Monday, October 21, 2024

Naval Projects - Game Rules and other stuff.

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I thought I would use this post to lay out my 'Mini-Naval Wargames' (working title) in a more formal arrangement. I'll use the layout of the Portable Naval Wargame rule set as my 'template'.

'Force Q' - setting out to attack an island beach landing by
Ra'esharn forces. Air cover is wanting!



Mini-Naval War Games.

The setting for this rule set is c.1940-43, and features aircraft carriers, their aircraft, and submarines also as possible participants in its battles. Battles involving fleet carriers might well take place with each side on its own playing surface, representing fleets or task forces separated by hundreds of kilometres of ocean. But actions relying solely upon ships' gunnery were still frequent, most notably in the Guadalcanal campaign of 1942-3.


We'll begin with the Chart; explanations will follow.


Standard Naval ship statistics.




1. These rules keep to a minimum the classes of ships, all members of each class being treated as identical. There is no reason not to experiment with slight modifications, though they might go more towards varying flotation points (FPs), the gunnery rules leaving little scope for variance. A 'heavy cruiser' might be given 15 FPs, and/or be given four twin turrets, or three triple turrets, numbers of guns shooting forward, abeam or aft. Else, you might regard the 'standard' cruiser of the chart as a heavy cruiser, and reduce the flotation points, say, to 9 or 10.

Ra'esharn covering group. The Kiivar 'Force Q' having
been discovered by (notional) scout aircraft, the fleet carrier has 
just launched its strike bombers.


2. The flotation points (FPs) go to the vessel type's survivability. The figures I have used aren't really proportional to tonnage or armour. The gun ranges of the vessel classes also go to survivability of the targets.

Submarines are very vulnerable, if ever a destroyer carrying depth charges ever enters the same grid area!

3. Vessels reduced to one-third or less of their FPs must attempt to remove themselves from the action. Their speed is reduced by one grid area; one primary turret is knocked out (this can be diced for: 1-2 = 'A' turret; 3-4 = 'B' turret; 5-6 = 'Y' turret, say); and one-third of the secondary armaments are knocked out. 

An aircraft carrier so reduced is held to have developed a heavy list; its flight decks damaged; and is unable to fly off or land aircraft.
General situation, looking north among the outlying
islands of the Phaiq T'anh Archipelago. Force Q 
bravely advancing into battle. The Ra'esharn covering force 
still well out of gunnery range.

 

4. A vessel whose FPs is reduced to exactly 0FP remains afloat, but lies dead in the water, all its guns out of action. In a single battle this may make little difference, as any further loss of FP will sink it. But it might have campaign significance, as whilst still afloat the vessel will be salvageable. This might be a consideration in respect of merchant vessels.

5. A vessel reduced to below 0FP has been sunk.

6. Speed is in terms of grid areas, 2 being slow, and 4 fast. 

7. Gunfire is assessed by the number of guns shooting at a particular target. For each class of vessel, the chart shows to guns available firing forward, abeam (broadside) or aft. My  battleships and battlecruisers have three triple turrets with big guns - call them 15-inch. They also have a secondary armament of 12 x 6-inch guns. My cruisers have three double turrets with smaller guns - call them 6-8-inch. They also have a secondary armament of 12 x 4-inch. My destroyers have but two single-gun turrets with 4-inch guns. 
'Force Q' under air attack! Can the flak hold off the enemy?


8. All gun ranges are given in increments of 3 grid areas. 




9. All gun fire is 'per gun' depending upon arc of fire.  

Effective AA brings down a third of the attacking 
strike force - but the remainder - 6 'Flight Points'
will press home their bombing runs.


10. Torpedoes are launched in singles (fixed fore and aft on destroyers), pairs (fixed fore and aft on submarines), or threes (trainable on destroyers and cruisers). Dice for each torpedo launched.  Cruisers have one such launching available on each beam; destroyers have 2 on each beam, and (optionally) one only fore and aft. (It seems that at least early on in the WW2 Pacific War, only the Japanese were able to reload their torpedo launchers whilst on the move. In  this game, each launcher may each be used once). Submarines have 2 launching pairs forward, and one launching pair aft. (See Stats Table above).

