Post by rockyr on Dec 20, 2011 11:22:31 GMT -5
SPAM, SPAM, SPAM
And now for something completely different...
I played my First NT RoB Spanish American (SpAm) War game last night. Since we were a bit too busy figuring out the rules (not much work there) and how to fight with our ships (much more effort), I do not have a full blown AAR for you, but I do have a few comments, observations, and highlights.
First , these rules are GRREAT for this time period.
Plenty of shooting (averaging 9's to hit), lots of missing (the Olympia managed to lose two full broadsides at close range and cause NO damage - poor rolls not poor rules, but accurate - historically not aiming, as well given the 3% hits the US Navy scored in the war), and yet very dangerous shell fire effects on the flimsy ships of the era.
Oh, and the Olympia's poor shooting was before her fire control hits (yes, plural).
Need to project/plan in plotting, which is good, and even better is if one does not double the distances: ships do not get to run away wildly after a bad guess - leaving lots of room for correction and reaction.
90 degree turns every other inch are very liberal though, in tactical terms.
Arcs of fire on these ships are a hoot!
Critical damage is often decisive , and is frequent (again matching history I think, ask the Spanish about fire...)
The battle:
Prinzessa de Austria and Carlos V vs
Olympia, Baltimore, Raleigh and Boston
Assumptions changing history: the Spanish mounted all their guns, had average crews, and had maintained their ships. (All for play balance because +1 crews, -1 or worse speeds, and fewer guns make for very poor game, although a "splendid" war for the other side.
That is about 160 points vs about 130, armored cruisers vs protected and flotilla and that makes a difference hitting, and sailing.
We decided to forgo formation and division rules for this squadron level action. I see the need in larger battles, though.
The Spanish decided to approach separately to hopefully divide the American fire. They did sail apart, but fired together at the Olympia. These tactics came at cost of the 3:1 vs the Carlos. The Baltimore was supposed to distract the Princess, while the rest took care of the Carlos, then joined the Baltimore.
Even with splashes, conveniently less trouble through cruiser and then flotilla shooting phases, the Carlos lost guns, engines, and eventually flooded until under the waves.
The Princess astonished the Americans by turning INTO their "formation" (too loose to be an accurate term) and closing the range. Now, odds are odds, and there are die rolls, but the Spanish managed 2 main gun hits on the Olympia (2 x 10s), and then, having stern raked the Baltimore rolled the same again the next turn with TORPEDOES! Yep, 20 points of damage plus all the gunnery. Not good for the Baltimore which went straight to Davy Jones' locker in one turn.
Still, the Americans focused their fire, caused fire as well, and between those effects (including ammo explosions) the big (Arm 9, 36 hull) cruiser went down on turn 8.
Turns go quickly if one fleet rushes into the other! Time on the historical clock versus turns=time never bother me. Besides, I do not want to fight for 3 hours.
The Olympia was mauled. The Boston was about to go down from explosions and flooding, leaving the Raleigh to tow the Olympia home.
Great fun, nail biting, enough but not too much rolling, some unlikely outcomes but that will be very rare (given the odds).
Critical damage seems to decide the game. Which is one method and seems appropriate for the SPAM War.
More ships are on the way from WTJ! I had more but they did not readily fit into a starting scenario.\
Now: 1. reread rules and make sure we did things properly.
2. Reglue on the masts I knocked off when I knocked the box on the floor!!!! Ack...
In short, I highly recommend Naval Thunder, especially for the SPAM War. I also recommend WTJ 1:3000 miniatures, and not doubling the distances.
Rocky
And now for something completely different...
I played my First NT RoB Spanish American (SpAm) War game last night. Since we were a bit too busy figuring out the rules (not much work there) and how to fight with our ships (much more effort), I do not have a full blown AAR for you, but I do have a few comments, observations, and highlights.
First , these rules are GRREAT for this time period.
Plenty of shooting (averaging 9's to hit), lots of missing (the Olympia managed to lose two full broadsides at close range and cause NO damage - poor rolls not poor rules, but accurate - historically not aiming, as well given the 3% hits the US Navy scored in the war), and yet very dangerous shell fire effects on the flimsy ships of the era.
Oh, and the Olympia's poor shooting was before her fire control hits (yes, plural).
Need to project/plan in plotting, which is good, and even better is if one does not double the distances: ships do not get to run away wildly after a bad guess - leaving lots of room for correction and reaction.
90 degree turns every other inch are very liberal though, in tactical terms.
Arcs of fire on these ships are a hoot!
Critical damage is often decisive , and is frequent (again matching history I think, ask the Spanish about fire...)
The battle:
Prinzessa de Austria and Carlos V vs
Olympia, Baltimore, Raleigh and Boston
Assumptions changing history: the Spanish mounted all their guns, had average crews, and had maintained their ships. (All for play balance because +1 crews, -1 or worse speeds, and fewer guns make for very poor game, although a "splendid" war for the other side.
That is about 160 points vs about 130, armored cruisers vs protected and flotilla and that makes a difference hitting, and sailing.
We decided to forgo formation and division rules for this squadron level action. I see the need in larger battles, though.
The Spanish decided to approach separately to hopefully divide the American fire. They did sail apart, but fired together at the Olympia. These tactics came at cost of the 3:1 vs the Carlos. The Baltimore was supposed to distract the Princess, while the rest took care of the Carlos, then joined the Baltimore.
Even with splashes, conveniently less trouble through cruiser and then flotilla shooting phases, the Carlos lost guns, engines, and eventually flooded until under the waves.
The Princess astonished the Americans by turning INTO their "formation" (too loose to be an accurate term) and closing the range. Now, odds are odds, and there are die rolls, but the Spanish managed 2 main gun hits on the Olympia (2 x 10s), and then, having stern raked the Baltimore rolled the same again the next turn with TORPEDOES! Yep, 20 points of damage plus all the gunnery. Not good for the Baltimore which went straight to Davy Jones' locker in one turn.
Still, the Americans focused their fire, caused fire as well, and between those effects (including ammo explosions) the big (Arm 9, 36 hull) cruiser went down on turn 8.
Turns go quickly if one fleet rushes into the other! Time on the historical clock versus turns=time never bother me. Besides, I do not want to fight for 3 hours.
The Olympia was mauled. The Boston was about to go down from explosions and flooding, leaving the Raleigh to tow the Olympia home.
Great fun, nail biting, enough but not too much rolling, some unlikely outcomes but that will be very rare (given the odds).
Critical damage seems to decide the game. Which is one method and seems appropriate for the SPAM War.
More ships are on the way from WTJ! I had more but they did not readily fit into a starting scenario.\
Now: 1. reread rules and make sure we did things properly.
2. Reglue on the masts I knocked off when I knocked the box on the floor!!!! Ack...
In short, I highly recommend Naval Thunder, especially for the SPAM War. I also recommend WTJ 1:3000 miniatures, and not doubling the distances.
Rocky