Continuing my assessment of rules of free rules for Pre-Dreads
Scenario: Jauréguiberry vs. Tsesarevich and Peresvet
Part II: Rules where each ship is unique (part I)
EasyShips
Command and Control: None
Within Type Ship differentiation (i.e is a Panteleimon different than a Branderburg) : Yes
Hex(Does it use Hexes or not as a play mat): Yes
Notes: The game is simple, but I am not sure works well with pre-dreadnoughts. The gunnery system (roll less than the number of guns firing on a d20) means that most pre-dreadnoughts will have to role a 1,2,3 or 4 to hit with their heavy guns. While low armored ships will go down fast (the Peresvet was sunk after some good firing by the Jaureqiberry), the duel between the Tsesarevish and Jaureqiberry was simply taking too long to be fun and had become a dice fest.Which probably is realistic.
The game has a simple arc system ( half number of guns if firing outside side arcs), but thanks to the hex map it should be easy to make arcs more interesting.
Pros: Easy system for transferring historical ships into the system
Camp Cromwell Dreadnoughts 2010
Command and Control : None
Within Type Ship differentiation (i.e is a Panteleimon different than a Branderburg) : Yes
Hex(Does it use Hexes or not as a play mat): Yes
Notes: Simple system, but as written I am not sure I played it correctly. The main issue is that these rules are primarily for the Dreadnought era and the PDs are treated as a secondary concern. I was not sure for example how penetration worked for PDs. It seemed to mean that as long as they penetrated either side armor or deck armor they did so, but this meant that main gun shots almost always penetrated.
Damage system was fun, and the battle was fairly bloody compared to Easy Ships (Jauréguiberry did a lot of damage on Tssesarevists, but was pummeled by the two russian ships). The ARC system is nicely nuanced as you check for number of guns that can be brough to bear, and roll per gun (for PDs).
The rules for porting ships into the system need some clarification and some nuance.
Grand Fleets II demo
Becasue I could not find data for the Tsesarevich I used the Poltava in its place
Command and Control: None (Yes in advanced rules)
Within Type Ship differentiation (i.e is a Panteleimon different than a Branderburg) : Yes
Hex(Does it use Hexes or not as a play mat): Optional (I used them)
Notes: The system is one of the more detailed of the free systems, but seemed rather slow. I gave up after a bit of playing. Did not make me enthusiastic. That said it has a very good arc system.
After these I have Seekrieg IV, Quickfire and Battlefleet 1900 to review. And that should do it with free rules.
With Respect
KTravlos