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This is a pretty standard set of naval rules. Less fiddly than some - which is good - but like virtually all other naval rules, it is simply a set of formulae for blowing things up. The player will never be presented with a challenging decision. He will simply maneuver his ship to maximize shooting, and then start rolling dice. At that point a lot of high rolls is 'better' than a lot of low rolls. This is the limitation of every naval set, not just Naval Thunder. The basic limitations are that the player always knows far too much about the enemy than he should. And for that matter, far too much about his own fleet!
To be fair, most naval gamers will be satisfied with this set. There is nothing illogical, and an adequate amount of 'chrome', but then there's nothing specially fun either. Just like all sets, you present your broadsides and start rolling the dice.
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Well written..great rules to play by. This is a very good value for anyone interested in the naval wargaming hobby.
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Another fine supplement to the best gaming system I've found. One that balances a measure of realism with high playability. We've been waiting on this supplement for some time to allow for numerous "what if" playing opportunities and it seems quite extensive and complete. As always the Excel file for quickly generating your playsheets is invaluable. Can't wait to match the naval powers in the Mediterranean!
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It's my pleasure to give Naval Thunder:Battleship Row and Bitter Rivals TWO THUMBS UP!
Like Clash of the Dreadnaughts and Rise of the Battleship, the game is easy to understand, plays fast and gives a historically satisfactory result.
Harry Pratt has done what so few game designers have been able to accomplish. He has created a game that is both 'fun' and representative of the period it purports to cover. 'Rivet-heads' may quibble that ranges and penetration factors have been lumped into broad categories and there are not multiple turning radii for the various types of ships, but I don't think those things really matter in a game that is played on a table top, with miniatures and governed by the gods of dice.
Having a functional points system is also great because it facilitates pick up games and possible tournament play at some point in the future.
I have recommended Naval Thunder: Battleship Row to several friends who have burned out on the beer & pretzels WAR AT SEA but still have the ships and are looking for a set of rules without a lot of record-keeping and paperwork.
TWO THUMBS UP, FIVE STARS, it sets the GOLD STANDARD for all games.
Did I mention I like the game? Oh, good, well I do.
W.A. Skip Nicholson
AKA: Admiral Skipashita
AAKA: Admiral Skipashinki
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This rulebook is well written. It's clear, concise, and easy to learn. Gameplay is fun and fast. The starship construction rules are great- detailed yet simple to learn and use. This is my new favorite starship rules set, I definitely recommend it to anyone looking for an easy to learn, fun to play set of starship combat rules.
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I played this game at a convention in Rockford Illinois. I t much better hought it was great much better than the navel wargames i have been playing for thrity years. I downloaded your games and battleship row worked and printed fine but the data card and rest wont work please help me.
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Publisher Reply: |
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Glad you enjoyed the game!
The official data cards are in the rulebook.
What you were having trouble with was the bonus fan-created data card printing tool which we've made available for free. The printing tool is a MS Excel file, and we've discussed over email that you need to verify that you have to have a working copy of Excel of a recent enough version to run it. |
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Really enjoying this game. I've recently looked into multiple rule systems like Full Thrust, Firestorm Armada and Starmada, and this one is definitely my favorite. The ship construction is extremely fun and easy with the ship construction spreadsheet, and the gameplay is fast and tactical.
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Outstanding Space Combat system for an incredibly reasonable price.
Very versatile, very streamlined, very fun.
The ship designer makes creating your custom fleet easy and straight-forward.
Can be used for any canon imaginable. The fairly modular system makes tweaking rules or designs very effective while minimizing impact on the rest of the game.
A great buy for anyone considering Space combat systems.
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I like these rules - there's a nice balance between detail and playability, which allows large fleet battles to be played in a fun and fast manner. Booking keeping is very minimal and the excel tool for printing out ship cards is a very nice addition.
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Our group discovered these rules a few weeks ago and have played about a dozen games between us so far. Overall, we really like the rules. It has an amazing ship construction design (wiht an Excel worksheet that you can use to help design the ships), a vairety of weapons and defenses as well a unique Technology Level feature that allows you to create ships/fleets with whatever feel you want.
