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Far Distant Ships

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A quick playing set of rules covering fleet actions in the age of sail where linear tactics were to the fore. The aim of these rules, which draw upon techniques and concepts from LFG’s “Cannon, Cross and Crescent”  combined with a development span covering some 20 years has been to develop a quick play set that focusses on the command and control aspects of the battle, allowing large battles such as Chesapeake Bay, the Saintes and Trafalgar to be played out in an evening’s gaming. Signalling is key, and complex plans may fall apart if a vital signal is missed, or an order executed late. The rules cover the main ship types involved across the period, focussing on ships of the line and rated frigates, in articular in their role as signal repeaters. Stats are also included for civilian ships, smaller warships and bomb vessels, and shore batteries and fortifications, allowing the full spectrum of naval operations to be played. The rules have been written with 1/2400 models in mind but will work with models in larger scales.

This set has been updated to incclude the Anglo Dutch Wars supplement which allows battles from the 17th century to be played out using these rules.

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Reviews (2)
Discussions (10)
Customer avatar
Ian W September 16, 2022 5:45 pm UTC
PURCHASER
Just read through the rules a couple of times. Now moving to paint some ships for an introduction scenarios. Any recommendations on points value or the numbers of ships involved. Better still, any links to a beginners scenario.
Customer avatar
Dmitriy M August 20, 2022 8:10 pm UTC
PURCHASER
Seems new corrected V1P2 version lacks entry about Towing on p.29 (V1P1 still has it)
Customer avatar
Chris R February 25, 2022 12:19 am UTC
PURCHASER
Would these work for the Anglo-Dutch Wars with some adjustments? (or no adjustments?) Thanks in advance.
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Customer avatar
Chris R February 25, 2022 6:13 pm UTC
PURCHASER
Sort of answering my own question, but I think the Form Line of Battle adjustment to rates and national characteristics for the ADW can port over easily enough to FDS.

New question though - do the damage effects compound as more damage is taken, or are they unique to each damage level?
Customer avatar
David M October 25, 2021 3:02 pm UTC
PUBLISHER
Thanks again for your comments. In some cases the answers you were seeking were in the rules already but I have clarified or added text to make them clearer. I've also added the section on towing that was left out so you can now extricate your dismasted flagship from a battle.
Customer avatar
George S April 28, 2021 3:45 pm UTC
PURCHASER
Before you get completely sick of me, two final (honestly) points:

1 - On Page 22 DRMs to change the DF - "Light Damage -1" should read "Light Damage or Worn -1"
This should also be added to the QRS.

2 - In the Command Phase, is there any CP cost to repair Critical Hits? Also can you attempt Repair multiple times? Thus if you have 5 CPs, can you attempt to go from Medium to Light and then immediately go from Light to Worn; or alternatively go from Light to Worn, but fail, and so throw again for a total cost of 4 CPs?

I will leave you to it.

George
Customer avatar
George S April 25, 2021 8:46 pm UTC
PURCHASER
Having had a first game, I have quite a few questions and comments; grab a cup of coffee and I will start:

1 - Page 20 - Risk of Collision. This contains a DRM for ships having suffered mast damage, does this only apply when using the Shooting at Rigging rules? If so, it is rather stupid making the risk of collision greater if a certain set of rules are used.

2 - Shooting at Rigging. Is this down to the individual player to decide at the time of rolling the dice? Would it not be better to have either suggestions as to which navies did this or have an order sent from the Admiral?

3 - There is an order in the Signal Book to "Tow Ship No.." (#38), but no rules at all as to how this can be done.

4 - Markers for "Worn" damage state are not in the Counters pdf.

5 - The Ship Type Table on Page 5 really should be on the QRS as should an explanation of what each phase consists of, as on Page 12. I was continually looking at these in the...See more
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George S April 25, 2021 8:40 am UTC
PURCHASER
David

Thanks for those comments. I am glad to see a Break the Line order has been added. The previous way you suggested with ships/squadron sailing into one another would not work as, if it were to happen a second time, an event strictly forbidden at the bottom of Page 19, there is no guidance as to how to proceed; now it is.

George
Customer avatar
David M April 25, 2021 6:33 am UTC
PUBLISHER
George, thanks for your comments, they are greatly appreciated. Yes, we do a lot of playtesting, these were in development and testing with groups around the world for several years. Inevitably a few things get through or missed (and I put my hand up to not incorporating one or two elements that you picked up on there). I'll sort out an update directly.
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Customer avatar
David M April 25, 2021 8:01 am UTC
PUBLISHER
On the question of line breaking though, a specific order is not required, instead an order is issued stating a heading that would cause this to happen. However, in order to emphasise the point I'll add a specific order to the order book
Customer avatar
George S April 24, 2021 9:04 am UTC
PURCHASER
I have a 4th question:

4 - In the rules there is a points system based on the rating of the ship and whether it is Inferior or Superior. However, in the Gunnery section, there are Die Roll Modifiers to allow for carronades. This appears to be "free" in that the points system makes no account of the fact and also these carronade guns appear to be supplemental to the given Attack Factor.

Are the rules as written complete and do you do any play testing?

George Street
Customer avatar
George S April 23, 2021 2:49 pm UTC
PURCHASER
I have 3 questions:

1 - There are Command and Crew Modifiers. These are stated as SCM and CQM. However, the initials SQM is also used without definition. Is this a typo for SCM or, less likely, CQM?

2 - On Page 13, Command Phase, the first sentence just stops. What should it say?

3 - On Page 19 there are some good rules to determine how to and what happens when ships break the enemy line. However, the rules state "If a ship of (should be or) squadron is ordered to Break the Line ...." but there is no way I can see to enact such an order. The signal book on Page 34 contains no mention of it. How does one actually order a squadron to Break the Line????

George Street
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Product Information
Silver seller
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40
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LFG019
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File Last Updated:
August 05, 2022
This title was added to our catalog on April 02, 2021.