Game :- Axis and Allies WW2
Showing posts with label WWII Naval. Show all posts
Showing posts with label WWII Naval. Show all posts
Sunday, 22 January 2023
Friday, 25 January 2019
Cruel Seas
Chas promised to give us a full blooded run out of Warlord's new offering "Cruel Seas". This is a
naval set of rules, together with a 1:300 range of small craft, from the forces that fought out actions
in places like the English Channel, the Mediterranean, Far East etc.
Our scenario took place in the North Sea, pitching Vosper 73 MTB's and Fairmile MGBs against
S-Boats (E-Boats if you prefer) and a small German convoy of coasters, armed trawlers etc.
The year was 1942 and the Germans were intent on moving heavy water from Norway, along the
coast to Germany, for use in their nuclear programme. The British Force consisted of a mix of MTBs
and MGBs, with orders to take out the freighters at all costs.
Bill and I flew the flag for the Royal Navy, whilst John and Chas played the Kriegsmarine forces.
After a quick conflab, Bill took half our force to strike at the head of the convoy, whilst I had the balance of our craft, ready to exploit any gaps in the convoy's escorts that Bill created. On the other side John took the fast craft escort, whilst Chas took all the slower vessels, such as cargo ships, trawlers and mine sweepers.
As soon as the convoy appeared, Bill launched a full blooded attack, firing a wide spread of torpedoes. As the fish were away, a vicious gun battle developed between the S-Boats and MTBs/MGBs. A Vosper and an S-Boat soon joined Davey Jones.
The convoy turned in an attempt to "comb" all the torpedoes they could, but four or five found their mark. At this point we tested for duds and all bar one was, with the remaining torpedo causing moderate damage to one cargo vessel.
The S-Boats and the heavy guns on the slow escorts were taking their toll on the British squadron,
with several more vessels being sunk, whilst the rest sought to turn to deliver another torpedo attack.
At this point I brought the other half of our forces onto the scene, together with our lone Blenheim bomber.
The Blenheim successfully strafed most of the convoy's larger vessels and turned for another run.
Bill's forces lost further craft and an S-Boat went down to the weight of concentrated fire.
In this melee things became confused and one of my MTBs rammed my Fairmile, causing major
damage to both.
A further spread of torpedoes was launched at the convoy, as another MTB was sunk.
The fire of the minesweeper and armed trawlers was now finding its mark, but the Blenheim hit the
trawler with an airburst bomb, crippling the boat.
Several torpedoes hit home and all were duds. This was the British high water mark and the few British vessels capable, put the pedal to the metal and headed home.
It looked like the Germans were a step nearer developing a nuclear weapon.
A good game, played in a friendly manner. We had some queries regarding the rules, despite the errata and had to use "house rules" to cover the situation.
The rules give a good game, although a few areas caused me to draw breath (a torpedo can't sink an
undamaged mine sweeper - really ?), but they are not insurmountable.
All in all a fun game, which everyone seemed to enjoy.
Many thanks to Chas for giving us the chance to play and painting a large number of vessels over the
past few weeks. The models are very nice and although I think 1:600 suits the game better, I can see
why Warlord have gone for the much more attractive 1:300 scale.
Vince
Sunday, 9 November 2014
Operation Cerberus - The Channel Dash 1942
This month at the club I got to try out a mini-campaign that I had always wanted to try and replicate, namely the famous German Naval operation, code named Cerberus, to move its heavy surface fleet of ships from Brest on the French Atlantic coast to Wilhelmshaven in Germany via the English Channel. This daring plan challenged the historical record in that no enemy fleet had successfully navigated the English Channel since the Anglo Dutch Wars.
Channel Dash
Originally I had planned to just replay the scenario where the German ships were attacked by five WWI vintage British destroyers, but then I came across this very interesting little game recreating the whole operation as a simple board game and thought about using it on Cyberboard as a basis for fighting the whole thing using my trusty old copy of ShipBase III computer rules to determine the combat.
Operation Cerberus Channel Dash
So having deployed the various combat units on the map, it was determined that the British were on a low state of alert as Admiral Ciliax prepared his fleet to break cover from the protection of the Brest harbour and move out into the Western Approaches.
The first command decision for the German admiral was whether to press on at a full 27 knots and take advantage of the British unpreparedness and cover two areas in a move instead of one but run an increased risk of taking hits from British mines in the Approaches.
