I've created a set of rules that will feel very familiar to folks who have played A&A W@S. Though the game has some similarities, it's also very different to include these changes:
Simple rules for hidden movement
Spotting rules
Critical hits
Military "Decorations" / special bonus cards
d10 based
20 years ago I authored BattlestorM (a fantasy tabletop battle game). More recently, Military Miniature published my Blood of Ancients rules. I call my new rules Flattops & Floating Fortresses and I've been playing it with my local group and over the past year or so, I've been using it as a convention game at Cold Wars, Historicon, Williamsburg Muster, etc. My question is ... is there any commercial interest in game like this? Maybe not ... and that's okay, it's still fun to play and write. But maybe so, and I should plan a push to get it published?
It certainly sounds interesting, and your Blood of Ancients rules looked interesting (from what I was able to preview). What is the scaling like (do you control groups, or individual ships?) How do you have simple secret movement rules?
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
I completely reconfigured the the ship's data cards so that are not much bigger than the base of a capital ship. (But the data is still legible for old farts like me.) The ship's cards are identical on the reverse (except they say Axis or Allies). The cards are placed faced down when ships are "over the horizon". Players "identify" or "spot" opponents based on a die roll and the weather conditions. Of course, spotting is slightly different for aircraft than ships. Of course, there is a bit more to it than this, but that's the general idea.
Ships are controlled individually.
I have run this at several conventions and the rules seem to be a hit. Only a handful of the players had any experience with W@S.
Last Edit: Mar 27, 2023 15:59:38 GMT by everwill: Oops ... forget the second question.