Action Stations
Price: £8.00
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Coastal Forces in the first and second world wars
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Fire When Ready
Price: £8.00
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Pre-Dreadnought battles
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Iron and Fire
Price: £8.00
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Ironclad actions in the American Civil War and elsewhere
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Blue Steel, Gray Thunder
Price: £6.00
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Supplement for Iron and Fire
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Bulldogs Away!
Price: £8.00
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Fast Attack Craft in the Modern Era Rules by A&A Game Engineering
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Ironclads at War
Price: £6.00
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Supplement for Iron and Fire
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Scramble!
Price: £8.00
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World War Two aerial combat
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Angels 15
Price: £8.00
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Supplement for Scramble!
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Stringbags
Price: £8.00
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World War One aerial combat
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Fox Two Retreat
Price: £8.00
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Air combat in the Jet Age
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Form Line of Battle
Price: £8.00
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Naval wargames in the age of sail
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Perfidious Albion
Price: £8.00
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Pre-Dreadnought battles in detail
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Fighting Fleets
Price: £8.00
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Ship Grids and Game Data for Perfidious Albion and Fire When Ready
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Sea Wars Fleet Actions
Price: £10.00
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Large scale fleet actions in the age of Steel, 1890 to 1945.
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Grand Fleet Actions in the Age of Sail
Price: £6.00
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Fleet actions in the age of sail
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Tsushima (A&A)
Price: £6.00
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Pre-Dreadnought rules for large battles
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Jutland
Price: £6.00
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Naval rules covering the period 1906-1918
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Salamis Ad Actium
Price: £8.00
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Ancient naval warfare in the age of the galley
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Stations Manned & Ready
Price: £8.00
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WWI Naval Wargames Rules 1910-1920 by A&A Game Engineering 40 pages; recommended scale 1/1200 to 1/3000; complexity: 7/10; level of detail: 7/10; avg 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. As with all our rules, 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.
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Station Manned & Ready II
Price: £8.00
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WW2 Naval Rules by A&A Game Engineering Current Edition 1.0 44 pages; recommended scale 1/1200 to 1/3000; complexity: 7/10; level of detail: 7/10; avg game length 2-3 hours; dice required: D20, D10, D6 The second part covers surface actions in the Second World War. The rules are expanded to incorporate the effects of radar, which has a great bearing on gaining the overall initiative. While the rules still concentrate on surface actions, some sections already incorporate mechanisms to take account of the addition of aircraft when using Part 3. (Part 3 is due late summer/early autumn 2007)
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Stations Manned & Ready Part III
Price: £8.00
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WW2 Naval Supplement by A&A Game Engineering World War II Air Power and Carrier Action The third and final part of the series expands into the third dimension with the introduction of aircraft. Air power can be based off table in the form of planned air strikes, which will appear during the course of the game. Carriers and Air Bases may also be located on table, and the player will be confronted with the need to organise his own air assets while hoping that the enemy aircraft will not catch him unprotected. The rules contain some expanded and modified sections of the rules that appear in Part II, however a copy of Part II is required to fully use the rules, particularly if both side have ships on the table. The rules include Air to Air combat, anti aircraft fire, and air attacks on ships. They also incorporate rules for Kamikaze aircraft. There are rules for playing large scale battles ranging over several tables, with the additional possibility in such games to refuel and rearm your surviving aircraft, relaunching them to attack the enemy again. Extensive data is included to cover aircraft from major nations in WW2, which were used in a combat role in the naval environment encompassed by these rules. Five scenarios are included which allow players to get to grips with the effect of aircraft, including Coral Sea, Midway, and Malta convoys.
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