|
The
original game
data files and construction downloads can be accessed by following this link
Updated and expanded game data files and construction downloads can be
accessed by using this link.
The new and revised data has been expanded back to cover the Pre-Dreadnought
period, and there are now over 1100 data sets for ship classes and variants
for nearly 20 nations.
There is also a new Excel data file through which you can copy and paste
data into ship record sheets for your games.
As we now have the data for you to carry out actions in the Russo Japanese
or Spanish American wars, you will be using ships with significantly
inferior technology. We have considered what the effect should be in the
game, and decided that for gunfire, but not torpedoes, you should apply
a modifier on your "on target" rolls. A revised correction sheet
(which will be number 1.6rev) will be posted here shortly with a full set of
modifications.
We have also prepared a modified but rather "bloodier" combat system which
you can use if you wish. This is now available as a free
download here.
Alternative Combat
System
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
Please note that this title is no
longer directly available in print from us. It remains available via
an electronic download
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 £4.50
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 £4.50
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 Corrections
to SMR 1 (correction sheet 1.7v2 November 2009)
Download
Points Value Corrections for SMR 1 (sheet 1.1 - 25 August 07)
SMR 2
Download corrections to
SMR 2 (correction sheet 1.3 - September 2009)
Download
Points Value Corrections for SMR 1 (sheet 1.1 - September 07)
SMR 3
Download corrections to SMR 3 (September 2009)
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 |