Monday, April 24, 2023

Review: Lion Rampant: Second Edition - Osprey Games

 


Well, well, well... another book from Osprey and another one in the Rampant series by Daniel Mersey.  The two big powerhouses of the Osprey publishing universe are Joseph A. McCullough and Daniel Mersey.  Of course, we all know that Mr. Mersey wrote the very first in the Osprey Wargaming Series; Dux Bellorum.  He then went on to write Lion Rampant which was a break out hit for Osprey and one of their most popular titles.  Since then, he "Co-lab"ed (as the kids say) with a variety of writer's to release various versions of the "Rampant" series titles such as Dragon Rampant, The Men Who Would Be Kings, Pikeman's Lament, Rebels and Patriots, and Xenos Rampant.  He also released a variety of supplemental content for Lion Rampant such as A Viking in the Sun and Crusader States.  The "Rampant Series" was so popular there are also a number of boot-leg versions out there including for Chariot Wars, Napoleonics, Ancients, and probably more.  Plus, Daniel Mersey has created a number of other non-Osprey games to boot.  He is now the Wargame Designer in Residence at Edinburgh college.  Needless to say, he is one of my big inspirations and I am always interested in what he is putting out into the world.  

As you can tell from the list of links I put in above, that I have Lion Rampant from the original Blue Book series.  So, why did I spend the money on this version?  The original one is still a very serviceable set of rules!  Well, I have some Dark Age armies, and Vikings, and I love me some Mersey game design... so I bought these.  

So, since I have all ready reviewed the main Lion Rampant rules, I figured I would avoid most of the talk about how the game plays, and instead just focus on what I found that was new and interesting.  So, let's us don our armor, grab our lance, and parade out onto the field of battle.....


Things That I Liked

Instead of rolling for Leader Traits randomly, you can purchase them.  In addition, all leaders get the old Commanding trait.  That means if you are within 12" of the leader and fail an activation roll you can re-roll it once.  

Giving this re-roll to all Leaders in the game off-sets one of the strongest criticisms of the Lion Rampant rules; the Activation Roll.  However, if you fail an activation roll you still turn play over to your rival, but with careful use of your leader you can probably get the units you want to do stuff, doing stuff.  It keeps the element of "friction" that your units do not always act as intended but provides a way to mitigate the danger with player choice.

They add some rules for adding priests and banners to units to help fill in points.  They give you +1 command, but if they are killed you cede 1 Glory to the foe.  

Some units were given an option for mixed weapons.  This tracks with what I have read historically about many units of the period.  They had a variety of weapons including ranged and close.  I am glad this option was added.  

The rules add an optional Strength Point model which is used in the other "Rampant" systems.  Therefore, you could scale down your games even further if you wanted.  I.e. the Leader could be a single model.   



Things That I Did Not Like

There are several pages of Sample 24 point warbands from a variety of historical periods, which is awesome!  On the downside, they are not army lists.  Instead, they refer you back to the other publications that the samples are taken from.  Considering this is one of the main reasons I picked up the 2nd edition was for some expanded army lists and historical blurbs for various periods I was greatly disappointed by this development.  So disappointed, I am resorting to this emoji :(     

There is also a less interesting "alternative" activation rules where if you fail an Activation Test, play does not turn over to the other player.  Only that unit is impacted.  They used this method in some of the later "Rampant" series of games but I find it less interesting.  However, it is exactly what many players were asking for.  However, this changes the game a lot as it moves from being a Push Your Luck game into an IGOUGO game.  I find this alternate rule..... less than exciting.  It might work better in larger games around 36+ points, and that is what the author recommends.   

The rules talk about how to play with multiple players, but does not really cover co-op or solo play.  This is a big oversight in modern wargames.  With a 190+ page book, there was room to add some.  Afterall, The Men Who Would Be Kings has a template for solo rules that could have been incorporated into these rules. 


Meh and Other Uncertainties

The rules seem to be interested in scaling the game up and down from the original 24 point, unit-vs-unit skirmish scale.  Therefore, there are a number of optional rules that cover how to deal with these different size forces.  This includes ways to perform group moves or more than one unit at a time.  Clearly, this is intended for the larger size battles.  

There are Shieldwall rules in here, so you can have Viking Age battles.  Woot! Woot!  This game also adds some other unit types like Camels, Chariots, Pikeman, hand gonnes, and extra flighty light troops.  

