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Amirauté box art
1979 Ranked #12,845

Amirauté

Naval warfare rules have commanders maneuver ships, aircraft, and fleets through tactical battles or operational campaigns. Range, armor, torpedoes, and aircraft attacks model combat while broader scenarios add strategic objectives.

Wargames Miniatures Nautical Movement Template Paper-and-Pencil

Players

2

Play time

Not listed

Age

12+

Complexity

3/5

Rating

7.00

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

This is a rule set for WW2 naval combat written in French. This is not a classic wargame, as it has no mapboard or counters, but cards for ships.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

This is a rule set for WW2 naval combat written in French. This is not a classic wargame, as it has no mapboard or counters, but cards for ships. The rules are very simple. Basically, blank sheets and pencils are the only things needed to start playing. Miniatures are not needed to play but can be used. The main difference with other naval rules is that Amirauté (Admiralty) is not purely a tactical game. Although it has detailed guns rate of fire, penetration, rules for aircraft, naval bombing for operational scenarios and campaign games are included. For example, you can play the exactly same scenarios as Avalon Hill's Flat Top, not only the battles. What you need to play: rules ruler, protractor, pencil, eraser two 10-sided dice A referee is strongly recommended for a better gaming experience. Naval units: each ship is described on a card with its size (length, width), armor, detailed weaponry (diameter, range), max speed, defensive value (calculated from tonnage, vertical and horizontal armor, age). Air units: air units are defined by their max speed, range, weaponry and defensive value. Combat: Combat is resolved with tables. Combat against ships is resolved with a probability of impact check, then computing the number of hits, and finaly damage. Torpedoes have length, speed, angle and distance parameters. Anti-aircraft fire is handled globally for air to naval attacks and air to ground strikes. Damage can have effects on speed and attack capabilities. Scale: strategic moves : 1 cm = 10 km tactical moves : 1 cm = 100 meters miniatures (if used) : 1/3000 strategic turn : 1 to 4 hours tactical turns : 5 minutes

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
2
Age
12+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Paul Bois

Artists

1
(Uncredited)

Publishers

1
Descartes Editeur

Linked items

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