10-13-2016, 02:45 PM,
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larry marak
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Kaboom!
River Fleets have docked! 11 pages of new special rules. A movement impulse chart ala GWAS. Including drift and current impulses, there are 6 movement phases! 8 large Austro-Hungarian ships, 5 small, 6 large Serbian ships, 5 small, 6 Rumanian large ships. Commodores! Marines and Artillery. Do your duty, fight until you sink. 10 scenarios, 7 one map, 3 2-map. One battle game. Impulse chart card. 2 huge river maps (standard size but as much as 10 hexes wide rivers. A good foundation for river combat in PG modern, and PG American Civil War.
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10-14-2016, 12:55 AM,
(This post was last modified: 10-14-2016, 01:00 AM by larry marak.)
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larry marak
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RE: Kaboom!
I kinda think they're copyrighted right now. They exist to make the river hexes a flowing sinuous carpet across two maps. The ships are battling the river as much as each other. To depict this accurately the riverine movement system actually reminds me of Task Force Games' Star Fleet Battles. The ship drawings are Avalanche naval architecture at its best. The smaller single counter boats benefit from a good illuminated magnifier to drink in all the detail, but the double length counters display the turrets and tertiary guns magnificently. Looks to me like the Rumanian flotilla has commitment issues. Lots of life rafts (to be known as splinters after the first volleys of an engagement). The ships are well armed, but unarmored. They are very buoyant however, to it takes 4 hits to turn them into driftwood. There is ramming and assault combat, shore bombardment, minelaying, drifting into minefields, getting grounded. Anything that happened in American Civil War combat can happen here. And these ships are armed customs cruisers fighting in the first weeks of what will prove to be a long war. Wait till purpose-built warships take to the brown waters in the coming years of the conflict!
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10-19-2016, 12:44 PM,
(This post was last modified: 10-19-2016, 12:47 PM by larry marak.)
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larry marak
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Posts: 1,343
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RE: Kaboom!
River movement in PG
Vessels have two movement allowances, one for each movement activation in a turn. One hex boats have 5/4, 2hex boats sport 4/3 movement points. These are spent not only for movement, but for raising or lowering anchor, ungrounding, kedging, and changing facing. Movement is spent in impulses, the sequence is drift, move 1, move3, current, move 3, move4, move5, and final impulse. Damage to the boat, reduces movement allowances, and disruption and demoralization of the crew seriously reduces movement.
All this occurs while the current is sweeping you down stream, which may not be the way you have ant to go :-)
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10-19-2016, 01:15 PM,
(This post was last modified: 10-19-2016, 01:17 PM by larry marak.)
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larry marak
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Posts: 1,343
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Joined: May 2012
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RE: Kaboom!
Into the impulse sequence above comes fire combat, (drift, current 1,2, and final) Ramming (drift,current. 1,current2) and opportunity fire (drift,current1, & current2). While all the seamanship is going on, a standard infantry, armor, and artillery war is taking place.
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