Showing posts with label Pre-dreadnoughts. Show all posts
Showing posts with label Pre-dreadnoughts. Show all posts

Sunday, June 29, 2025

Little Great War - The Naval Action concludes...

 

So far into the action, both fleets had taken serious damage. On the Azurian side, Amiral Duperre had been sunk, along with a torpedo boat. Though all Hellenic vessels were still afloat, Georgios Averof and Hierax were in a near-sinking condition, the armoured cruiser barely under way, and the destroyer dead in the water. Psara was also badly damaged enough to force its withdrawal from the action, escorted by Hydra. Lemnos had also not long before this taken heavy damage from a torpedo hit. But...

... To reach safe haven they would have to pass by their respective adversaries. The action was not yet by any means over. 


Seeking once and for all to put Averof under, torpedo boats TB3 and TB4 set off in pursuit. This was a risky enterprise, Averof still having three of its four main guns in action, and all of its secondaries. The destroyer Leon was also escorting the battered cruiser northward. TB3 unable to launch its torpedo, the reliance was being heavily placed upon TB4 to complete the mission.

The risks were to prove too high. Both torpedo boats took heavy damage from incoming fire. TB4 had its torpedo launchers wrecked before it could fire off the projectiles, and their popgun armaments failed to score any hits. Their mission a failure, both torpedo boats turned away from their more powerful adversaries, and began to seek a way out of the battle.

Meanwhile, exchanges of gunfire continued between the surviving capital ships, with some damage being inflicted on both sides. Although crippled, with its speed reduced, Psara still had teeth and could use them with effect. The Hellenic battleships set a course to the northeast, whilst Hoche and Carnot fetched a wide circle to try and put some distance between themselves and their enemy before settling upon the opposite course.



So the action might have ended here, both sailing off out of the strait. However, Admiral Poliomyelitis was not yet prepared to let the matter rest. Ordered 'to engage the enemy more closely', Hydra closed the range towards Carnot. Both sides took heavy damage. Hydra having so far taken more hurt than had Carnot, was the sooner forced to break off the action. For its part, Carnot was better able to absorb the punishment, but apprehending the approach of Lemnos still adding its big guns to the carnage, was also interested in getting away.

At this point only Lemnos of the Hellenic fleet was in a condition to take the fight, if it chose, to the enemy. On the other hand, Hoche and Carnot, despite considerable damage, were still able to maintain their battle line and to give Lemnos a tougher fight than it would want. Hoche had taken so far only superficial damage from a couple of hits. The encounter with Hydra had inflicted more serious hurt upon Carnot, but not enough to keep it out of a fight with Lemnos if it came to that...




...And then Hydra let fly its parting shot. About to turn away out of the battle, the ironclad launched its port side torpedo, just as Carnot itself reciprocated with its own. Carnot's torpedo missed altogether. Both sides' gunnery was largely ineffective. But fortune favoured the ironclad: its torpedo slammed into Carnot's portside near the stern, doubling the damage already taken. 

Hoche and Carnot - the latter's speed unimpaired by the torpedo hit (5FP) just taken - slipped by Lemnos, the range between enemies widening rapidly as they sailed on opposite course. TB2 long having departed, it remained for the remaining two torpedo boats to thread their way by the Hellenic fleet to escape. TB4 didn't make it...

As expected, Athenae trumpeted its victory over the vaunted Azurian Mesogesean Fleet. It was hard to deny that the Hellenic Fleet had scored a significant tactical victory, and a strategic one, too. The failure of the Azurian 'show of strength' in favour of its Turcowaz ally was undeniable. A capital ship and two torpedo boats sunk against no loss the the Hellenes would be hard to explain away - which didn't stop the Lutetia Lucifer mentioning the fact, in large headlines. The damage to Azuria's most powerful vessel, and its early departure from the action, also drew notice.

