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"Modern Naval Rules Recommendations" Topic


14 Posts

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3,015 hits since 12 Dec 2016
©1994-2024 Bill Armintrout
Comments or corrections?

ImperialOfficer12 Dec 2016 11:12 a.m. PST

I'm looking for a modern naval rule set that has a good feel to it, but isn't overly complicated. I've been reading through the Harpoon 3 book and I think that might be too complicated to bring to my game group. I've looked at the database here, but I can't seem to find many AARs or reviews of the rules so I was hoping that someone could share their experience with the various rule options available.

Khusrau12 Dec 2016 11:23 a.m. PST

I personally like 'Shipwreck' – much simpler than Harpoon, but has a good tactical feel. One point to note is that the author is supposedly updating the rules. They would be reasonably current for the Cold War, up to say mid 90s, but need updating for today.

CoolHistoryGamer12 Dec 2016 12:00 p.m. PST

The only problem with Shipwreck is they are more of a "guideline" set of rules, you need to fill in some of the structure of the rules on your own. (I am very hopeful for a second version update.)

boy wundyr x12 Dec 2016 12:27 p.m. PST

Surface Battle Group and a number of supplements are available from Wargame Vault, they look pretty good and aren't Harpoon-like in their complexity. They are also fairly up to date too.

The author was on TMP for a while, not sure if he still is or what support is like.

Generalstoner4912 Dec 2016 1:38 p.m. PST

Can someone tell me their experience with Surface Action Group? I have shipwreck and they are great for their timeframe but more recent hypothetical scenarios need updated rules.

daveshoe12 Dec 2016 8:38 p.m. PST

I would say that it sort of depends on what you want to do with the rules.

If you want the full spectrum of surface, air, and subs, then Harpoon 3 is a decent set of rules (and Harpoon 4 is good too). The key with Harpoon rules is to create a scenario that doesn't overwhelm the players (giving one guy an American carrier group with a full air wing and escorting subs is one way to do that). That said, Harpoon generally works best if someone knows the rules acts as a GM.

If you want just surface and air, then Shipwreck works pretty well. But it has its own issues with how escorting ships defend other ships and the sub rules are not very good (that is my own opinion, so you can take that for what it is worth).

If you want to do smaller scale missile boats (and up to frigate sized ships) and helicopters, then Bulldogs Away is a good quick play set of rules.

I have not tried Surface Battle Group and don't know much about it.

Rory Crabb recently released a set of rules called Naval Command that got some good comments. I only looked at his preliminary version and thought it was a little too generic and that submarines were underestimated. I'm not sure what changes were made for the final version.

Good luck with your search.

boy wundyr x13 Dec 2016 9:49 a.m. PST

@Generalstoner49 – I think a search through the TMP archives should turn up at least some discussion about SBG, if not an actual review.

Tom Bryant13 Dec 2016 11:37 a.m. PST

From one who has played and owns Surface Battle Group I can highly recommend it. The rules are easy enough to allow players to command task groups or task forces, but meaty enough for good depth and interest in both ship handling and combat.I liken them to General Quarters 3 for modern naval warfare.

Axon0313 Dec 2016 12:51 p.m. PST

Can anyone comment some more on Bulldogs Away? It certainly looks interesting, but it seems hard to find some good AAR or rules reviews on it.

daveshoe13 Dec 2016 10:22 p.m. PST

Regarding Bulldogs Away! as I mentioned above it is really for missile and gun boat combat. You can have up to frigate size ships, but that is probably the upper limit.

The rules allow for hidden movement using blips, but they usually don't last that long.
Combat uses a d20 with modifiers to check for hits from guns and missile. There are rules for different type of missile guidance and ECM.
Damage checks use a d10 modified by the size of the weapon and the size of the ship. The damage check can result in different levels of damage that have chances of knocking out weapons, sensors, and propulsion.

I haven't posted an actual review of the rules, but you can see some of the games I played and ships I prepared on my blog.
link

Trierarch13 Dec 2016 10:47 p.m. PST

Shipwreck's submarine system work for the classic tabletop situation where one player commands a task force but has a sub in support. It prevents coordination getting too good.

It does not work for the player commanding a sub situation, which is where Harpoon works very well.

So I'd say horses for courses.

Cheers
David

Mako1114 Dec 2016 9:07 a.m. PST

Bulldogs is great fun!

Recommended.

Here's a battle report for Danes vs. Swedes – no pics, but a writeup of the skirmish:

TMP link

Axon0316 Dec 2016 8:02 a.m. PST

Bulldogs is very tempting. What about sources for scenarios, are there any good ones out there? Or is this a game that would be just as good lining some boats up on either side of a table, putting some islands and neutral shipping in the middle and declaring a limited-visibility weather environment?

Rev Zoom26 Dec 2016 5:47 p.m. PST

I've become very fond of Naval Command. While relatively new, its combat procedures are excellent as is the command structure.

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