Whirlwind | 15 Feb 2018 7:18 a.m. PST |
Could anyone please recommend me some Napoleonic Naval rules that match the following requirements: 10-30 ships of the line per side does not use a grid system plays to a finish in 3 hours maximum |
Oldgrumbler | 15 Feb 2018 10:12 a.m. PST |
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Onomarchos | 15 Feb 2018 12:00 p.m. PST |
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alan L | 16 Feb 2018 2:08 a.m. PST |
Onomarchos, which set were you referring to? |
Forager | 16 Feb 2018 10:59 a.m. PST |
I think it is this one: It is Warm Work Age of Sail Naval Rules 2nd Edition When I click on the link, it appears initially but disappears quickly. |
noigrim | 16 Feb 2018 11:33 a.m. PST |
Why not try mine? zero bookeeping as fast paced gameplay assured! Plus you can scale to even greater fleets link |
Stew art | 16 Feb 2018 3:21 p.m. PST |
I have "Form Line of Battle" also on wargaem vault, which seems to be good for fleet actions. I don't know if one player could handle 30 ships but could definitely handle a squadron. |
devsdoc | 18 Feb 2018 3:35 a.m. PST |
Don't shout me down. But I use Osprey's "fighting Sail". Pete and I liked the paper-less bit and the movement template. O.K. we hated the one board-side kills a ship and moving into the wind. We added some small changes to the damage-tables and the into the wind moving. We think we have made them playable. You can play 30 plus ships aside. Once you have done the fleet-list that is it for paper-work. We have a number of Fleet lists for different Nations and points which we have Laminated. Add some tokens home made or from the rule-book. So one phone call or e-mail and we are ready to go. The up-dates we have done can be found on the "Fighting Sail" Facebook page. O.K. not for smaller actions. But no more playing-card blocks of ships-logs a side. Why play an army game with rules for a skirmish game. Be safe Rory |
alan L | 18 Feb 2018 5:39 a.m. PST |
Warm Work seems good for large actions: has anyone played it and can comment? |
138SquadronRAF | 18 Feb 2018 9:32 a.m. PST |
"Admirals" by War Artisan. warartisan.com/rules Allows you to play fleet actions in real time. Like all of Jeff's Rules they are simple and elegant. They are also free from a TMP member. |
dantheman | 18 Feb 2018 2:53 p.m. PST |
I use It Is Warm Work. I did modify it some to make it more realistic. However, I did not change the basic mechanics. Just items such as the outcomes on the critical hit table. It is perfect for large actions in a short period of time. |
Dexter Ward | 21 Feb 2018 11:18 a.m. PST |
Fighting Sail is OK if you modify the 'sunk' result to 3 damage. Certainly plays nice and fast, and no off-table record keeping. |
Bozkashi Jones | 21 Feb 2018 1:04 p.m. PST |
Out of interest which handle command and control best? I like the idea of playing fleet actions but most rules I've looked out achieve this by just simplifying combat resolution and bookkeeping to handle the numbers but they don't introduce the difficulties of coordinating fleets with just signal flags. Nick |