Action Stations: Atlantic - Core Rules World War 2 era naval miniatures rules, using the Battleship Captain system. This 48-page book contains full rules, optional rules, scenarios, and approx. 110 scale ship counter facsimiles in its pages (which must be scanned and printed before play). Warships from Britain, Germany, and France (BB, BC, CA, CL), plus...
Action Stations ! Naval Wargame Rules for Coastal Forces, 1914-1953 These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the opportunity to refight skirmishes in the Channel, the Mediterranean and the Pacific with MTB attacks on Convoys and similar furious engagements. A SET OF QUICK REFERENCE SHEETS...
Naval Wargames Rules for Coastal Forces 1914 – 1953 by David Manley Current Edition 3.2 40 pages; recommended scale 1/600; complexity: 7/10; level of detail: 6/10; avg game length 2 hours; dice required: D10, D6 View Summary of Contents These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the...
An easy to grasp set of miniature rules utilizing; pre-plotted movement, national characteristics, realistic wind effects, detailed gunnery and even shore batteries. The base set of rules (35 pages including scenarios, ship design, optional rules and examples) came with 3 sheets if unpunched cardboard ship counters (British, French & Spanish) they later...
Published as an article in issue #307 of Slingshot magazine, this is a fast-play set of miniatures rules for Roman and Hellenistic naval warfare. Ships have numerical ratings for Crew (representing both numbers and skill), Hull (representing both size and quality), and Speed, plus yes/no options for whether they're capable of particularly tight turns...
This is a set of miniatures rules for combat involving river boats in the American Civil War, primarily on the lower Mississippi. The Union invaded the South along this route, and the Confederacy tried very hard to stop them. Rules are given for various types of ships (Ironclads and otherwise), forts, field artillery, boarding by infantry, ramming, etc. To...
Ad Mare Bellum is a quick playing set of Ancient naval rules covering the period 2000BC to 900AD, allowing small and medium sized games with 30 ships a side or more to be completed in a couple of hours or less. They have been written with 1/1200 models such as those from Navwar and Langton in mind, but could be used with larger or smaller models with...
A Wall of Wood Alone “Now your statues are standing and pouring sweat. They shiver with dread. The black blood drips from the highest rooftops. They have seen the necessity of evil. A wall of wood alone shall be uncaptured, await not in quiet the coming of the horses, the marching feet, the armed host upon the land. Slip away. Turn your back. You will meet...
ADAMASTOR is a Whimsical Competitive Boardgame of horrible sea monsters that live in the depths of the sea, where the Atlantic meets the Indian Ocean, fighting amongst each other to be the one that gets to skink the very unfortunate ships that atempt to cross the Cape of Torments. --- The game of ADAMASTOR is played with 2 to 4 players. Each game lasts 5...
To start, the players place two of their galleons in their main harbours and one in each of their smaller ports on the opposite side of the board. The admiral sails in one of the ships in the main harbour. The object of the game is to sink the enemy ship carrying the hostile admiral. One very interesting feature is that the ships in the smaller havens...
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...