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"Cannon, Cross and Crescent" Topic

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1,365 hits since 28 Apr 2017
©1994-2019 Bill Armintrout
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Personal logo David Manley Supporting Member of TMP28 Apr 2017 2:48 a.m. PST

My latest blog entry covers the release of ny new "Cannon, Cross and Crescent" fast play Renaissance galley rules which have just popped up on Wargame Vault…..


Personal logo D6 Junkie Supporting Member of TMP28 Apr 2017 7:04 a.m. PST

Hey David, I'll have to try these out as well. Will they be able to handle 100 galleys?

Personal logo D6 Junkie Supporting Member of TMP28 Apr 2017 7:09 a.m. PST


Personal logo David Manley Supporting Member of TMP28 Apr 2017 7:22 a.m. PST

The last game I played with them had about 90, so 100 should be ok

Personal logo D6 Junkie Supporting Member of TMP28 Apr 2017 7:26 a.m. PST

Ordering now, thank you sir!

138SquadronRAF Supporting Member of TMP28 Apr 2017 8:10 a.m. PST

Having just purchased the rules the only thing I couldn't really understand was the card driven activation system:

To quote:

"The order of play in the Action Phases is controlled by turning a deck of cards. Each side has three cards in the deck. The cards are revealed in turn, the colour of the card denoting the player whose Action Phase it is."

Is this based on a left, centre and right flanks? On Squadrons?

What type of cards? Ones we make ourselves? Playing cards?

Sorry to be slow about this but some clarification would help.

Personal logo David Manley Supporting Member of TMP28 Apr 2017 8:15 a.m. PST

it is three cards for each side, playing cards are fine (say 3 red, 3 black). A player moves all their forces when their card is drawn.

Personal logo Sgt Slag Supporting Member of TMP28 Apr 2017 11:18 a.m. PST

Or you could assign particular units to a given card, Jack-Hearts, for example, to one group of ships only, to add more randomness to who goes when. I did this for an Army Men game I wrote. Each side had one color, but the face of the card was assigned to a given troop type, so only those types went. I also added in Jokers, red and black, to allow an extra movement for that side, of any unit, their choosing. Remove cards when their unit is eliminated from the game.

This approach made the unit activation more random, but players could always count cards, to anticipate who would go next, as the turn progressed. Still, it made it more random as to who went, when. Sometimes one side would draw three cards, in a row, and womp on the enemy… It turned around, of course, as the other side had their cards still in the deck! Cheers!

Personal logo David Manley Supporting Member of TMP28 Apr 2017 12:44 p.m. PST

Yes, you could do. I am more than happy for players to adapt my rules to suit their preferences. And I'm always happy to hear how it turns out. The main thing is that people enjoy them.

Yellow Admiral Supporting Member of TMP28 Apr 2017 12:48 p.m. PST


TL;DR link to purchase: link

For some reason, it's hard to find these in the Wargamevault search engine. Hopefully it's just because these are so new they're temporarily escaping the indexing, usually a self-correcting problem.

- Ix

Yellow Admiral Supporting Member of TMP28 Apr 2017 5:10 p.m. PST

It's Lanterna, almost verbatim. :-)

I'm happy to see it back in print.

- Ix

alan L16 May 2017 1:52 p.m. PST


Is this at a slightly lower scale than your Fire & Fury based rules?


Yellow Admiral Supporting Member of TMP18 May 2017 6:03 p.m. PST

Yes, it is – CC&C uses individual ships, though they are very light on detail and it looks like it should play very quickly.

- Ix

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