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Amirauté box art

Amirauté

Players

2

Time

?-?

Age

12+

Weight

3

Rating

7.00

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Amirauté has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not heavily emphasize cooperation.

Replay value

amirauté has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh experience each time it is played and allows players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Amirauté has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Amirauté strikes a good balance between luck and strategy, providing an engaging and strategic gameplay experience.

Overview

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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Credits

Designers

1
Paul Bois

Artists

1
(Uncredited)

Publishers

1
Descartes Editeur

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