The game has a much more detailed discussion of terrain.  One of the things I liked about the original version of the rules, was that Terrain was so abstracted.  This removes some of that, but still keeps it high level.  In addition, more time is spent on discussing how to generate terrain.  This includes generators for different time periods and geographies.  There is also some discussion on weather.  

The book has 16 scenarios, but they looked like repeats from the original rules.  The Boast and Glory system are also still intact.  There are a few pages on simple campaigns as well, that build on the Boasts and Glory system.  

Some of the extra lists include Hollywood or Fantasy options so you can get into Dragon Rampant with units like the Merry Men or Knights of the Round Table.  

Finally, there is a nice flow chart of the activation process and a few Quick Reference Sheets.  Those are always nice, but they do not include the "alternate rules" on them that I could see.  

Final Thoughts

Well, this is exactly what it says on the tin.  The Battle rules are mostly unchanged, so do not expect much different there.  There is a nice Appendix C that covers the changes in 1 page, so you can refer to that if you are a veteran player.  

Most of what you get is alternative rules to plug some of the player feedback and perceived gaps of the original rules.  However, many of those "gaps" seem to have come from player preference, trying to do what the original game was not intended to do, or trying to take the game outside of the normal parameters of the first one anyway.  However, it is a nice looking hard back book!   

There are a lot more sample armies, but they lack a lot of detail.  That was a big draw for me, and I am very disappointed in this section.  It does answer 1 question I had before though.  If I buy this book, why would I buy A Viking in the Sun or The Crusader States?  Now I know the answer.  Therefore, if that was the big draw for you, just get those books instead.  


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Sunday, April 16, 2023

RPG Design: Princes of the Universe- An Immortal Themed RPG


 Greetings gentle readers.  

Most of you that have followed the blog know that I like to dabble in all sorts of game designs, and not just Wargames.  I have designed board games, card games, and wargames for myself and others.  However, today I want to delve into the world of Role-playing Games a bit.  

I actually started my RPG journey before my wargame journey.  I learned how to play "Red Box" D&D from a friend's dad; a Lutheran pastor.  I picked up all the boxed sets from a little bookstore in the local strip mall, the only strip mall within a day's bike ride!  From there, I managed to scrap and scrape together the basic AD&D books, the Buck Rogers RPG, and the TSR Marvel Super Heroes game.  As a teen, I played a lot of West End Games D6 Star Wars and Shadowrun.  Many of the books have been lost to time, and I still lament the loss of my Masters edition boxed set.  Shortly there after, an ad in Dragon magazine sucked me into the world of Warhammer and I have managed to juggle my two RPG and Wargame hobbies every since.  

Now that I am older, having regular RPG nights and/or Wargame nights is much easier.  I was able to get into a local RPG session much easier than I was able to get into the wargaming community!  The wargaming scene had a number of starts and stops.  Meanwhile, I have had a long running RPG group with a dedicated weekly game night, that was only interrupted by COVID, but has since re-grouped after vaccines became widely available.  

The re-engagement with this group has rekindled my interest in RPGs.  Thanks to this group I have been able to play and run a few more modern games such as Dune, Lasers and Feelings, Monster of the Week, Those Dark Places, and more.  The group is primarily a Dungeons and Dragons 5e group, but we are not averse to spreading our wings a bit!  Thankfully, we have several people who are capable of being game masters as well as players too!  

All of this regular activity has led me to be interested in designing and playing RPGs.  However, today I wanted to share a game called Princes of the UniverseThis is a free game that I am making available to the public at no cost, as I do not own any of the copyrights for the source material.  

Way back in 1995, I used to huddle up to my dial operated, 13 inch color television on Sunday night.  There, I would watch a variety of syndicated television shows late into the night.  Shows like Cleopatra 2099, Hercules: The Legendary Journeys, Xena: Warrior Princess, Jack of All Trades, and others.  However, they all capped off by my favorite show Highlander: The Series!  With the advent of streaming services, I was able to revisit this series again in 2021 and 2022.  


I recall vaguely thinking back in 1995, that I would play the heck out of a Highlander themed RPG.  However, that was about as far as I had gotten.  Fast forward to 2021, and I finally got to put it all together and play several sessions of Princes of the Universe, my own take on a Highlander RPG.  

