Planning my first game of "Fear God & Dread Nought" next Saturday. We're playing the 'Jump Start' scenario, The claim that you'll be up and playing in 30 minutes is laughable. I've spent many hours p…

Planning my first game of "Fear God & Dread Nought" next Saturday. We're playing the 'Jump Start' scenario, The claim that you'll be up and playing in 30 minutes is laughable. I've spent many hours preparing for this. Looking forward to it though. I'm umpiring the game. prior to the get together we've moved to first contact. Here the HMS Aurora sights the SMS Pillau (in the centre distance) 6.9 nm away.

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Comment by Lawrence Hung on August 11, 2009 at 7:42pm
Much easier to discuss there and find anything...next weekend? I thought it should have been fixed when I woke up this morning on Wednesday....
Comment by Andy Loakes on August 11, 2009 at 12:16pm
Hi Eric,

I'll no doubt post something - though it will hopefully be on the limey yank Games blog on the 'proper' CSW; assuming it is back online by next weekend
Comment by Eric Walters on August 10, 2009 at 10:03pm
Let us know what you think of the system. I've been dying to play it here at the Tidewater Area Naval Gamers, but we don't have a following for the game yet. I'd probably try the Russo-Japanese scenarios first....
Comment by Andy Loakes on August 9, 2009 at 11:31am
You need a 'sub-set' of the full rules - the 'Jump Start Rules' contain no rules per se
Comment by Lawrence Hung on August 9, 2009 at 11:15am
Does the scenario requires the full rules? I am reading the Jumpstart rules and think that they make sense for naval combat and it is not difficult to understand the rules.

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