Good Day to all. Now that I took the dive into the age of steam, I have begun sampling free rules to set my toys in battle. All are found on the free wargames rules website link
Scenario: Jauréguiberry vs. Tsesarevich and Peresvet
Part I: The simple rules
Portable Naval Gaming: Pre-Dreadnought
Command and Control: None
Within Type Ship differentiation (i.e is a Panteleimon different than a Branderburg) : No
Hex(Does it use Hexes or not as a play mat): Yes
Notes: Fast simple dice game. That said the existence of primitive arcs, and the use of a Hex map create a game of maneuver. Battle did not last more than two exchanges once fleets were in normal range.
Naval War game Rules For the Russo-Japanese War
CnC: Yes, Roll for Command Points System
Within Type Ship differentiation: Primitive (Obslete vs. Modern Pre-dreadnoughts)
Hex: No
Notes: Roll for Command Points system is nice and gives a maneuverable game (together with arcs of fire rules), however as written the rules are problematic. It seems that the only way to destroy a ship is to get critical hits on it (you roll two dice per hit you make, and if the dice are double you get a critical hit which changes according to the double used (2-2 or 6-6 for example)). If that is the case the game can last a looooonngg time and get boring. Rules could use some clarification.
Alienstar Firepower Rules
CnC: Yes. Written Orders per squadron with the possibility of Squadrons not following orders
Within Type Ship differentiation: Primitive (- or + can be added to classes to represent better or worse ships)
Hex: No
Notes: All ships move at the same speed and have the same range (12 inches long, 6 inches short). Damage is punishing and handled in an interesting manner. It would take long, expect that a BB will go down after two or three salvos hit it due to the four possible types of damage that can be inflicted (Flooding, Structure, Gunnery, Movement) . To hit rules are a bit complex and require record keeping. This game definitely requires markers and record keeping. The rules are not put together in a easy to play and learn manner (everything predates the turn sequence). Not clear if Fire results are cumulative since they tend to come more easily than others and can quickly force a ship out of action. Lack of Arcs of Fire makes maneuvering a boring exercise.
Summary: These are all fast rules, but they are not satisfying. There is nothing in these rules to differentiate the Tsesarevich from the Jauréguiberry. I liked the hex map of the Portable Rules, the maneuvering in the RJW rules and the damage system in the Firepower rules, but each rule system had other serious detraction that took away from it. Next up are going to be the more complex rules that also have ship differentiation.
With Respect
KTravlos