How Does the Game Work?

I had a few games for inspiration as I went into this one, but in order to capture the vast world and mythos of Highlander the game was going to need to be Rules-Lite.  In addition, I needed it to be able to ape the episodic nature of the show and movies.  The game had to use a narrative structure for its sessions.  There were two main existing games that I looked at for inspiration: The Modiphius 2d20 system, and the Powered by the Apocalypse system.  I had used the first in the Dune: The Role-Playing Game and the second in games of Monster of the Week and really enjoyed them for the way they used abstraction and decision making to drive the game.  

I had also seen a lot of games making use of Meta-currency in their rules.  I was initially skeptical of this mechanic, as I am a huge believer in GM Fiat as a driver of RPGs.  Therefore, putting restrictions via Meta-currency seemed counter-productive to me.  However, in this game the Meta-currency allowed the GM to avoid opposed dice rolls, and still impact the game and make decisions to control the flow of the game.  

So, now that you know the inspirations of the game, let's talk a bit about how it works on the table.  A character is made up of 5 Attributes 1-5, and 5 Values 1-5.  When the player needs to make a test, the Watcher (The GM) will assign them an Attribute and the Player chooses a value related to the action.  The two added together are the target number of a d12 test.  If you roll a d12 and score under the target number, that is a success.  

In addition to an attribute, the Watcher will also assign a difficulty between 1-5 and that is the number of Successes a player needs to roll to succeed a test.  Something that is very difficult may require more than 1 d12 roll to succeed.  Players can earn these extra dice with Focus or other unique attributes of the character.  However, the most common way is by accessing the groups Quickening pool.  

A Quickening Pool is a set of dice that the players can access through-out the game.  This pool number varies based on previous success, and how often it is used.  Therefore, tough challenges will require them to access the pool.  If the Pool is empty, the players can access more Quickening from the Watcher as well.  However, by doing this the Watcher then earns Quickening dice that they can use to add complications to the players.  There are other actions, like failed rolls that also generate Quickening for the Watcher to spend.  It is this interplay of Quickening usage that is the heart of the game.    

How does it capture the feel of Highlander? 

The system itself is very character and player driven.  Players can prioritize the Attributes of a character, but also their Values.  Since Highlander: The Series is a morality play with swords these details allow the player to quickly and easily flesh out what the character values, and it applies to their successes and failures.  

In addition, the system uses a method I call Drive, Ties, and Burdens that flesh out a character but also drive advantages that the Player can leverage later in the game.  Taking Drives, Ties, and Burdens quickly fleshes out the character while also giving them access to Focuses (skills), equipment, and fighting techniques.  

Finally, there is the Quickening itself.  Yes, it is a dice pool that can be accesses, but it is also an attribute too.  This can be used to trigger flashbacks, create connections, heal injury, and avoid getting your head cut-off!  This is determined by an immortals age. 

Finally, you do not have to be an Immortal!  Some of the best characters on Highlander: The Series were mortals.  These characters can not access the Quickening pool, they can only take it from the Watcher.  However, in exchange the Watcher can not spend Quickening to directly impact a Mortal character.  Therefore, Mortals can be a vital part of the game.  Plus, Mortals are not subject to the rules of the Immortal head-hunting "Game".   


Darius and Duncan play Chess

What is playing a game like?  

There is a sample of game play in the rules.  However, playing the game is a very different experience.  First off, the narrative is very "player driven".  The Watcher is there to ask questions to drive the game, more than determine results or dictate the rules.  The players themselves are the ones who create the story lines and the relationships.  

For example, the Watcher may start an adventure like this:

You see a news report featuring the death of a man that you recognize.  Who is he?  Why do you care about his death?  How do you react to seeing the news?     

How the players respond is what drives the game forward more than anything the Watcher does.  In the example above, the man may have been part of their past; and trigger a flashback about their time together in post-war Japan.  Or they may decide that they did not know this man, but instead they know his sister.  They could also decide that they do not know this man, and he means nothing but what is interesting is that he was on the team the uncovered the Golden Cross of Coronado, which they had hid away nearly 200 years ago!  Now what?    

In addition, the Watcher asks the players to determine the results of actions and success.  

"Your characters were trying to sneak onboard the yacht in the slip, but they failed their checks by 1 success.  What happens?

