After a few sessions of F2F testing against Jérémie it’ll come as no surprise to anyone that I dropped the flag orders portion of my homebrew naval rule set. They looked nice, they worked okay (ish) but they added extra and unnecessary “chrome” that the game seems none the worse without. I’m sure that most of those who write their own rules will have experienced something similar at one time or another.
Since everything else seemed ticketyboo and was explainable to a Frenchman (through the medium of dance when my French failed me) I’ve moved forward with my alt history Mediterranean naval campaign.
For those who can’t recall the setting and are too lazy to go back a post, the French and the Austrians have had a fallout over France’s attempt to control Morocco. Supporting Germany’s secret plan to provide troops for the Sultan’s defence an Austrian troop transport hits a mine and is lost with all hands. Shortly after and perhaps in retaliation a French merchant ship disappears off the coast of Albania.
Both sides demand satisfaction and the calling of a second international convention to arbitrate the matter. Unfortunately, before the convention can be arranged the French navy begins boarding and searching Austrian flagged merchant ships in Moroccan waters.
Naturally it didn’t take too long for the Austrians to start organising convoys and adding escorts to deter the French, and equally naturally it didn’t take long before a miscalculation saw shots fired.
Wounded national pride meant that damage to two Austrian escort cruisers could not go unanswered and all thoughts of an international convention were kicked into the long grass as we start this campaign in July 1906 with the following fleet action plans.
Austria has opted to “send a message” by shelling a largely unpopulated area of French Corsica with two major warships. The battleship Habsburg and the Armoured Cruiser Kaiser Karl VI approach the coast which unknown to them is being patrolled by three Motor Torpedo Boats (Tempête, Orage and Cyclone).
The mission occurs in calm seas with good visibility (the Torpedo Boats would have had to return to port if rough seas had been rolled for) and one side of the board is designated as coastline. The bigger Austrian ships stand a chance of running aground if they get too close to the shallows but their mission is to get within the 8 hex range of their main guns and fire off three salvoes into French territory.
Sacré Bleu! |
By turn 4 the Orage has rigged a temporary rudder repair but her sister ships have now closed in on the bigger vessels and as one they launch their torpedos.
Ignoring the sporadic and inaccurate gunfire from the Kaiser Karl the Tempête closes again to launch its last torpedo salvo - with devastating results.
This time the hits on the Kaiser Karl are terminal and she rolls over and sinks with huge loss of life. |
The Kaiser Karl’s damage capacity is maxed out and she sinks. |
I think I can safely chalk this game up as a French win which’ll score them 5 campaign points. With only 1 damage counter each the Torpedo Boats will be repairable within this 1 month window and available for missions in August. The Habsburg will make it home at half speed and will also during the month be repaired in time for actions in August. I suspect that the Captain will face an enquiry if not for the outcome then for not attempting to rescue the Kaiser Karl survivors!
Observations.
The Austrian ships were more heavily armed but slower and less manoeuvrable than the tiny French Torpedo Boats and this advantage allowed the French boats to press home their attacks with their very destructive torpedoes. The bottle out mechanism allowed for a realistic “time to get out of Dodge” moment for both fleets so that was all good too.
The failures, if failure they were, were out of the players hands. Anything but a calm weather environment roll would have forced the Torpedo Boats back to port before any combat, thereby ceding the game and the mission to the Austrians.
The Austrian decision to attack the French at long range alerted them to their presence. It’s unlikely the French boats would have just continued sailing along in ignorance until they left the board but if they had this would again have ceded the game to the Austrians.
A better die roll on the initial Austrian fire could have caused significant damage if it had hit, which would have altered the dynamic of the encounter at a stroke.
The assignment of vessels to missions by random die roll put the Austrians in an awkward spot. Attacking in daylight with two capital ships, unsupported by light screening vessels was a choice no competent Admiral should ever take. Another reason for a board of enquiry methinks!
All in all I was well chuffed. The game took 10 turns to complete and the playing time was a mere 50 minutes.
Hopefully I’ll have some wreck markers made before the next mission.
I appreciate that most of this blogs followers are not “naval types” but cheers if you’ve read this far. Take comfort that there’ll be a land based post coming up before the next maritime excursion.
Toodleooh.
Interesting read, like the "bottle out" rule that seemed to work well. The Kaiser Karl sinking was a shock and that did for the Austrians I think, the speedy little French ships certainly caused a lot of problems. Enjoyed the report and look forward to the next one.
ReplyDeleteHi Donnie. I’ve long been struck by the farcical nature of scenarios that result in fights to the death. Not sure that “bottle out” is the correct terminology but you get the picture! lol.
DeleteWell, I did read this far and found both play-through and look of your game interesting and quite cool. Your markers and tiles make for a very professional presentation. Great job! Did I mention that I have Spanish-American War fleets in 1/1000? I wonder if your rules would be applicable to a larger scale and a slightly different period and theater?
