I credit Bob Cordery and his gridded wargames
rules (including the Portable Wargame series) with
kindling my interest in periods and battles I otherwise wouldn’t
have experienced. His Gridded Naval Wargames recently drew me
to the basement wargaming table for some maritime combat action. I’m
not a huge naval wargamer. I’ve dabbled in Fletcher Pratt’s game
(“The Quest for Naval Minis”). I created a solitaire game
simulating the submarine action of Operation Drumbeat. I’ve
considered buying into Ares Games’ Sails of Glory, but have
second thoughts when I look at the price and complexity. Cordery’s
rules – rife with interesting asides, historical insights, and
practical examples – inspired me to explore the genre and tinker
with the rules...as many gamers do to improve upon mechanics and
enhance their play experience.
My little ironclads face off on my square- gridded blue felt Hampton Roads, with appropriate blue and gray dice. |
One of the reasons I bought a print copy of
Gridded Naval Wargames was to have a basic system for running
the clash of ironclads in Hampton Roads during the American Civil War
(living in one of the most fought-over counties in the Civil War I
can’t avoid exploring that history). My son helped inspire me to
dabble with the ironclads rules; on a recent visit to Manassas
battlefield he asked if there were any important Civil War naval
battles and I was pleased to tell him that perhaps the most important
one occurred in Virginia. So I bought a three-foot-square bit of blue
felt, marked a grid of three-inch squares on it, and crafted tiny
(and very rudimentary) model pieces for the USS Monitor and
CSS Virginia (taught to us northerners as the Merrimack
in history classes...we’re also instilled with stories of pilgrims
instead of the Jamestown settlement established 13 years earlier). At
some point I intend to buy or craft a hex grid on an ocean
background, but for now an easy-to-make square grid must suffice.
As a wargamer I frequently indulge in solitaire
gaming – I firmly believe in James Dunnigan’s statement that
“Solitaire play is valued as a means of perfecting tactics and
techniques in a particular game that will enhance the chances of
success” – so I spent a few hours sending my wood and cork
ironclads against each other, with some interesting tactics and
results. Both ships – as presented in the rules – seemed evenly
matched, but the Union found the most success keeping the Monitor,
with its slightly longer range and more powerful guns, just out of
range of the Virginia. Most battles seemed like a die-rolling
contest with some maneuvering into and out of range of gunfire; most
ended in a stalemate with both ships having reached their critical
points, much as in the historical battle.
I’ve also read about the Battle of the RiverPlate fought in the early stages of WWII, especially given the story that
Fletcher Pratt’s group wargamed a similar engagement several months
before the December 1939 battle with much the same results. I’d
gamed it a bit using Pratt’s rules and some top-down ship counters
from Topside Minis.
The historical battle pit three British cruisers against a German
“pocket battleship.” While the cruisers took solid beatings –
including one forced to retire – they ultimately hammered away at
the Admiral Graf Spee, forcing it to seek shelter in
Montevideo harbor and, ultimately, scuttle her rather than risk
another confrontation while heavily damaged. I gamed this scenario
only a few times using the Gridded Naval Wargames rules
considering I was juggling four ships with different capabilities.
Using historical specifications I determined which classes of ships
each belonged to and their armament as interpretted by the rules. The
first game the cruisers quickly hammered away at the Graf Spee,
but on subsequent games I delayed the entry of the two light cruisers
to give the Germans a fighting chance. Those few games seemed more
balanced, with the British and Germans each winning one.
Before playing these battles I’d acquired Osprey
books about them, specifically Confederate Ironclad vs Union Ironclad and River Plate 1939, thanks to the regional used
bookstore and its hit-or-miss selection of titles relevant to my
interests. Reading about these battles – often related at a
blow-by-blow level by these excellent sources – one quickly gets
the sense of how design factors and combat damage affect a warship’s
ability to function efficiently. Both ironclads at the Battle of
Hampton Roads were ill-prepared for combat against a similarly
armored vessel, the USS Monitor crew having been ordered to
use a lesser charge than gunners thought necessary to penetrate the
opponent’s armor and the CSS Virginia not mounting the
proper guns to go after another ironclad. Both suffered various
mechanical difficulties in the fight. Historically all the ships at
the Battle of the River Plate took hits that impaired their ability
to efficiently operate against enemy vessels. At one point HMS
Exeter sustained damage that required command staff to set up a
line of men to relay orders between the auxiliary bridge and the
after-steering position. Eventually Exeter became so
ineffective it had to disengage.
