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Showing posts with label Naval. Show all posts
Showing posts with label Naval. Show all posts

Saturday, 21 January 2023

The Cold Sea!

 Today, we couldn't decide what to do so opted for a Coastal Forces game!

For ease, we just did the usual attack by Scnellbooten against a East Coast convoy. As it was Philip's first game of this, it was a good idea.

The Convoy was run by my rules' solo system, and the number and type of escorts and merchantmen were randomised.

The convoy, escorts on the French side and 2 lines of merchantmen on the English side!

We, (Phil, Phillip, \lawrence and myself) had 2 E-Boats each, shown is the ship chart, torpedo markers, and the red spotting markers.
All our boats headed for the convoy at 4cms, IE on electric motors, which made it hard for the gunners on the British ships to see us.
I started at the back of the convoy, which could be good or bad!
Phil, in the centre, got lucky and spotted an Armed Trawler covering our prized target, a Tanker!
We were all having trouble spotting, thanks to rubbish die rolls!
Phillip found a Tug towing some lighters, a hard and unrewarding target!
However, he soon found a 2,000 tonner, a better target!
Lawrence was keeping in reserve, allowing Phillip and Phil to attack first.
We soon had spotted a line of merchant ships, but only the one escort.
Phillip and Lawrence soon had target locks on them. I thought it would have been better to check the unspotted ships beyond as most of the nearest line were Light Freighters and Colliers.
The convoy was getting past me! I had spotted lot of counters at the rear of it and they were all dummies! - apart from 1 Collier!!!
I turned to parallel the convoy, still at slow speed so as not to warn the convoy of our presence.
Phil had his boats shoot a torpedo each at the Tanker, and increased speed by starting his diesel engines.
Lawrence stayed slow, but Phillip at the front also increased speed, with torpedoes shot the convoy would be alerted very soon anyway!
I, too sped up to attack, but had a long way to go.
Amazingly, the Tanker lookouts must have been asleep, as they didn't spot the incoming 'fish'. But the Trawler did, and alerted the convoy!
Phillip shot a torpedo at the lead 3,000 tonner.
The torpedo hit, but only caused heavy damage, it was still navigable.
Phil's torpedoes hit the Tanker...the one on the bow didn't explode!, the one amidships did!
My boats fired a single torpedo at the Collier at the convoy rear.
The Tanker didn't explode! - but it started sinking - and the crew began to abandon ship into the oily sea.
My Torpedo got a clean hit on the Collier's stern, but again I got a torpedo malfunction!
Phil shot another torpedo at the damaged 3,000 tonner...
...an easy hit, but again only causing damage by exploding in the ship's wake, but this was enough to bring the Freighter to a shuddering halt.
Phil started his favourite pursuit, using the Schnellboots heavy gun armament to harry the Trawler crew.
My boats moved behind the collier, too close to hit it with torpedoes.

Phillip used his last torpedoes trying to get the 2,000 tonner and a light freighter - which was all there was in the second line!!!
The Torpedo hit the big freighter, but only damaged it. Something wrong with our torpedoes today!
The last torpedo hit the light freighter, but again it was a dud!

Lawrence and I still had 3 torpedoes left each, but these were worth 2 points, so with no targets better than 2000 tonners also worth 2 points, we went home!

FYI we pointed the ships as 1 pt per 1,000 tons, and the Tanker or an Ammo ship twice that. We had to choose targets carefully as - as has been mentioned, our torpedoes cost 2 points each, as they were expensive, and often in short supply to the Schnellbootwaffe!

Saturday, 26 March 2022

Galleys and Galleons, the return

 Today, as the title indicates, we had another game of Galleys and Galleons, published by Ganesha games. Lawrence as ever produced the models and terrain for us to use and the quick ref sheets, rulers etc.

Once again, we used the Royal Navy against the Sultanate of Rum.

The table had his lovely little harbour, and the teensy weensy volcano!

Here, Mick and Phil are poring over the rules for their Royal Navy and Merchant navy forces, in the foreground, Lawrence and my Sultanate forces.
The British!
After struggling getting my head round the rules last game ...I got a copy of the rules from Amazon and after a good read was better prepared!
Our first game was over rather quickly
The RN ships were ok...
...but Mick had a disaster with his merchantmen...
...his big Navy ship failed its quality rolls and sailed in front of the twin line of Merchantmen.
My advanced Galleys watched in amusement as...
The Merchantmen barreled into each other...
...The red dice indicate damage!
Even the Navy got caught up in the pile up!
Game over!


So, we started again, but with Lawrence (left)
 ...and me...
 ...in opposite corners and Mick (right) trying to get between us to the harbour. Phil had a Navy force...
... in harbour to sally out and escort the Merchantmen in.
Once again I sallied forward to cross Micks 'T'...
...Phil moved from the harbour to intercept Lawrence's Pirates.
An overview!
I lead with my fast Galleys.
My larger ships followed.
Lawrence's galleys lead too.
..with his Xebecs following.
Mick split his force , sending a line of Merchantmen towards my Galleys, while sending his Galleon and Frigate with the other 3 Merchantmen left to go behind my Xebecs.
Racing with the wind, the two ships spotted my Flagship behind the Xebecs...
...The worst dice in Christendom came into play again... 
...My ship got hit in the magazine and disappeared in a puff of smoke!
This left the RN in a great position to destroy my fleet! - good job they had to reload!!!
My Galley managed to get in the way of the Merchantmen and get rammed! - My Galley was only lightly damaged!
The bulky Merchantmen concertinaed again! 
All were damaged, and the middle one sank!!!!
Then, one of the other outflanking Merchantmen decided to beach itself on the volcano!
How the battle had changed!
On the far side, one of Lawrence's Xebecs was caught.
The rest of his ships continued on to join me fighting the Merchantmen!
My Xebecs moved to meet Lawrence's, and escape the pursuing Royal Navy!
My Galleys engaged the remaining Merchantmen in the crash zone!
The RN ships chased one of my Xebecs.
My unengaged Galley moved on the flank of the last Merchantman in the crash zone.
It swung round, and like a Trireme of old, rammed the Merchantman amidships!
My Galley suffered light damage...
...the Merchantman, already crippled, simply sank!
Lawrence's Xebec was grappled with a larger RN ship.
His Galleys were navigating the rock barrier.
Suddenly, Lawrence's ship exploded, as his magazine caught fire - he had been de grappled and shot at!
A flaming ember struck Phil's nearby Flagship...
...This ship too blew up in short order!

We all agreed the Pirates of Rum came out as the winners, but more importantly, we all had a lot of fun!