The Watcher has final say, but the players dictate the general direction and flow of the game.  They might say that their failure caught the attention of a security guard, they were captured on camera sneaking in, or that the boat slipped its moorings and began to sail away with them on it!   

This collaborative story approach is very different than many RPGs, but it is necessary as the players may want to trigger flashbacks, explore memories, and take action in the past or present.  Since such actions are tied so closely to the characters, it would be impossible for a Watcher to pre-plan some of these elements; therefore the game relies heavily on player input to continue and drive the narrative.  The game uses an abstracted approach to combat, intrigue, dueling, investigations and other task checks to allow players the freedom to craft the story they want to tell.  The Watcher simply places complications in their path in the form of other Immortals, physical obstacles, spiritual obstacles, political obstacles and more.  The idea is to build and follow a Highlander themed story.   


Final Thoughts

Two and a half decades in the making, I finally had the technical and creative skills to create an RPG experience that I have wanted to try since I first watched Duncan spar with Connor, mentor Richie, and romance Tess.  I was ecstatic to actually play these rules with some fellow RPGers who only knew the very basics of Highlander, and most of their experience was with 5e D&D.  It was an RPG experience like none of them have had before.  It was such a pleasure to introduce and lead them through a short campaign of Princes of the Universe.  

Hopefully, you can now take a shot at playing the game for yourself too.  Let me know what you think and how it goes.  

You can find a copy here: Princes of the Universe


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Monday, April 10, 2023

Wargame Design: Solo-Wargaming The Bad Guys

 


Solo and cooperative play have been big themes for wargames the last few years.  I myself have tried my hand at them as well.  Much of this is spurred on by the Pandemic, however there are other societal and cultural factors that are leading to the rise of Solo-gaming.  These reasons go well beyond the scope of this blog, or this writer's ability and knowledge.  However, there is something I am a bit of a Pro-am (Professional Amateur) and that something is wargame design! 

I have previously written some articles on the topic of solo-wargaming scenarios and deployment.  You may recall that my hypothesis is that a good solo-wargame needs to do two fundamental things to be successful: 

1. Create "Surprise" 
2. Force the player to make decisions  

All wargames need to force players to make decisions, to me that is the integral way to generate "fun" in a wargame.  However, the unique element is that a solo-wargame must also generate "surprise" for a player.  The game can not recreate what a human would do, but it can do the two things I outlined above.   


Types of AI
Most of the games we build will not be run by a computer system for us, so the term AI is a bit much.  However, it is a good short hand to sub into the conversation.  In this case, it is short hand for what are the player's opponents going to do? 

There are a variety of methods and ways to generate AI interactions, and I will highlight a few of them below: 

ICUIAttackU
The name pretty much says what it is on the tin.  The bad guys in the game get LOS on you, and they will move forward and attack you in close combat.  This is the most basic type of AI, and is very popular in games with limited missile weapons for the bad guys, and/or feral opposition.  

The classic example is Zombie games.  

Random Actions
In this situation, the enemy units are subject to random actions.  This could be a table or chart that is resolved via a RNG like a dice roll, card draw, etc.  It has the most "surprise" factors as no one really knows what the enemy is going to do ever, and they can do incredibly illogical things.  

For example, the enemy model activates and the solo-player rolls a d6.  They get a 4 and consult a chart of actions.  On a 4, the enemy moves to the closest cover. 

If/Then Flow Charts
The enemies are given a flow chart of criteria and responses to the criteria.  These are often designed to be simple for ease of use with key decision points leading to actions.  

For example, is there an enemy in melee?  Y, attack.  N, does the model have a missile weapon?  Y, attack target in range; N-is there an enemy in LOS?  Y, move towards them.  N, move to center of the board.  

Action Radius
Enemies have an action radius, or distance around them that when an enemy model is within it, will trigger certain actions.  

For example, a enemy model in Base-to-base triggers a melee attack, within 12 MU triggers a shooting attack, and within 24 MU triggers a move to cover.  If no one is within these range bands, the model moves towards the opposite board edge 6 MU. 

Pre-Programmed
The enemy units always do a certain thing, at a certain time in a pre-programmed way within the game.  

For Example, Unit 1 on turn 1 will always move towards the built-up area.  On turn 2, it will fortify the area.  Turn 3, Unit 1 will call an artillery to strike to grid X3.  

