::::  20th Century
STATIONS MANNED & READY WW1
Code - AAR80
£8.00  
Qty
Description - STATIONS MANNED AND READY WORLD WAR 1 - 40 pages; recommended scale 1/1200 to 1/3000; reasonable complexity and detail: average game length 2-3 hours; dice required: D20, D10, D6 These rules are set at a squadron level, allowing relatively large battles to be fought on a normal table in 2 to 4 hours. Introductory scenarios and all the ship data needed for these are included. A standard game system enables you to use a ship from the First World War in a game using the vessels appearing in one of the later World War 2 rule books. Time scales are 6 minutes for a game turn, combat is regulated by the use of 5,000 yard range bands, which provide gun penetration values and torpedo hit modifiers. Armour protection is converted to an armour class on specific areas of the ship, taking account of the armour type and date. Damage represents those hits that cause significant damage to the target, and critical hits cause degradation of the combat effectiveness of ships. Command and crew quality are important. These rules form the first part of a series, which cover World War 1, World War 2, and Carrier Battles. The first part covers the First World War, and covers combat in an exclusively gun-based environment. Ships are commanded and crewed by men of mixed ability, using systems which players will recognise from other A&A titles. The set up procedure allows players to devote assets to scouting, to gain a tactical advantage in the ensuing battle. Deployment may or may not be as the player wishes, depending on how well he as scouted. Play follows a sequence using initiative for the ship formations, which move with the worst initiative first, followed by shooting, starting with the ships with the best initiative. Movement takes into account the manoeuvrability of ships of different sizes. Gunnery takes into account the crew skill of the firing ship, interference by shooting from other vessels, the size of the target and the number of guns firing. Hits will cause structural damage and may also cause critical hits, which will degrade the combat effectiveness of the vessel. As ships get more damaged, there is a possible effect on morale, which may cause formations to withdraw to lick their wounds. The rules are accompanied by introductory scenarios, which are supported by the game data for the ships involved, which will let players get to grips with the rules. Further scenario supplements are planned for the entire series, and collated ship data manuals will also be produced in due course.