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    Original URL path: http://www.wargames.co.uk/FofS/Pages/OfficialPosts.htm (2016-02-16)
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    Original URL path: http://www.wargames.co.uk/FofS/Pages/Descriptors.htm (2016-02-16)
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    Original URL path: http://www.wargames.co.uk/FofS/Pages/Military.htm (2016-02-16)
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  • Initial Orders
    may set a policy and simply let it run or you may assign an amount of money to support the policy This would generally be in the form of hiring experts or craftsmen in the indicated area and giving appropriate gifts to important supporters The policy will have an effect on the values indicated in the Policy table by the end of the year These effects will be increased proportionately if the policy is supported If no policy is chosen it will be assumed that no particular policy is being followed Set Economic Policy Players need to choose an Economic Policy from the Economic Options Page You may set a policy and simply let it run or you may assign an amount of money to support the policy This would generally be in the form of patronising craftsmen in the indicated area and by framing appropriate laws and supporting the policy whilst dispensing justice A Social Trend will be running in the background and the chosen policy will interact with it to have an effect on the values indicated in the Policy table by the end of the year These effects will be increased proportionately if the policy is supported If no policy is chosen it will be assumed that no particular policy is being followed Engage in Diplomacy Players may indeed many have already indulge in diplomacy with other players All it needs to make a diplomatic agreement Formal is for both players involved to send a copy of the agreement to the GM For one to forward a mail he has received will not be sufficient I need to receive an independent copy from each player You also need to let me know whether the agreement is to be made public or kept in private For various reasons

    Original URL path: http://www.wargames.co.uk/FofS/Pages/OrdersBody.htm (2016-02-16)
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    Original URL path: http://www.wargames.co.uk/FofS/Pages/Questions.htm (2016-02-16)
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  • Barbarossa
    Cross off the Sp square once liquid soap has been used D MOVES D1 Moving is divided into 8 phases and takes place alternately in the following sequence 1 Player 1 throws to put out fires and plug holes 2 Player 1 moves his ships 3 Both players may fire any ships which did not fire in phase 8 of the last move 4 Work out the results of all rams 5 Pight all melees resulting 6 Player 2 throws to put out fires and plug hole s 7 Player 2 moves his ships 8 Both players may fire any ships which did not fire in phase 3 of this move 9 Work out the results of all rams 10 Fight all melees resulting D2 Moving one hex or turning 60 degrees takes one movement point ships may only turn in one direction in one hex D3 Movement rates are given as the maximum number of movement points allowed to each vessel at a given speed Turning circles at that speed are indicated by the letter beneath the movement point allowance on the ship table D4 Movement rates are indicated by the letter after the speed in the ship table Slow s Cruise c Battle b Ships may accelerate or decelerate by one speed per move e g a ship moving at cruising speed may next move accelerate to battle speed stay at cruising speed or reduce to slow speed A ship moving at slow speed one move may move at slow speed or cruising speed the next move or stop but may not move at battle speed etc Eg A class B Galley moving at Slow speed 1s one move could increase to Cruise spead 2 or 3 but not to Battle speed the next D5 Turning circles All turns except f must be preceded by a compulsory one hex straight forward a up to 3 turns of 60 degrees in 1 hex b up to 2 turns of 60 degrees in 1 hex C up to 1 turn of 60 degrees in 1 hex d up to 1 turn of 60 degrees in 1 hex with 1 clear hex between turns e up to 1 turn of 60 degrees in 1 hex with 2 clear hex between turns f up to 1 turn of 60 degrees in 1 hex without compulsory move forward E RAMMING E1 When a ship enters a hex occupied by an unfriendly ship a ram takes place unless the attacking player states that he merely wishes to come alongside in which case he may throw to grapple No further movement may take place this move E2 Types of ram a bow ram the ramming ship moves into the target ship s hex from directly ahead b beam ram the ramming ship moves into the target ship s hex from either the right or the left C stern ram the ramming ship moves into the target ship s hex from directly astern E3 Results of ramming a Bow rams Both ships loose one oar section Both ships throw one dice a score of one or less indicates one damage point suffered Deduct one from dice score of a smaller ship for each grade difference b Beam rams The ramming ship s player throws one dice adding one for each hex moved in a straight line immediately before ramming and two for each grade larger his ship is than the rammed ship If the ship is smaller deduct one for each grade smaller Score Result 13 or over ship sinks immediately 10 12 ship holed loses two damages and one oar section 8 9 ship holed loses one damage and one oar section 7 ship loses two damage and one oar section 5 6 ship loses one damage and one oar section 1 4 ship looses one oar section 0 or less ship loses one oar section rammer looses one damage c Stern rams Raked ship looses its rudders and can only steer as l6ng as at least half the oar sections remain on both sides It moves down one class on all turning circles except e Throw one dice deducting one for each grade that the ramming ship is larger than the rammed ship score 0 or less ramme4 ship looses two damage score 1 2 or 3 looses one damage E4 Grappling When two ships meet in a ram the ramming ship can always throw to grapple If an odd number is thrown then the rammed ship may also throw to grapple To grapple throw one dice a 4 5 or 6 is required to grapple successfully if the operation is opposed If it is not opposed then grappling is automatic Once grappled together the grappling lines may only be cut by the side which has just won the round of boarding melee This is automatically successful The losing side may not cut the grappling lines If two ships do not grapple after a ram then the rammer must back off one hex and the rammed ship remains stationary for the whole move after the ram If the lines grappling two ships are cut then the winning side cuts the grapples and backs off one hex as above whilst the losing ship remains stationary F FIRING F1 Cannon fire a Ships can fire straight ahead only at the following ranges 7 12 hexes Long Range 4 6 hexes Medium Range 2 3 hexes Close Range 1 hex Point Blank Range b For effect throw one dice per gun Score Long Range Medium Range Close Range Point Blank 1 nd nd nd nd 2 nd nd nd 1c 3 nd nd 1c 1c 1d 4 nd nd 1c 1c 1d 5 nd nd 1c 1d 1c 1d 6 1c 1c 1d 1c 1b 2c 1d F2 Small arms fire Throw 1 dice per 2 M factors at point blank range Throw 1 dice per 4 M factors at close range A score of 5 or

