These rules are quick and simple to play providing a very fast and bloody game in the period 1880 to 1906. The scale is 1 nautical mile to 10cm. The rules incorporate weather, spotting, minefields and allow for both written orders or sequential movement.
The gunnery system takes account of the ranges, penetration and damage by specifying the dice that are rolled to attack in a given situation. Torpedo, Mine and Ramming attacks are resolved using similar mechanisms, so there is a consistent feel throughout the combat system.
In line with the style and intention of the rules, armor has been standardized for each class of vessel (of which there are ten covered). Guns have been grouped into 9 classes following the same philosophy.
There is a fleet list covering the significant vessels of 10 nations in this period with 130 vessels. A simple conversion system allows you to quickly put together the game data you need to fight a battle.
Counters are provided to enable you to sit down and play both an introductory scenario and Tsushima-style encounter between Russian and Japanese fleets.
• recommended scale 1/1200 to 1/6000
• complexity: 4/10
• level of detail: 4/10
• avg game length 2 hours
• dice required: D20, D12, D10, D8, D6, D4