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Author Topic: Rules on XVI century naval engagements suggestion  (Read 817 times)

Offline tangarex

  • Student
  • Posts: 17
Rules on XVI century naval engagements suggestion
« on: August 30, 2017, 07:10:56 AM »
Please, tell me rules for naval battles of the 16th, early 17th century with ship miniatures? Rules that cover features of that time - lack of artillery, meaning of abordage and absence of line tactics.
I know only SpanishFury-Sail! from PerfectCaptain. Any other suggestions?

Offline Irregular Wars Nic

  • Mad Scientist
  • Posts: 941
    • Visit the Irregular Wars blog:
Re: Rules on XVI century naval engagements suggestion
« Reply #1 on: August 30, 2017, 06:01:19 PM »

Offline tangarex

  • Student
  • Posts: 17
Re: Rules on XVI century naval engagements suggestion
« Reply #2 on: September 09, 2017, 12:31:27 AM »
I hadn't. Any good review on this rules? All AAR I find more cinematographic, leave rules out of stage. As I understand it -  Galleys & Galleons suit for fast play of large battles with simplification of many naval aspects.
Actually I search rules for replacement of "ZVEZDA"-TheShips:ArmadaInvensible  - few ships, high detail of every ship - and using models of that line.

Offline Irregular Wars Nic

  • Mad Scientist
  • Posts: 941
    • Visit the Irregular Wars blog:
Re: Rules on XVI century naval engagements suggestion
« Reply #3 on: September 09, 2017, 07:15:13 PM »
As I understand it -  Galleys & Galleons suit for fast play of large battles with simplification of many naval aspects.

Actually, it is the opposite. Ship attributes are abstracted somewhat to enable fast playing games, but it is best suited to games with a handful of ships at most per player. Wind is a major element of the game, as is the friction of command/activation.

I think there are videos floating about on Youtube showing some American chaps playing the game. Otherwise, there are quite a few AARs written up across the net, many shared on my blog (links above).

 

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