    Original URL path: http://www.wargames.co.uk/Rules/Barbarossa.html (2016-02-16)
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  • Bishop's War English 1639-1641
    108 with Wheel lock Pistol and sword and pistol and wearing cuirass Command Control disciplined and impassive Morale confident but excitable They are competent in melee and their firepower is desultry Dragoons 360 Experienced regular Mounted Infantry in 6 companies equipped with Snaphance Musket and sword and wearing buff coat Command Control disciplined and impassive Morale highly confident but excitable They are reticent in melee and their firepower is desultry Northern Foot 1000 Experienced regular Infantry in 10 companies 700 equipped with Serpentine Musket and sword and 300 with pike and sword and wearing back breast Command Control disciplined and impassive Morale highly confident and steady enough They are bold in melee and their firepower is competent Southern Foot 1000 Experienced regular Infantry in 10 companies 700 equipped with Serpentine Musket and sword and 300 with pike and sword and wearing back breast Command Control undisciplined but impassive Morale confident but excitable They are reticent in melee and their firepower is competent Foot Levy 1000 Experienced regular Infantry in 10 companies 700 equipped with Serpentine Musket and sword and 300 with pike and sword and wearing back breast Command Control undisciplined but impassive Morale confident but unsteady They are reticent in melee but their firepower is competent Trained Bands 1000 Experienced militia Infantry in 10 companies 600 equipped with Serpentine Musket and sword and 400 with pike and sword and wearing back breast Command Control undisciplined and cautious Morale confident but excitable They are spineless in melee and their firepower is negligable Militia 1000 Experienced militia Infantry in 10 companies 360 equipped with Serpentine Musket and sword and 240 with Arquebus and sword additionally 400 carrying pike and sword and wearing buff coat Command Control undisciplined and cautious Morale confident but excitable They are spineless in melee and their firepower

    Original URL path: http://www.wargames.co.uk/Library/Armies/OTHills/ECW/BWEnglish.html (2016-02-16)
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  • Covenanter Scots 1639-42
    highly confident but excitable They are reticent in melee and their firepower is poor Lancers 240 Experienced regular Cavalry in 4 squadrons equipped with Wheel lock Pistol and lance and pistol and wearing cuirass Command Control disciplined and impassive Morale highly confident and steady enough They are bold in melee but their firepower is poor Dragoons 240 Experienced regular Mounted Infantry in 4 companies 168 equipped with Serpentine Musket and sword and 72 with Snaphance Musket and sword and wearing buff coat Command Control disciplined and impassive Morale highly confident but excitable They are reticent in melee and their firepower is poor Foot 1000 Experienced regular Infantry in 10 companies 490 equipped with Serpentine Musket and sword and 210 with Serpentine fowling piece and sword additionally 300 carrying pike and sword and wearing buff coat Command Control disciplined and impassive Morale highly confident and steady enough They are bold in melee and their firepower is competent Commanded Foot 100 Experienced regular Infantry in in a single company 70 equipped with Serpentine Musket and sword and 30 with Serpentine fowling piece and sword Command Control well disciplined and impassive Morale highly confident and steady They are bold in melee and their firepower is competent Local Foot 1000 Experienced regular Infantry in 10 companies 280 equipped with Serpentine Musket and sword and 420 with Serpentine fowling piece and sword additionally 300 carrying pike and sword and wearing buff coat Command Control disciplined and impassive Morale confident but excitable They are reticent in melee and their firepower is competent Civic Bands 1000 Experienced militia Infantry in 10 companies 210 equipped with Serpentine Musket and sword and 490 with Serpentine fowling piece and sword additionally 300 carrying pike and sword and wearing back breast Command Control undisciplined but impassive Morale confident but excitable They

    Original URL path: http://www.wargames.co.uk/Library/Armies/OTHills/ECW/BWScots.html (2016-02-16)
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