Glad to see there is plenty of interest in WW1 ops. This is the age of the battleship but includes many interesting tactical interactions with a myriad of pre-dreds and dreds, with submarine and air ops playing an important factor, though not stealing the limelight from the big fellas.
I'm...
We also use the 7+ rule. It doenst slow the game at all and no ship shoul dbe immune to fire IOO.
It somewhat gets around the coarseness off the d6, as nice as d6s are!
HappyW
Hi Faron,
we haven't got into larg-ish aircraft actions yet, but as you say it might slow the game down somewhat.
By having all the aircraft move at once it does impart some degree of IGO-UGO in a grand tactical sense that enables one player to get the jump on another eg carrier attacks at...
Why don't you just make the errata a 'sticky' thread and it can be updated immediately. Then what is on this forum is the most current questions and answers and people can see the changes as they pop into the website.
Certainly makes sense.
What about that?
HappyW
Glad to hear there is a 'lotsa ships' supplement on the way. As there are so many vessels during WW2 would it possible that the way in which ships are rated can be be provided?
I think everyone who has the game is still going to get the supplement but it'd be handy (and damn decent) to let us...
Dave,
What's this about an operational game? Should I not buy any AP games because we are going to see a VaS version that will fit the bill?
Any info would greatly assist.
Regards
HappyW
Gents,
We played a convoy action a couple of days ago.
One of the other guys suggested that instead of the long range detection being simply a roll of 6 for ‘sub hunter’ types we’d account for early era equipment and allow suitably equipped ASW platforms a 7+ die roll for detection ie roll a...
Gents,
Has anyone used the Avalanche Press 'Great war at sea' or 'Second World War at Sea' series similar to the use of Bismarck?
The hallmark of that game system is an operational game followed by tactical actions. However the focus is on an overall operational plan thus giving excellent...
Gents,
Has anyone played the convoy duty scenario? If you look at the set up and forces involved, a merchantmen moves either 1” or 3” per turn depending on which ones you take. With 48” between the deployment zone and the victory exist point that means somewhere between 16 to 48 turns. Even if...
Gents,
Could some one confirm (with a rules reference if one exists) that targets that accumulate a 7 or more to hit actually can't be fired at in the turn ie they are invulnerable?
We have been playing that a 6 is always a hit regardless of 'to hit' numbers beyond 6.
Which is the correct...
Yes,
Please give us the supplement for The Era for the First World War and back to pre dreadnought activites in the Russ Jap War, Sp/Am war, etc.
This is the main reason I bought the system and I think the game lends itself very well to this 'gun dominated' era.
Consideration to any special...
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