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© A and A Game Engineering 2019 - last updated 1st April 2019
Naval Rules Naval Rules
A and A Game Engineering

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Recommended scale:

1/600, 1/700



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Dice required:

D6, D10, D20 Product Code AA015
Naval Rules

(19th January 2019) This product has undergone a significant refit and will be

available during the Spring of 2019 as a PDF and Print on Demand title.


The rules are for the recreation of small naval engagements with Fast Attack Craft such as missile boats and smaller warships, mainly in coastal waters. The period covered runs from the late 1950’s onwards, and allows also for the use of aircraft and helicopters. An important aspect of the rules is that the units can start as unidentified “blips”, which might be dummies, and there is a simple detection and identification system that changes the status to “contact” (detected as an enemy vessel) and “target” where the model is deployed. If you can get out of radar “sight” then you can revert to “blip” status again. The shooting system allows for guns and missiles of various types, and damage is recorded in a graded system with 5 states from intact to sunk. Vessels can take Special hits when damaged which further degrade their ability. There are simple rules for operating helicopters from ships, as well as rules for anti aircraft fire with guns and missiles. There are also additional rules for unconventional craft, mine warfare and operations against coastal targets. They are rounded off with extensive data tables for missiles, torpedoes, guns, rockets, SAM systems, Air to Air missiles, ships, helicopters and aircraft. (There are 140 sets of ship data from over 40 countries).
Bulldogs Away !! Naval Wargames Rules for Modern Fast Attack Craft by David Manley
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