Post by afilter on Sept 9, 2011 15:52:04 GMT -5
Wednesday My good gaming buddy Mike (Meesch56) came up to WI for some gaming before I leave on my deployment next week for a year. During the day we were able to get in a rousing game of Wings of War (WWI biplanes).
Later in the day we traveled to Rockton, IL to game with a group I have been visiting since meeeting them at Little Wars last Spring. Mike brought along his Savo Island scenario and together we successfully introduced 8 veteran gamers to Naval Thunder.
For those that have not played Mike's version of Savo Island I encourage you to check it out at a CON if you get a Chance. I believe he plans to run it at NAVCON this fall. Mike has taken the scenario Harry gave us in the book and extensively researched and tweaked it to better produce/simulate the historical situation at the start of the battle. What happens after that is up to the players and the dice.
Initial Set up....as you can see Mike has taken some time to create displays which work great for the CONS.
IJN Deployment....Mike has altered this slightly from the scenario based on the research he has done.
USN Deployment (group1)
USN (group 2)
Turn 1 situation the IJN is moving into the slot undectected as the USN is on Patrol. USN visibility is only 12"(until and IJN ship fires revealing itself) while the IJN can reach out 20".
Additionally, on turn 1 the IJN scout planes deploy a flare over USN group 1 making it a day action for the IJN against that task force for turn 1 only.
Mikawa commanding the IJN line turns to Port to bring more guns to bear on the hapless Allied line including the HMAS Canberra and USS Chicago.
Mikawa's four lead cruisers open up on Canberra and Chicago scoring several hits in rapid succession. 2 hits penetrate on HMAS Canberra. The Allied players prepars to make is first critical hit roll of the game and lets the dice fly......0,0....KABOOOM Canberra bursts in to a ball of flame.
After that the allies where in a tough spot but determined not to go down without a fight. On turn 2 they let loose with everything that could bear on the lead IJN ships.
Unfortunately as per history the allied gunners were not as acurate as their IJN counteparts and many of their shells fell short teaching the new players valuable lessons on getting close in a night fight.
Unfortunately I had to leave as turn 3 started so I missed the rest of the action. I did speek to Mike and as I expected it was a smashing victory for the IJN and Iron Bottom Sound will retian the name. Mikawa did not have quite the historucal success he did in real life as the allies were able to get some hits on the IJN Heavy Cruisers, but the IJN did not lose a single ship.
I will let Mike elaborate more on the details of this action.
Most importnatly we exposed some more veteran gamers to the world of Naval Thunder. When I return from deployment next year I plan to further teach them the world of Pre-dreads with some Russ0-Japanese War action.
In the mean time my navies will be in dry dock for the next year until I return. I do look forward to reading your great AARs with envy over the next year when I get the chance, so keep them coming.
Later in the day we traveled to Rockton, IL to game with a group I have been visiting since meeeting them at Little Wars last Spring. Mike brought along his Savo Island scenario and together we successfully introduced 8 veteran gamers to Naval Thunder.
For those that have not played Mike's version of Savo Island I encourage you to check it out at a CON if you get a Chance. I believe he plans to run it at NAVCON this fall. Mike has taken the scenario Harry gave us in the book and extensively researched and tweaked it to better produce/simulate the historical situation at the start of the battle. What happens after that is up to the players and the dice.
Initial Set up....as you can see Mike has taken some time to create displays which work great for the CONS.
IJN Deployment....Mike has altered this slightly from the scenario based on the research he has done.
USN Deployment (group1)
USN (group 2)
Turn 1 situation the IJN is moving into the slot undectected as the USN is on Patrol. USN visibility is only 12"(until and IJN ship fires revealing itself) while the IJN can reach out 20".
Additionally, on turn 1 the IJN scout planes deploy a flare over USN group 1 making it a day action for the IJN against that task force for turn 1 only.
Mikawa commanding the IJN line turns to Port to bring more guns to bear on the hapless Allied line including the HMAS Canberra and USS Chicago.
Mikawa's four lead cruisers open up on Canberra and Chicago scoring several hits in rapid succession. 2 hits penetrate on HMAS Canberra. The Allied players prepars to make is first critical hit roll of the game and lets the dice fly......0,0....KABOOOM Canberra bursts in to a ball of flame.
After that the allies where in a tough spot but determined not to go down without a fight. On turn 2 they let loose with everything that could bear on the lead IJN ships.
Unfortunately as per history the allied gunners were not as acurate as their IJN counteparts and many of their shells fell short teaching the new players valuable lessons on getting close in a night fight.
Unfortunately I had to leave as turn 3 started so I missed the rest of the action. I did speek to Mike and as I expected it was a smashing victory for the IJN and Iron Bottom Sound will retian the name. Mikawa did not have quite the historucal success he did in real life as the allies were able to get some hits on the IJN Heavy Cruisers, but the IJN did not lose a single ship.
I will let Mike elaborate more on the details of this action.
Most importnatly we exposed some more veteran gamers to the world of Naval Thunder. When I return from deployment next year I plan to further teach them the world of Pre-dreads with some Russ0-Japanese War action.
In the mean time my navies will be in dry dock for the next year until I return. I do look forward to reading your great AARs with envy over the next year when I get the chance, so keep them coming.