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Stations Manned and Ready - 2nd Edition
by Tim W. [Verified Purchaser] Date Added: 10/17/2014 15:04:47
I am really enjoying this game right now. Very comprehensive and not an ounce more complex than it needs to be to deliver. Games play relatively fast. SMR2 has both a pre-game "strategic initiative" and ship "morale" rules. Both are new to me in a Naval game but I quite like them and they are both quick to resolve.

This game has rules for ships, subs and aircraft - which can all be on the board at the same time. It also has point values for all. Quality of crew and commanders is a significant factor in the game and these further alter the "point value" of a ship. Perfect for playing pick up games.

My miniature collection currently only covers WWII, but SMR2 has me shopping around for WWI miniatures!

The base game comes with no ship stats or scenarios. However there are 9 scenarios that can be downloaded free from their website, and these come with the stats for the ships in the scenarios.

Rating:
[5 of 5 Stars!]
Stations Manned and Ready - 2nd Edition
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Angels 15
by Steven P. [Verified Purchaser] Date Added: 08/10/2013 18:59:32
Forty four years ago, I read Martin Caidin's "The Ragged, Rugged Warriors",an account of the early air war against Japan, especially the adventures of the International Squadron in China. "Angels 15", in conjunction with the rule book "Scramble", also by A&A Games, fianlly allows me to refight the epic actions of this fascinating air campaign.

Such obscure aircraft as the Curtiss Hawk biplanes, the Boeing P-26, Curtiss Hawk 75, and the Martin 139 are all rated for the game, as are literally hundreds of planes for all theatres of the Second World War, the Spanish Civil War, the Nomonhan Incident, the Chaco Wars of South America, and the Russo Finish War.

Players of the "Scramble" game will be familiar with the format of the entries, and should find ALMOST every plane they are looking for (I was hoping for the Grumman F3F and Curtiss SOC-4, since they flew Neutrality patrols before the US entered the War).

I found a small mistake in the US listings, both here and in the Scramble book: the Brewster Buffalo F2A is placed in the US Air force list, rather than the Navy one. ( The army did have ONE in Australia, used for mechanic's training)

All in all, an invaluable add-on for owners of "Scramble", highly recommended!

Rating:
[5 of 5 Stars!]
Angels 15
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Scramble !
by Steven P. [Verified Purchaser] Date Added: 08/10/2013 18:37:31
I have played several sets of WW2 air rules, and this one got off to a great start last night. I played the small intro scenario, to get a feel for the mechanics, and found myself thoroughly enjoying the experience. Bookkeeping is minimal, Flight and gunnery, with the "skill tests" involved, seems very intuitive, and the results of an eleven plane 'bounce" were quick, and not overly bloody. (One plane was shot down from behind, and another badly damaged when it in turn was jumped). The concepts used in formation flying worked very nicely to my way of thinking.

I also purchased "Angels 15" and am going to run a campaign set in the Russian-Japanese war over Nomonhan.

My only complaint is the rule book does not include more illustrations by the very talented cover artist!

Highly recommended for air gamers with a 4x6 foot game table or larger!

Rating:
[5 of 5 Stars!]
Scramble !
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Grand Fleet Actions in the Age of Sail
by Malcolm W. [Verified Purchaser] Date Added: 06/21/2013 22:27:17
Grand Fleet Actions in the Age of Sail is a very playable, easily understood set of Naval rules for the sailing age. Having been a Naval Wargamer for 50 years or more I like to be able to 'get on with the game' rather than being buried knee deep in trivia and unnecessary rules, especially when fighting large actions. These rules meet that requirement extremely well, yet they have an excellent feel to them when playing, and in pre game discussion players seem to be impressed, even if they lost.

By simplifying many issues the authors have made it easy for even a bunch of land lubbers, to pick up how to play and take part in a game. For the more experienced naval gamer they still have a good feel. I confess that one of the first things I tend to do is check the maths, and having sat down with a calculator I was quickly satisfied that there were only minor issues of concern. In general the sums added up and I believe that is one of the reasons the rules work so well.

I would recommend these for anyone who seeks to play out a fleet action, large or small, and get it over within a reasonable time frame, but at the end, still feel satisfaction at the result.

Rating:
[5 of 5 Stars!]
Grand Fleet Actions in the Age of Sail
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Salamis ad Actium
by Patrick P. [Verified Purchaser] Date Added: 12/12/2011 13:51:17
This set of rules is quite comprehensive and can cover a wide range of ancient nautical battles. I have not played the game yet, but the rules are reasonably well set out and written in plain english so I feel confident that when I do play I will understand what is needed.

The card-based turn sequence seems like a great game mechanic, simulating the relatively unpredictable command and control of the period. Giving each admiral a limited number of Tactical Initiative Cards restores some active control to each player, but also forces the players to think carefully about when to take the additional movement turns. The basic game mechanics for movement and various forms of combat seem relatively straightforward and should play quickly. One feature the rules lack, which I would appreciate, is a comprehensive QRS that places all of the combat tables on a single page - as it stands they are spread through several sections and I can see myself flipping through searching for the right ones during a game (although the table of contents is detailed enough that finding them should be reasonably quick as is....).

Other strengths of the rules include fleet lists for particular navies, with short descriptions of the state of naval warfare in the periods, as well as short descriptions of the ship types and their distinguishing features. I learned quite a lot reading that section. The rules also contain a set of campaign rules and maps for Mediterranean operations. The campaign rules seem simple enough to actually play, yet have enough period detail that they would be interesting and would enourage players to consider how to use supply and scouting assets, as well as main-line battle formations. The rules for generating terrain for tactical battles is also a nice touch.

Overall, I haven't found anything glaring that makes me unhappy, and there are many excellent features in these rules that could be used as-is, or easily adapted for use with other rule sets.

I believe Salamis ad Actium gives excellent value.

Rating:
[5 of 5 Stars!]
Salamis ad Actium
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Salamis ad Actium
by Ian T. [Verified Purchaser] Date Added: 04/06/2011 00:51:47
A set of Ancient Naval rules that give a good battle, especially with ships from the classical period. They are not dificult to learn but generate a good game. Start small though.

Rating:
[4 of 5 Stars!]
Sea Wars Fleet Actions
by matt c. [Verified Purchaser] Date Added: 01/02/2006 00:00:00
NICE set of rules. The mechanics are really very simple once you get a couple of games under your belt, and I especially like the C&C mechanics, spotting/visibility rules (RADAR and spotter aircraft are well done). Combat is handled very well. Just once dice roll per turn per ship to determine if you've hurt the other side, but there is enough muscle and thought put behind that single roll that the results feel right. One minor tweak we're using for our games -- plunging fire for long distance BB salvos. Right now, if the gun doesn't compare well to the target's armor, it's impossible to get a critical hit with a "10." But how do you explain what happened to the Hood, then? So we simply state that BB shells at long range that roll a "10" against their targets STILL get a critical hit, even when the modifier is applied.

Other than that, it's a darn near perfect set of rules for larger actions. We played Calabria (Two battleships, eight cruisers and ten destroyers on the Italian side alone -- facing two British battleships, four cruisers, destroyers and an aircraft carrier) in a few hours and had a blast. Well done. It's good enough that it's motivated me to expand on my 1/6000 Figurehead minis collection.

Rating:
[4 of 5 Stars!]
Sea Wars Fleet Actions
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