| ||WWII naval rules. There has been talk of a second edition, but we're told it "...is at least a year or two away from completion."|
|Period||WWII (and WWI, with supplement)|
|Publisher||Published by C-in-C. It is no longer listed in the C-in-C catalog, but is still available in retail channels.|
General Quarters, Part 2 adds WWI to the game system. Several of the tables in Part 1 are replaced by improved versions in Part 2 (using D10 rather than D6). There are also new rules for various minor aspects of naval warfare in WWII.
|Jim Davis (firstname.lastname@example.org)|
|I have played naval games since 1970, starting with Fletcher Pratt. I haven't
used anything but General Quarters in the last 20 years. I try
new rules as they come out, but go back to GQ.|
My former group in LA ran many campaigns using them - all worked. The rules are quick to learn, quick to play, and give a good result. We even played several games with large carrier strikes, and those rules worked too. (It is a good idea to have one player as the air commander with big strikes.)
I especially like the torpedo rules. I hate moving masses of toothpicks all over the table for several turns. GQ has you estimate where the enemy will be, which to me is the basis of shooting torpedos. Adjust for range and speed if you guess right, and roll dice. It is quick and gives a realistic result.
We found that we could play major fleet battles, air battles and - a favorite for shorter games - the Graf Spee. My friend Dan and I have played that game 20 times, have subsituted the Alaska for the Graf Spee, used U.S. for British, etc. Good set of rules.
|We have played the devil out of these rules, since we adopted them over such
horrid sets like Seekreig and Sea
Gunnery is abstracted into an attack factor/defense factor type of combat, and then you roll on a simple odds chart to determine damage. To be sure, these rules are not for "techno-geeks" who want to know where each and every shell lands, and how many cups and saucers are broken in the officers' wardroom. Much like Heart of Oak (the finest Age of Sail rules ever written) the empahsis is on tactics and maneuver, not "Do I fire CPC or AP rounds this turn?"
We have played many large-scale WWI and WWII scenarios with these rules (including Jutland), and they have always stood up to the test. I highly recommned them to anyone interested in moderate- or large-scale fleet actions.
|Charlie Clay (Tankrider@aol.com)|
I recommend this set of gaming rules. General Quarters is a fun and quick game system that gives enough historical flavor to make it worthwhile.
If you keep the game limited to destroyers and cruisers, a 9' x 5' gaming table is plenty big. Battleships tend to dominate as would be expected as there isn't enough maneuver room to get out of their way.
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If you know of other resources for this game, or if you have material you would like to make available to the Net, please let us know.
|16 August 1999||new URL for The Gamers' General Quarters page|
|19 April 1999||comments by Jim Davis|
|15 April 1999||comments by DB|
|9 January 1999||mailing list added|
link to David Manley's page
|12 November 1998||added supplement|
|Comments or corrections?|