But it was not all brimstone and treacle for the Azurians. Three of Hellenia's four capital ships would be in drydock for months - possibly years, given than country's lack of major naval repair facilities. Lemnos itself was in a battered state that would require weeks in port, at least. Azuria still had Hoche, which could repair and replenish at sea, and the two flatiron gunboats that Admiral Ganteaume had carefully kept out of the battle. Let the Athenae owl crow, thought the Admiral - no ornithologist, he - Azuria was still in a position to give seagoing support for the Settee Empire, and Hellenia barely in any position to hinder him.

For the record, here is an abridged summary of damage to the respective fleets

Azuria:

Amiral Duperre - 17/12SP damage (sunk)
Charlemagne - 15/16SP  (12 from torpedoes)
Carnot - 10/16SP (5 from torpedo)
Hoche - 2/14SP
TB1 - 7/5SP (sunk)
TB2 - 4/5SP
TB3 - 4/5SP
TB4 - 5/5SP (lost, sunk)

Hellenia:

Georgios Averof - 11/12SP damage
Psara - 8/12SP (6 from torpedo)
Hydra - 10/12SP
Lemnos - 13/20SP (5 from torpedo)
Leon - 1/5SP
Panthir - 3/5SP
Aetos - 4/5SP
Hierax - 2/5SP 

The Hellenic destroyers surely bore charmed lives in this action!

A couple of post action points to mention:
  1. The effect of the torpedoes was devastating in this battle: every roll for effect being a 5 or a 6, the latter predominating. But that gives rise to the question: suppose the 'effects rolls' been 1s and 2s instead. I am now inclined towards an alternative method of determining the effect of a torpedo strike: adding the other two green dice. The minimum damage would be 2SP, the maximum 12 (three 6s on the three dice), and the mean 7SP. 
  2. But that in turn raises the question of whether torpedo hits are too easy to obtain. Scoring at least one 6 with 3 dice is less than a 50-50 proposition - a little over 42% - but still seems a bit high. In this last action, both sides were fairly lucky with their torpedo attacks, especially the Hellenes. I'd probably leave it as is, simply because the torpedo boats and destroyers are under-represented compared with their historical naval antecedents.
  3. Questions remain as to whether a torpedo may be launched in each of successive turns from the same vessel whilst projectiles remain and launchers remain serviceable. I find it difficult to determine the arrangement of torpedo launchers upon these vessels, and whether torpedoes may be launched (leaving aside spar torpedoes) forward or in broadside. As a convention, I am leaning towards the following:

    - If there is an odd number of launchers, ONE may be launched forward.
    - All other torpedoes are launched abeam.
    - Exception: Romanian torpedo boats have twin tubes firing forward only.
    - All torpedo carrying craft have limited numbers of projectiles: one per launcher only. This number is given in my table of ship 'stats'.
  4. I discover I had forgotten the effects of waterline hits upon target vessels. That had a considerable effect on the battle: as fought Georgios Averof would have gone under shortly after the rest of the fleet turned up. I'm not going to worry overmuch about that, but methinks a hardcopy printout of this schematic might be worth keeping by!


    Well, so much for my overture to the upcoming - I'm not yet sure how soon that will be - Little Great War...





Tuesday, February 11, 2025

Fleet Action 2

 

Opening salvoes. HMS Impetuous takes a 
couple of critical hits, its speed reduced.

Following on from the previous posting, here is a pictorial narrative of the rest of the action. The fleets on opposite parallel course, the affray was brief...


Ruberian gunfire concentrates upon the 
lead Azurian ships.

The immediate effect of the Ruberian envelopment move was that much the lead two Azurian ships, Vigilant and Ixolite, came in for early attention. Second Squadron was practically 'crossing the T'. A lucky 12-inch shell from Infernal struck Vigilant's bridge, knocking out its command and control. For almost the whole remainder of the action, Vigilant was fixed upon its course and speed, and, lacking direction, its guns out of action.

Having 'crossed the T', 2nd RED Squadron alters 
course to southeast. RNS Vigilant has taken a 
hit to the bridge.

