WARGAMES RULES FOR FLEET ACTIONS 1890 TO 1945
· Current Edition: 4.1
· Recommended scale 1/2400 to 1/6000
· Complexity: 7/10
· Level of detail: 3/10
· Avg game length 1 to 3 hours
· Dice required: D10, D6
The rules are set at an operational rather than a tactical level. The system is based upon a detailed analysis of ship and weapon abilities for the period. Gunnery uses a fire effect table with no to hit rolls. Torpedo attacks also use a simple system. The game effects represent those significant hits which cripple a ship’s ability to fight effectively. The ground scale of 1 cm to 500 yards (4 cm to the nautical mile) and time scale of 1 turn to 15 minutes enable realistic movement and gun ranges, combined with the problems of locating and identifying the enemy.
The system incorporates national skill ratings for commanders and crew, effects of weather and night, radar, hidden movement and spotting, carrier and air operations.
The rules come complete with 700+ ships and aircraft covering the era from 1890 through to 1945.
This product is also supported by a game data print programme on the A and A Game Engineering Website at www.aandagames.co.uk.
SUMMARY OF CONTENTS
INTRODUCTION: Definitions; Game equipment; Captain’s Briefing
COMMAND STRUCTURES & CREW: Fleet Organisation; National Characteristics; Commanders; Effect of being Out of Command; Taking Command; Morale; Effects of Command Casualties; Types of Formations; Inter-penetration of formations; Off Table Formations; Grand Tactical Games
FLOTILLAS AND THEIR EFFECT IN THE GAME: Flotilla Formations; Effects of Flotillas in Movement; Effects of Flotillas in Combat
SETTING UP THE GAME: Determining the Game Environment; Initial Deployment; Determining Game End; Assessment of Victory Points; Suggested Scenario Types; Fleet Encounter; Convoy Attack; Breakthrough Attack; Shore Bombardment; Carrier Strike; Repair Rules; Leaving the Tables
OBSERVATION, DETECTION AND SPOTTING: Spotting (and Detecting) Contact Markers; Spotting at Night and Twilight; Radar; Spotter Aircraft; Deploying from Contact Markers
MASTER GAME TURN SEQUENCE
MOVEMENT: Movement, General Rules; Effects of Panic on Movement; Changing Formation; Re-Establishing Formations; Interaction with other Formations; Moving Commanders between Divisions; Picking up Commanders; Taking Command; Movement and Manoeuvre; Effects of Steering Damage; Making Smokescreens; Going Aground; Ramming; Damage Control
SHIP COMBAT: The Basics; Fire Control; Lines of Sight; Smokescreens; Using Attack SV; Gun Penetration; Resolving Gunnery; Tactical Modifiers; Gun Damage; Special Damage; Effects of Fire; Torpedo Fire; Torpedo Damage; Shooting with Quickfirers
AIRCRAFT: Air Operations; Air Operations at Night; Aircraft Carriers and Air Bases; Air handling Activities; Aircraft engaging enemy Air Formations; Anti Aircraft Fire; Combat between Aircraft; Damage to Aircraft; Air Attacks on ships or ground targets; Air Attack Types
SPECIAL ATTACKS AND OPTIONAL RULES: Kamikaze Air Attacks; Optional Submarine Rules; Experience; Japanese Heavy Calibre AA rounds
REFERENCE SOURCES AND FURTHER READING
SEA WARS DATA LISTS: Ships; Using the Ship data to fill in the Ship Card; How to use the Aircraft data; Aircraft; Points to note on Aircraft
SHIP GAME RECORD CARDS
AIRCRAFT SHIP RECORD CARDS