A & A Game Engineering

Home ] Up ] About A&A ] New Releases ] Product Support Menu ] Game Data Programmes ] Work in Progress ] Show Dates ] List of Stockists ] Download Page ] How to Order ] Site History ] Miniatures Shop ] Author's Guide ] Currently unavailable ]

Note to users on how to navigate our site.

In the top bar you will find a PRODUCT LIST hyperlink. Use this as an index to find the product page you are looking for. Any downloads for the product can be accessed from here.

The revised
PRODUCT SUPPORT MENU
now incorporates both the old FAQ pages and the template downloads on one page. All downloads for all products can be found here.

The Site History is worth looking at because it summarises recent changes to the site. You can also navigate from the Site History to the relevant product page, and thence to the specific download for the product.

 

Stations Manned and Ready Series

Links

Updated 7 December 2007

The game data files have now been added and can be accessed by following this link

Introduction

These rules are set at a squadron level, allowing relatively large battles to be fought on a normal table in 2 to 4 hours. The Series is split into three separate rule books, covering World War 1, World War 2 Surface Actions and finally Air and Carrier Operations in World War 2. Each rule book includes introductory scenarios and all the ship data needed for these. The break point for the “end” of the WW1 data is 1920. The underlying game system is common to all three volumes, so you would be able to use a ship from the first volume in a game using the carriers in the third volume. The second and third volumes add additional detail to the rules in Part 1. Please note, that Parts 1 and 2 are intended to be used independently. Part 3 has the rules that specifically cover air and carrier operations, and incorporates some revised sections from Part 2, which are expended to include the air aspect of the game, especially the interaction between aircraft and ships.

Time scales are 6 minutes for a game turn, combat is regulated by the use of 5,000 yard range bands, which provide gun penetration values and torpedo hit modifiers. Armour protection is converted to an armour class on specific areas of the ship, taking account of the armour type and date. Damage represents those hits that cause significant damage to the target, and critical hits cause degradation of the combat effectiveness of ships. Command and crew quality are important and ships are commanded and crewed by men of mixed ability, generated using systems which players will recognise from other A&A titles.

The set up procedure allows players to devote assets to scouting, to gain a tactical advantage in the ensuing battle. Deployment may or may not be as the player wishes, depending on how well he as scouted. Play follows a sequence using initiative for the ship formations, which move with the worst initiative first, followed by shooting, starting with the ships with the best initiative. Movement takes into account the manoeuvrability of ships of different sizes. Gunnery takes into account the crew skill of the firing ship, interference by shooting from other vessels, the size of the target and the number of guns firing. Hits will cause structural damage and may also cause critical hits, which will degrade the combat effectiveness of the vessel. As ships get more damaged, there is a possible effect on morale, which may cause formations to withdraw to lick their wounds.

Event Cards

We created some events for some of the scenarios. These have been slightly expanded and are now shown on a download which you can access from the link on the right.

Scenario Supplements

Scenario supplements are available for the entire series. These can only be obtained via our partner's electronic download service. For details of this go to our download page. The WW1 Scenario set covers the Battle of Jutland, set as a form of a campaign.

View Jutland Summary

World War Two is also supported with two scenario packs for the the European and Pacific theatres Second World War, incorporating surface actions and carrier battles.

View WW2 Europe Summary

View WW2 Pacific Summary

Additional Game Data

Details of the game data calculation system are available via our website, so you can create your own vessels from reference sources. We will also be happy to do the calculations for you. As additional ship data is prepared for the rules series, this will be made available online as an continually expanding series of downloads in PDF format.

SMR Part I - World War One

by Andrew Finch and Alan Butler

Order Code AA140 £9.00

Current Edition 1.0

40 pages; recommended scale 1/1200 to 1/3000; complexity: 7/10; level of detail: 7/10; avg game length 2-3 hours; dice required: D20, D10, D6

View Summary of Contents

The first part covers the First World War, and covers combat in an exclusively gun-based environment.

SMR Part II - World War Two Surface Actions

by Andrew Finch and Alan Butler

Order Code AA141 £9.00

Current Edition 1.0

44 pages; recommended scale 1/1200 to 1/3000; complexity: 7/10; level of detail: 7/10; avg game length 2-3 hours; dice required: D20, D10, D6

View Summary of Contents

The second part covers surface actions in the Second World War. The rules are expanded to incorporate the effects of radar, which has a great bearing on gaining the overall initiative. While the rules still concentrate on surface actions, some sections already incorporate mechanisms to take account of the addition of aircraft when using Part 3.

SMR Part III - World War II Air Power and Carrier Action

by Andrew Finch and Alan Butler

Order Code AA142 £9.00

Now Available

Current Edition 1.0

48 pages; recommended scale 1/1200 to 1/3000; complexity: 7/10; level of detail: 7/10; avg game length 2-3 hours; dice required: D20, D10, D6

View Summary of Contents

The third and final part of the series expands into the third dimension with the introduction of aircraft. Air power can be based off table in the form of planned air strikes, which will appear during the course of the game. Carriers and Air Bases may also be located on table, and the player will be confronted with the need to organise his own air assets while hoping that the enemy aircraft will not catch him unprotected.

The rules contain some expanded and modified sections of the rules that appear in Part II, however a copy of Part II is required to fully use the rules, particularly if both side have ships on the table. The rules include Air to Air combat, anti aircraft fire, and air attacks on ships. They also incorporate rules for Kamikaze aircraft.

There are rules for playing large scale battles ranging over several tables, with the additional possibility in such games to refuel and rearm your surviving aircraft, relaunching them to attack the enemy again.

Extensive data is included to cover aircraft from major nations in WW2, which were used in a combat role in the naval environment encompassed by these rules. Five scenarios are included which allow players to get to grips with the effect of aircraft, including Coral Sea, Midway, and Malta convoys.

 

The download links below show the two most recent download sheets. These sheets now have marginal lines to show what has been added in the newest version.

SMR 1

Download REVISED SMR WW1 ship construction system (file 1.4 - 25 August 07)

Download Corrections to SMR 1 (correction sheet 1.5 - 25 August 07)

Download Points Value Corrections for SMR 1 (sheet 1.1 - 25 August 07)

SMR 2

Download REVISED SMR WW2 ship construction system (file 1.11 - 29 September 07)

Download corrections to SMR 2 (correction sheet 1.2 - September 07)

Download Points Value Corrections for SMR 1 (sheet 1.1 - September 07)

SMR Jutland

Jutland points value corrections

The version now on Wargaming Online has been updated with the corrected values so anyone purchasing the download after 27 August 2007 will have the corrected file.

SMR Event Cards

Download SMR event card details

This page last updated on 02/07/2008