| Fear God & Dread
Nought completes the Admirality Trilogy (Harpoon 4, Command at Sea, Fear
God & Dread Nought) Utilizing the same framework, those familiar with
either of the other games will have no difficulty stepping into the First
World War. The selection of a small scenario allows the novice to play within
an hour of opening the box, with several scenarios also being optimal for
solitaire play.
Rules come punched for
a three ringed binder (not provided) for ease of use and photocopying. They
follow the same format as our other rules used in the Trilogy, making them
easy to follow for experienced gamers, and novices alike. Tactical turns represent
3 minutes, with intermediate turns (for long distance maneuvering and long
stern chases) representing 30 minutes. Gun hit probability is based upon a
combination of factors such as visibility, range, target size, number of rounds
firing at the target, and speeds of the firing and target platforms. Damage
is a function of the type of shell, number of barrels firing and armor of
target, and is easy to calculate also. Blank ship forms allow the player to
list all the ranges and damages of his ship's particular guns in advance,
making it quick and easy to calculate both damage and hit probability. Critical
damage is a function of the amount of damage taken last round vs. the amount
of damage able to be taken. Critical hits typically scored against systems
(engineering, bridge, steering or individual weapon amounts).
The 40+ scenarios include
the well known "biggies" such as Jutland (broken into three parts,
as well as the grand battle) and Dogger Bank, and many smaller engagements.
Often there are variants given, covering important "almosts" and
"what ifs". All aspects are covered, with ships provided for the
Japanese, Turkish, Austrian, and Russian navies as well as the British and
German fleets. The Data Annex includes all ship classes for the war and is
a valuable reference by itself. So with this product, one need only Fear
God & Dread Nought!
Contents:
- 128
Page Rulesbook
- 128
Page Scenario book, with 40 scenarios, several of which have variants
- 144
Page Data Annex book (the only independent one required for all WWI)
- Three
Countersheets (420 1" X 1/2" counters) of ships
- One
Countersheet (280 1/2" X 1/2" counters) of air craft, shore
emplacements, data markers, etc.
- Dice
necessary to play the game
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