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"Not Sails Of Glory" Topic


21 Posts

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keithbarker23 Feb 2020 5:48 a.m. PST

I have sails of glory but was rather disappointed with the rules.

Can anyone give me tips on a better ruleset to use with these models?

I think hex based would be easiest?

Thanks
Keith

Dervel Fezian23 Feb 2020 6:26 a.m. PST

I don't have any experience with that system, but the most fun I ever had playing a sailing game with fleets involved, was using the rules "Form on the Admiral's Wake". Older set, but one of the local GMs run this system and it is a good time.

More detailed system, "Close Action Naval Warfare"

Mr Astrolabe23 Feb 2020 6:30 a.m. PST

I use Post Captain with SoG models but if you want a realistic sim.PLUS hexes I'd go for Close Action.

Timmo uk23 Feb 2020 8:48 a.m. PST

For me Avalon Hill's Wooden Ships & Iron Men has the right balance between history and game. It is hex based but can be converted to use on a non hex surface.

If you don't mind loosing the hexes then TooFatLardies Kiss Me Hardy is well worth a look.

Personal logo McKinstry Supporting Member of TMP Fezian23 Feb 2020 9:47 a.m. PST

A second vote for "Form on the Admiral's Wake". Fleet level and fast but still flavorful.

d88mm194023 Feb 2020 9:54 a.m. PST

I'll second WSaIM. I've been playing for decades and we always enjoy the games. We use 1/1200 scale GHQ and Langton ships that cover two 1 1/2 inch hexes.
Hasbro has the copyright now and have offered up the rules for free:
PDF link
note: page 7 is missing. You'll have to search for it.
Good game; free rules.

coopman23 Feb 2020 2:06 p.m. PST

"Bloody Broadsides" by Jeff Hunt

Calico Bill23 Feb 2020 2:43 p.m. PST

Wooden Ships & Iron Men has always given us a fun game.

AdmiralHawke23 Feb 2020 3:44 p.m. PST

It's hard to answer your question because it does depend on how many ships per side, or per player, you are intending to play. Rules that work brilliantly for an action between two frigates will bog down in a fleet action, while rules that let you play Trafalgar in an afternoon won't satisfy for a frigate action.

Wooden Ships & Iron Men is popular because it remains one of the best compromises between different sizes of sea battle.

Among hex-based games, simplistically:
- Close Action is more detailed than WS&IM.
- Flying Colors is simpler (so better for fleets).

Rudysnelson23 Feb 2020 5:07 p.m. PST

I played WSIM back in the 1980s both as a Battline board game and Ship of the Line a Juggarnaut set for miniatures which was nominated for an early HG Wells award. They used the same mechanics but the Ship of the Line used a square grid map.

I have seen WSIM played on a hex sea map using sails of Glory miniatures and about 15 years ago, they used the cardboard pirates system models.

Joe Legan23 Feb 2020 8:02 p.m. PST

If you are not using more than 4-5 ships per side I would second Post Captain. I have converted it to hexes and would be happy to share. Each hex is 50 yards . It is a great system.

Good Luck!

Joe

alan in canberra23 Feb 2020 8:33 p.m. PST

We use the models with the Osprey Fighting Sails rules. Regards Alan

Mr Astrolabe24 Feb 2020 12:29 p.m. PST

If you are not using more than 4-5 ships per side I would second Post Captain. I have converted it to hexes and would be happy to share. Each hex is 50 yards . It is a great system.

Good Luck!

Joe

Hi Joe – I'd be interested to see the hex conversion for Post Captain
Regards
Mr A

Joe Legan24 Feb 2020 5:43 p.m. PST

Mr A,

Should be able to convert the CRT easy enough given the hex distance. For fouling I consider adjacent hexes 25 yards. I use both the hexsides and spines when it comes to turns. I have the various speeds broken out into the 3 phases but will have to put into a chart. [ It is on a piece of paper I have been using for 2 years now.] That might take a week. I will notify you here and post on my blog. Any other questions I can answer?

Joe

Mr Astrolabe25 Feb 2020 12:36 p.m. PST

Thanks Joe – do you have a link to your blog?
Thanks

wargamerbob25 Feb 2020 8:39 p.m. PST

I second "Form on the Admiral's Wake." I obtained a copy of the rules, and did some tweaking so I can run large battles at conventions in the SF Bay Area like Pacificon and Kublacon.

A typical game I run has four players, each with three SOLs (a 98 and two 74s). Can be played to a conclusion in about 3 hours.

I am planning a Trafalgar game for one of the upcoming conventions that will involve Nelson's attack after about half of the Franco/Spanish fleet had passed. It will involve 6-8 players and about 45-50 ships, all Sails of Glory, plus a printed 4 deck, 140 gun Santissima Trinadad for the Spanish.

Rules use hexes, and I expect each turn will take about 25 minutes to play, with the action constantly moving back and forth between the sides. I think the battle will be able to be fought to a decision within 6-8 hours of game time.

Bob Bergman, South Bay Game Club

SgtPrylo27 Feb 2020 12:58 p.m. PST

A game of Form on the Admiral's Wake with sizable fleets.

imgur.com/a/AWDK9zo

CarlZog27 Feb 2020 6:32 p.m. PST

Close Action. A spiritual successor to WS&IM, but a much more accurate depiction of the period.

Designed as a boardgame, it was made for hexes, but can easily be adapted to hexless play. Additionally, a fan group converted the sailing and gunnery to a 12-point system using vertices as well as sides of the hexes and making for much more nuanced maneuvering.

Joe Legan04 Mar 2020 3:41 p.m. PST

Mr A,
Here is the hex chart for Post Captain.
link

Let me know if you have any questions.

Joe

Mr Astrolabe05 Mar 2020 12:53 p.m. PST

Thanks Joe, thats definitely something I'll try. Nice site as well – some interesting stufff on there – bookmarked!

138SquadronRAF06 Mar 2020 9:03 a.m. PST

Admirals for War Artisan. the 'Dot System' they use make the rules in essence a hex based system. Two of us played the Battle of Virginia Capes in a couple of hours:

warartisan.com/rules

Added bonus they are free.

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