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Topic-icon Introduction

Vetnor created the topic: Introduction

7 years 4 months ago

Hi to everyone out there.

I've downloaded the new files and have started reading them. I really like the command system and the submarine rules.
A lot of work has gone into this game and it shows.

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Naval War HQ replied the topic: Introduction

7 years 4 months ago

Welcome Vetnor, and thank you for your kind words. I hope your own game is also progressing nicely?


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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Vetnor replied the topic: Introduction

7 years 4 months ago

I'm sorry I need to introduce myself properly.

I've been interested in naval warfare since grade 4. My main focus was submarine warfare particularly the Atlantic War (U-Boats).
I purchased my first "real" naval game in the '70s, Avalon Hill's Submarine. Submarine opened my eyes to much more realistic games other than Battleships can be, I eventually ended up with a collection of naval sims such as Avalon Hill's Bismarck, Avalon Hill's Jutland, Avalon Hill's Wooden Ships Iron Men, SPI's Taskforce, Close Simulation's The Falklands War, Trireme, Ram Speed and many, many more.

My main naval games I've been playing in the last 10 years are - War @ Sea, Victory at Sea WW1, Victory at Sea WW2 and GW's Trafalgar.
I play many other game genres but I've always come back to my naval games.

I'm always interested in new and different game systems and I came across Naval War on the War@Sea forum. I'm designing my own game and I know how hard it is to get new game mechanics to work and how much time it demands to produce a complete product.
My life can also make huge demands on my time but I'm willing to offer comment's and advice when I can. There are some details in your game that I want to discuss but in a later post. Don't worry they're not bad :-)

My game is coming along really well. I had to rework the aircraft mechanics, aircraft have always been a challenge to make work in a naval miniatures game, they've taken more play testing than any of the other core mechanics. I've manage to make aircraft more fluid, dynamic and simpler to play.

The latest developments are -
1) I've also managed to remove the need of a range ruler which speeds up play and simplifies the combat procedure.
2) Added airfields and long range bombers.
3) Added objective cards that will keep games more interesting.
4) I've been considering fleet commander cards but don't know how I can fit them into my system.

I see your game is really coming along and I just love looking at all the ship data cards. I may print them out one day and laminate them however my cards are keeping my printer and laminator running hot.

Cheers
Vetnor

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