Coastlines that penetrate into the board create a variable edge, where the boards themselves will be square. The variation itself adds some tactical differences. Personally though I'd rather see...
Type: Posts; User: Beowulf03809
Coastlines that penetrate into the board create a variable edge, where the boards themselves will be square. The variation itself adds some tactical differences. Personally though I'd rather see...
Some of my favorite Flames of War games have been with the Firestorm: Market Garden campaign. I've seen some nice mentions here on another thread about a strategic level view of the Napoleonic naval...
At the tactical level, I don't believe the time scale of a game would include repair/refit.
For a scenario, absolutely. That sounds like a good one. Like I said, having ports as places for...
I can see ports as locations for raids or an objective of taking out certain shore defenses or a place for either trying to break out of a blockade or slip into port without being destroyed/captured....
Not having seen the rules in person yet, but comparing to one other template-based-movement game I am familiar with, I would hazard that a single mat would probably be enough to play small scenarios...
That would be my thought. I dislike non-scaled terrain in cases where model and ranges are supposed to be scaled. If our ships are 1:1000 scale then any terrain I have in play I would roughly want...
I'd be hesitant about different shades if they have explicit game mechanics. Just a plain blue for open water would be a great start IMO, and another with some shaded sections to signify potentially...