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Topics - Rory Crabb

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The game of Battleship Command allows players to take on the role of Second World war admirals commanding squadrons and fleets in the many theatres of the war at sea.

The rules are designed for players to command fleets of one to 10 ships however larger actions can be fought if players wish. The rules are intended to be fast to play allowing an action to be fought to a conclusion within a few hours of play.

Battleship Command also includes a new command and control system where the quality of the officers under your command can have a major impact on the game.

The rulebook includes all the rules needed to play, generic and historical scenarios as well as ship and aircraft data for the British Royal Navy, the Kriegsmarine, French Navy, Regia Marina, US Navy and the Imperial Japanese Navy.

http://www.wargamevault.com/product/249162/Battleship-Command–WWII-Naval-Wargame-Rules

For an example AAR check out the following link:

https://rorycrabb.wordpress.com/2018/07/25/battleship-command-aar-the-battle-of-the-denmark-strait/



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Historical Naval Games / Naval Command - Updated Rules
« on: July 07, 2017, 10:03:19 am »
A new updated version of my modern naval wargame rules Naval Command is now available.

The rules have been re formatted and some re-written to make them clearer and easier to understand. There are many small and more substantial changes and improvements to the rules, some of the most important are detailed below.

  • Air and Missile Defence - The more defence saves a ship makes during a turn, the less effective they become. This can lead to ships defensive systems becoming overwhelmed by incoming missiles and attacks, forcing players to think much more about providing effective air defence for a battlegroup.
  • Shooting down Aircraft - When a successful defence roll is made against an aircraft the subsequent roll to shoot it down is now unique to each aircraft type, representing how some aircraft are harder to shoot down and may have better ECM or the maneuverability to avoid attack.
  • Small Arms and Light Weapons- Ships can now carry out close range attacks using small arms and light weapons, this allows games to involve small craft such as fast attack craft.
  • Expanded ASW Rules -Specific rules are now provided for a range of ASW weapons such as Anti-Submarine Mortars, Rockets and Depth Charges.
  • Improved and Expanded Fleet Lists- Many tweaks and modifications have been made to existing ship data in the fleet lists as well as new data for additional ships and aircraft.

The rulebook contains all the rules needed to play the game and fleet lists for a range of nations and can be purchased from the WargameVault:

http://www.wargamevault.com/product/190866/Naval-Command-Modern-Naval-Wargame-Rules

Or as a print on demand book from Lulu:

http://www.lulu.com/shop/rory-crabb/naval-command-modern-naval-wargame-rules/paperback/product-23248413.html

There is also an AAR report using the new rules on my website:

https://rorycrabb.wordpress.com/2017/07/04/naval-command-aar-ras-operation-1982/

Rory Crabb


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Historical Naval Games / Naval Command: Modern Naval Wargame Rules
« on: August 17, 2016, 09:18:16 am »
After extensive feedback and playtesting my new modern naval rules “Naval Command” are now available on the Wargamevault.

http://www.wargamevault.com/product/190866/Naval-Command-Modern-Naval-Wargame-Rules?hot60=1&src=hgrs

“Naval Command is a set of wargame rules for recreating naval battles with fleets of miniature warships and aircraft in the age of the guided missile and jet aeroplane. Covering the period from the late 1950s to the modern day or near future.

The game can be played with fleets ranging in size form one or two ships per side to full sized battlegroups of ten or more ships. The rules can be used for different sizes of ships ranging from small fast attack craft up to super-carriers engaged in open sea battles or littoral and amphibious missions.

The aim of these rules is to create a game that captures the feel and provides a fairly accurate recreation of modern naval engagements but is still relatively quick to play with reasonably sized fleets and does not require excessive bookkeeping and paperwork.

The rulebook contains all the rules needed to play the game and fleet lists for a range of nations.”

Further information and resources can be found on my website: http://rorycrabb.wordpress.com


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Roll Call / Greetings from Somerset (UK)
« on: August 05, 2016, 09:44:57 am »
Hi

Just signed up to the forum, found it while looking for a dedicated naval wargaming community.

I'm mainly a historical wargamer, with naval warfare being one of my main areas of interest (I'm also an ex merchant navy officer and currently work for the UK Hydrographic Office)

I'm currently developing and play testing a set of fast play modern naval rules that are available on my blog.

Rory
http://rorycrabb.wordpress.com

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