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Fear God & Dread Nought: Tactical Naval Combat 1900-1924

Price : 103,90 €
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Fear God & Dread Nought: Tactical Naval Combat 1900-1924
The pictures above are indicative and may not apply to the version of the game for sale.
Playing Time Playing time
360 - 360 min.
Number of players Number of players
0
Suggested age Suggested age
12+
Rules language Rules language
Box language Box language
Year published Year published
2001
Publisher Publisher

Clash of Arms Games
Language dependence Language dependence
Some necessary text - easily memorized or small crib sheet
Useful links Useful links
Categories Categories
- Miniatures - Nautical - War -
Game mechanics Game mechanics
- Dice Rolling - Simulation - Secret Unit Deployment - Point to Point Movement - Area Movement -
Authors Authors
- Larry Bond - Chris Carlson - Michael Harris - Ed Kettler -

This title is also known as
- Fear God & Dread Nought: Tactical Naval Combat 1900-1924 - Fear God & Dread Nought: Volume I – The First World War at Sea -
Statistics for the boardgame:
"Fear God & Dread Nought: Tactical Naval Combat 1900-1924"
It has been viewed 51 times .
ATTENZIONE! NON ADATTO A BAMBINI DI ETÀ INFERIORE A 3 ANNI. CONTIENE PICCOLE PARTI CHE POTREBBERO ESSERE INGERITE O INALATE.

Description

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!

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Price : 103,90 €
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