This is a new set of free to download ultra modern naval rules by a chap called Scott Elaurant, available via the Naval Wargaming (Historical) FB group. I've used Naval Command for my Cold War and Modern naval games in the past but have been frustrated by all the glitches and tweaks I've had to do to make them workable. These rules look a lot more solid and have been play tested properly, so I'm hoping they will tick all the boxes.
There are lists for NATO and AUUKUS warships as well as Chinese, Japanese and Taiwanese navies, so plenty to draw on for most scenarios. I'll be using them for my modern Chilean and Chinese forces, with a view to bringing on some modern French and British kit later, if the rules pan out. Good stuff!
Appreciate the notice. Always good to have new rules to try out.
ReplyDeleteFrom first scan, I feel the ranges are all off. YJ18 has a range of 24", but a Harpoon has a range of 18" and ships can travel 8" in a hour? Ship launched YJ18 has a listed range of 120–290 nmi and a ship launched Harpoon 2 is 67 nmi.
Glad to see the use of decoys, but the detection rules seem too simplistic to me. I guess it works considering the the time period is 1 hour, but to go from detected to firing solution in one die roll seems quick. Plus, 6" for visual detection, but 36" by AWACS? Perhaps if distances are non-linear since the rules never state what the ground scale is.
Naval rules seem to be either too detailed (Harpoon) or too abstract (most everything else). Time to modify Shipwreck or write something I like.
That's been my experience too but these look like they've got the balance more right than wrong.
ReplyDeleteGlad to hear it.
DeleteI have been looking over the most recent version of these rules, too (October 2021). My only beef is that the author doesn't include any smaller combat ships like missile boats.
ReplyDelete