Archive for the ‘1/2400 Naval’ Category

Seekrieg 5 – Gulf of Finland 1916

December 9, 2017

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules.

May 15 1916,  07:30 Western Gulf of Finland
The Russians launch a heavy raid against the German patrols/ blockade of St Petersburg. The Russians sail from St Petersburg just before dusk on the 14th. At dawn both sides are sighted. Clear good weather. Visability starts ar 18,000 yards, increases to 24,000 yards by turn 5 as the morning haze lifts.

Russian:
BB Petropavlovsk
BB Gangut
CA Bayan (II)
CA Rurik
CL Jemtchug
Speed 14 knots. Course 270.

Germans:
BB Helgoland
PBB Deutschland
PBB Schlesien
PBB Hannover
CL Berlin
CA Roon
Speed 8 knots. Course 090. Initial direction to the Russians determined randomly.

Victory is based mostly on damage inflected. The Russians need to avoid a lot of damage. They cannot replace their ships, and badly damaged ships will find no safe harbor for repair. The Russians would like to “run” the Blockade to get into the German merchant shipping, but have to be only lightly damaged for that.

Mines: The Gulf of Finland has been mined by the Russians, but the Germans have prevented the Russians from maintaining the minefields. Some mines have broken loose and wandered. The mines have a low chance of contact (<5% / column of ships / turn). Slower ships can better avoid them. Only the lead ship of a column is at risk. The Russians have out of date maps, giving them some knowledge of where the mines are. Mines should influence tactics but not dominate the game. If ships stay in column there is about a 48% chance of one mine explosion in an 8 turn game.

 

Both sides led with light cruiser to take any mine hits. None occurred. Both sides turned to the north to bring their batteries to bear. With the rear ships out of range, the early turns pitted the two Russian dreadnoughts against the dreadnought Helgoland, while the armored cruiser Roon targeted the light cruiser Jemtchug. After 8 turns the Helgoland was a wreck (8 tiers of damage, two fires and only one remaining damage control team). No other ships had been significantly damaged. We called the game as a Russian victory.

 

Seekrieg – First Battle of Guadalcanal

September 23, 2017

This weekend the local HMGS-South group played a WWII naval game using the Seekrieg 5 rules. The scenario was based on the First Battle of Guadalcanal, with reductions in the number of ships to accommodate the players available.

The game started with no models on the table. The GM determined visibility and provided sighting reports as needed. Rain squalls appeared at random on the east edge of the table and moved west during play.

The results after about 4 hours of play were:
CL Atlanta Destroyed.
Cushing (DD) and a Japanese DD crippled.
Two tiers (20%) damage on Kirishima (BC) from torpedo damage.
About 2 tiers (20%) damage on the lead Japanese DD and the Nagara (CL).
Torpedoes in the water would have threatened the San Fransico as we ended the game.
Victory conditions:
CL Atlanta (1 VP), Cushing (0.125 VP)=1.125 VP for the Japanese.
Crippled Japanese DD (0.125 VP), damage to Kirishima (0.1 VP), damage to the lead Japanese DD (0.03 VP), damage to the Nagara (0.05) = 0.295 VP for the US.
Tactical Victory for the Japanese.

Seekrieg 5 – Dreadnought 1906

July 8, 2017

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. The year is 1906. The British have just completed a new battleship. Navel experts claim it makes every other battleship obsolete. HMS Dreadnought and two British pre-dreadnoughts take on six German pre-dreadnoughts.

After about 4 hours of play and 20 game turns (40 minutes) we called the game. Damage results:

Pommern, 3 tiers, 12 knots
Schlesien, no damage
Braunschweig, 1 tier, boiler damage repaired
Schleswig-Holstein, light damage
Deutschland, 4 tiers, 15 knots
Hannover, 1 tier, 6 knots

Dreadnought, 4 tiers, 17 knots, both wing turrets out
Hindustan, light damage
Prince of Wales, light damage

 

Seekrieg 5 – Newcastle Raid

March 25, 2017

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. A German squadron has bombarded Newcastle and is returning home but is spotted by a British dirigible. While still 200 miles from Heligoland, it is intercepted by a British squadron to the SSW.

German Squadron:
Armored cruisers Roon, Yorck, Prinz Adalbert
Light cruiser Pillau

British Squadron:
Armored cruisers Defence, Shannon
Light cruisers Arethusa, Aurora

We quit after 11 turns due to the time. On the British side, Defence and Shannon were lightly damaged with no critical hits, Arethusa was gone and Aurora was down to 16 knots with boiler and engine damage. On the German side, Roon had more than 40% damage and had lost a main turret, Yorck was gone, Prinz Adalbert had light damage and Pillau had medium damage.

 

Seekrieg 5 – North Sea Encounter

November 26, 2016

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. Initially the game was set up with a four ship division on each side, but we scaled it down to two ships on each side due to the low holiday weekend turnout.

The forces started 20,000 yards apart in good visibility. The British had two Iron Duke class battleships and the Germans had the Baden and a Konig class. The players rolled for crew quality and all ended up the same. The game ended when the lead British ship was destroyed by a magazine explosion.

Seekrieg 5 – Falklands 1914

July 9, 2016

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. The scenario was based loosely on the situation in the Falklands in December 1914, but with significant historical revisions to produce a more balanced battle.

The scenario deviates from history just before von Spee’s squadron reaches the Falklands. Von Spee is alerted to the presence of a strong British force, hides until dawn on 9 December and then uses the cover of fog to start for the Argentine coast. The British divide their forces to search, and one element finds the Germans. The scenario was scaled to give one ship to each of the five players.

Visibility 12,000 yards.

British: battlecruiser Invincible, light cruiser Bristol

German: armored cruisers Scharnhorst and Gneisenau, light cruiser Dresden.

The German ships (especially Scharnhorst) were given an advantage in crew quality to help the scenario balance.

After about 4.5 hours of play, we stopped play. Damage was about even, mostly to Scharnhorst and Invincible. No ship had been sunk or crippled.

 

Minorca 1756 – Flying Colors

May 15, 2016

Saturday the local HMGS-South group played a Seven Years’ War naval game using the Flying Colors rules. The scenario was the battle of Minorca, 20 May 1756. The ship models are Old Glory miniatures. The scenario from the rule book starts after the approach and Byng’s tack to bring his fleet onto a parallel course with the French (Tunstall, Naval Warfare in the Age of Sail, Chapter 4). The scenario does not specify a wind speed, so the wind barb in the first photo is arbitrarily set to 10 knots.

We had to quit after about 3.5 hours of play. At that point, the French had taken mostly hull damage and the British had taken mostly sail damage. Most ships were undamaged since fire had been concentrated on a few ships.

Flying Colors Naval Game

March 21, 2015

Saturday the local HMGS-South group played a Revolutionary War naval game at the Dogs of War shop using the Flying Colors rules. The scenario was a simplified version of the battle of Cape Henry, 16 March 1781. Old Glory miniatures were used instead of the games ship counters.

The British line split into two formations and attempted to double the French van, but the French maneuvered downwind to avoid this. A 120 degree wind shift then gave the French the weather gage. The British sustained more damage overall, although the leading French ship accumulated enough hull damage to strike her colors.