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Sea Wars Fleet Actions |
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Wargames
Rules for Fleet Actions
by Andrew
Finch and Alan Butler
Order Code AA090
An updated version of this product is in preparation as
part of our process of
going paperless mentioned on the
Work in Progress
page.
The current edition of 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
Download Updates, Corrections and Clarifications via the
Product Support
Menu Page
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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This page last updated on
15/03/2010
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