naval Rules
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naval Rules
I have a question for all of you out there. I'm looking for a set of naval rules that are simple but complex, fun but realastic (well as realistic as a game can be). My group plays mainly with Seekrieg system, love the system its detailed, realistic and fun. Now the issue i have with the system and the only one is, that when depicting sub warfare, and air to ship or air to air it gets a little long in the tooth. Other problem when wanting to do a larger naval encounter ie.. running more than one or two ships at a time, the game can bog down quickly, especially when you only have a 4 to 6 hrs of game time in a saturday afternoon.
So, I guess my question to all out there is there other systems you have tried, that can help mainly with the submarine issue, and the air attacks issues?
I have looked at command at sea, looks just as complex if not more than seekrieg5?
Main thing is I want something fast enough to enjoy but not so fast it becomes to unrealistic. Mainly to be used with larger battles ie.. many ships, planes etc.
Other than that we will stick with Seekrieg for most of our world war one naval battles.
fullmetaljacket
So, I guess my question to all out there is there other systems you have tried, that can help mainly with the submarine issue, and the air attacks issues?
I have looked at command at sea, looks just as complex if not more than seekrieg5?
Main thing is I want something fast enough to enjoy but not so fast it becomes to unrealistic. Mainly to be used with larger battles ie.. many ships, planes etc.
Other than that we will stick with Seekrieg for most of our world war one naval battles.
fullmetaljacket
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I am not a really big fan of naval games, but I can say that CaS is a really good game. It is based on Larry Bond's Harpoon mechanic so it covers everything in detail, so there can be a steep learning curve at first. We had a memeber of my old gaming group who new the rules down pat, hardly had to check the book when he ran a game. He was able to run a good sized game in about a 4-6 hour session.
My experience is that quick, easy AND realistic don't describe naval rules of any kind.
My experience is that quick, easy AND realistic don't describe naval rules of any kind.
The moral high ground: A good place to site your artillery.
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Hauptmann6
Not to change the subject but if you would like to come to South Bend Indiana and game with us we would be glad to have you. Especially if you love Seekrieg 5 we game it once a month for sure some times more on saturdays at the local hobby/slash book store in south bend.
If you are interested let me know or PM. Also if you have a group up there we would gladly come up to game with you all from time to time also.
fullmetaljacket
Not to change the subject but if you would like to come to South Bend Indiana and game with us we would be glad to have you. Especially if you love Seekrieg 5 we game it once a month for sure some times more on saturdays at the local hobby/slash book store in south bend.
If you are interested let me know or PM. Also if you have a group up there we would gladly come up to game with you all from time to time also.
fullmetaljacket
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I think I was on your mailing list for a while. I really need to take a weekend off and get down that way.fullmetaljacket wrote:Hauptmann6
Not to change the subject but if you would like to come to South Bend Indiana and game with us we would be glad to have you. Especially if you love Seekrieg 5 we game it once a month for sure some times more on saturdays at the local hobby/slash book store in south bend.
If you are interested let me know or PM. Also if you have a group up there we would gladly come up to game with you all from time to time also.
fullmetaljacket
I am still playing IV(well, once every 5 years that I dig out the ships. My group are Napoleonic gamers)
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CAS is in the process of being integrated into an all encompassing set of rules from the beginning of FGDN to Harpoon. Not sure where it's up to in that - it might even be the one completed. I'm not sure I'd recommend it for big battles in a short frame of time because you end up in 30 second turns during combat. I started messing around in Harpoon for carrier ops, and it simply got out of hand.
While I have never really explored SKV air rules fully, the one or two games I did have seemed to work very well. They were fast, but when we compared the results to the historical ones, they came out pretty reasonably. Obviously you wouldn't want them to be identical, otherwise there is no point playing! The authors make it pretty clear that the rules are primarily for surface engagements.
I haven't played GQ1 in ages, and barely opened GQ3 - much to my loss I suspect. I don't even recall if they have air rules in them!
YMMV
Mike
While I have never really explored SKV air rules fully, the one or two games I did have seemed to work very well. They were fast, but when we compared the results to the historical ones, they came out pretty reasonably. Obviously you wouldn't want them to be identical, otherwise there is no point playing! The authors make it pretty clear that the rules are primarily for surface engagements.
I haven't played GQ1 in ages, and barely opened GQ3 - much to my loss I suspect. I don't even recall if they have air rules in them!
YMMV
Mike
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Thanks all for the suggestions and ideas. Mickel I agree we have been using SK5 for several years now, and I understand the authors state its mainly for surface combat. Just wanting to add some flare and eye candy for the gaming table.
Next question for those that have played CAS and SK5 which is more complex or are they equal? Also Micklet its early but what is FGDN?
Thanks again
fullmetaljacket
Next question for those that have played CAS and SK5 which is more complex or are they equal? Also Micklet its early but what is FGDN?
Thanks again
fullmetaljacket
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Hi
FGDN - Fear God & Dread Nought - the COA pre-dread/dreadnought period variation of Command At Sea. Covers Russia/Japan plus WW-I. Not got it - couldn't justify the expense.
CAS & SKV are different in their complexity, if that makes sense. I've largely settled on SKV (despite the shell passing through the paint locker detail criticism - which I find largely unjustified). CAS is definitely more complex once you have aircraft involved.
(just to clarify something I'd put in the last post - the 30 second turns in CAS is for a/c - not ship to ship stuff)
Do the GHQ rules cover air/subs? I don't have them either...
Mike
FGDN - Fear God & Dread Nought - the COA pre-dread/dreadnought period variation of Command At Sea. Covers Russia/Japan plus WW-I. Not got it - couldn't justify the expense.
CAS & SKV are different in their complexity, if that makes sense. I've largely settled on SKV (despite the shell passing through the paint locker detail criticism - which I find largely unjustified). CAS is definitely more complex once you have aircraft involved.
(just to clarify something I'd put in the last post - the 30 second turns in CAS is for a/c - not ship to ship stuff)
Do the GHQ rules cover air/subs? I don't have them either...
Mike