Nodes
Similar to Action Radius, except key actions are triggered when the enemy unit is within X of a certain location.  

For example, if they are within movement distance of cover, they will always move into it.  If they are within X distance of the objective, they will always move towards it.  If they are within Y distance of a building, they will hide inside it.  If they are in a green grid square, they will fire on anyone in a yellow grid square.  

Combination
Some combination of the options above.  You might random activation with Nodes, or pre-programmed that is over-ridden by If/Then at a key point or pre-programmed time period.  

For Example, when a model activates you randomly roll for its Mode, and the Mode then links to a series of If/Then sequences thematically ties to the Mode.  For example, a unit of tanks activates and the Mode rolled up is cautious.  This leads to if then statements focused on shoot and scoot, go hull down, avoid LOS of the enemy, etc.  

Of course, these are just a broad overview of options for simple AIs in a game.  There are probably others, and types I did not cover.  


The Role of the AI
So, what exactly is a good AI system supposed to do in a solo-wargame?  Many folks want a good AI to simulate another player of the game to play against.  Sadly, no mechanic that a wargame designer makes will be able to do that.  Computer programmers are still struggling to do that with much more processing power than dice and cards!  So we all ready know something that a good, table top wargame AI will not do! 

Here are the requirements a good AI needs to have: 
1. Quick to execute
2. Ease of implementation
3. Realistic enough
4. Give the player tough decisions

Quick to Execute
Since this is a solo-play experience, the more time spent determining outcomes for the AI, the less time you are spending actually interacting with the challenges the game is presenting for you.  You do not want determining the AI to take longer than it takes you as the player to make a move for yourself.  Then you are spending more time operating the controls of the game, than playing the game. 

Ease of Implementation
This aligns closely with "Quick to Execute".  We want the determination of outcome to be simple, with the fewer steps the better.  The more steps in the process the more likely it is that the player will make a mistake in the process.  In addition, more complex steps lead to more potential confusion in determining the outcome of the AI's turn.  It should not be much harder to operate the AI, than to operate your own pieces. 

Realistic Enough
Here, we want the fiction of the game to match the fiction created by the game.  In other words, if a soldier has a gun, they should occasionally shoot the gun.  Of course, the AI should not be 100% predictable as that would be boring.  However, it needs to operate "realistic enough" that the actions of an AI do not take you out of the game.  Therefore, soldiers with guns should shoot them when they can, but that does not mean they will always shoot 100% of the time.  The action is realistic enough, with an element capable of generating surprise.          

Give the Player Tough Decisions
Ultimately, the purpose of the game is to force the player to make tough decisions.  If they know the AI is capable of doing X, Y, and Z the player will then have to decide how they are going to counter X, Y, and Z when they happen.  There should be times when a player must decide between X, Y or Z's counter, and that is when you start to get meaningful decisions. 

If a player knows that the enemy will always advance, and they have no other options; the counter is easy.  Stand back and shoot them as they come.  However, what do you do if the enemy doesn't always advance?  What if they shoot back, take cover, flank you, or simply wait for you to come out?  Now, the AI is creating a space where the player needs to decide how they are going to counter the AI's actions


Final Thoughts
Ultimately, the AI mechanics are not the be all and end all of a good solo-play experience.  There are a number of factors that can combine to make solo-play more fun.  Any great solo-play game is more than the sum of its parts, but ultimately all the parts have to work together to create surprise and force player decisions.  The AI of the enemy needs to also work with the scenario, deployment methods, and other friction placed on the player.

An AI alone does not make a game "solo-play".  It requires a design ethos focused on creating the right experience.  However, how the bad guys go about being bad is a key part of the puzzle.  As always, choose the best mechanic that creates the situations the game is addressing. 

 


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Monday, April 3, 2023

Wargame Design: Castles in the Sky- New Ship Types II

As many of you know, when I was writing Castles in the Sky there was a strict word count for the book.  However, I wrote so much content that I had to go back and remove some of it from the book.  Even with my edits, the final book is still larger than any of the other Osprey Wargaming Series books!  Instead of the normal 64 pages, it is 80 pages of content!  

