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"Post Captain and Signal Close Action" Topic

16 Posts

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762 hits since 3 Jun 2018
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Mr Astrolabe03 Jun 2018 5:33 a.m. PST

I'm looking for a fairly detailed yet still playable AoS ruleset. I like what I've read about both of the above, but can anyone give me anything that differentiates them from each other. At first look PC seems easier to grasp and less "fiddly" – is that the case?
As background I play both Sails of Glory & Close Action – the former for a quick fix and the latter for a more detailed game, though I find hexes constricting, so am looking for something with a more granular & interesting sailing model.

BrianW03 Jun 2018 9:06 a.m. PST

I have both, but prefer Post Captain. For some reason, Signal Close Action just never did take with me. The sailing rules in Post Captain are granular, but avoid the 1 or 2 mm differences between movement rates you find in older rules such as Heart of Oak.

jowady Inactive Member03 Jun 2018 5:39 p.m. PST

Signal Close Action really detailed and can be difficult to play. I've never played Post Captain but reading the AARs here I feel it often yields ahistorical results. I play Clear for Action, modified for minis, there is a great support group on Yahoo for it. Think of it as WSIM on steroids.

Charlie 12 Inactive Member03 Jun 2018 8:44 p.m. PST

If you're referring to the fire results, those are at the very fringe of the probabilities. In the 100+ playtest games my group ran for ODGW, we only had 1 fire that resulted in a ship sinking (a 3 decker and it was impressive!). John seems to hit the 'magic number' on those occasions (no offense, John! Believe me, I know it happens. In WWI games, my flagship seems to invariable suffer a magazine explosion! So much so, I've been given the nickname 'Boom!')

Trierarch03 Jun 2018 11:08 p.m. PST

I've only played the original version of "Signal Close Action", not too complex, the sailing rules were fine a a small squadron per player. I did find the gunnery system a bit wearing (too much arithmetic) after a couple of hour's play. I do like the ability chart system though.

"Post Captain" is great for one ship per player, not sure I'd want to play much more. So far all our games have been Frigates and smaller. I do wonder if the balance is quite right for the bigger ships (they don't look to have quite enough hull). The sailing system is very clever, but you do need to do some "arts & crafts" to make the rulers and gauges up.


platypus01au Supporting Member of TMP04 Jun 2018 5:29 a.m. PST

I prefer Langton's Signal Close Action "Fast Play" set, because it cuts out a lot of the detail in the full set. We don't play it enough so the simpler game is easier to remember.

I _am_ looking for a game that does frigate and brig actions, so I should give Post Captain a look.


Ferreo Cuore Inactive Member04 Jun 2018 7:45 a.m. PST

Altho I am fan of simple games these days, I have always been pleased with ODGW, having played GQ3 much. I have not bought PC but would be inclined to give them the benefit of the doubt based upon past success and AARs I read.

I have Heart of Oak and think it has very realistic sailing system, but many mechanics are old school.

Ferreo Cuore Inactive Member04 Jun 2018 8:33 a.m. PST

Speaking for myself, I'd like to hear more about the fast-play Signal Close Action.

DeRuyter04 Jun 2018 10:51 a.m. PST

If you are looking for a faster playing game for squadrons and fleets try "Kiss Me Hardy" from Too Fat Lardies. Cheap enough PDF download from their website. You can see it played at Historicon. I'll be running a game on Friday.

Mr Astrolabe04 Jun 2018 11:43 a.m. PST

Thanks for the input. I should have added that I primarily play single ship/small actions – usually frigates, maybe the odd 74 thrown in.
Jowady – when you mention Clear for Action do you mean the computer based rules? – I do have that program & it is very good indeed.
Ferreo – I also have played Heart of Oak, in fact to get a good game I tried combining the HOO sailing model with the Close Action gunnery & damage model, but after some experimenting fancied something "off the shelf".
I must admit reading several AAR's written by people using Post Captain it does seem to be a good ruleset.
Anyway, thanks for all the information to date.

Stew art Supporting Member of TMP05 Jun 2018 10:40 a.m. PST

Hi All! late to the party on this thread.

I haven't played Signal close Action so I can't comment on them, but on my blog I do have some stuff about Post Captain.

Here's a review of the rules


Here's an AAR:

Mr Astrolabe05 Jun 2018 11:31 a.m. PST

Thanks Stew – great review & AAR. Did I also see something from you on rounding the crew allocation fractions?

Stew art Supporting Member of TMP05 Jun 2018 1:12 p.m. PST

Well now, yes, that piece of blogmenship can be found..


hope it will be of use!


platypus01au Supporting Member of TMP05 Jun 2018 9:17 p.m. PST

Buongiorno Ferreo,

Speaking for myself, I'd like to hear more about the fast-play Signal Close Action

Ecco un link.

TMP link


I think you can still buy them from Langton.


Mr Astrolabe16 Jun 2018 2:09 a.m. PST

As a postscript, I've just bought Post Captain & hope to give the rules a read through this weekend – will try to post a review/AAR in the fulness of time!

Ferreo Cuore Inactive Member16 Jun 2018 2:37 p.m. PST

@platypus thanks!
John, I see in another post you are still looking for a ship-to-ship action set of rules – why not just use the Signal Close Action regular rules?

I would think the complementary mechanics would make it easy to switch to and fro

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