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Miniatures Adventure => Age of the Big Battalions => Topic started by: pcjohnstone on 01 February 2013, 04:43:18 PM

Title: First solo game of Hammerin' Iron ACW Naval rules
Post by: pcjohnstone on 01 February 2013, 04:43:18 PM

I picked the new version of these Peter Pig rules up quite a while back, but this is the first chance I've got to give them a go - really enjoyable so far (with part 2 to follow)

(http://pcjohnstone.files.wordpress.com/2013/02/6-css-hampton.jpg)

On my blog:-

http://pcjohnstone.wordpress.com/2013/02/01/hammerin-iron-270113-solo-part-1/ (http://pcjohnstone.wordpress.com/2013/02/01/hammerin-iron-270113-solo-part-1/)

Norman
Title: Re: First solo game of Hammerin' Iron ACW Naval rules
Post by: pcjohnstone on 08 February 2013, 05:07:26 PM

Part 2 now up on the blog:-

http://pcjohnstone.wordpress.com/2013/02/08/hammerin-iron-270113-solo-part-2/ (http://pcjohnstone.wordpress.com/2013/02/08/hammerin-iron-270113-solo-part-2/)
Title: Re: First solo game of Hammerin' Iron ACW Naval rules
Post by: Gibby on 10 February 2013, 08:49:46 AM
I recall my foray into these rules at our local club. I chudded forwards, took a hit from an enemy that managed to get the powder store or something and *BOOM* I was out!

The ref let me bring another boat in a couple of turns later, and against all odds, that same player instantly shot me and AGAIN rolled that same result, so I went up in smoke once more. lol

Tis a good game, though!
Title: Re: First solo game of Hammerin' Iron ACW Naval rules
Post by: pcjohnstone on 12 February 2013, 07:10:56 AM
That's pretty much my experience with any set of rules - if there is a catastrophic result on a table somewhere I will roll it.  :)

Agree with you these are good rules - the critical hits didn't overpower the game but did add some great flavour, like when the Nahant couldn't fire at the ramming Gov Moore because her turret had jammed.

Cheers

Norman