When two opposing fleets come into contact on the operational map, combat switches to the tactical map. Each provided operational scenario will task each player with specific objectives - run a convoy to a port, prevent that convoy passing, bring the opposing fleet to battle, and so on. Players plot their unit's moves, and track damage and fuel consumption, on separate data sheets for their associated fleets. Unit counters do not move directly on the operational map, but rather are represented by fleet markers. Surface gunnery factors, divided into "Primary" (Battleship-caliber guns of 12–18" bore), "Secondary" (cruiser guns from 5"-10" bore) and "Tertiary" (minor guns from 3"–5" caliber) ratings.Įach game is played on an operational map divided into a grid of squares, each representing a 36-mile-wide area.The game provides highly abstracted statistics on the various counters for the following: Aircraft squadrons (representing from 8–24 aircraft), as well as the game's various status markers, are also 1/2" square counters.Minor surface warships (escorts) as well as auxiliaries and merchant ships, are portrayed via 1/2" square counters with the associated statistics.Each major surface unit (Aircraft carriers, battleships, cruisers and fleet destroyers) are represented with a single 1"/.5" rectangular counter containing the ship's statistics (below).The SWWAS series simulates World War II naval combat using a dual operational/tactical system with the following characteristics: The two series share many features although they are separate both from a rules standpoint and a scale standpoint (see SOPAC below). The series is based on Avalanche Press' Great War at Sea. Second World War at Sea is a game series produced by Avalanche Press covering naval combat during World War II.
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