Among
my (admittedly) many gaming diversions from the covid-19 pandemic I’
m
dabbling in
naval warfare
again:
American Civil War ironclads and
World War II South
Pacific.
Granted
I’d previously explored the Battle of the River Plate using both
Fletcher Pratt’s rules and Bob
Cordery’s
Gridded Naval Wargames along
with flats from
Topside Minis (which I’ve
featured here before).
I’d
also tried Mike
Crane’s
The
Virginia vs. the Monitor – or, Look Out Minnesota!
with
some home-crafted models (and the
Minnesota
fold-up piece provided in the rules).
Both
periods appeal to me, as did Cordery’s rules for their intuitive
mechanics
that
easily
accommodate some minor
adjustments. I
treated myself to some naval miniatures which, now they’re painted,
are ready for some wargame tabletop action with
my son.
I’ve
infrequently dabbled with naval wargames – both in miniature and
board formats – but Bob
Cordery’s Gridded
Naval Wargames
provided
rules
useful
across key eras of modern history: the ACW
ironclad engagements and pre-dreadnought
and dreadnought periods
(with rules
easily adapted to World War II battleships, cruisers, and
destroyers).
Some
might recall a report of a
Russo-Japanese wargame in the opening stages of the pandemic in early
2020. While
Gridded
Naval Wargames
provided just the right amount of depth and engagement for my own
solitaire battles, it also demonstrated how well it works with
younger players who aren’t quite used to the complexities of many
more comprehensive rules. So I embarked on two project expansions for
my naval wargaming with an eye toward involving both a younger player
(my son) and – once we feel safer with relaxed pandemic precautions
and current infection rates – with an acquaintance who’s a fan of
WWII history, particularly of PT boats (They
Were Expendable
being one of his favorite period films).
ACW
Ironclads
|
Thoroughbred Figures ironclads with my hand-crafted models behind, along with stat cards and a decorated storage box. |
In
my earlier dabbling with ACW naval warfare I’d crafted my own
1:1200 scale
Monitor
and
Virginia
out of wood bits and a shaved synthetic cork (for the
Virginia’s
casemate). These seemed adequate for exploring
the Battle of Hampton Roads using different rules; but if I were to
run games in public (as I’d hoped to do in the “Before Times”
for the local museum or at the regional wargame convention) I wanted
something far better looking...and more vessels for river engagements
with multiple players. I’d seen
Thoroughbred Figures’
display at Williamsburg Muster over the years, though at the time I
wasn’t interested in ACW naval games. Thanks the internet I placed
an order for several ships in 1:1200 scale – including the
Monitor
and
Virginia,
of course – and a set of shore artillery emplacements for variety.
The
models arrived
quickly; I was impressed with the exceptional
detail for that size. (Alas,
the owner was involved in a motorcycle crash in early April and has,
understandably, suspended operations and orders until he recovers; we
wish him a speedy recovery.)
It
took me a while to paint all the models, prep the custom-decorated
cigar box to hold them, and print up stat cards for each vessel
(laminated so dry-erase markers could track damage).
|
Opening salvos deal lots of damage, as noted with Litko tokens. |
|
The final round: mutual destruction. |
This past weekend I pried my son away from Roblox long enough to try some after-dinner ACW games with the new models. A quick review was all we needed to refresh our knowledge of the rules and see how they applied to our ships; we’d last played
Gridded Naval Wargames a year ago in our Russo-Japanese War engagement, but the rules stuck and are easy enough to teach on the fly. My son chose to captain the
CSS Virginia so I took the helm of the
USS Monitor. We approached cautiously, but as the
Monitor’s guns had a greater range his ship came under fire first. He chose a mad dash to bring me within range, though he tried keeping me in his broadside fire arc (not always successfully). The
Virginia took a pounding but, once within range, opened up on the
Monitor. Alas, the
Virginia reached its critical point first and started to withdraw. The
Monitor pursued, though in one turn took damage and reached its own critical point. Before they could withdraw very far a final salvo from each sank the other ship. An interesting yet more explosive outcome than the historical Battle of Hampton Roads, which resulted in both ships withdrawing without serious damage.
|
A second game with an additional ironclad on each side. |
We
played a second game with two ships on each side, adding the
CSS
Arkansas
and
USS
Cairo. Both squadrons approached cautiously, this time my son taking
care to keep my ships in broadside range as we drew closer. Once
again the
Virginia
took on the
Monitor,
trading shots and quickly wearing each other down. The
Arkansas
and
Cairo
opened fire on each other. But with
Arkansas
weakened with a salvo from
Monitor,
it was no match. Alas, the
Cairo
was the only ship to sail away from the engagement mostly intact, all
other ships having sunk each other in the fray. Overall
both games took about 30 minutes each to set up and play. I used a
host of
Litko markers to note various game conditions.