(The way we handled the various areas with a minefield needing to be traversed, was based on the fact that in the board game there is a one in six chance of encountering mines. Thus on the table we simply divided the sea area into six zones and the British plotted their minefield in one of them, whilst the Germans pre-plotted their course by selecting a column to move along. If the course went through the mines we moved the action to the table as the various ships attempted to move unscathed until through them. If as happened the Germans chose to move at full tilt then they would not be able to plot a course change to reduce their time traversing the mined area, if they only moved cautiously to one area per turn they could. We used ShipBase III to determine potential mine strikes. This created quite a bit of tension as both sides attempted to bluff about where things would be and as you will see a lot of nail biting with each move among the mines.)
| The Cyberboard module up and running on the monitor to allow the German fleet commander to observe his progress |
The map above shows Ciliax went for the bold move and sped out into the Channel charging through the mines. In response the MTB flotilla at Plymouth motored out to intercept south of Lyme Bay.
However the German Admiral guessed wrong about the location of the mines and soon found himself at full speed ahead in the middle of them in Area one.
| The view from a German escort plane as Scharnhorst hits a mine |
| Scharnhorst losses her rudder to a mine |
| Prinz Eugen strikes a British mine and is ripped apart by a massive internal explosion |
| Not all mine strikes had the desired effect |
ShipBase is known for having too high a rate of fire for each class of ship, the original stats being based on best conditions range firing. In combat the rate of fire would be much different and so I reduce all my ship direct fire rates by 50%.
Just as with mines, the passage of a torpedo spread can be just as nerve racking as each vessel that crosses the tracks tests for impact. As the Germans had ordered full speed ahead and "damn the torpedoes" they were not at liberty to make a course change.
The beauty of ShipBase is that you set up the torpedo attack by selecting the speed and thus the range of the launch together with the bearing as indicated by the two markers each carrying an identifying letter; spread A, spread B etc. Once the markers are on the table, the software monitors the time the "fish" have been in the water letting you know when they have sunk or, in a test for contact, letting you know if there was a bang or a dud. Simples!!
With only eight fish in the water fired on a low speed setting at maximum range, The British were not expecting much action, but as luck would have it and with six tests all missed the Scharnhorst was suddenly shrouded by a massive plume of water as she was struck amidships. The blast caused 25% flooding reducing the speed of the great ship still further.
Needless to say, the remaining torpedoes missed and the German fleet limped on further up the Channel.
| A rare colour combat shot as seen in Signal Magazine two months after the Dash. |
The map above shows the situation mid-channel with Scharnhorst's counter flipped to its red side to indicate the damage and Prinz Eugen's counter removed. With five more areas to cover before slipping into Wilhelmshaven it was looking pretty serious for the remaining German ships, if the British became aware of exactly what was going on. Had those pesky MTB's given a full report before being destroyed? Had the Luftwaffe done their job in keeping away RAF reconnaissance aircraft?
Well apparently the answer to those questions was a resounding No and Yes, as try as they might the British command testing as each area was entered could not get a d6 to roll any higher than a 4. The table on the map shows the scores required to raise or lower British Alert Levels and only one 4 was rolled which only moved the response up one level. It is only when the BAL reaches level 3 or above that a response kicks in and as the Germans moved clear of the Dover straits the British were hoping to at least get in a Swordfish strike at the end of play. But it was not to be.
| The Ship Record at the end of the game showing the damage sustained to Scharnhorst from the mine and torpedo strike |
Admiral Ciliax breathed a sigh of relief as his reduced force traversed the mines in Area 6 and plotted a course for Area 7 and then the sanctuary of Wilhelshaven. This was literally the last chance for the British to really spoil the party as the minefield off the German port was deemed to be of moderate concentration rather than a light field as all the others had been.
One more strike on the Scharnhorst could be very serious and so avoiding this field would be quite important to avoiding further loss. The game of bluff started up again and the British commander having noted that in each previous course plot the German admiral had attempted to move his ships along each board edge decided that he was more likely to break the pattern and try to move up the centre.
Wrong! Admiral Ciliax kept to his plan and stayed on course along one table edge, skirting the edge of the British mines and entering port without further loss.
| The Scharnhorst having its damage assessed the day after arriving in Wilhelmshaven |
So our game ended with a tactical victory for the British having destroyed one of the German big ships, Prinz Eugen, and badly damaging the Scharnhorst. If the God of Dice had not been supporting the Germans it could have possibly been a lot worse.
Thanks to Ian for a very entertaining afternoon in the English Channel.