Very effective bombing attacks - a damaging hit of the 
cruiser KNS Falcon, and a devastating hit on 
KNS Aquila

11. The standard complement of aircraft on a fleet carrier is 4 squadrons (stands). The standard mix is 
  • 1 fighter squadron @ 3FP
  • 2 bomber squadrons @ 3FP
  • 1 torpedo bomber squadron @ 3FP
Note that the bomber squadrons have to be in the same hex as the target vessel, but the torpedo bomber may be launch its torpedo from a hex adjacent to the target vessel. Note that the torpedo bomber need not attack a vessel in the same hex if a more lucrative target is available in an adjacent hex. 

One large fleet carrier, KNS Condor, uniquely carries 6 squadrons, 2 of each type.

12. In air to air combat, opposing 'flights' (stands) neutralise each other, as well as scoring hits upon their Flight Points.

13. If an aircraft strike force is accompanied by a fighter escort, then in the air-to-air combat, the fighter stands fight each other, stand for stand (squadron for squadron). If there are fighter stands left over from the defending side, then they may fight the bombers.

14. A fighter escort finding no air defence to attack, may instead attack ships AA, 'neutralising'  AA points. The fighter squadron's 3 strafing dice may knock out 1AA point if a '6' is rolled. The ships' AA shoot back, again requiring a '6' to hit. The damage to AA is the only damage a fighter squadron may inflict upon shipping.

15. Surviving AA may shoot at attacking aircraft at one D6 per AA point. For each roll of '6' the target stand loses 1 Flying Point. 

16. One D6 is rolled for each 'Flight Point' (FP) of bombers that have survived flak and air combat to release bombs or torpedoes against a given target. They may be released from directly overhead (bombs) or from an adjacent grid area (torpedoes). 

17. A successful 'hit' by torpedoes and bombs scores 6FP of damage for the hit, and a further 5FP of damage for every 5 also rolled. Note that the '5' scores apply only if a hit has been achieved.



Effective gunnery batters cruiser RNS Charun,
forcing it out of the battle. Return fire strikes 
battlecruiser KNS Aquila, which also abandons the fight.
 


18. Submerged submarines may be spotted and attacked only by destroyers or bomber aircraft. Either may spot a submerged submarine if within 2 hexes. Roll 1D6, requiring:
  • 3-6 - spotting destroyer or aircraft in the same hex
  • 4-6 - spotting destroyer or aircraft in adjacent hex
  • 5-6 - spotting destroyer or aircraft 2 hexes away. 
18. Once spotted, the submarine may be approached and attacked by depth charge or bombs. Either requires a roll of '6' to hit. Destroyer rolls 4xD6 the bomber stand rolls 3xD6.



As the battle group engage the enemy squadron at long range, 
returning aircraft are being collected by carrier
RNS Abraxas.

19. Submarine patrols. A submarine may patrol an area of radius 2 hexes out from a central hex - an area covering 19 hexes. Place the submarine stand at the centre of this area. When its precise location needs to be known - roll 1D6 to determine how far from the centre it is:
  • 1 = the sub is at the centre of its patrol area.
  • 2-3 = the sub is 1 hex out from the centre. Roll  a further D6, and counting the hex directly in front as '1', count in a circle clockwise until the die score is reched.
  • 4-6 = the sub is 2 hexes out from the centre. Roll a D12 (if you have one) and count as before or roll a 2D6s, one counting 1-6, the other 'high' or 'low'. If 'low' (1-3) count clockwise from 2 forward of the bow; if 'high' (4-6), count clockwise from 2 abaft the stern.
Having determined where the sub really is, the vessel is removed to that spot. The sub may move in its own Turn from that spot at a rate of 2 hexes. Spotting and so forth may also proceed from there.


Excellent shooting - despite heavy damage to both ships - 
batters the Ra'esharn cruiser out of the battle. 

20. Ramming was not a feature of warfare at the period this rule set has in mind. It was hard enough to bring capital ships into a fleet action. But it was not unknown, as the German cruiser Admiral Hipper was to discover in battle against the destroyer HMS Glowworm. On the other hand, it was a known method of dispatching submarines caught on the surface. If a ramming can be pulled off, these are the results:
  • Destroyer ramming Cruiser = D6 - 2 FP damage to cruiser; D6 damage to destroyer
  • Destroyer ramming Battlecruiser = D6 roll of '6' causes 1FP of damage to target; D6+1 damage to destroyer
  • Destroyer ramming submarine = D6 damage to submarine; D6 - 2 damage to destroyer
  • Cruiser ramming destroyer = D6 + 1 damage to destroyer; D6 - 2 damage to cruiser
  • etc.
This seems to me a rather unlikely tactic generally speaking, and is included here mereluy for the sake of 'completeness.

