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Customer Newsletter for 05/08/2016

Wargame Vault

The world's largest wargame download store!

Greetings Grognards!

  In this installment of our newsletter we get to congratulate one of our favorite publishers, A and A Games, on their 20th year in business. But even though it's their anniversary, you get the presents! To celebrate their milestone they are offering a 20% discount on all of their titles on Wargame Vault.

If you're looking for Naval wargames, A and A likely has the most extensive catalog of rule sets, scenarios and stats for naval conflicts from ancient times to today that you will ever find. They also offer some air combat games as well. And now they're 20% off! So get to clicking! 

Till next time, good gaming to everyone, and watch your flanks!

~ Steve

Stations Manned and Ready

Stations Manned and Ready

NAVAL WARGAMES RULES FOR THE PERIOD 1885 TO 1945 USING SHIPS AND AIRCRAFT

  • Current Edition: 1.1

  • Recommended scale: 1/1200 to 1/3000

  • Complexity: 8/10

  • Level of detail: 9/10

  • Dice required: D20, D10, D6

Updated 22 April 2016

This is a new edition (1.1) of the rules with some revisions and expansions. Please note that the Print on Demand product for the new edition will be available as soon as possible. Until it is ready, the Print on Demand version has been deactivated.

In summary, the significant changes in the rules are as follows:

  • We have introduced the (optional) use of Contact Markers to represent the uncertainty of where the enemy actually is, with appropriate rules for identifying what a Contact Marker may represent.

  • The rules for torpedo attacks have been changed so that attacks are declared during the Movement Phase, and resolved in the Action Phase.

  • Small craft (Type "X" in the rules) are handled differently with beter combat rules.

  • The Critical Damage Tables have been revised.

... and now back to the rules themselves...

These rules are set at a squadron level, allowing relatively large battles to be fought on a normal table in 2 to 4 hours. The period covered by the rules starts in ca. 1885 running through to 1945. The data in the system is compatible throughout so ships from all periods could be matched against each other, though this may not be recommended.

Ship data is presented in sets for nations and time eras. The data sheets are fully prepared for you, so there is no need to fill out separate sheets. The only proviso is that when using smaller vessels you may have print several copies and the names will have to be entered individually by the player. Ships from cruiser upwards all have individual sheets. All data sheets take account of revisions of armament at various times.

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 and ships are commanded and crewed by men of mixed ability, generated using systems which players will recognise from other A&A titles.

The chance of critical damage is now keyed to the "size of the bang" involved, and the number of guns firing (in the case of ships). More guns means a more chances of causing critical damage, and larger shells/bombs mean a higher chance that critical damage will occur. Higher chances also mean that the damage effects may also be more extensive, because we have expanded the way in which the critical damage system works.

Play follows a sequence using initiative. The winner of initiative chooses which side will move a squadron first. Movement then alternates between the two sides. During Movement the slowest elements finish their movement first, so the order is all submarines, then all ships, finally all aircraft. The winner of initiative then shoots with a squadron first, and then play alternates. Combat actions ignore the type of element involved.

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.

Rules Support package

The additional files that were originally downloaded as part of the rules package have been separated out, and are now available free opf charge as the SMRII Rules Support Package (AA510WV) here on Wargame Vault. In addition 9 of the free battles have been included as "taster" battles. These are:

  • Pre-Dreadnought: Santiago and Port Arthur.

  • WW1: Coronel and the Falkland Isklands.

  • WW2: Atlantic: River Plate and Denmark Strait.

  • WW2 Mediterranean: Cape Bon.

  • WW2 Pacific: Tassafaronga and Kolombangara.

Please note that in order to use these rules, you will also require either

  • Rules Support Package (mentioned above) and

  • Ship Data Booklets for the nations you want, or

  • Battle Booklets, which include the ship data sheets for the battle.

The following products are available:

  • Ship Data Booklets. These are required and provide the necessary ship data sheets to play the game. Data Booklets are provided for France, Germany, Great Britain, Italy, Japan, Russia, United States and Other Nations. Each set is divided into three eras covering 1885 to 1905, 1906 to 1925 and 1926 to 1945. The are also available as "Bundles" of three eras together.

  • Aircraft Data Booklet. This is necessary if you wish to include aircraft in your games.

 

TRIBAL - Skirmish Combat Game

Tribal

Tribal the skirmish combat game.

In this book you get: the basic rules; optional rules for missile fire, dirty tricks and honour pools; four scenarios you can play in a variety of tribal settings; in-depth explanation of culture, weapons and combat for Maori, Vikings, Aztecs & Gladiators; extra rules for Stone-Age, Heian Japanese & Iroquois.

Honour is everything! Tribal provides players with a game set in a pre-gunpowder tribal/clan setting. The rules  offer some new and exciting approaches to wargaming.

Firstly, honour is used to drive the narrative of the game. Players are rewarded in honour for the things that they do in the battle. Honour determines who wins Tribal rather than the normal determinants of wargames (killing enemy/taking ground). In turn, honour is a dynamic part of the game - it can be won and lost during combat, the deeds of combatants can win or lose honour, players can spend honour to do 'dirty tricks' to win combats etc.

Secondly, the game is played with a normal deck of cards. Cards determine movement, unit activation and - most importantly - combat. While cards still have the randomness of the draw from the deck, players can actually be involved in the combat through playing/holding particular cards. Attacking, defending, waiting for an opening, bluffing the opponent - these are all strategies the player can use in a round of Tribal combat.


 

Chevauchee. Medieval Skirmish Campaigns

Chevauchee

  

Swords, mud and blood.

Medieval man to man fighting was brutal and unpleasant but there's no reason your game rules should be.

Chevauchee takes the familiar, fast-moving engine from FiveCore and adapts it to medieval skirmish warfare.

Features include:

*Warband level gameplay where you can get to know each member of your army.

*Simple D6-based combat mechanics that combine morale and injury into a single roll.

*Systems to build almost any medieval (or fantasy) weapon you can think of.

*Full detailed campaign rules letting you follow a warband across multiple encounters and random events. 

*Random character creation providing you with a strong roleplaying element.

*Character skills, letting each individual be a unique contributor to your noble crusade.. or petty thievery.

*The "Fief" campaign, letting you run your own petty domain. Hope the peasants aren't too revolting!

*Written by the incredibly talented Tom Mecredy, utilizing the FiveCore skirmish rules as a base.

* * * * *

Chevauchee is suitable for games of 6-12 figures per side, using any individually based figures.

This is a stand-alone game, no other products are needed.

While utilizing the base FiveCore system, every mechanic has been tweaked to fit the subject matter.

Scenario generator and campaign rules are included. No need to buy extra books just to play a long adventure.

   

 

ACW GAMER: The Ezine Issue 7

ACW GAMER

ACW GAMER Issue 7, a 39 page PDF featuring:

  • Easy Civil War Rules

  • Painting the Iron Brigade

  • Colors of Confederate Clothing, Part II

  • U.S. Marines at First Manassas 

  • Company D Miniatures

  • John Sisson,51st OhioVolunteers 

  • Creating Custom 15mm Figures 

   

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