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© A and A Game Engineering 2017 - last updated 13 June 2017
Naval Rules Naval Rules
A and A Game Engineering

Available in Formats:

PDF

Current Edition:

1.0

Number of pages:

36

Recommended scale:

1/600, 1/700

Complexity:

6/10

Level of detail:

5/10

Dice required:

D6, D10, D20 Product Code AA015
Naval Rules

(13 June 2017) This product is now undergoing revision and will be made

available as a Print on Demand title later in 2017.

Description

The rules are for the recreation of small naval engagements with Fast Attack Craft such as missile boats and smaller warships, mainly in coastal waters. The period covered runs from the late 1950’s onwards, and allows also for the use of aircraft and helicopters. An important aspect of the rules is that the units can start as unidentified “blips”, which might be dummies, and there is a simple detection and identification system that changes the status to “contact” (detected as an enemy vessel) and “target” where the model is deployed. If you can get out of radar “sight” then you can revert to “blip” status again. The shooting system allows for guns and missiles of various types, and damage is recorded in a graded system with 5 states from intact to sunk. Vessels can take Special hits when damaged which further degrade their ability. There are simple rules for operating helicopters from ships, as well as rules for anti aircraft fire with guns and missiles. There are also additional rules for unconventional craft, mine warfare and operations against coastal targets. They are rounded off with extensive data tables for missiles, torpedoes, guns, rockets, SAM systems, Air to Air missiles, ships, helicopters and aircraft. (There are 140 sets of ship data from over 40 countries).
Bulldogs Away !! Naval Wargames Rules for Modern Fast Attack Craft by David Manley
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