
SeaTac
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Description
Modern Naval Miniature Rules for Surface / Air / Submarine by Q-Games 1979, 1980 by William Likens. This game is designed for 1:2400 or 1:1200 scale modern naval miniatures. Aircraft figures of 1:250 scale or smaller may be used. Two 20-sided dice will be needed for play. The game scale is 1' = 4 miles (1:24,000 scale) with each turn of play lasting two minutes.
Out of the 40 pages of the rulebook, only 10 pages are dedicated to actual rules of the game. The remaining 30 pages detail all of the stats for each ship per country with a black silhouette of each unit. A naval forces inventory per country is also listed in the back.
SeaTac Modern naval Miniature Rules Surface/Air/Submarine (Q-Games/William Likens, 1979/80) uses a 2 minute turn with a "sea" scale of 1’ = 4 miles. Looking at only a Surface to Surface action, the following is the turn breakdown;
• Detection.
• Movement.
• Surface to Surface gunfire.
• Anti-Aircraft Fire.
• Anti-Surface missile and torpedo fire.Using the Harpoon 1 starter scenario of a Knox class FF versus a Kashin class DD, detection is either by visual means at 3’ (I’m assuming this since it’s not actually called visual, but the radar table shows a 100% chance), or with active Radar starting at 5’ with a 10% chance. I did not find a mention of ESM.
Ships are moving very quickly in this game. Knox 7 inches, Kashin 8 ½ inches.
Gun fire is by "estimated range". If you guess, then measure the range +/- 1 inch, you hit. Knox can fire out to 3’ and does 2 points of damage. Kashin 2’ and does 1 point of damage. Knox has 6 damage point, while Kashin has 8.
These two ships aren’t taking that much damage, but once over 50%, there is a Special Damage Table that will take out ECM points, Engine Points, or maybe a weapon.
Shooting a Harpoon missile at the Kashin.
The Harpoon has a 17’ range and a 70% chance to hit, with 3 damage points. As you can tell, someone else has to find the Kashin and tell the Knox where it is to fire a Harpoon. There are no rules for a missile moving, only its max range.
Firing an SA-N-1 Goa at the Harpoon gives the Kashin a 70% chance to shoot it down, at a max range of 2.5’. I would not want to fight a Talos armed ship. 19’, 70% chance and 11 damage points!
Verdict.
I don’t like it. I will tell you that I am very biased toward Harpoon as I write for that system. It's the range "guesstimation" that does it in for me.
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Details
Ages: 12 and upDesigner: W. C. LikensMechanics: Dice Rolling, SimulationPublisher: Q-GamesYear: 1979