NAVAL & ARMOUR WARGAMING RULES SYSTEMS

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SEAPOWER
Alnavco's super-realistic game of WWI & WWII naval warfare; One of the oldest and most widely used systems, it encompasses all aspects of naval warfare incorporating the actual capabilities of warships, aircraft and weapons, both offensive and defensive. It has been designed specifically for wargaming with 1:1200 & 1:2400 models but frankly is interesting reading even if not used for the purpose for which it is intended! This realistic yet playable rules system consists of:

SP20 SEAPOWER II
Includes 24 pages rulebook, 16 page WWII "Ship Value Directory" which lists pertinent capability data & game values for 585 ships of 15 countries and a similar directory for WWI giving the same information for 216 ships of 16 countries. Record keeping sheets which may be copied included/$20.00

SP30 SEAPOWER III
Advanced rules (SP20 needed for SP30); Includes 18 page "Surface Action Rulebook" (advanced movement, environmental factors, torpedo, radar fire control & seacoast fortification rules), & a 36 page "Aircraft Operations & Combat Aircraft Directory " which provides advanced aircraft combat rules, including air-to-air, plus WWII and pre-War aircraft capability data & game values tables/$13.50

WARSHIP FINISHING & PAINTING REFERENCE

THE PAINTERS GUIDE TO WWII NAVAL CAMOUFLAGE
Describes the painting schemes used by all major WWII navies; ID's the probable actual colors used & the closest commercial matches available; Describes tools needed for finishing kits & paints & painting techniques; Covers the design techniques behind camouflage schemes; Shows how to mount aircraft "in flight" and how to paint small craft; Specially written for finishing 1:1200 & 1:2400 model kits; Softbound, many, many line drawings, 8 Ω" x 11", 52 pages/$18.95

Note: For excellent ship painting research, check out the following websites:

www.shipcamouflage.com
www.combinedfleet.com
www.hmshood.com
www.kbismarck.com
www.german-navy.de
www.hazegray.org
 

ARMOUR WARGAMING RULES SYSTEMS

GHQ'S "THE GAME", WWII Rules
This is more than a set of rules for simulating WWII tactical armour combat. It is a research engine that lets you experiment with the technology, tactics & doctrine of the countries involved. Training, experience and "cohesion: are important factors in deciding who wins and loses. This is a system designed with the history enthusiast as well as the game player in mind. There are over 60 pages of organizational info for 12 countries plus 20 pages of weapons data, a complete scenario generator and full color graphics for artillery impacts, minefields and even wrecked vehicles. Also included are eight ready-to-play historical scenarios and interesting designer notes. If you're an armour buff and never use this system for wargaming, you'll still find it most interesting to read and absorb the multitude of information stored in it. This indeed is the ultimate armour game. Soft cover, 8 Ω" x 11', 132 pages/$29.95

GHQ'S "THE GAME", Modern Rules
As above, but covering modern armour warfare; $29.95