Warhammer 40k
Age of Sigmar
Conquest
A Song of Ice and Fire
Bogowie Wojny: Lee
Bogowie Wojny: Togo
Bolt Action
Team Yankee
Argatoria
Warhammer 40k
Age of Sigmar
Conquest
A Song of Ice and Fire
Bogowie Wojny: Lee
Bogowie Wojny: Togo
Bolt Action
Team Yankee
Argatoria
Currency
Archive
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31
Tag cloud

GoW: Togo - Captains Rulebook (ENG)

Availability: 3 items in stock
Dispatched within: after completing the order
Price: €30.14 30.14
quantity szt.
You gain 6 points [?]
add to wish list

Description

Gods of War: Togo

At 14.05 local time Admiral Togo ordered a sharp turn to the left to cut the enemy formation. Mikasa and the other battleships began the dangerous manoeuvre under fire from the Russian fleet. Each of them was exposed to the fire of the entire Russian squadron as they turned. The minutes dragged on in terrifying suspense....

However, the Russians were firing very inaccurately. As soon as the Japanese had completed their manoeuvre the entire Russian fleet was exposed as if on a plate. At 14.10 Mikasa opened fire.

The weather was good, although the waves were high.

Gods of War: Togo is a historical system taking us back in time to naval battles from the 18th to the early 20th century. Players will be able to command sailing ships at the Battle of Cape St. Vincent or at Trafalgar, armoured ships at the Battle of Hampton Roads, or battleships at the Battle of Tsushima. They will also be able to see what would happen if an old sailing ship met a modern armoured ship on its way....

The main idea is that it is intended to be fast and easier than BW: Lee.

The rules are scalable and made up of two parts: basic rules and advanced rules. It will be possible to play a single ship, in which case clashes will be fast like British destroyers, or whole fleets, divided into several squadrons. The advanced rules will cover, among other things, the command of whole squadrons of ships, formation, the influence of admirals on their subordinate units, and so on. These will not need to be used in a game where only a few ships will be fighting.

Orders are a very important element of the game, which is typical of the entire Gods of War series. They have been adapted to the specifics of naval combat and the main objectives of the game. Players allocate two orders in advance for each of their ships (or, in the advanced version of the rules, for each squadron), which means that it will become necessary to anticipate the enemy's movements and plan accordingly. Ships do in fact have their inertia; it takes a long time to make a turn or change speed. The orders relate precisely to the direction taken and the speed.

As in the other games in the series, we will be using k6 dice, where a score of 4+ will mean success, and throwing a '6' will trigger special effects. Armour and its ability to penetrate the ship's artillery will also be an important factor. It is not enough to just hit the enemy, you also need to break through their armour.

These rules will make Togo compatible with another emerging game in the Gods of War series, BW: Grant, which will introduce rules for sieges and fort battles. Your heavy cannons will be able to raze your opponent's fortifications to the ground, unless... it is the opponent who sinks your ship.

Finally, a few words about ship movement. This will be done using two specialised gauges. The first will be used to measure the speed of the ship, while the second will be used to determine the distance sailed and any turns. The shape of the latter makes it possible to use models on stands of different lengths in the game.


More about the game itself as well as any guides or rule updates can be found on the website:

http://www.gmboardgames.com/blog/bogowie-wojny-togo/

up
Shop is in view mode
View full version of the site
Sklep internetowy Shoper.pl