Help support TMP


"Napoleonic Naval Rules Recommendation" Topic


13 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't make fun of others' membernames.

For more information, see the TMP FAQ.


Back to the Age of Sail Message Board


Areas of Interest

Renaissance
18th Century
Napoleonic
19th Century

Featured Hobby News Article


Featured Ruleset

Principles of War: Renaissance


Rating: gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Fighting 15's Teutonic Order Command 1410

Command figures for the 1410 Teutonics.


Featured Workbench Article


Featured Profile Article

Report from Gamex 2005

Our Man in Southern California, Wyatt the Odd, reports on the Gamex 2005 convention.


2,185 hits since 15 Feb 2018
©1994-2024 Bill Armintrout
Comments or corrections?

Personal logo Whirlwind Supporting Member of TMP15 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

Oldgrumbler15 Feb 2018 10:12 a.m. PST

Look at this:

link

Onomarchos15 Feb 2018 12:00 p.m. PST
alan L16 Feb 2018 2:08 a.m. PST

Onomarchos, which set were you referring to?

Forager16 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.

noigrim16 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 Supporting Member of TMP16 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.

devsdoc18 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 L18 Feb 2018 5:39 a.m. PST

Warm Work seems good for large actions: has anyone played it and can comment?

138SquadronRAF18 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.

dantheman18 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 Ward21 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 Jones21 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

Sorry - only verified members can post on the forums.