In an effort to add a little more depth to my
Gridded Naval Wargame experience I started considering how one
could simulate damage conditions within the parameters of the
existing rules. When rolling attack dice a “6” result inflicts 2
points of damage instead of the usual 1 point on a roll of “4” or
“5.” I found this process turns a battle in a dice-rolling
competition between adversaries, beating down the flotation points
until one or the other reaches the critical point and must disengage;
though maneuvering, especially around islands or out of range of the
enemy’s guns, can add some degree of strategy in evading attacks.
It provides a good basic system overall, especially for new players,
but not one with different degrees of damage to make the game a
little bit more interesting. So I drafted a very simple critical
damage system. Instead of scoring 2 points of damage for each “6”
result, consult the “Critical Damage Table” for alternative
damage (or, in some cases, just the straight 2 points of damage) that
can force players to pursue their strategy with various handicaps.
When rolling results that no longer have effect
(such as a second rudder hit preventing turning to port) or results
that are not relevant for the period/ships lose 2 flotation points
instead.
These are all well and good in limiting a player’s
options when trying to carry out a particular strategy, but they can
also limit player choice, a core factor in good games. So, with all
these exceptional damage conditions I thought giving players the
choice to forgo an attack to repair damage seemed a viable choice.
Damage Control: Instead of firing (both main and secondary armament) a ship can attempt damage control to repair one degree of “Gun/Fire Control Hit,” “Propulsion,” “Torpedo Malfunction,” or a rudder condition. Roll 1d6: on a 4–6 the crew successfully effects repairs, but on a 1–3 the damage condition remains in effect.
I played a few games of each scenario with these
critical damage rules, though I didn’t use the damage control
option (I was too busy juggling ships, attacks, and damage effects);
if I continue I might need some simple damage markers to place on
ships or ship stat cards to remind me of damage in play. In both
scenarios critical damage added another element to the
attack-and-move turn sequence. Despite some gun hits and rudder
damage the ironclads still dueled to a stalemate where both reached
the critical point and disengaged. Similarly the WWII ships suffered
a host of damage effects that stretched out the battle and made for
some creative decisions. In one game the Graf Spee, cruising
near the board’s edge, took a rudder hit that prevented starboard
turns...without enough room to effect a port-side maneuver, it moved
off the board in two turns, conceding the battle to the British. In
retrospect I should have opted to forgo attacks to try repairing the
rudder, but two British cruisers were awfully close and hammering
away at the Graf Spee. Overall I felt both battles had a
deeper sense of action and player choice while retaining the
character of the original rules.
Gridded Naval Wargames provides a solid
foundation to explore maritime action from the dawn of ironclads into
the early-mid 20th century. Cordery’s adaptations of the basic game
from Lt. Chamberlain’s 1888 rules work well – with or without my
critical damage table – but he also includes a slightly more
complex game for a WWI historical battle on Lake Tanganyika, notes on
further developing concepts in the book, rules for coastal
operations, plenty of examples, and even a chapter on constructing
simple Civil War ironclad models. Gridded Naval Wargames
introduces newcomers and even experienced gamers to a very playable,
easily comprehended naval warfare game system and might even offer
some inspiration to longtime wargamers.
Peter,
ReplyDeleteThank you for your very in-depth review of my book. Like a lot of people, you have expanded and developed the rules to meet your specific requirements, and I like your critical damage chart. It is not that dissimilar from a chart I used in my version of IRONCLAD DRAUGHTS, which I demonstrated a few years back at SALUTE.
I look forward to revisiting your blog in the future.
All the best,
Bob
Based on your Tsushima Straits posts, might I suggest a modification to your critical hit table? Instead of a 6 being "roll on the table", make it "lose one flotation point and roll on the table." Change 2-4 to read "Lose a second point of flotation" and 12 to be "Lose two additional points of flotation". This keeps the regular hits from becoming more important than the critical hits and keeps the games from dragging out too long.
ReplyDeleteThat's a good suggestion, Patrick. Taking one hit of floatation point damage plus a complication with critical damage balances things out. In the Tsushima battle I often thought critical damage prolonged the action...maybe too much. Certainly something I'll try on the tabletop and consider when I get around to revising my "Critical Damage Table."
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