To make the rules fit to the new expanded size, I still had to cut out some rules and other details that I wanted to keep in.  The biggest space eater, was the ship templates.  Therefore, I had to remove a lot of ships.  Therefore, each fleet was left with only 1 Battleship, a cruiser of two, and 1 or two escorts.  All nationalities lost at least a single ship to make space.  I want to make these ships available to the community here on the blog! 


Russian Empire

The following are additional warships for the Russian Navy.  They follow the normal rules for generating Command found in the main Castles in the Sky rulebook.
 
Class: Borodino
Category: Cruiser (Battle Cruiser)       
Armor: 7
Speed: 1- 8                    
Altitude: 7                      
Turns: 1/45      
Lift: 1
Armament:                     Firepower:     Power:         Fire Arc:              Ammo:
Heavy Battery                -/6/4/2            +3/+2/+1     Bow/Port/              4+
                                                                                  Starboard
Heavy Battery                -/6/4/2           +3/+2/+1      Stern/Port              4+
                                                                                  Starboard
Light Battery                  -/2/1/-       -/-/-                   Bow/Port/              5+
                                                                                 Starboard
Point Defense                3/-/-/-             -/-/-              All
Operational Cost: 5
 
 
Class: Azova
Category: Cruiser         
Armor: 7
Speed: 1- 6                    
Altitude: 7                      
Turns: 2/45      
Lift: 1
Armament:                     Firepower:     Power:        Fire Arc:              Ammo:
Medium Battery           -/2/1/1              +2/+1/-       Bow/Port/              5+
                                                                                 Starboard
Medium Battery           -/2/1/1              +2/+1/-      Stern/Port              5+
                                                                                Starboard
Medium Battery           -/3/2/1              +2/+1/-      Port                    5+
                                                                                                                  
Medium Battery           -/3/2/1            +2/+1/-       Starboard              5+
                                                                                                                                 
Point Defense                3/-/-/-             -/-/-              All
Air Torpedo                    2 (Speed 18)    +2            Bow
Bombs                              4 (Speed 6)    +1            Stern
Operational Cost: 4

Brigade Models painted and photographed by Tony Francis from Brigade 

 
Austria-Hungary

The following are additional warships for the Dual Monarchy.  They follow the normal rules for generating Command found in the main Castles in the Sky rulebook.
 
Class: Radetzky
Category: Battleship (Heavy Cruiser) 
Armor: 8
Speed: 2- 5                    
Altitude: 7                      
Turns: 1/45      
Lift: 1
Armament:                     Firepower:      Power:      Fire Arc:              Ammo:
Heavy Battery                -/7/5/3             +4/+3/+2  Bow/Port/              4+
                                                                               Starboard
Heavy Battery                -/7/5/3           +4/+3/+2    Stern/Port              4+
                                                                               Starboard
Light Battery                  -/3/1/-              +1/-/-        Bow                    5+
                                          
Light Battery                  -/3/1/-             +1/-/-         Port                    5+
                                                                                                                                 
Light Battery                  -/3/1/-            +1/-/-         Starboard              5+
 
Point Defense                3/-/-/-              -/-/-            All
Air Torpedo                    4 (Speed 18)     +3           Bow
Operational Cost: 6
 
Class: Habsburg
Category: Cruiser (Heavy Cruiser)       
Armor: 8
Speed: 2- 6                    
Altitude: 7                      
Turns: 2/45      
Lift: 1
Armament:                     Firepower:     Power:     Fire Arc:              Ammo:
Medium Battery           -/6/4/1            +2/+1/-     Bow/Port/              4+
                                                                             Starboard
Medium Battery           -/2/1/1           +2/+1/-      Stern/Port              4+
                                                                            Starboard
Medium Battery           -/6/3/1           +2/+1/-       Port                    4+
                                                                                                                                 
Medium Battery           -/6/3/1          +2/+1/-     Starboard              4+
 
Point Defense                2/-/-/-            -/-/-         All
Air Torpedo                    2 (Speed 18)   +3        Bow
Operational Cost: 6
 
 
Kingdom of Italy

The following are additional warships for the Italian Navy.  They follow the normal rules for generating Command found in the main Castles in the Sky rulebook.
 
