Dreadfleet: Closer and closer
We are all very excited about the new Games Workshop board game. In my last article about Dreadfeet I covered the story and general idea of this game, but I will repeat myself for those that are not familiar with this game. Dreadfleet is a game of naval warfare set in a world of Warhammer. It is a game for 2 players, although up to ten people can play it, where each player controls five ships. There are two fractions, one led by Vampire Count and another one is an Imperial Armada or something like that. What is very interesting is that this game is quite big, I mean the gamin area is almost like Warhammer table. And of course you have to see the miniatures, there are ten different ships and they all look amazing.
This game is about to be published in a few days so we still don’t know very much about it. However, guys from GW were very kind to show us some of the main features of this game. We are still to wait and hope that this game will meet our expectations.
One of my favorite things about ships and naval warfare is the wind. Only the true captain can predict and sail no matter the weather. It is very important how the wind blows as it can slow your ship. Strong winds can also set you of your course if you are not careful and even crash your ship into rocks. In Dreadfleeet there is something called the wind gauge and it shows the direction the wind is blowing. From what I could read from GW’s authors wind can slow or increase you speed. Also if I am not wrong wind is very unpredictable in this game, and every time you draw a Fate card you change the winds direction.
Besides great ship models there are also a bunch of islands and ship wrecks. There is also one very cool gadget that allows your ship to turns at exact angle. It might not be much but it looks really cool and is useful. Not every ship can turn and maneuver easily. Bigger and more cumbersome ships have to spend more inches in order to turn.
In dread fleet player turn is made of five phases: Initiative, Status, Fate, Action and End phase. Although there is still no way to be sure, but we can easily imagine what happens in each phase. In the initiative phase players determine who plays first. In the status phase I would guess that players resolve different status cards that are attached to their ships. In the Fate phase player draw Fate cards and apply their effects or keep them for later use. As I read somewhere, there is a wind gauge on every Fate card that shows how the wind changed this turn. I will make a blind guess and say that maybe player whose turn it is set the wind gauge according to his Fate card. And finally there is action phase that has something to do with special orders or something like that. Every captain has a order value that he must pass in order to successfully make an order.
There is one very interesting rule about shooting. In order to successfully hit another ship you have to take into account the distance between two ships. If you within 6 inches from the enemy ship you hit on 4+, if you are within 12” you hit on 5+, and if you are within 18” you hit on 6+. So it is possible to damage the enemy ship from great distance, although it is very difficult.