Rules for naval combat.
Why the long title? Rod Langton tells us: "The reason for this rather clumsy set of words was that when we advertised the set, before publication as Signal Close Action, a guy from Scotland contacted us saying that he was using that title and that he had special permission from Alexander Kent (the author of a book by the same name) to use it. To be frank, although the other rule set died on the shelf, it wasn't worth the hassle so we changed the name."
|Period||Age of Fighting Sail|
|Kai Larson (firstname.lastname@example.org)|
My favorite ruleset for multi-ship actions is Hoist the Signal for Close Action by Rod Langton (the same guy who makes Langton Miniatures). This is a detailed rule set that does a good job of recreating the feel of sailing and fighting, but it is still very fast playing and it is possible to conduct battles involving a large number of ships without getting too bogged down.
The only thing I have against Hoist the Signal is that the rules themselves are a bit ambiguous in places and the organization is a little difficult to figure out.
This is my rule set of choice though, and is easily played by veterans and beginners. I've played a number of other naval rules, but haven't found others that have the combination of playability and flavour of the Hoist the Signal rules. Particularly troubling are the hex- or square-based sets I've played. The problem with most of these are that a hex- or square-based system doesn't provide for enough variability in wind angles and forces too much variability in ship speeds.
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|23 July 1998||page first published|
|Comments or corrections?|