Ok. . . I LOVE rule systems. I love to read them, see how they work and try to figure out why. . . and of course I can't actually play a game without coming up with at least a few ways in which it could be improved.
WWI naval is my latest miniatures gaming passion. I never really looked at it too hard until I pretty much tripped over the Grand Fleets rules by mj12games. I downloaded the demo, liked what I saw, and ordered the rules that night.
Since that time I've had a BLAST playing with these rules. They capture everything I wanted in a WWI (or any other era) ship game. Excellent flavor, rules that capture the tactics of the day, engaging fun and fast paced, enough detail to make ships really feel different from each other, not so much detail as to bog down the game in minutia.
But. . . I now have these huge fleets of painted WWI models. . . given my predilection for rules I just HAD to cruise the internet looking for rules like sex addict looking for hookers.
Well. . . there are LOTS of rule sets out there I discovered. (I have WWII fleets also).
. . . and I learned to really appreciate what I already had. Some rule sets were overly cluttered with detail on things I really don't care about and that I don't believe make for an exciting game. Others were so abstract ships are just given attack and defense values. . . there's no real feel for "I'm shooting a 10 gun broadside of 12" guns!"
Meh. Keep 'em.
I'll stick with Grand Fleets and love it. Maybe I will check out VaS:Age of Dreadnoughts when it comes out. . . ok I'm sure I will buy it. . . but will I actually play it over my beloved Grand Fleets???? Its going to have to be really awesome to get me to switch.
For the curious, Grand Fleets is a little more detailed than Victory at Sea. Its about as detailed as the casual gamer would want to get – but still easy enough that battles of significant size can still be taught and run to completion in a convention setting.