Everything you need to play
Poseidon's Warriors: Classical Naval Warfare 480-31 BC is a set of war gaming rules for large-scale naval actions between fleets of classical galleys from the Greek and Persian clash at the battle of Salamis to the battle of Actium that decided the fate of Rome. With so many of these battles taking place around islands or in narrow channels and shallow waters, sneaky tactics and cunning maneuvers are a hallmark of warfare of this era, and the rules use an integrated turn system to allow a commander to position ships to go in and ram without being rammed in return, or to employ feints and traps to tempt the enemy out of position and leave his ships vulnerable to a follow-up strike.
With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, Poseidon's Warriors offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.
(from GMT website):
War Galley is the seventh volume in the multi-award winning Great Battles of History (GBoH) series, but the first to venture entirely into the waters of the Mediterranean Sea. It is also the first historical boardgame published, in two decades, to address galley warfare. As such, GMT's War Galley is almost a complete history for this era of war at sea.
What is best about War Galley is how easy it is to play -- the rules are about half the length of the usual GBoH game -- and that means that most battles can be complete in several hours, at the most. The battles themselves, cover all aspects of galley tactics, from the line against line of big ships at Salamis (Cyprus), to the Chase, Turn and Fight of Chios, to the Line Astern vs. Line Abreast at Side, to probably the most unusual of all ancient battles, the Roman arrowhead against the Carthaginian Lines Astern at Drepanum in 249 B.C.
War Galley wars and battles covered by the scenarios are:
Salamis ad Actium
From the back of the rulebook:
With these rules you can take command of the fleets of antiquity with oared galleys roaming the Mediterranean, maintaining control of your Empire and keeping the Pirates in check. In those days warfare was up close and personal. The wars between Greece and Persia, Rome and Carthage, The Roman Civil War, all are covered. You can ram, carry out oar rakes, board the enemy, fire archers and ballistae, hurl rocks from stone throwers.
An extensive list of ships is provided with their advantages and disadvantages. We have incorporated our usual command system which allows for both good and bad commanders, and which has an effect on the flow of the action. The turn is of variable length and certain actions will only be permitted during an Intermediate Phase which happens at random.
A simple campaign system is provided as a basis for those with Imperial ambitions