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"Blood, Bilge and Iron Balls: Naval Wargame Rules..." Topic


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1,699 hits since 2 May 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Tango0102 May 2016 9:40 p.m. PST

…for the Age of Sail .

"Blood, Bilge and Iron Balls is a set of wargame rules for naval battles in the age of sail. They are fun, fast-playing and very easy to learn. Each player can easily command a single ship or several, the rules working equally well for a single frigate chasing down a privateer, or a large-scale fleet action with multiple players on each side. The basic rules are written with the emphasis on a fast, fun game full of incident, while still rewarding use of historical tactics. Optional rules add further historical detail. Sample scenarios and a campaign system are included. The book also contains colour ship counters, so no expensive models are needed to get started. Now there is no excuse not to relive the glories of Nelson at Trafalgar or Hawke at Quiberon Bay, or perhaps try your hand at a little piracy"

picture

See here
link

Anyone has this book?.
If the answer is yes, comments please?

Thanks in advance for your guidance.

Amicalement
Armand

Volleyfire03 May 2016 6:09 a.m. PST

I use these rules, and my opponent also has a copy, in fact it was he who introduced me to them. We prefer these over the other set we've tried, Fighting Sail, by a long way. I've used Signal Close Action many decades ago but that required too much record keeping for large fleet actions. These rules are fun and we always get a good game with no certainty of the outcome before we begin.

devsdoc03 May 2016 8:29 a.m. PST

Not had a chance to play them yet. For an "all in rule set" I think they look very good and fun. Love the ships logs, the French (One sided Nile)ships logs and its a BOOK. Will get around too playing soon. Hearing you had a good game Volleyfire makes me want to get going with them.
Be safe
Rory

Pyrate Captain03 May 2016 9:20 a.m. PST

My local Half Price Books had them available a few moths ago at, well, half price. They must have bought up a remainder lot as they had quite a few copies.

Tango0103 May 2016 10:34 a.m. PST

Thanks guys!. (smile)

Amicalement
Armand

Bozkashi Jones03 May 2016 11:08 a.m. PST

I'm always a bit perturbed by the line, "Each player can easily command a single ship or several".

I like commanding a single ship, but to make this more interesting I like to have other decisions besides where to point the bowsprit. Ideally I like to have decisions about crew management and damage control/repair, but this level of detail sort of rules out fleet actions, surely?

I admit I'm new to sail and I'm using Sails of Glory, which me and my lad enjoy. I'm quite happy to use a different rule set for single ship/small squadron and for fleet actions (the latter having more emphasis on command and control).

Nick

Buck21503 May 2016 1:31 p.m. PST

I picked up a couple copies at my local Half Price Books store, read them and found them easy to follow and fun. I am not into naval engagements during the age of sail, but these rules do give me the urge to invest in some ships…

- Scott

docfin03 May 2016 1:56 p.m. PST

I can recommend Post Captain in my limited use we have had 5 players each with 4 ships each and it played very well. for larger actions Kiss me Hardy for larger games

Bozkashi Jones03 May 2016 2:24 p.m. PST

Ah, just been reading some reviews – chain of command on individual ships can be broken making it more difficult to give orders… Like it! Allocating crew to repairs… Double like it…

Might have to check it out.

Mithlond04 May 2016 6:57 a.m. PST

We have played them a lot at my local club – they go down very well, quick to pick up and the optional/additional rules on the author's website also help with expanding on them. We are running the Nile scenario this September.

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