Overview
Dreadnought is a two-player simulation of surface naval warfare in the period 1906 to 1945, published by Simulations Publications Inc. (SPI) in 1975. Players command fleets of battleships, cruisers, and destroyers in historical and hypothetical scenarios covering major naval engagements from Dogger Bank (1915) to Surigao Strait (1944). The game emphasizes ship-to-ship gunnery combat at the tactical level, with each counter representing an individual warship. Ships have Attack Strength, Defense Strength, Range Allowance, Movement Allowance, and other ratings. Players maneuver formations on a hex grid, allocate fire among enemy ships, resolve damage, and attempt to achieve scenario-specific victory conditions.
Components
- 1 Rules Folder
- 2 sheets of Charts and Tables
- 1 set of 400 die-cut counters (representing individual warships and markers)
- 2 hex maps (10” x 10.75” each, placed side-by-side)
- 2 dice
- 1 SixMar pad (for recording ship status)
Setup
- Select a Historical Scenario from the scenario list (10 scenarios included, from Dogger Bank 1915 to Guam 1945).
- Each player takes the Task Forces assigned to them by the scenario.
- Set up the initial map area per scenario instructions. Each player places ships on their designated side of the map according to the scenario’s order of battle, including facing and initial speed.
- Visibility is given per scenario. A Battle Line limit is set based on visibility range.
- Both players place their formations within the designated setup zones.
- The player designated to move first begins Game-Turn One.
Turn Structure
Each Game-Turn represents 15 minutes of real time. Each hex represents 1000 yards. Ship speed is in knots. Each Game-Turn follows this sequence:
1. Visibility Determination Phase
Determine the current visibility limit (in hexes). This may change due to weather or time of day.
2. Fire Plot Phase
Both players secretly plot fire for each of their ships against individual enemy ships. Players allocate Attack Strength against specific enemy ships on the Damage Point Table.
3. Fire Execution Phase
Both players simultaneously execute the attacks they have plotted. Torpedo attacks are also resolved here.
4. Movement Phase
Both players simultaneously plot movement of their ships. Then both simultaneously execute the plotted movement of their ships. Ships alternate moving according to formation rules.
5. Movement Execution Phase
Players simultaneously execute the planned movement and check for collisions between ships.
6. Damage Control Phase
Both players mutually and simultaneously attempt to reduce damage sustained on their ships during prior phases.
Actions
Firing
- Each player allocates their ships’ Attack Strength against individual enemy ships during the Fire Plot Phase.
- Attack Strength is calculated based on the number of hexes (range) between firing ship and target. Ships have a Range Allowance indicating maximum range; Attack Strength decreases at longer ranges according to the Range Effects Table (from full strength at 1-5 hexes, decreasing by approximately 4-5% per hex to 12 hexes).
- A ship must always face toward (be pointed at) its target in a defense direction corresponding to one of six arcs (NE, NW, N, S, SE, SW) on the compass rose.
- The Combat Results Table cross-references the modified Attack Strength with the Defense Strength to determine the number of Damage Points inflicted.
- Multiple ships may fire at the same target. All attacks against the same target are resolved separately.
Torpedo Combat
- Warships other than battleships are represented by screen units (cruisers, destroyers).
- A screen unit represents two cruisers or four destroyers. Destroyer units represent the dangerous torpedo threat.
- A torpedo attack requires a “1+1” or “2+1” identification on the attacking unit. Torpedoes have a special procedure.
- The Torpedo Marker is launched from the firing ship and placed on the map, advancing toward the target hex. It attacks upon reaching the target.
- A screen unit may only launch torpedoes once per Game-Turn. Only friendly and enemy ships at the same hex can be attacked.
Movement
- Ships move in hexes according to their Movement Allowance (based on speed in knots).
- A ship can only move into the hex in the direction it faces. To change course, it must change facing. Ships may change facing once at the start of their movement, before expending Movement Points, and once again at a later point.
- Ships in column formation move according to the lead ship. Formations allow players to operate large numbers of ships without extensive plotting.
- Stacking: Up to 4 ships may occupy a hex at a time. Ships may move through hexes containing other friendly ships.
Damage and Damage Control
- When a ship takes damage equal to or exceeding its Defense Strength, it sinks.
- Damage is cumulative across Game-Turns.
- Damage Control: Each Game-Turn, a ship may attempt to reduce accumulated damage. Ships with damage can repair a fraction of their damage each turn.
- Ships may be formed into formations of up to 4 ships. Each formation has a flagship whose movement dictates subordinate ships’ movement.
- Formation types include line abreast and column.
- Formations can be created, split, or merged during the Movement Phase.
Scoring / Victory Conditions
Victory is determined by scenario-specific conditions. Common victory types include:
- Marginal Victory (10 points): Scoring more Victory Points than the opponent.
- Substantial Victory (20 points): Scoring at least twice the opponent’s Victory Points.
- Decisive Victory (30 points): Scoring at least three times the opponent’s total, or the opponent scores no Victory Points.
Victory Points are earned by:
- Sinking enemy ships (Victory Points = percentage of ship’s value based on damage inflicted).
- A player can receive up to 100% of an enemy ship’s value for sinking it.
- In Campaign Scenarios, ships that survive with damage still count for reduced Victory Points based on damage state.
Special Rules & Edge Cases
- Range Effects: Attack Strength is at full value up to 5 hexes, then decreases according to the Range Effects Table (approximately 4-5% reduction per hex from 5 to 12 hexes).
- Battleship Secondary Batteries: Every battleship unit is considered to have secondary batteries of 6” guns. The firepower from these guns is not reflected as a separate printed strength on the ship counter; part of their effect is factored into the range attenuation effect.
- Torpedo Track Chart: Torpedoes follow a set track from launch to target, advancing a set number of hexes each Game-Turn.
- Multiple Ships Firing on the Same Target: Each ship’s fire is resolved separately with its own damage determination, not combined.
- Effect of Fire on Ship’s Fire: Damage reduces a ship’s Attack Strength in proportion to the damage sustained.
- Radical Turning Costs: Ships that make radical course changes (more than one hex-side change) during movement pay additional Movement Points.
- Acceleration and Deceleration: A ship may accelerate by no more than 100% of its initial speed during a Game-Turn. A ship moving at 2 Movement Points per turn can speed up to 7 the next turn; maximum of 8. Ships may decelerate by 50%.
- Play After Contact: After the initial engagement, ships may continue firing as long as they remain within visibility range.
- Visibility: Base visibility varies by scenario (from 6 to 20 hexes). Visibility determines maximum engagement range and affects the initial map area.
- Historical Scenarios (10): Dogger Bank (1915), Denmark Strait (1941), North Cape (1943), Singora (1942), Surigao Strait (1944), and others. Each specifies orders of battle, deployment zones, game length, and unique victory conditions.
- Campaign Scenarios: Extended scenarios where forces enter over multiple turns and the map may scroll.
Player Reference
Game-Turn Sequence: Visibility -> Fire Plot -> Fire Execution -> Movement Plot -> Movement Execution -> Damage Control
Combat: Allocate Attack Strength vs. target -> Cross-reference on Combat Results Table -> Apply Damage Points
Ship Sinking: Cumulative damage >= Defense Strength = sunk
Victory Points: Based on percentage of ship’s value sunk/damaged
| Movement: Ships move in facing direction only |
Change facing once before and once during movement |
Formation movement follows flagship |
| Range: Full Attack Strength at 1-5 hexes |
Decreasing to 12 hex maximum |
| Scenarios: 10 historical battles from 1915-1944 |
Game-Turn = 15 minutes |
1 hex = 1000 yards |