RNS Vigilant fixed upon its course, the rest of the Azurian fleet had little option bit to follow along. HMS Impudent shoved a torpedo into Ivrian, though the damage was fairly minor. Xaviera lost its starboard secondary weapons. 

2nd Squadron's gunnery is impressive!
Meanwhile HMS Impetuous, having taken heavy punishment, was left dead in the water, with its forward main guns and port side secondaries out of action. The other two ships of 1st Squadron altered course due east to close the range and possibly to cross the T of the retreating Azurian column.

...but so is the Azurian. Implacable, Infernal and 
Intrepid
all take heavy damage.

The Azurian fleet gives as good as it is getting. Ivrian avenges itself against Intrepid with a torpedo strike of its own. Intrepid finds its wallowing in the water, its speed halved. Infernal takes damage to its secondary weapons, as does Implacable.


RNS Icarus's command knocked out, it carries on the 
same course. The remainder of the fleet has little option
but to follow along.



For some reason, the above pic refuses to take a caption. As the Azurian fleet follows the stricken Vigilant, still struggling to restore command and control, the gunfire from four ships concentrates upon the rear squadron. HMS Impetuous having taken heavy damage is stopped in the water, half its guns out of action. HMS Intrepid engages the rear of the leading Azurian squadron. RNS Valiant takes fearful punishment, and loses its starboard secondary armament. Nine hits reduce the vessel into a wreck - but one that can still swim, and still shoot.

Azurian gunfire concentrates upon HMS Intrepid
damaging the engines and the steering. RNS Valiant
scores zero hits - even its torpedoes missing.



As the Azurian fleet carries on its northwest course, much of its fire concentrates upon the rearward two shops of Second Squadron: Infernal and Intrepid. Infernal loses its starboard secondary weapons, but a potentially serious fire in soon put out. Intrepid takes a hit to the engines, halving it speed. It might have been more serious for Infernal, but, under the concentrated enemy fire, Valiant's gunfire and torpedo attack is totally ineffective.
Azurian fleet escapes - but for RNS Valiant, which 
sinks under the weight of incoming from 
HMSS Implacable, Impudent and Intrepid

At last Vigilant recovers its command and control as Lieutenant Pascal establishes a command centre in the shattered bridge. However he carries on his present course, the rest of the fleet following. Except for Valiant. A shattered wreck in an almost sinking condition, it still has its primary weapons, and manages three hits upon Infernal. That - and the serious fire that began -  would have been enough to pull Infernal out of the battle line, but Valiant's brief but gallant fight against three adversaries could have but one outcome. Blazing from many fires, Valiant went down.

It was left to the Ruberians to pick up survivors, and, of course, they claimed the victory. But they also knew they had been in a fight. Impetuous had been badly knocked about and had to be taken in tow. Infernal's crew struggled to put out its fires, but at least were unhampered by enemy gunfire. Intrepid also had to effect repairs to its steering.

But the Azurian fleet had taken worse damage, quite apart from the loss of Valiant. The whole of Second Squadron, leading the Azurian line, had taken enough damage to discourage a renewal of the battle. It was fortunate that by continuing on their course, as the damage to Xaviera's engines reduced the speed of the column.

***

So much for the test of Bob Cordery's 'Belle Epoque' pre-dreadnought naval battle rule set. Tell you what: the action was pretty brisk, and full of incident!  Keeping a kind of battle log is essential, of course, and some kind of marker indicating temporary damage, such as fires or loss of command and control.


A hastily drawn up battle log chart.

I have to confess to a mistake in my gunfire for the first couple of turns, counting 'dice per broadside' (in effect). That was just absent-mindedness, not really a misinterpretation. It didn't affect anything. But the error corrected in subsequent turns the damage to both sides mounted very quickly. From the first salvo to the last, the battle lasted six turns only.  Had the fleets been on parallel courses on the same bearing, I doubt it would have lasted beyond even a seventh turn.

The completed battle log. A bit of an ad hoc mess
but the information is all there.


