
"Naval Thunder -- Rise of the Battleship" Topic
4 Posts
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| Jeff of SaxeBearstein | 26 Oct 2009 6:28 a.m. PST |
Gentlemen, First, does this product stand alone? Or do you need to buy NT: Clash of Dreadnoughts in order to run the RJW? Secondly, has anyone played "Naval Thunder: Rise of the Battleship"? If so, what do you think of them? -- Jeff
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| TheDreadnought | 26 Oct 2009 6:50 a.m. PST |
Hi Jeff - Naval Thunder: Rise of the Battleship is an expansion of the Clash of Dreadnoughts core rules. You will need both products to play. I don't have any specific comments that address the Rise of the Battleship expansion, but as its built on the same Naval Thunder game engine, the same comments would apply. You can visit our website to see some customer testimonials concerning Naval Thunder: navalthunder.com There is another review of Naval Thunder: Clash of Dreadnoughts here: link Rise of the Battleship includes two RJW scenarios. It may be helpful for you to know that we never planned on doing a pre-dread version. . . Rise of the Battleship came about solely as a result of requests from people who had seen and played Clash of Dreadnoughts, and sales have far outstripped expectations. As a result of the unexpected level of demand for pre-dreadnought play, Rise of the Battleship II with more fleets from the pre-dread era is on our schedule in the planning stages. Finally, as part of the Naval Thunder line, if you decide to expand into WWII play as well, you already know how to play 90% of Naval Thunder: Battleship Row |
| 21eRegt | 26 Oct 2009 8:09 p.m. PST |
I just played a WWII scenario at Rock Con in Illinois and was favorably impressed with both playability and potential for detail. Granted there were a couple of things that puzzled me why they weren't in the rules, but that's almost always going to happen in fast play games. In our "heavy metal" scenario two Iowa class battleships, the Washington and South Dakota with four light or heavy cruisers went up against the Yamato, Nagato, Kongo, Kirishima, Ise and three heavy cruisers. No destroyers were included. When we quit as I signaled for a general withdrawal, the Americans had lost the four cruisers, the South Dakota and the Washington was a nudge away from sinking. The Iowas were relatively undamaged AFAIK. The Japanese lost two cruisers, the Ise, Nagato and the Kirishima in a magazine explosion. My personal great triumph was running the Tone in close to score three torpedo hits. We accomplished all this from seven to ten thirty including rule explanation time. So it fits the current criteria for fast play and everyone was more or less playing on their own after turn 3. I'm planning to purchase the downloads. |
| TheDreadnought | 27 Oct 2009 6:48 a.m. PST |
Glad you had a good time! Keep in mind we were playing the basic game without any of the "chrome." Depending on what they were, some of the things you were missing might be in the optional rules – or as you say, it might be the difference between fast play and "rivet counter" games. :) |
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