The Russian fleet for Tsushima in 1/6000 scale. Destroyers and transports are not yet done.
This weekend the local HMGS-South group played a game of Space Hulk using the 4th Edition rules but with game parts from earlier editions. Two Marine squads supported by a Librarian and two close assault terminators were tasked with destroying two Genestealer nurseries in the hulk.
The Marines advanced to the next crossroads beyond the large room where most of the early fighting occurred. The auto cannon armed Marine advanced behind the Librarians prep ‘blast’ to cover the central hall. The Librarian bravely gave his life allowing a Marine advance to within reach of the northern most nursery. Three more ambushes were popped but didn’t amount to any real threat, being screened by a single Marine each. The genestealers were gathering in the halls before the nursery for the final battle………the store was closing and the game had to be ended at that point.
The photographer left early so there are no photos of the end of the game.
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.
This weekend the local HMGS-South group played a Bolt Action game. It was loosely based on the efforts of the 1st Cavalry Division to secure Hill 215, southwest of Tacloban, Leyte on October 22, 1944. The setup used Scenario 3, Point Defense from the Bolt Action rule book.
At the end of the game the US had not taken any objectives.
Here is the perspective of one of the Japanese players:
“Good game today. Given another couple of turns the US Army would have take two objectives. The Japanese victory was the result of time and they happened to kill four US Army units, two by the 47mm pop gun and the other two by Jap infiltrators. Three Jap units were destroyed. I think the 47mm Jap AT is over rated but I guess it is so for game balance. We have had several games decided by time with Bolt Action so we may have to start closer to objectives, play more aggressively or throw out the time rule for our group. Looking at the minefield rules I think they are actually deadlier than we assumed BUT you could have continued movement if you survived which would have put your tanks closer. BTW the 3rd minefield was also on the road in front of your tanks.”
Saturday the local HMGS-South group played a game of Check Your Six using 1/300 scale aircraft.
The book “Fatal Choices, Wargames, Decisions and Destiny in the 1914 Battles of Coronel and Falklands” by Seth Owen includes historical and non-historical wargame scenarios associated with the cruise of the German East Asia Squadron. Several of these were played as solo exercises using this computer code. The code is not intended for small scale actions. The main drawback in using it is that orders can only be changed every 5 minutes. Using the options for automatic target selection and opening fire mitigates this to some extent.
The Battle of Cocos
The fight between the Sydney and the Emden. The damage the Sydney sustained seems to be more than in the actual battle.
Status at the end of the game: cocos-io-10-10
Damage output file: cocos-output
Plot of ship movements: cocos-plot-10-10
The Battle of Samoa
A hypothetical battle between an Australian squadron including the battlecruiser Australia and von Spee’s squadron. The Australia takes significant damage. The Gneisenau runs out of 21 cm shells (her primary battery), in part because while the Australia was firing at Scharnhorst, Gneisenau could keep up a higher rate of fire. According to the NAVWEAPS site, the Scharnhorst class had 87.5 rounds per 21 cm gun.
Status at the end of the game: samoa-io
Damage output file: samoa-output
Plot of ship movements: samoa-plot
The Battle of Coronel
The historical battle between Cradock’s squadron and von Spee’s squadron. The Scharnhorst runs out of 21 cm shells and the Gneisenau nearly runs out. This may be because the range was generally longer than in the actual battle, or because the penalties on rate of fire for poor visibility are not severe enough.
Status at the end of the game: coronel-io
Damage output file: coronel-results
Plot of ship movements: coronel-plot
The Battle with Canopus
The fight between the pre-dreadnought battleship Canopus and the armored cruisers Scharnhorst and Gneisenau. Both armored cruisers ran out of 21 cm shells and the Canopus was finished off with the 15 cm secondary batteries. Torpedoes may have been a better choice. If this encounter had occurred historically, low ammunition after the Coronel battle would probably have caused von Spee to avoid Canopus.
Status at the end of the game: canopus-io
Damage output file: canopus-output
Plot of ship movements: canopus-plot
The Battle of Coronel including HMS Defence
A battle between Cradock’s squadron, reinforced by the armored cruiser Defence, and von Spee’s squadron. This is a lot closer fight than the actual battle. With Scharnhorst sunk and Gneisenau out of 21 cm shells, von Spee’s squadron would probably break up into individual raiders.
Status at the end of the game: defence-io
Damage output file: defence-output
Plot of ship movements: defence-plot
The Battle of the Falklands
The historical battle between Sturdee’s battlecruisers and von Spee’s armored cruisers. The battlecruisers took more damage than in the actual battle, possibly because von Spee’s armored cruisers did not try to run.
Status at the end of the game: falklands-io
Damage output file: falklands-output
Plot of ship movements: falklands-plot
The Battle of Stanley
A hypothetical battle between Sturdee’s squadron and von Spee’s squadron, assuming that von Spee attacks before Sturdee is underway. The scenario in the book started with the Gneisenau and the Nurnberg approaching Stanley and the rest of von Spee’s squadron 15 nautical miles away. To give von Spee more of a chance, this exercise assumes that he approached with his squadron together. Timings for Sturdee’s ships getting underway are from Corbett, not from Owen’s book.
Status at the end of the game: stanley-io
Damage output file: stanley-output
Plot of ship movements: stanley-plot (the outlines of Stanley harbor and Port William are not shown on the plot, but were used for the game)
Initial positions showing coastlines: stanley-coastlines
Updated plot with shorelines: stanley-plot-shorelines
This weekend the local HMGS-South group played a Star Fleet Battles game. An ISC cruiser and light cruiser are tasked with destroying a mining station defended by a Gorn cruiser and heavy destroyer. The map has many asteroid fields and the station is located in one. The station can only be attacked from the Gorn side of the map.
The ISC plasmas are weakened going through the asteroids, but still retain enough power to destroy the station.
Photos of Sunday’s games at the HMGS-South Hurricon convention in Orlando Florida.
Photos of Saturday’s games at the HMGS-South Hurricon convention in Orlando Florida.