Looking for WW2/Wet Navy Full Thrust rules

9 posts ยท Jul 27 2000 to Jul 28 2000

From: Nathan Pettigrew <nathanp@M...>

Date: Thu, 27 Jul 2000 12:49:39 -0700

Subject: Looking for WW2/Wet Navy Full Thrust rules

Hello all,

Wasn't there an adaptation of the Full Thrust rules for wet navy ships done by
someone on the list? I've been looking on some of the FT sites and haven't run
across it. If someone knows where it might live or who did it, could you let
me know, please?

Thanks,

From: Allan Goodall <agoodall@a...>

Date: Thu, 27 Jul 2000 20:46:38 -0400

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

On Thu, 27 Jul 2000 12:49:39 -0700, Nathan Pettigrew
<nathanp@MICROSOFT.com> wrote:

> Wasn't there an adaptation of the Full Thrust rules for wet navy ships

I'm REAL close to playtesting mine. Russo-Japanese war, though, not
World War II.

From: Imre A. Szabo <ias@s...>

Date: Thu, 27 Jul 2000 21:15:35 -0400

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

You both might want to try Avalanche Press's Great War at Sea serries.
Their1904-1905 Russo-Jappanesse War game won best historical game at
Origins this
year...

IAS

> Allan Goodall wrote:

> On Thu, 27 Jul 2000 12:49:39 -0700, Nathan Pettigrew

From: Allan Goodall <agoodall@a...>

Date: 27 Jul 2000 20:07:10 -0700

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

> On Thu, 27 July 2000, "Imre A. Szabo" wrote:

> You both might want to try Avalanche Press's Great War at Sea serries.

Yep, I've got it. I've also got the Tsushima game from SPI. This is a bit
different, though. It started off with Binhan Lee doing a set of WW2 rules
based on FT, and I ran with it. I've come up with some interesting
innovations. The darnedest thing is that the results aren't radically out of
whack with what I've seen in other games. The probabilities are reasonably
close enough that this "beer and pretzels" game could give an okay result.

The idea, though, wasn't just to create a Russo-Japanese War game, but
to create one based on FT.

I have two scales in the game: battle scale and encounter scale. Encounter
scale is close to FT. Battle scale has half the hull boxes and twice the
movement of encounter scale. It's intended for really BIG battles, where you
want to play Tsushima in 3 or 4 hours. Movement is stolen, mostly, from
General Quarters. The basic combat rules are modified Full Thrust (heavily
modified, in some places). A lot of the extras come from my own warped brain.

But thank you for prompting something. I have a fair number of 1/2400
scale ships already painted. I haven't painted my 1/6000 scale ships
yet, though, and they are better for the game scale I'm using. However, the
Avalanche game has card counters of the ships, and they are pretty small
(compared to miniatures). Looks like I can use them to playtest
with until I get my Hallmark 1/6000's painted. Thanks! I hadn't thought
of that... though not sure why...

From: Alan and Carmel Brain <aebrain@w...>

Date: Fri, 28 Jul 2000 05:41:14 GMT

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

> I'm REAL close to playtesting mine. Russo-Japanese war, though, not

> II.

IMHO they'd be perfect for this Pre-Dreadnaught period. Even the sizes
of the ships are right. As are the relative powers of the armaments.

From: B Lin <lin@r...>

Date: Fri, 28 Jul 2000 09:46:58 -0600

Subject: RE: Looking for WW2/Wet Navy Full Thrust rules

I did one a few years back based on FT2/MT.  It could probably use
revision
to FB since there were some quirks with the weapons.  I can e-mail a
copy of the conversions if you're interested.

--Binhan Lin

> -----Original Message-----

From: Allan Goodall <agoodall@a...>

Date: 28 Jul 2000 12:49:19 -0700

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

> On Fri, 28 July 2000, aebrain@dynamite.com.au wrote:

> IMHO they'd be perfect for this Pre-Dreadnaught period. Even the sizes

It worked out surprisingly well, but with a few mods. For one thing, I shrunk
the range bands to 6". The number of range bands for a gun is equal to the gun
size in inches divided by two (rounded up). So 12" guns have 6 range bands,
for a total range of 36". 8" guns have 4 range bands.

There are some other things I altered. I have modifiers for certain things,
like the second and third ships firing at the same target. I changed a roll of
6 to doing only 1 point of damage, but still allows a reroll.

Actually, there is a whole TON of stuff in my rules. Armour for gun mounts,
fire criticals, flooding, optional ammunition usage. Lots of stuff. But the
rules are still pretty straightforward, and there isn't a huge variation in
weapon types.

From: Michael Sarno <msarno@p...>

Date: Fri, 28 Jul 2000 16:30:54 -0400

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

> agoodall@canada.com wrote:

> Actually, there is a whole TON of stuff in my rules. Armour for gun

I'm sorry, I must have missed this earlier. Are these rules
available on-line?

-Mike

From: Allan Goodall <agoodall@a...>

Date: 28 Jul 2000 14:11:59 -0700

Subject: Re: Looking for WW2/Wet Navy Full Thrust rules

> On Fri, 28 July 2000, Michael Sarno wrote:

> I'm sorry, I must have missed this earlier. Are these rules

Not yet. I have them about 95% written. I'm just working on some of the
optional rules, and then I can release them for playtesting. Oh, and I have to
create some of the ship designs, but that isn't hard.