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Seastrike 1905

Seastrike 1905 is a naval and amphibious warfare game set in the early 20th Century, featuring simple mechanics for ease of learning and fast play. The game includes rules, counters, and templates for various units, allowing players to engage in strategic combat on a customizable tabletop. Players have unique objectives and can utilize espionage, making each game replayable and varied.

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0% found this document useful (0 votes)
55 views4 pages

Seastrike 1905

Seastrike 1905 is a naval and amphibious warfare game set in the early 20th Century, featuring simple mechanics for ease of learning and fast play. The game includes rules, counters, and templates for various units, allowing players to engage in strategic combat on a customizable tabletop. Players have unique objectives and can utilize espionage, making each game replayable and varied.

Uploaded by

chalimacos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Seastrike 1905: Summary Sheet

The game portrays naval and amphibious warfare around the turn of the 20th Century towards the end
of the age of Colonial expansion. It is set in a group of islands between two opposing powers, it could
be anywhere in the world…… The Balkans, The Channel Isles or off the Coast of South America……..

It portrays naval and amphibious warfare in a very simple fashion to allow ease of learning, and speed
of play. The combat system is d6 based with damage being recorded on ship templates and/ or with
damage counters on the tabletop.

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The Game includes everything necessary to play including :

• A set of Rules (about 28 pages long fully illustrated with examples of play.

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• A full set of gaming counters including :

o Geomorphic Land / Island templates


o Pre-dreadnought Battleships
o Armoured Cruisers
o Protected Cruisers e
o Torpedo Flotillas
o Heavy and Medium Land based gun batteries
o Urban/ Factory area Counters
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o HQ Units for each side
o Marine / Naval Landing Party units
o Measuring and turning templates
o Damage Counters
o Ship Damage Record sheets.
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Set up

Playing space is any dining room table,


3’ x 3’ will do. A bit larger is better.
Players each place a ‘mainland’ area on
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their side of the table, and then islands are


placed elsewhere on the table.
Each side starts with :

The HQ and other land units are placed on


land areas in the owning players half of the
map (Graphics
From the rules illustrations).

Thers is a simple card driven process to select each player’s mission including ‘espionage’ and
‘Counter espionage’ in which players may/ may not discover the opponent’s mission.
Players then have a budget which is used to add to their starting forces. So they will not necessarily be
the same forces.

Game Play

Players alternately move ships, and units until all have been moved.
Move speed is by ship type and reduces with damage. (Round Funnels
in the centre of the ship template). This ship can move 6” because it is
undamaged.

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Players then alternately select and fire units (EG a single Ship), a group of
marines, or a land battery.

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Firing is by weapon type. This Battleship has a 2 large gun turrets,
4 medium Guns, and four small guns. Simple fire arc templates dictate
which guns may fire at a target.

Movement and positioning are important to winning the game. Guns have fire arcs and
guns may fire over sand and green land areas but not brown land areas (High ground).
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Damage is recorded on the black and white printed sheets by crossing off guns or hull boxes ETC.
Reducing the Hull reduces the speed of the ship.
Winning the game is determined after an agreed number of turns and scoring is based on:
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• Damaging enemy ships
• Damaging enemy land units
• Fulfilling objectives – EG. Some might give double points for the destruction of a particular unit
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type.

Playing time and replay ability :

Playing time can be controlled by limiting the table size and points allocated to players for additional
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forces. A small game might take an hour.

There is plenty of scope to vary the layout of the table with more / fewer islands.

The Mission system means that players will have different objectives each game, they are unlikely to
have the same objective as their opponent, and the espionage system means that they may / may not
know what their opponent has to achieve – Espionage and Counter-Espionage does however cost
points from the player’s budget.

The following pictures illustrate the game in progress with the components supplied with the game.
Forces are coloured Yellow and Red on the Counters.
This shows the ‘Yellow’ mainland with it’s HQ, a
Marine unit and
Light and heavy gun batteries.

Two Yellow Light Cruisers supported by the heavy


land battery are trying to see off a Red
Armoured cruiser.

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In the example below a Red Armoured Cruiser and
Torpedo Boat Flotilla have damaged a Yellow
Battleship – which is on fire.
The adjacent Light gun battery is also damaged.
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Of Course you can also play with actual ship models……….1:2400th scale models from Tumbling Dice
are shown below.

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Background on the Game Designer

I have been gaming since the 1980’s and has designed games graphics, games and wargaming rules since about 1990.

I currently have 40 products on the Wargame Vault, which markets all over the world, including a number of full Games
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(which I retain full rights to publish elsewhere) including:

‘Naval Warfare: Age of Missiles’ – Modern Naval Warfare in a similar style to Seastrike 1905
‘Space Warfare: Big Battles’ - A simple space combat game.
‘Battleships to Dreadnoughts’ - Naval Warfare Wargaming rules 1890 to 1920.

I have also produced a range of Wargame Counters for Ancients, English Civil War, American Civil War and Fantasy
Wargame. Which are all available on the Wargames Vault.

This game has been a labour of love for about 15 years. I have finally completed it and published it.
I hope that you enjoy it !

If you have any queries I can be contacted at gwrcurran@gmail.com

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