust sails: full sail, fighting sail, reduced sail, or bare poles.
- Sail configuration affects speed and maneuverability.
- Tacking (turning through the wind) is risky and requires good seamanship rolls.
- Wind direction and strength determine ship speed at different headings.
Gunnery
- Fire port or starboard broadside at enemy ships within range and firing arc.
- Gunnery effectiveness depends on range, crew quality, and target aspect.
- Choose shot type: round shot (hull damage), chain shot (rigging damage), or grape shot (crew casualties).
- Roll on gunnery tables to determine hits and damage.
Crew Management
- Allocate crew between sailing, gunnery, damage control, and marines.
- Crew losses reduce effectiveness in all areas.
- Assign crew to repair hull damage, fight fires, or pump flooding.
Boarding
- If ships are in contact, one or both may attempt boarding actions.
- Boarding involves crew-vs-crew combat, influenced by marines and crew quality.
- Successful boarding can capture an enemy ship.
Special Actions
- Rake: Firing into an enemy’s bow or stern is devastating (raking fire).
- Anchor: Ships can anchor to hold position.
- Boats: Launch ship’s boats for rescue or cutting-out expeditions.
Scoring / Victory Conditions
Victory is determined by the scenario:
- Ship capture or sinking: Capture or destroy specific enemy vessels.
- Convoy escort: Protect merchant ships from enemy warships.
- Fleet engagement: Inflict more damage than received, or achieve tactical objectives.
- Each scenario has specific victory conditions based on the historical engagement.
Special Rules & Edge Cases
- Wind changes: The GM may change wind direction and strength during the game, significantly affecting tactics.
- Fire and flooding: Damage can cause fires or flooding that worsen over time if not controlled by crew.
- Dismasting: Rigging damage can reduce a ship’s ability to maneuver or move.
- Morale: Ships that take severe damage or lose their captain may strike their colors (surrender).
- Fog of war: The simultaneous order-writing system prevents reactive play, simulating the chaos of naval combat.
- Best with a GM: The game has many detailed tables and edge cases; a knowledgeable gamemaster significantly improves the experience.
- Scale: The game covers scenarios from single-ship duels to fleet actions with dozens of ships.
Player Reference
| Shot Type |
Target |
| Round Shot |
Hull damage |
| Chain Shot |
Rigging damage |
| Grape Shot |
Crew casualties |
| Sail Setting |
Speed |
Maneuverability |
| Full Sail |
Maximum |
Reduced |
| Fighting Sail |
Good |
Good |
| Reduced Sail |
Slow |
Good |
| Bare Poles |
Minimal |
Variable |
| Key Tables |
Gunnery, Damage, Collision, Tacking, Morale |