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7.9

Clear for Action

Integrated War Games Co.
1977
Clear for Action
0
BGG Overall Ranking
2-20 players
Best: 8,1
3.0 / 5
Complexity
45 min
Playing Time

About Clear for Action

World War II Micronaval Miniature Gaming. Uses 1:1200 or 1:2400 scale ship miniatures. Game Designer: Spencer Martin Ship Data Charts: John Hugener Game uses charts for ship classes ...Read More

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Reviews

9
jpozsr

one of the best naval minature rules just needed a better set of air rules and needed to expand to list all of the WWII naval units

9
mdkiria

Great rules for naval miniatures. Requires 5+ hours for any action with 10+ ships per side. John's latest incarnation of the rules runs on a private LAN linking laptops making for great confusing sea battles. You can play twice as many turns in the same 4-5 hour time frame. See my AAR on the Sessions Forum.

10
Micky99

Great Game. I need the expansion pack.

10
pollock1939

Of the genre of naval minis systems that use actual range guessing for the targeting mechanic, this is the best system. It has a genius mechanic to model changing accuracy with range, and other factors.

8
Wilhammer

Lots of great ideas in this set of rules. Back in the early 80s we used these rules,especially the torpedo rules and detailed ship hit location charts in conjunction with SeaPower rules for our own hybrid ones.

The rules system finally developed after many thousands of man hours (no kidding!) became 'The Book' and Don Gruno with our young enthusiasm put most of it together into a BASIC program written on a TRS-80; the software still runs.

Clear for Action provided the best torpedo rules and a special plotting protractor. Worked very well.

The other best part, the 01-100 hit locator was greatly liked and programmed in our home brewed system.

Pretty simple, in concept, role 2 D10 (d20s back then) and locate each hit, from bow to stern,and compare the armor to the penetrating power of the hit. The difficult part was mapping all the ships - which nearly all were done for you in Clear For Action.

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