Man O' War (game)

Other races of the Warhammer world were not included, either because they were lacking seafaring abilities (Wood Elves), missing from the main factions at that time (Ogres, Lizardmen), or both.

[1] The game name coming from "Man-of-war", it dealt with the sea battles of the Warhammer world; each player controlling a fleet of model ships.

Independents (INDs) were similar to Men O' War in that they operated singly, but were much less powerful and tended to be unique in some way, making their classification as a SOL less appropriate.

By the time all the supplements had been published Man O' War supported the following fleets: The boxed game included twelve plastic models (rowed galleys), sufficient to learn the basics of play in scenarios between "pirates" and "the Empire", but the other ships in the Empire's fleet and those for the other races were metal models.

Many considered the Flyer squadron rules to be unbalanced in many respects, and they have been the object of much discussion on gaming forums dedicated to Man O' War.

[2] Rules for another two types of Empire ship, a Dwarf "Dreadnought" and shore forts were also included to round out the Sea of Blood expansion.

Following the release of these supplements a series of articles which provided additional rules for Man O'War were published in issues the Citadel Journal.

Orc ships tended towards the ramshackle and unorthodox, with large paddle driven hulks and inaccurate stone throwers as their sole armament.

Chaos Dwarf fleets consisted of various types of Battlebarge, each mounting a larger version of their tabletop artillery, the death rocket and Earthshaker.

To offset this, the Norse had a variety of specialist crew types such as Berserkers and Ulfwerener (werewolves) and excelled at performing boarding actions.