Labels:
Cyberboard,
Devon Wargames Group,
Shipbase III,
WWII Naval
Sunday, 11 November 2012
Battle of the River Plate - Shipbase III
Following on from last month's naval theme, this month's game was a re-run of the Battle of the River Plate, using the Shipbase III computer rules.
| The Scenario and set up |
This famous action has always been an interesting battle for me as it pitches the much more heavily armed "Pocket Battleship" KMS Graf Spee with her 11inch main guns against the more lightly armed HMS Ajax, HMNZS Achilles and HMS Exeter armed with 6inch and 8inch guns respectively.
| The starting positions |
The set up recreates the movie of the battle with the Royal Navy units sighting smoke on the horizon and closing on the Graf Spee at battle stations. With the tactics agreed amongst the RN players both sides opened fire and started to take evasive action as they did. The early success went to the Kiwis with Achilles getting in some 6" strikes on Graf Spee's armoured belt causing minor damage.
| First hits on the Graf Spee caused by HMNZS Achilles |
Thus a balance of objectives were constantly on each sides minds as the engagement progressed.
| Commodore Harwood's Ajax (out of picture), Achilles and Exeter close on Graf Spee. HMS Exeter sustaining hits early on |
| HMS Exeter under fire and taking hits |
| Ajax and Achilles seek to draw attention away from Exeter under fire in the background |
| Graf Spee takes hits from all the RN ships, knocking out guns and reducing her speed |
| HMS Exeter takes an 11inch hit from Graf Spee |
Honours then to the Commonwealth and Commodore Harwood. It seemed a fitting game to play this close to Remembrance Sunday and with HMS Exeter representing a brave ship that has carried the name of our local city and had as part of her crew on that day one of our junior club members Grand Dad aboard.
Thanks to all involved in a fun days wargaming.
Sunday, 14 October 2012
Bey vs Mountbatten, November 1940
After originally planning to run an Age of Sail naval scenario using my "Clear for Action" computer rules, I was having problems saving my game scenarios. So with one day to go before our club meet and not wanting to not have a game ready to go I turned to a very reliable set of rules namely "Shipbase III" which after a bit of fine tuning, halving the gunnery to allow for battle conditions, always give a fun game. Admittedly this wasn't going to be Age of sail, but instead of frigates we had destroyers in action.
The scenario above is my adaption of the scenario created and available on Len's Naval Warfare page for his rules "Fire on the Water"
http://fireonthewaters.tripod.com/index.htm
| HMS Jersey (Early in the war) |
| KMS Karl Galster |
Both forces were on set speeds and courses until the enemy was spotted. Then forces could react according to their standing orders. Only then could either Bey or Mountbatten start to signal to their respective commands to adopt different sailing and gunnery tactics. As this was a dark foggy night with primitive signalling techniques compared to modern times, things were likely to go wrong!!
This was going to be a "knife fight" of a battle as the ranges were often only one to two thousand yards, and as wargamers we were not just going to shoot and scoot, things were likely to be bloody.
| HMS Jupiter having turned after launching her torpedoes is spotted by Karl Galster and is badly hit |
We had the RN force on alert and they duly spotted the KM ships before the Germans knew they were there. Jack and Charlie standing in for Mountbatten had opted for fire star shell and launch torpedoes as their reaction to spotting the enemy. As the KM destroyers cruised on their current course a star shell was observed on their port side and HMS Jupiter launched 5 torpedoes at the German ships. The Jupiter only launched half her possible strike of 10 fish and at slow speed setting they would take two turns to cross the KM course by which time the RN force was spotted. The German reaction was swift, with orders to open fire on first contact, increase speed to 30 knots and turn across the enemy. Sadly for the Germans only the third ship in line, Hans Lody, reacted to the new order, with her two consorts sailing on in line ahead. However the gun barrage from Lody at HMS Jupiter was devastating at about 2000 yards causing 60% damage and three fires, forcing her out of the line limping along at 6 knots.
| Admiral Bey in KMS Karl Galster leads KMS Richard Beitzen as a star shell is observed to port (top left) |
At this stage discretion would normally have been the better part of valour, and with the ranges increased and the darkness re-enveloping the forces our respective commanders may well have withdrawn to lick their wounds. We however are wargamers keen to try out our rules to destruction, and so we turned towards our respective foe and armed the torpedoes.
| The survivors of the first round turn in for the final clash |
At one stage there were 26 torpedoes in the water and that was going to hurt at 2000 yards. The first ship hit was the Karl Galster, two torpedoes broke her back and she sank fast. However her six torpedoes caused five hits sinking the two rearward RN ships and having a dud hit the lead. The gunnery from both remaining ships was ineffective and they were both limping away when the final salvo of British torpedoes found their mark. KMS Richard Beitzen had avoided nine fish but it only took one to seal her fate.
| The RN force (nearest) charge in for the final pass with their KM foes |
With daylight approaching HMS Jackal limped away at 3 knots badly damaged but afloat and keen to avoid the Luftwaffe on her desperate return to Blighty, but that as they say is another story.
Thanks to Jack and Charlie for a very enjoyable afternoons gaming.
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