This product is WELL worth the $15.
For a full review, check out my post on SCN: http://www.star-ranger.com/forum/viewtopic.php?f=2&t=6360
Jester
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Good set of rules, alows lots of options and shields, armor, different levels of tech. Type of game that could be used for different settings. includes easy to use excel program to design your own fleets.
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Colonial Battlefleet uses some of the same basic rules from Naval Thunder, but improves on them and adds twists to make them prefect for space gaming. The rules are simply to learn yet complex to play as you have to make decisions about when to move, shoot, launch fighters and missiles. The game has tech levels which allow you to customize the game to any background or period and a build program that has tough decisions as to speed, weapons and extra equipment. All of this, and you don’t have to write orders!
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I love these rules! They are fast and fun to play. Learning and teaching them is a snap. They have the flavor of the period down pat.
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While it might dissapoint some that this isn't a BSG specific game, it's not supprising given that now that it's a for-sale thing that would require expensive liscensing. However, it should be noted that there is a very flexible tech-level system which can be used to create your own factions, and they can easily be adapted to create BSG.. .especially since the base rules came from a home-made system designed around BSG. Just make a faction with no shields, high conventional weapons and high fighters... there ya go :)
As for a basic review: there is a lot of freshness here compared to other popular starship mini combat games. Ships are assigned roles which provide bonuses, so not all abilities are determined by the equipment you install at construction. Weapons are balanced as anti-shield or anti-armor, so it actually does make sense to have some diversification in the weapons you equip. It uses an initiative system with a twist that prevents the conga-line of spaceship you get from you-go-I-go init systems like you find in games like Silent Death. It has the most practical rules for cloaked/stealth ships I've ever seen, although they might be too abstract for some people. So far I've found the construction rules to be fairly unbreakable. Armor is pretty well modeled, where you have to penetrate it to get full effect, rather than armor just adding some hit points to the ship ala Full Thrust. Fighters are pretty well balanced, in my opinion, although they get a lot more powerful in a game with no shield tech, like the BSG setup I suggested above. I have found that battles rely a great deal on how you position your ships and focus your fire, and how well you build your ships. There's little chance to win if you just hope for good roles.
There are some cons though: it's not a highly complex game... Attack Vector this is not. Firing arcs are very broad, so different ships with the same role often feel kind of similar to me. Critical hits are somewhat devalued in my opinion, because they are fairly easy to repair. And balance and non-breakable construction systems come by way of artificial limits on certain aspects, such as area point defense for escort type ships is determined by the role, so all escorts are the same.. you can't sacrifice extra offense in order to make your escorts better at lending point defense to your carriers. There is also a bit of ambiguity about certain things in the rules, although the designers are very active on their board so its easy to get questions answered.
All in all I am having a lot of fun with the game and would recommend this game to anyone who likes games like Full Thrust. It's cheap, its well ballanced, and it's not just the same mechanics as other games recycled through different fluff.
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I found the first edition of these rules online a few months ago and was really excited. I love miniature games, painting minis, and Battlestar Galactica. My friends and I were looking forward to the release of the new edition because, while we like the old rules, we were excited about the greater depth the new rules said they had. And they do - in spades. It just has nothing to do with BSG or the older rules. It's a fine rules set, but it is no way an appropriate follow-up in the BSGesue vein of the first rules set. If you want a hex-based space combat game. This is a great choice. If you are expecting a logical continuation/expansion if the earlier Colonial Battlefleet, do not buy these.
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Publisher Reply: |
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Natasha emailed me with her concerns. I showed her how to use the customizable tech levels to replicate the technology available for just about any sci-fi setting. It's true that there are many more options available in the previous game including shields and such - which is what initially threw her off. However the game is set up so you "turn options on or off" with the tech levels. We'll continue to expand the system with even more modular, optional expansions and official data cards as we release fleet books for the game. |
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