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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.
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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 |