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Bulldogs Away!! Modern Fast Attack Craft Rules 1950 - 2010
Bulldogs Away!! Modern Fast Attack Craft Rules 1950 - 2010
by A & A Game Engineering (2006)
Player Count
2

Player Ages
12+
Categories
  • Nautical
  • Wargame
  • Miniatures
  • Modern Warfare
  • Designers
  • David Manley
  • Mechanisms
  • Paper-and-Pencil
  • Simulation
  • Dice Rolling
  • Measurement Movement
  • Family
  • Player Count: Two Player Only Games
  • Rating: 6/10 from 4 users

    Description

    Modern Fast Attack Craft Rules

    by David Manley

    Current Edition 1.0

    36 pages; recommended scale 1/600, 1/700; complexity: 6/10; level of detail: 5/10; avg game length 2 hours; dice required: D20, D10, D6

    View Summary of Contents

    The rules are for the recreation of small naval engagements with Fast Attack Craft such as missile boats and smaller warships, mainly in coastal waters. The period covered runs from the late 1950’s onwards, and allows also for the use of aircraft and helicopters.

    An important aspect of the rules is that the units can start as unidentified “blips”, which might be dummies, and there is a simple detection and identification system that changes the status to “contact” (detected as an enemy vessel) and “target” where the model is deployed. If you can get out of radar “sight” then you can revert to “blip” status again.

    The shooting system allows for guns and missiles of various types, and damage is recorded in a graded system with 5 states from intact to sunk. Vessels can take Special hits when damaged which further degrade their ability. There are simple rules for operating helicopters from ships, as well as rules for anti aircraft fire with guns and missiles.

    There are also additional rules for unconventional craft, mine warfare and operations against coastal targets.

    They are rounded off with extensive data tables for missiles, torpedoes, guns, rockets, SAM systems, Air to Air missiles, ships, helicopters and aircraft. (There are 140 sets of ship data from over 40 countries).

    Summary of Contents

    INTRODUCTION

    SETTING THE SCENE: Vessel Descriptions; Command and Control; Play Area

    TURN SEQUENCE AND INITIATIVE

    MOVEMENT: Moving Astern; Turning; Collisions; Drifting; Grounding; Towing

    TARGET DETECTION AND IDENTIFICATION: Detection / Identification States; Managing “Blips” and other markers; Moving “Blips” and “Contacts”; Notes on Detection and Identification; Radar Detection; Detecting Radar Emissions; Sharing Detection Data; Visual Identification of the Target; Random Visibility; Sharing Identification Data; Starshells and Flares; Countermeasures

    FIRING: Weapon Firing Arcs; Eligibility of Targets (Lines of Fire); Gunfire; Missile Fire; Torpedo Fire; Salvo Rocket Launchers and Rocket Pods

    DAMAGE: Basic Damage Table; Damage Control

    AIRCRAFT AND HELICOPTERS: Altitude; Aircraft and Helicopter Detection and Identification; Surface to Air and Air to Air Fire; Aircraft Damage; Air to Surface Attacks; Launching and Recovering Helicopters

    UNCONVENTIONAL CRAFT: Semi Submersibles; Surface Effect Ships; Hydrofoils; Hovercraft; Ekranoplans; Suicide Craft

    MINE WARFARE: Types of Mines; Hits on Minelayers; Mine Laying; Detonation; Minesweeping; Mine Hunting; Minesweeping Helicopters

    LAND FORCES: Troops; Vehicles; Buildings; Use of Naval Weapons against land targets

    TABLE OF ACRONYMS AND ABBREVIATIONS

    DATA TABLES: Air to Air Missiles; Anti-Ship Missiles; Guns and Rocket launchers; SAM Systems; Special Craft; Torpedoes (Unguided); Torpedoes (Guided); Bomb Systems; Typical Helicopters; Typical Aircraft; Notes on Ship Data Tables

    SHIP DATA TABLES

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