Monday, March 2, 2020

Pre-Dreadnought - The Rules of the Game

After a thorough read-through of the Battlefleet 1900 rules I decided they're a mite too complicated for what I want. They also seem to have an issue with missing sections, particularly those governing gunfire: not ideal. WTJ do produce a basic set of pre-Dreadnought rules called Quickfire, which look more my speed as a solo gamer. The record sheets are easier to produce, too. I'm going to use the rules as-is then add more complicated factors like signalling as I grow familiar with them.

At the moment I'm planning a quick play-through of the rules in a scenario involving a handful of light cruisers and armour cruisers then work up to battleships from there. I already have enough shell splashes for a game, but what I need are some fire and torpedo hit markers.

Bring on the foam.

I cut up a chunk of foam rubber, making a lot of small pieces and three vaguely wedge-shaped bits of increasing size to represent fires of increasing ferocity. A splash or two of yellow and red acrylic ink mixed with spackle plus a dollop of black craft paint later, and I got something usable. The small black pieces are going to be glued in a suitably messy fashion to the two plastic 'easels' on the right. These I made from leftover bits of clear plastic, suitably glued and embellished by a few passes of the hot glue gun. The theory is they'll go hard up against the side of a model so they look like the massive black sprays of dirty seawater and Torpex soot that are the signature result of a torpedo hit. I've only made two such markers, as I figure the odds of getting more than two torpedo hits in the same game move are pretty remote. Watch me get proved wrong in the first game...


Michael Awdry said...

Hope the rules tweak work for you A.J. and the balst markers are certainly looking the part.

A J said...

Getting there, Michael.


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