I'm almost inclined to suggest that to achieve hits, a 6 is required. That of course would entail a different approach to determining critical damage. It would have the effect of slowing down the action - but also would make it probably more chancy.

I'll leave that as a very tentative suggestion, however. As it stands, La Belle Epoque is very playable for fleet actions. I didn't time the battle, but I doubt it took more than an hour or so.







Friday, February 7, 2025

Fleet Action - La Belle Epoque

I have been meaning for quite a while to try out Bob Cordery's Belle Epoque naval wargames set. Not having the Monopoly warship game pieces, I do have some Age of Imperialism vessels of suitable design and a good sized gridded game surface gleaned from my SPI Fighting Sail game.

Game map, fleets rule set and a hastily drawn up log sheet.

This pitted the inveterate enemies, Ruberia (RED) against Azuria (BLUE); fleets of 6 ships apiece. And I'm here to tell you the action was fast, furious, and quite fun, really.  

... and some dice: red for Ruberia; white for Azuria


In the year 1891, a border dispute erupted (as was almost an annual event) between the Kingdom of Ruberia and the Republic of Azuria. There had, apparently, been renewed contention over the fishing rights over the Doggerel Bank - though modern historiography seems to hint at more behind. The fleets were quickly mobilised and sailed off to 'protect' the fishing grounds against Johnny Foreigner and/or Perfidious Albert.

The log sheet. I ought to have taken a pic of the post-battle sheet!

The Fleets comprised:

RUBERIA: Admiral Sir Jno Jellibene


1st Squadron: Vice-Admiral James Doughty
11. Impetuous
12. Implacable
13. Impudent


2nd Squadron: Rear-Admiral Sir Horatio Trumpeter
14. Indefatigable
15. Infernal
16. Intrepid

The fleets approach. The Ruberians begin their 
envelopment manoeuvre

AZURIA: Vice-Admiral Honore Ganteaume

1-er Escadron: Rear-Admiral Jonas Poisson-Care
1. Icarus
4. Ivrian
5. Valiant


2-me Escadron: Capitaine Guillaume Enseigner
6. Vigilant
9. Ixolite
10. Xaviera

In response, the Azurians begin to form a 
single battle line ahead
Approaching each other along the northwest-southeast axis, both sides squadrons formed separate columns. The Azuria were close together, the Ruberian more distant apart. This I decided by dice rolls indicating distance from the corner ('1' being the corner itself). The Ruberians rolled 1 and 4, 1st Squadron in the starboard column. Premier Esqadron formed the starboard Azuria column as well; the rolls were 4 and 5. Had either of the rolls been doubles, then they would have formed a single line of battle. The Azurians later would indeed so become, 1-ier Escadron taking station behind 2-me.
Into the jaws... or a kick in the ... erm ...
The Ruberian columns widely separated to begin with, Admiral Jellibene ordered divergent courses, the idea being to envelop the head of the Azurian line to inflict heavy damage on the lead ships before the rearward vessels came into range. How well that turned out will be the topic of the next posting. For now, here are the results of the opening salvos: two hits upon Vigilant, two critical hits upon Impetuous...
Opening salvos. Both sides get the range.
To be continued...


Wednesday, February 5, 2025

Chromatic Chronicles - Another Naval Project

 One of the reasons for the Roman Civil War taking so long to play through and write up had to do with other projects I had going. One of them was the Chromatic Wars, so called because the warring nations were named after colours. Long term readers might recall from late 2020, the outbreak of the First Blacklands War, as newly created nations sought to expand their territories at the expense of the Settee Empire, more generally known as Turcowaz (TURQUOISE).

That campaign had a tendency to grow as one of the nations, Hellenica, had built a navy (based upon the Greek), in order to blockade the Empire by sea. A link to the whole narrative may be found at the top of the column to the right.

The nations Chervenia and Rhumbaba have both acquired very small navies since then, in preparation for the Second Blacklands War.

In the last few days I have resumed the ship building programme that is the subject of the following pictures.