ReplyDeleteHi Jon, I suspect they would. Ships have three main gun types also there are no aircraft or submarines involved. Minelaying is represented abstractly during the campaign so minelaying itself is not seen - which may be the only fly in the ointment. The markers are a work around. I have a printer and shed loads of unused mdf bases. Add internet images and a can of spray paint and voila. I’ll make them a bit tidier to be honest when I’m sure the designs are correct and it all works okay.
DeleteHey! I made it passed the SPAM filter too!
DeleteGreat set-up, the torpedo markers are spot on and should make any ship owning player uneasy. With the hexes there looks to be a feel of having plenty of space to manoeuvre in.
ReplyDeleteHi Norm, hope you’re keeping well. The torpedo markers are just there to remind me, mid phase, as to who has fired what so I guess they’re only there for show. Thin white streak with a black line at the end on a regular ship base. Simples!
DeleteGreat stuff all round there Mark:)! I'm a big fan of alternate history, so this ticks many boxes for me. The ships bases look like they have been painted with Hammerite; is that right? Whatever you used certainly has a nice texture to it.
ReplyDeleteHello Steve, the ship bases are sprayed with Delcolor Effet Martèle’ which I stumbled across by chance in the local bricolage. It is a very close colour match to the hexon sea tiles, is gloss and has a weird dimpled effect that could (after a few pints) look a bit like sea I suppose. I went for the easy option. Quick 5 minute job which I can justify given the size of these ships and how much you don’t see at gaming distance. lol. I am so ruddy lazy. :-)
DeleteHello there JBM,
ReplyDeleteEverything about this oozes class old chap! Love the markers of all descriptions and the ships look lovely. I am rather taken with the ‘Bottle’ rule - a neat idea well executed. There are a number of clever ideas contained within that have certainly given me something to think about!
One question though - what is your smallest calibre to count as a heavy shell and hence cause a splash?
All the best mon ami,
DC
Hi DC, 10 inch is the smallest calibre included in the heavy gun / shell splash grouping. Heavy guns may engage targets between 8 and 5 hexes distant, medium guns 5 to 2 hexes and light guns from 0 to 2 hexes. Glad you found some things of interest to mull over!
DeleteNever mind sacred blue. That deserves a’Gott im Himmel’. Archy the Duck’s boys took a hell of a beating.
ReplyDeleteEverything looks splendid.
Chris
Thanks Chris - I know it’s not your bag but cheers for commenting.
DeleteGreat looking game JBM. As others have said, it all looks very professional.
ReplyDeleteThe rules look like they are lots of fun, easy and simple to use but with enough detail to give a great story for each game.
Hi Ben, I was a bit surprised by how quickly each turn rattled past. There are some bigger battles in the offing so it’ll be interesting to:see how long those take.
DeleteI like the bottle rule but I really don't think you'd send two capital ships without escorts, having said that it all looks lovely!
ReplyDeleteBest Iain
Hey Iain, sending two capital ships to an enemy coastline does sound a bit hare brained, but no worse than the Russians sending their entire Baltic fleet around the world to get sunk at Tsushima. The Austrian deployment was done by random die roll. I would have concentrated on fewer missions with more ships - but the dice spoke and I obeyed!
DeleteGiven the enormous length of the Austrian coastline, I would not be too surprised if they did not have the most competent navy in the world, or even in the Med - so perhaps that explains the faulty tactical decision making? One good thing though - with the sinking of a capital ship and huge loss of life, there is little chance this situation will be sorted out diplomatically, so your campaign is safe, and likely to run for quite some time!
DeleteHey Keith, if this loss rate continues the Austrians will be seeking a negotiated settlement by the end of this set of engagements. I’ve included a mechanism in the campaign to call it quits if losses get to high or one side has an unassailable advantage in mission points.
Deletefun naval action. I do like all the markers. Glad the rules are working well enough that even a Frenchman can understand. 😁 Pity about the flags, but maybe they're return in a different format.
ReplyDeleteDon't apologize for posting something that you're enjoying. that's all anybody should be doing anyway. but don't worry, I like naval gaming and keep meaning to increase my ship count.
Cheers Stew, not sure why but I’ve always been bothered that what I’m covering is of interest to others. Nonsense I know, but hey. :-)
DeleteSplendid stuff there JBM…
ReplyDeleteDo post more naval adventures… it may wake the butterfly up and encourage me to make a start on my Pacific War fleets…
All the best. Aly
I will Aly… My god sir, you have a lot of gaming band width. Pacific war fleets…who knew?!
DeleteGreat stuff, looks good! Unescorted battleships vs. Torpedo boats was always pretty risky...
ReplyDeleteSure was David, could have gon3 differently if the Austrians had managed to roll decently…but no…it was not to be.
DeleteExcellent... love the narrative the rules give..
ReplyDeleteThanks Steve, I do like a bit of a story to support the action!
Delete