Broadside markers indicated which ships fired (and for the second game, the
direction indicated their target).
Splash markers indicated single
minor hits, with
blast markers noting major hits. They weren’t
terribly necessary, as my laminated ship stat sheets had spaces to
mark hits with dry-erase markers...but the tokens looked good and my
son enjoyed placing them as the die rolls indicated. I
was also very proud that my son found enjoyment in the game whether
he won or lost; he seemed wrapped up in the action, getting excited
about every close call.
|
USS Cairo limps away. |
The
game has promise for future activities once the nation safely opens
up
from
pandemic
precautions
with a majority of the population vaccinated.
The rules are easy to explain, especially with stat cards for
reference, and offer a quick-start experience for young players
exploring wargaming at history museums or local conventions. I think
I need to buy a few more ships, adjust some stats for the smaller
ironclads,
and
craft some shoreline terrain. With
a little more work it might be ready to move from the basement
wargaming table into a more public sphere.
SOPAC
Patrol
|
A view of some of my ships, cards, and the storage box. |
I’d
intended to explore some WWII naval action in the South Pacific for
some time, also
with an eye to running games at museums and conventions. Although
I bought into Warlord Games’
Cruel
Seas
for this purpose, it’s taken me a long time to acquire all the
models I wanted and assemble/paint them...an ongoing task. I
also fear the rules aren’t quite geared toward newcomer or kids,
but I realize this also might depend on the teacher briefing
potential players.
I
wanted something I could use with the
Gridded
Naval Wargame
rules,
which
I’ve
used before for WWII naval battles (such as the Battle of the River
Plate).
With an acquaintance interested in PT boat action and an affordable
set of ships, the South Pacific theater seemed a good place to start.
I
placed an order with
GHQ, whose
1:2400 scale Micronauts range
provided everything I wanted for my scenario: a pack of three
Asashio-class
destroyers, two Japanese freighters and a tanker, and a pack of 18 PT
boats. It
took some time to assemble, paint, and mount the models, especially
the tiny PT boats, but
I eventually had a nice force for the scenario I had in mind.
|
One of GHQ's amazingly detailed tiny PT boats. |
I’d
originally intended to field a force of PT boats to intercept three
freighters,
each escorted by a destroyer. For
our first foray, though,
I
scaled
my grand plan down a bit, pitting a few PT boats against a destroyer
escorting a freighter
across
the board. My
main concern: finding the right number of PT boats to balance a
single escort and the freighter. I ran the scaled-down scenario a few
times solitaire, playing both sides, and realized two or three PT
boats seemed right. So after dinner one night my son came downstairs
and commanded the American forces against a lone Japanese destroyer
escorting a freighter. The smaller boats took some hits, but suffered
no complete losses while harassing the Japanese ships, ultimately
destroying both with torpedo hits before the freighter could escape
off the edge of the board. As with the ACW naval scenarios our game
lasted about 30 minutes, even using my revised
critical damage table, which inflicted the loss of one flotation
point with an additional damage effect (in this case, the destroyer
lost some fire control effectiveness, reducing its range and power,
and the freighter lost its port rudder capabilities). Once again my
son enjoyed maneuvering his ships into the most advantageous
positions for attack and, of course, rolling handfuls of dice (4D)
for torpedo attacks. |
Two Japanese destroyers escort a freigher and a tanker. |
For
this scenario I
made
a few adjustments to the rules, especially since the small PT boats
have
guns with minimal range and power and
only four
torpedoes. With their speed and agility I allowed PT boats to turn
any amount spending one movement point. They could
also occupy a hex with another ship, particularly useful when
maneuvering with other PT boats (though
they can’t ram). The
freighters and tankers gained 2D from their deck guns fore and aft,
essentially allowing them to fire at a PT boat in an adjacent hex
with one die. The larger Japanese ships could not fire at a PT boat
in their own hex, though moving into a hex with a PT boat would allow
them to ram the enemy vessel. I
did not allow destroyers to use torpedoes against PT boats, believing
their shallow draft, smaller size, and high maneuverability would
exempt them from such attacks (a
ruling Warlord Games’ Cruel
Seas
uses, too, though historically torpedo hits on PT boats were
possible).
