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Sea Wars Fleet Actions

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Average Rating:4.5 / 5
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Sea Wars Fleet Actions
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Sea Wars Fleet Actions
Publisher: A and A Games
by matt c. [Verified Purchaser]
Date Added: 01/02/2006 00:00:00

NICE set of rules. The mechanics are really very simple once you get a couple of games under your belt, and I especially like the C&C mechanics, spotting/visibility rules (RADAR and spotter aircraft are well done). Combat is handled very well. Just once dice roll per turn per ship to determine if you've hurt the other side, but there is enough muscle and thought put behind that single roll that the results feel right. One minor tweak we're using for our games -- plunging fire for long distance BB salvos. Right now, if the gun doesn't compare well to the target's armor, it's impossible to get a critical hit with a "10." But how do you explain what happened to the Hood, then? So we simply state that BB shells at long range that roll a "10" against their targets STILL get a critical hit, even when the modifier is applied.

Other than that, it's a darn near perfect set of rules for larger actions. We played Calabria (Two battleships, eight cruisers and ten destroyers on the Italian side alone -- facing two British battleships, four cruisers, destroyers and an aircraft carrier) in a few hours and had a blast. Well done. It's good enough that it's motivated me to expand on my 1/6000 Figurehead minis collection.

[4 of 5 Stars!]
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