Firepower is probably the most realistic set of naval rules ever. With many innovative and exciting game mechanisms re-create the epic battles that shaped history. Play big, play easy, play fast, play realistic. Firepower only lacks the horror of the real thing. Play with Firepower is harmless and safe, the only thing that will get hurt is your pride. The rest is there, the big guns, aircraft, torpedoes, submarines, smoke, confusion, fire, flooding, smoke, command control, and more smoke.
– publisher's website
- Chris Bryant
- Alienstar Games
- Year Published
- In Print
- Available online (24-page PDF)
- PLAYING SCALE.
- These rules can be used for any of the popular scales, though most players will prefer the smaller scales for space and cost reasons. For the purpose of this game, scales are divided into two classes; 1/700th and smaller (sub-1/700th). The most popular small scale is 1/3000th. At the end of the rules there is a special section for players (including myself) who prefer the 1/700th - the real scale.
- TIME AND DISTANCE RELATIONSHIP.
- It would not be practical to use a directly proportional time, distance and model scale. For obvious reasons! Battles often took place over
hours and days and covered a good deal of surface area. On average 30cm (1’) represents 10,000m, 3cm equals 1000m, One turn of game time represents the passage of 30 minutes of real time.
- MODEL SCALE.
- Each model ship represents its real life counterpart. If you are using the small scale, it is best to mount the model on card a few millimeters thick. Sea relief can be then painted onto the ship’s base enhancing it's aesthetic appeal.
– Firepower pages 3-4
Back to RULES DIRECTORY
Areas of InterestWorld War One
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