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Now Live on Kickstarter: In Harm's Way


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David Manley writes:

I like to support new naval games and products where I can, but the KS page tells me not a lot about the rules. OK, the USP is the hidden damage approach but to be honest I've been using similar systems adapted to existing rule sets for 30 years or so. The KS page doesn't give any clues as to how the game actually plays, so things like what the turn sequence is, the mechanics of movement, now is gunnery handled, that sort of thing, would be useful things to explain. I'd suggest the Sails of Glory page as being a good example of how to present a set of rules.

And it seems quite expensive – $50 USD for the rulebook which seems to cover the whole period, but then a number of supplements on top which seem to cover specific periods. So can you play the whole span from 1900 to 1945 with just the rule book or do you need a addendum as well? What do the addenda have in them?


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19th Century
World War One
World War Two at Sea

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The Last Square Sponsoring Member of TMP of The Last Square writes:

We are excited to announce that In Harm's Way has gone live on Kickstarter today.

In Harm's Way

For a long time, I have looked for a set of naval rules that allow for a wide range of gaming experiences.

The ruleset In Harm's Way gives you the flavor of naval surface action from the 1890s thru 1945. More important, it accurately portrays each ship and its capabilities, allowing the player to simulate any type of action, from ship-on-ship up to major fleet engagements like Tsushima, Jutland or Leyte Gulf.

Players can do conventional tactical battles, where you close on the enemy and open fire, up to sweeping strategic-level games, covering wide areas of ocean, hunting the enemy and maneuvering fleets.

The rules allow for a destroyer torpedo attack, or operating a carrier task force launching an air strike. The game even allows you to operate an ongoing campaign, managing the naval resources of such great powers as Great Britain, Japan, or The United States.

In Harm's Way allows you to create 'what if' scenarios such as the U.S. fleet being aware of the impending Japanese strike at Pearl Harbor, to alternate history such as a world with no Washington Naval Treaty.

If you are looking for a wide range of naval gaming from 1890 to 1945, In Harm's Way is the ruleset for you.

20 years in development, technical research and hundreds of games playtesting the rules have honed In Harm's Way into a fun, flexible system to challenge and entertain you for years to come.

We will also offer you all the addendums and supplemental materials you will need to game any action from the Spanish American War to the death run of the mighty Yamato.

Addendum I and II

Addendum III

In Harm's Way — coming to you soon!

For more information