This weekend we've planned to do some wargaming, as the full group won't all be there so we need something to replace the regular RPG.
I've proposed Ironclads, an American Civil War naval game, which I haven't played for years.
I was just googling for some pics to show you and came across a review which says:
By today's standards the game is rather slow moving, heavy on die rolls and charts and relies a lot on written orders.
And I'm thinking... yes, what else would you want...?
Eee, kids these days. No stomach for slow games with lots of charts and written orders
He does give a good explanation of the gameplay though:
The basic turn structure is the familiar one used in many tactical naval wargames. Players write a coded plot for how they will execute their available movement points. For example, a player with a ship that has five movement points could write down 2 L 1 R, which would order the ship to move two hexes forward, turn left, move 1 hex and then turn right. Firing is done after movement, based on a two D6 roll on a specific chart for each gun type with various modifiers for crew quality, battlefield conditions, target size and the like. If a hit is scored, additional rolls are made to determine exactly where the shot lands. The power of the shell is compared to the strength of the armor involved in that section and another roll determines how much damage is done to the armor. The general pattern is that repeated hits on the same section of the ship will gradually weaken it until penetrating hits become common, resulting is escalating damage.