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Sea Wars Fleet Actions

Links

Wargames Rules for Fleet Actions

by Andrew Finch and Alan Butler

Order Code AA090

Please note that this title is no longer directly available in print from us. It remains available via an electronic download

Current Edition 4.1

60 pages; 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

This product is also supported by a game data print programme.

View Summary of Contents

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.

 

Download Sea Wars Clarifications

Download Sea Wars Corrections

Download Sea Wars Templates

Download Sea Wars Algorithms

Discussion document on gunnery and critical hits

Download files are written in Acrobat File Format 1.3 which is backwards compatible to Acrobat Reader 4.

The following link takes you to a Programme which allows you to select and print out the ships you wish to use in a game. The programming includes Javascript. After exiting you will be returned to our index page.

Sea Wars Data Programme

This page last updated on 02/07/2008