Castles in the Sky: A Wargame of Flying Battleships

Castles in the Sky: A Wargame of Flying Battleships

Castles in the Sky: A Wargame of Flying Battleships

Castles in the Sky: A Wargame of Flying Battleships

Paperback

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Overview

A wargaming ruleset for epic pre-WW1 battles in the sky.

It's the dawn of the 20th Century and the Great Powers turn to war. Since the development of the air screw, leading to the creation of flying warships, the navies of the world have comprised an ever-growing number of these aerial ironclads. So fire up the turbines, ready the aether drives, and take to the air in Castles in the Sky: A Wargame of Flying Battleships.

Featuring all the rules required to fight battles with fleets of flying behemoths. Assemble your fleet from 8 nationalities and fight through a variety of scenarios. With a full campaign system, Castles in the Sky contains everything adventurous aeronautical admirals need to find victory in the skies.


Product Details

ISBN-13: 9781472844965
Publisher: Bloomsbury USA
Publication date: 06/21/2022
Series: Osprey Wargames
Pages: 80
Product dimensions: 7.24(w) x 9.76(h) x 1.00(d)

About the Author

Eric Farrington is a veteran wargamer since the late 80s. He started his path in Fantasy and Sci-fi wargaming before moving into historicals. He has a BA in History from the University of Minnesota, is a corporate efficiency expert, and owns a number of small businesses including Blood and Spectacles Publishing. Eric is married with one child and has lived in Minnesota most of his life.
Mike Doscher is a concept artist and illustrator living in the American Midwest. While growing up in California he acquired an interest in both art and how machines worked. Discovering digital art in college, he left ceramics behind and joined the game industry where he remained for fifteen years and counting.

Table of Contents

The World After the Martians 4

The Concert of the World 4

The Art of the Possible 4

Basic Principles 6

What You Need to Play 6

Game Concepts 6

Rules of Thumb 8

Most Important Rule 8

Airship Basics 8

Airship Category 8

Ship Profiles 9

The Rules of Engagement 12

Game Turn 12

Initiative Phase 13

Roll for Initiative 13

Generating the Command Pool 13

Initiative Phase Ends 14

Movement Phase 14

The Movement Sequence 14

Stalling 16

Collisions 16

Ramming 17

Entangling 18

Landing 18

Take Off 18

Hovering 19

Battle Phase 19

Types of Weapon 19

Direct Fire 21

Roll to Hit 23

Damage 23

Ammo Test 23

Point Defense Weapons 24

Air Torpedoes 25

Sky Mines 25

Aeroplanes 26

Bombs 26

Ground Combat 27

End Phase 27

1 Move Aeroplanes 28

2 Apply Damage 28

3 Resolve Stalls/Sinking 30

4 Strike Your Colors 30

5 Repair Tests 31

6 Remove Friction 31

Commands 31

When Can You Give a Command 31

How to Give a Command 32

List of Commands 32

Air Navies 34

Using the Line-of-Battle 34

British Empire 35

French Republic 39

German Empire 41

Russian Empire 43

Austro-Hungarian Empire 45

Kingdom of Italy 47

United States of America 50

Empire of Japan 52

Ottoman Empire 55

Terrain 58

Ground Terrain 58

Aerial Terrain 58

Scenarios 60

Selecting a Scenario 60

Scenarios 63

Campaigns 72

Campaign Sizes 72

Picking a Campaign Fleet List 72

Strategic Assets 73

Campaign Turn 74

Spending Campaign Points 77

Permanent Damage 78

Experience 79

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