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Shipwreck - Modern Naval Rules
$20.00
Shipwreck is a set of rules for modern Naval wargames. The aim is to make the period interesting, exciting and not too complex!! The features are as follows:
Features
50 page rule book with laminated cover and a handy Ready Reference sheet with all major rules information
Exclusive use of D10 - no more scrabbling for dice
70 pictures and illustrations including 23 full colour plates
Rules cover surface warfare (sea-sea, sea-air and sea-land) as well as submarine warfare, using easy to understand submarine rules
Comprehensive lists of Submarine, Aircraft and Weapons data, plus an ever growing list of ship statistics maintained on the Internet
Fully explanatory introductory scenario
Brief modelling guide to help you bring your battles to life
INTRODUCTION
Shipwreck is a set of naval wargames rules for the era of the guided missile, covering the post-World War II era up to the present day. It is a fascinating period, not least because it is largely an exploration of what might have been and still might be!
The rules themselves are geared towards fast and enjoyable play of a tactical battle, without sacrificing on realism. The modern naval military world is highly complex, so this is not easy to do! If however, at the end of a game you can say that you have enjoyed yourself and that what has happened is not too far from what would have happened, then these rules have succeeded.
FIGHTING AT SEA
There has not been a great deal of fighting at sea since the end of World War II, at least not in comparison to the innumerable struggles that have occurred on land. Most people are therefore less aware of the capabilities of modern day ships than they are of, say, modern day tanks or aircraft. Here, therefore, is a brief overview.
The overriding innovation in naval warfare has been the introduction of the anti-ship guided missile. These have largely supplanted big guns and torpedoes as the dominant anti-ship weapon. It is easy to see why. A typical example has a much greater range than any gun, maybe even hundreds of miles. They are fast, typically just under the speed of sound. They are extremely destructive. The warhead can be anything up to 1000kg of explosive which is much more powerful than anything available in World War II. They also have an additional incendiary capability from the high octane fuel of their rocket motors. Finally anti-ship guided missiles are extremely accurate. The most modern examples simply do NOT miss, unless somehow they can be made to miss.
The construction and tactics of modern day warships are governed by the characteristics of the anti-ship guided missile. Modern explosive can blast through just about anything, making modern warships not very damage resistant. Armour is therefore simply not cost effective. For the meagre security it would give, the weight armour would take up would be better invested on systems designed to make sure the ship doesn't get hit in the first place. Even this is not easy. Missiles are small, difficult targets. They are fast too. If one locks onto a vessel, it will have only a few split seconds in which to save itself. The main tactical aim of a modern naval battle is to detect and shoot first because even a single hit will be sufficient to wreck or even sink an opposing vessel. A modern sea battle is the hightech equivalent of a western gunfight. All this means that players will find that Shipwreck battles are extremely bloody, even if the opposing sides are not particularly even matched.
YOU SHOULDN'T BELIEVE EVERYTHING YOU READ
Having said all that, it is the contention of these rules that modern weapon systems are nowhere near as capable as they have been depicted in other rule sets. Our reasoning for this is threefold. First, the main source of much of the information about these weapons systems comes from their manufacturers, and they are obviously going to present the most optimistic assessment of their capabilities. Secondly admirals have to sell the idea of purchase to their respective governments, and this task is made much easier if the systems involved can be shown to be something special or worldleaders in some way. Perversely these lobbyists tend to exaggerate the capabilities of the weapons of perceived adversaries as well, to convince penny-pinching politicians that a counter is vitally necessary.
The third reason is by far the most important. Very few of the precision guided bombs, missiles and torpedoes of the modern age have actually been fired under battle conditions. The ones that have seen action have hardly been stretched overmuch. In spite of numerous tests, wargames and drills, most of these weapons are in effect "paper" systems. In the few cases when they have been used in actual combat, these systems have almost invariable failed to live up to the rosy expectations of admirals and arms dealers alike.
And so, on to battle...
Add to Cart:
Model: aVP-0001
Manufactured by: Vandering Publications
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Product 4/5
All miniatures are provided unpainted.
Email:Strange Cargo Games
Key West, Florida 310-883-4018
Currently opererating remotely from Los Angeles, California!