Of the six vessels shown above, all except the two bottom left were made in the last four or five days. The two on the bottom left were inspired by Bob Cordery's articles on flatiron gunboats.  

'Flatiron' gunboats. Modeled on real ones, but 
I can't identify them! I lost my notes.
Compared with the other vessels these are somewhat overscale! I made them a couple of years back. They are based on real examples of the flatiron type, but I find I can not identify them! I think they were British.
HMS Victoria - yes, the one carrying Adm. Tryon's flag.
Ruberian Navy (
RED).

All these vessels were built in what I call my 'Chubby Marine' style (the appellation a nod towards the Fujimi 'Chibi Maru' models of IJN ships of WW2). The ships (apart form the Flatiron types) are very roughly scaled at 1:1200 in length, and 1:600 in the beam.
HMS Thunderer - Ruberian Navy

Thunderer comes out as a very small vessel in this scale - just 8cm long. Its sole armament comprises the four early 12" guns; there is no secondary armament.
IZNS Tsarina Ekaterina II - Navy of Izumrud -Zeleniya
(
GREEN)

I saw a really nice picture of this vessel and was struck by how elegant it looked. The main guns are barbette mounted. Now, while it is clear that the secondary armament can not shoot across the centre line projection forward or aft, one has to ask, to what extent the main forward guns can. Clearly the secondary armament forward and aft shooting effectiveness must be half the 'broadside'. What about the effectiveness of the main guns firing forward?

Now, my own variant of Bob Cordery's Portable Naval Wargames rules uses his gunnery stats, but, instead of standardising on ship type as he does, I have standardised on 4 guns of each of the listed types. This does complicate matters, requiring special stat lists, but I like the results (as seen in the Blacklands War naval actions).

Now, HMS Victoria (this vessel will probably receive a different name) had huge16.25" guns in its (fatally) massive gun turret. I gather they were installed in lieu of 13.5" guns that were unavailable at the time of commissioning. So let's for the sake of this article, pretend they are the equivalent of the most powerful ordnance in the 'pre-dreadnought' list: the 'modern' 11 or 12-inch guns.

The gun range is 8 hexes; the standard effect 9D6, reducing by 1 for each hex added to the adjacent for range. At 8 hexes range, the effect is down to 2D6. But the 9D6s go for 4 guns; Victoria has 2 only, firing forward or in broadside. So its effect must be halved: 5D6s, reducing to 1D6 at 8 hexes range.

What about the 'Y' turret at the stern? It houses a single 10-inch gun. 
The standard 4-gun shoot has a range of 6 hexes, with 7D6 at 1hex range. As Victoria has but one such gun, it rolls just 2D6 at 1 hex range, reducing to 1D6 at 3 to 6 hexes. 

For this vessel, the stern gun I count as a primary. This vessel's secondary 6-inch guns in broadside casemates shoot at the standard rate. Strictly speaking it should be allowed a 50% extra, but I'll stay with the four guns per side of the model, rather than the historical 6. These guns fire abeam only.

Work in progress: HMS Royal Sovereign (RED)

I admit to taking considerable licence with this ship. Of the eight Royal Sovereigns built, only one, HMS Hood, had turreted main guns. At that, those turrets were cake-tin shaped, rather than the shape I gave them here. The secondary turrets - far more substantial that the barbette emplacements - have been placed slightly nearer the ends of the vessel. Begun today, it now awaits its paint work.
4x13.5" main guns; 10x6" secondaries.

I will have to add in 'Modern' 13.5" guns to the pre-dreadnought ordnance list, for the vessels of my fleet that carry them. This will make Royal Sovereign a very powerful vessel, the main guns reaching out to 10 hexes. An alternative (quite an arbitrary one) is to go with the stats for the 'modern' 12" guns listed in the Portable Dreadnought game. The extra 3 dice at all ranges in broadside would be bad enough at the incoming end...

More pics of the whole group...



If anyone can help me identify what my flatiron gunboats most resemble. I'm fairly sure they aren't monitors...