Post by afilter on May 2, 2021 14:23:45 GMT -5
Just finished Little Wars 2021. Overall a success under current restrictions.
On Saturday I ran Russo Japanese War Battle of Yellow Sea in AM into early afternoon and then Tsushima in the evening.
Yellow Sea played very well and when we had to call it on time resulted in a stunning Russian Victory based on the scenario rules.
Tsushima also was a fun battle, but not as decisive. I extended the time to 5 hours this convention to get more turns complete. In the end the cruiser action was fully resolved and the battleships were mixing it up.
When we called it was pretty much a draw with the Japanese having a slight edge.
I have run these multiple times now over the years and Tsushima always ends about the same. Without devoting a full day I am thinking of ways to get it the battleships involved sooner so it is more decisive.
So far I have come up with 3 options.
Option 1 divide the battle into two actions.
In the past I have broke it into 2 events with the cruiser and flotilla fight and the. just the Battleships and Armored cruisers. This works, but then the flotillss are denied a chance to score hits on the BBs, but also prevents the unrealism of players engaging BBs with protected cruisers so they have something to do.
Option 2 modify set up:
Basically move the fleets closer so it is not 4-5 turns before BBs are taking ranging shots. This could work, but then denies the players the maneuver option as they will immediately be hotly engaged and cruisers will find themselves in potential unrealistic deadly positions.
Option 3 fast forward early movement:
This is the option I think I will test play next. The idea is on turn one to basically allow each fleet to make a triple move. Kind of like hitting the fast forward button. It will skip some of the minor fighting between scouting forces. It will still allow players to make the decisions and maneuver ships accordingly while getting the opposing fleets into fighting range sooner.
Thoughts?
P.S. I will generate a full AAR on my blog and post in the coming days.
Aaron
On Saturday I ran Russo Japanese War Battle of Yellow Sea in AM into early afternoon and then Tsushima in the evening.
Yellow Sea played very well and when we had to call it on time resulted in a stunning Russian Victory based on the scenario rules.
Tsushima also was a fun battle, but not as decisive. I extended the time to 5 hours this convention to get more turns complete. In the end the cruiser action was fully resolved and the battleships were mixing it up.
When we called it was pretty much a draw with the Japanese having a slight edge.
I have run these multiple times now over the years and Tsushima always ends about the same. Without devoting a full day I am thinking of ways to get it the battleships involved sooner so it is more decisive.
So far I have come up with 3 options.
Option 1 divide the battle into two actions.
In the past I have broke it into 2 events with the cruiser and flotilla fight and the. just the Battleships and Armored cruisers. This works, but then the flotillss are denied a chance to score hits on the BBs, but also prevents the unrealism of players engaging BBs with protected cruisers so they have something to do.
Option 2 modify set up:
Basically move the fleets closer so it is not 4-5 turns before BBs are taking ranging shots. This could work, but then denies the players the maneuver option as they will immediately be hotly engaged and cruisers will find themselves in potential unrealistic deadly positions.
Option 3 fast forward early movement:
This is the option I think I will test play next. The idea is on turn one to basically allow each fleet to make a triple move. Kind of like hitting the fast forward button. It will skip some of the minor fighting between scouting forces. It will still allow players to make the decisions and maneuver ships accordingly while getting the opposing fleets into fighting range sooner.
Thoughts?
P.S. I will generate a full AAR on my blog and post in the coming days.
Aaron