Class: Dante Alighieri
Category: Battleship  
Armor: 9
Speed: 2- 6                    
Altitude: 7                      
Turns: 1/45      
Lift: 1
Armament:                     Firepower:  Power:        Fire Arc:              Ammo:
Heavy Battery                -/6/4/2        +4/+3/+2     Bow/Port/              4+
                                                                              Starboard
Heavy Battery                -/6/4/2        +4/+3/+2     Stern/Port              4+
                                                                             Starboard
Light Battery                  -/2/1/-       +1/-/-           Bow/Port/              5+
                                                                            Starboard
Light Battery                  -/2/1/-     +1/-/-            Stern/Port/              5+
                                                                            Starboard
 
Light Battery                  -/4/2/-     +1/-/-             Port                    5+
                                                                                                                                 
Light Battery                  -/4/2/-     +1/-/-            Starboard              5+
 
Point Defense                2/-/-/-     -/-/-                     All
Air Torpedo                    2 (Speed 18)  +3              Bow
Air Torpedo                    1 (Speed 18)   +3            Stern
Operational Cost: 11
 
 
Class: Libia
Category: Cruiser         
Armor: 7
Speed: 2- 6                    
Altitude: 8                      
Turns: 2/45      
Lift: 2
Armament:                     Firepower:     Power:    Fire Arc:              Ammo:
Medium Battery           -/2/1/1             +1/+1/-    Bow/Port              5+
                                                                                                                  
Medium Battery           -/2/1/1             +1/+1/-    Bow/                  5+
                                                                              Starboard
Light Battery                  -/4/1/-            +1/-/-       Port                    5+
                                                                                                                                 
Light Battery                  -/4/1/-            +1/-/-      Starboard              5+
 
Point Defense                2/-/-/-               -/-/-          All
Air Torpedo                    2 (Speed 18)      +2         Bow
Bombs                              4 (Speed 6)      +1        Stern
Operational Cost: 4
 
A US Fleet painted by #The.Painted.Dwarf on Instagram

United States

The following are additional warships for the U.S. Navy.  They follow the normal rules for generating Command found in the main Castles in the Sky rulebook.
 
Class: New York
Category: Battleship  
Armor: 9
Speed: 2- 5                    
Altitude: 7                      
Turns: 1/45      
Lift: 1
Armament:                     Firepower:     Power:     Fire Arc:              Ammo:
Heavy Battery                -/6/4/2           +5/+3/+2   Bow/Port/              4+
                                                                               Starboard
Heavy Battery                -/6/4/2           +5/+3/+2   Stern/Port              4+
                                                                               Starboard
Light Battery                  -/3/1/-          +1/-/-          Bow/Port/              5+
                                                                              Starboard
Light Battery                  -/3/1/-          +1/-/-         Stern/Port/              5+
                                                                             Starboard
 
Point Defense                1/-/-/-          -/-/-              All
Operational Cost: 11
 
 
Empire of Japan

The following are additional warships for the Japanese Navy.  They follow the normal rules for generating Command found in the main Castles in the Sky rulebook.
 
Class: Tsukuba
Category: Cruiser (Battle Cruiser)       
Armor: 7
Speed: 2- 8                    
Altitude: 8                      
Turns: 1/45      
Lift: 1
Armament:                     Firepower:      Power:     Fire Arc:              Ammo:
Heavy Battery                -/3/2/1            +3/+2/+1  Bow/Port/              4+
                                                                               Starboard
Medium Battery           -/5/3/2              +1/+1/-     Stern/Port              4+
                                                                               Starboard
Medium Battery           -/4/3/2             +1/+1/-       Port/                  4+
                                                                               Starboard
 
Point Defense                2/-/-/-          -/-/-                     All
Operational Cost: 6

A British Fleet painted by #Lone_Wolf_Painting on Instagram

That will round out the initial fleet lists that I had initially built for the game.  However, there has been a big demand in ship creation rules, and I have been working on that update as well.  More to come as that develops.  

There are still a few more rules that did not make the final cut of the book, so expect at least one more post with details on Ground Defenses upcoming.  

To sign off, I want to provide access to a couple last resources that maybe useful to you in your games: 

Quick Reference Sheet
https://app.box.com/s/5smrkaa313mgwu8ypzp9qw56oxhohwgo

Ship Templates

Record Sheets

The Tokens, Templates, and Sheets were made by Robert Kurcina from the Delta Vector Google Group.  Thanks to his help, Castles in the Sky was made possible in the first place!

These resources should help you out with your games as you go forward.  Good hunting!  Let me know if you have any questions.  



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