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Naval Rules Naval Rules
A and A Game Engineering

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D6, D10 Product Code AA110
Naval Rules


The rules cover the era from the beginning of gunpowder (the Armada) through to the end of the era of fleet actions in the age of sail. They offer a fast game system to enable fleet actions to be played and are uncomplicated, being designed to allow a player to use squadrons of vessels on the table top. The system gives the right feel to the action, bearing in mind that your role is an admiral commanding a fleet, rather than as captain commanding a ship. The intention is that each player should command at least 6 ships, and with experience two players should be able to complete Trafalgar in an afternoon. There are 70+ different ship types spread over three historical eras. They incorporate 23 actions with fleet organisations and game data for the protagonists.

Other Interesting Stuff

You might be interested in visiting the following gaming Blog which covers the use of these rules, and includes battle reports: http://avonnapoleonicfellowship.blogspot.com/2018/06/grand-fleet-actions-in-age-of-sail.html.
Grand Fleet Actions in the Age of Sail Naval Wargames Rules for the Age of Sail 1580 to 1820 by Alan Butler
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