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Sea Wars Fleet Actions


The rules are set at an operational rather than a tactical level. The system is based upon a detailed analysis of ship and weapon abilities for the period. Gunnery uses a fire effect table with no to hit rolls. Torpedo attacks also use a simple system. The game effects represent those significant hits which cripple a ship’s ability to fight effectively. The ground scale of 1 cm to 500 yards (4 cm to the nautical mile) and time scale of 1 turn to 15 minutes enable realistic movement and gun ranges, combined with the problems of locating and identifying the enemy.

The system incorporates national skill ratings for commanders and crew, effects of weather and night, radar, hidden movement and spotting, carrier and air operations.

The rules come complete with 700+ ships and aircraft covering the era from 1890 through to 1945.

– catalog listing


Designers
Andrew Finch, Alan Butler
Publisher
A&A Game Engineering
Status
In Print
Contents
Available online (Wargame Vault) (60-page PDF)
Scale
Recommended scale 1/2400 to 1/6000
– catalog listing

Back to RULES DIRECTORY


Areas of Interest

19th Century
World War One
World War Two at Sea

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 16 November 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 16 November 2016.

3,128 hits since 26 Nov 2016
©1994-2025 Bill Armintrout
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Sea Wars Fleet Actions

Naval Wargames Rules for Fleet Actions in the Age of Steel 1890 - 1945

Editions

Current edition is 4.1