|
The Japanese destroyer fires back, caught in a torpedo crossfire from PT boats. |
|
The PT boat finishes off the freighter while the destroyer waits to counter-attack. |
Winning
initiative determining who moves first proved the key to victory in
this scenario. If
PT boats move second they could
easily line up torpedo shots on targets; Japanese ships moving second
could
usually maneuver around possible torpedo paths. I
expect having another destroyer or two on the board would complicate
the situation for the American forces, though I might reduce the
number of PT boats to two for each destroyer/freighter pair. Right
now the “full” scenario includes three destroyers, three
transports, and any number of PT boats...but I should read up in
Cordery’s books
about adding aircraft
patrols and
possibly submarines.Overall
we
were pleased
with both games. The rules remain easy enough for kids to understand
yet contain
enough depth on the table to offer some interesting player choices
and some engaging naval action. Hopefully I can develop
them further and bring
them to a wider audience as pandemic restrictions ease and museums
and game conventions start welcoming people back.
A
Note on My Stat Cards
In
all my Gridded Naval Wargames
sorties I’ve used stat cards to summarize each vessel’s
capabilities...especially when using my optional critical damage
tables. When a ship takes a critical hit on a roll of a “6” the
vessel loses one flotation point (just like a regular hit) but the
target player rolls 2D6 and consults the table for additional
effects: loss of one value of movement, inability to turn to port or
starboard (or at all), loss of gun effectiveness, etc. (I
also allow a vessel to forego attacks in one turn to try repairing
one point of damage to a system on a die roll of 4-6.) The
laminated stat cards allow players to mark both flotation point
losses and other damage; PT boats mark off how many of their four
torpedoes they use in an engagement.
Different
ships display different stats. Obviously ACW ironclads aren’t going
to have notations for torpedoes or secondary weapons. Larger WWII
ships include primary and secondary weapons plus torpedoes.
I
still need to adjust a few ships, possibly noting special modified
rules (like those for PT boats mentioned above), and modify some of
the ironclads based on potential firepower. At
some point in the future – when I feel comfortable enough in my
adjustments and revisions – I might convert some stat card sets to
PDF for the
personal
use of fellow wargamers on the internet. Right
now I have stat cards for all my ACW ironclad models, my handful of
Russo-Japanese War vessels, my SOPAC Patrol ships, and the key
players in the Battle of the River Plate. No doubt I’ll create more
should I branch out to
explore other naval engagements.
Overall
they’ve proven helpful aids
in
my
Gridded
Naval Wargames
experience. They keep track of multiple ships in a large fight and
multiple stats for larger vessels. For kids they offer a chance for
some in-game record-keeping experience, a reminder of ship
capabilities, and a visual aid for quickly determining a ship’s
condition.
I love your individual warship record cards. They combine simplicity, elegance, and all the information a player requires.
ReplyDeleteAll the best,
Bob
Thanks, Bob. I wanted something for my own reference, but also suitable for games with kids or convention games as play aids. They seem to work in all respects (though I've yet to try them at a con...).
DeleteThis is really cool. I haven't played miniature naval games. Only the board games "Wooden Ships & Iron Men" and "Battlewagon". But this interests me.
ReplyDeleteGridded Naval Wargames offers an intuitive set of rules one can adapt and adjust as needed. It's my go-to rules for ACW, dreadnought and WWII naval action.
DeleteThanks for that photo of your stat card. Tony.
ReplyDeleteYou're welcome, Tony. Hope that helps. I may consider revising the ones I have and putting them online sometime in the future. (Along with my critical damage tables.)
Delete