Strategy and tactics, perfect navigation under water, at sea and in the air combined with different ways of assault are the essentials of the modern naval game ADMIRAL. Two admirals struggle to rule the waves, they engage vessels and aircraft in battle, they occupy islands and install bases. The task is to defeat the enemy on the ocean. Admiralty’s orders...
Admiral is an abstract, hex-based strategy game with a rock-paper-scissors mechanism. The theme hinges around a French/British conflict about the South African colonies shortly before World War I. In reality the conflict was averted by the French need of British support against German aggression, but in Admiral it blooms out with a major naval engagement...
'Admiral' is a Board Gaming System that provides players an opportunity to act as commander of the sailing ships fleet at the Epoch of the Sail (XVI-XVIII centuries). At their disposal – all the fighting techniques of sailing ships: - 100-gun First Rate Ships, - fast and furious frigates, - firepower of galleons - maneuverability of brigs. Use also...
New playing element is introduced in the game. It will enrich naval battles and increase unexpectedness. A Captain card is attached to the player's selected ship giving them special abilities pending on which captain card was played. Contents: 4 Captain's Cards Note: Originally created for Treasures of the Old Pirate (a lighter version of the game Admiral...
Admiral is a naval tabletop game, for two players, settled in the world war II, where each player commands ships from one of the six navy involved in the conflict: Kriegsmarine, Royal Navy, Regia Marina, Marine Nationale, U.S. Navy and Nippon Kaigun. This book provides you with all the rules you need to play, the features of all units involved and several...
Admiral of the Fleet (AOTF) is a fast-play system for naval miniatures wargames focusing on medium to large surface fleet actions during the 1880-1945 period. Looking for a fast-play but realistic tabletop simulation that combines a unique command/signaling system with combat that is as exciting and unpredictable as naval warfare really was? Bored with...
Flag Officer's Handbook: 50 pages of rules and diagrams plus printable signal card deck (67 cards) and Flag Officer Signal Book sheet. The FOH explains in detail how the cards can be used to add a new dimension to your naval gaming experience by introducing this innovative method for aspiring flag officers to command their fleet on the game table. Due to...
Scenarios Volume I: 66 pages including background information, maps, orders of battle (OOB) and setup diagrams plus 169 pages of pre-formatted, ready-to-print ship logs. Ship Logs are required to play AOTF. The 5 scenarios include: The Battle of Tsushima (1905 - historical), The Battle of Crete (1898 - fictional), The Battle of Dogger Bank (1915 -...
This volume of the AOTF NAVAL ANNUAL Series provides over 500 pre-formatted, printable ship logs. It covers the many ship classes of the 1907-1921 period for the navies of Argentina, Austria-Hungary, Brazil, Chile, China, Denmark, France, Germany, Great Britain, Greece, Italy, Japan, Netherlands, Norway, Peru, Portugal, Russia, Spain, Sweden, Turkey, and...
This volume of the AOTF NAVAL ANNUAL Series provides nearly 400 pre-formatted, printable ship logs. It covers the many ship classes of the 1885-1906 period for the navies of Argentina, Austria-Hungary, Brazil, Chile, China, Denmark, France, Germany, Great Britain, Greece, Italy, Japan, Netherlands, Norway, Portugal, Russia, Spain, Sweden, Turkey, and the...
The figures (ships) may be moved back and forth on the lines from space to space. Crossing spaces can be moved forwards and backwards in all directions, but only to the next space. At the beginning of the game, each party has to occupy their own ports and those of their colonies with at least one of their own ships. The ports of all states not involved in...