Private Matter | 14 Feb 2016 7:26 a.m. PST |
I've committed to running some participation games at the CSS Neuse Museum (Kinston, MC) in June and need advice. I have typically played Smoke on the Water but just purchased Sail & Steam Navies and want to know which set of rules people would think are better to introduce new gamers to ACW Ironclad. I am anticipating that most of the participants will have never games before. As the game is in conjunction with a new display on blockade runners, the scenario will be a sortie of gunboats from out of the Cape Fear to disrupt the blockaders so a runner can go out and another coming in. Any suggestions about which rules would be better are greatly appreciated. |
KSmyth | 14 Feb 2016 9:12 a.m. PST |
Never liked Smoke on the Water. Played it a few times. I do like Sail and Steam Navies. It's maybe 15% easier to play than Ironclads, which is still my favorite set of ACW naval rules. |
Virtualscratchbuilder | 14 Feb 2016 9:16 a.m. PST |
If I remember right, the main reason I did not like Smoke on the Water was the convention of converting certain types of guns to certain types of dice. Too much hoop jumping. That is what turned me off to Dirtside II and Stargrunt. Been a while though. |
Hussar123 | 14 Feb 2016 9:29 a.m. PST |
I know I'm not answering your question but, for a con type game I use Hammerin Iron. Very easy if you set up the scenario. |
martin goddard | 14 Feb 2016 9:46 a.m. PST |
Hammerin iron is nice and straight forward due to it's hex movements system.Not what you originally asked but I was at the Neuse museum recently and am keen to see your idea work well; great museum. The full size Neuse down the road is good too. Maybe you should encourage TMP members to turn up as well. Good luck. martin |
Dances with Clydesdales | 14 Feb 2016 9:56 a.m. PST |
I'm partial to Smoke on the Water. I have run it and have seen it run at conventions with new players many times with no difficulties. That said, I am not familiar with Sail and Steam Navies. |
Ceterman | 14 Feb 2016 10:14 a.m. PST |
I used Sail & Steam a few years ago at H-Con after play testing about 10 times. Like KSmyth, Ironclads is my favorite. That said, I've never played Smoke on the Water. But at H-Con, we had no trouble at all & all the players had a blast. Good luck no matter what set you use! Peter H-Con play test pics here- link board2deathterrain.com |
vtsaogames | 14 Feb 2016 11:54 a.m. PST |
Not having played either set of rules, I'd say go with the simplest. You have to assume the players will learn the rules at the table. I'll be in NC in august, too late for your game. |
The G Dog | 14 Feb 2016 1:00 p.m. PST |
If I remember right, the main reason I did not like Smoke on the Water was the convention of converting certain types of guns to certain types of dice. Whatever it was, it was not Smoke on the Water. That thing is all D10 for firing and D6 for critical hits and odd die rolls. But all guns shoot and penetrate with the same D10 mechanic. Glancing at Under Both Flags (a close cousin of Sail and Steam Navies), I don't think it does that either. And keep it small and simple. Sail and Steam Navies might be easier from a maneuvering standpoint (writing your movement plot takes practice), but you'll have to make that decision. |
Buckeye AKA Darryl | 14 Feb 2016 2:19 p.m. PST |
Smoke on the Water is very easy to pick up, but use ships with not a lot of guns or you will be rolling dice all day. |