Parting shots as Force Q retires from the action.
Destroyer K2 exchanges fire with R1. Unable to escape, 
K2 is sunk shortly afterwards. Ra'esharn gunnery was pretty woeful 
in this action, compared with their adversaries'. But K1's 
torpedo attack fails.


Game sequence, per Turn:


A. Air Phase
  1. Strike aircraft arrive over target vessels. If the defending ships include an aircraft carrier, it may launch [a] fighter stand[s] to meet them. 
  2. Air to air combat. If the strike aircraft includes a fighter escort, then the opposing fighters neutralise each other, squadron for squadron, permitting the bombers to go through. Both sides still roll for damage to FP. 
  3. Anti-aircraft fire. One D6 per point of AA from target and any support vessel within 1 hex range. A '6' required to hit and knock off a FP.
  4. Bombing attack by surviving aircraft. A '6' is required to hit, and it scores 6FP of damage. If a '5' is also rolled, then it adds 5FP more to the damage to the target vessel. Note that if no '6' is rolled at all, then there is no damage to the target, even if a '5' is rolled.
B. Gunnery Phase
  1. Both sides fire their main and secondary armaments, both. Use different sized or different coloured dice to distinguish main from secondary. Secondary armament may choose a target different from the main.
  2. Both sides ships fire torpedo pattern of 3 torpedoes per launcher abeam or (optionally) 1 single torpedo fore or aft. A submarine fires 4 fore or 2 aft only.
  3.  Roll 1D6 per torpedo. A '6' is required to hit the target.
  4.  If a hit is scored, it will cause 6FP of damage. If a '5' is also rolled in the same pattern, then a further 5FP of damage is inflicted. Note that when launching a single torpedo, there will be no supplementary '5's rolled!
C. Movement Phase
  1. Both sides roll a D6 die. Low roll moves ships first.
  2. If available, first side's carriers launch strike aircraft. The aircraft stands are placed over and around the launching vessel. The following Turn, they will arrive over their targets in the next Turn's Air Phase
  3. First side then moves its ships 
  4. If available, second side's carriers launch strike aircraft. They will arrive over their targets in the next Turn's Air phase. 
  5. Second side moves its ships. Once completed, the Game Turn is also completed. 


Results of the brief action illlustrated:

Ra'esharn losses;
  • one third of RNS Abraxas strike aircraft shot down by flak;
  • one cruiser RNS Charun heavily damaged, 'Y' turret and one third of secondary armament knocked out, and speed reduced (9FP out of 12);
  • one destroyer (R1) slightly damaged (1FP only out of 6);
  • battleship (RNS Barbatos) slightly damaged (3FP out of 24).
Kiivar losses:
  • one destroyer (K2) sunk;
  • battlecruiser (KNS Aquila) heavily damaged, 'B' turret and some secondary guns KO, speed reduced (14FP out of 18);
  • cruiser KNS Falcon heavily damaged, 'A' turret knocked out, speed reduced, secondaries reduced (9FP out of 12). 
  • Destroyer K1 and Cruiser KNS Kestrel escaped with no damage


Overall, a tactical and strategic success for Ra'esharn, as, without air cover or air support, Kiivar's 'Force Q' never got close to breaking though the covering group.

Sunday, October 13, 2024

Naval Projects Playtest: Battle of Saucer Bay

Possibly one of the most fascinating small scale naval actions of World War Two was that which pitted what was then termed a 'pocket battleship', Admiral Graf Spee, against three British/ Commonwealth cruisers. Not much better protected than the heavy HMS Exeter and the lights HMS Ajax and HMNZS Achilles, the panzerschiff carried a far greater weight of firepower - as many 5.9-inch as the 6-inch guns on each of the light cruisers to complement its 11-inch main armament. Just as in chess I am fascinated by equal but asymmetrical end games, so it is with any other battle. What I think I'm edging towards is to say that asymmetrical actions of this type can provide fascinating scenarios for playtesting.

The 'Battle of Saucer Bay' purports to be an encounter between a Saabian battlecruiser commerce raider returning from a profitable cruise, and three Ra'esharn cruisers - a small squadron that is part of a large scale effort to end the raider's depredations. Readers with long memories might recall a similar encounter using my 'Mighty Armada' toys: https://archdukepiccolo.blogspot.com/2019/08/the-fox-and-hounds-battle-of-river.html
The keen eyed reader will also observe certain similarities between the ultra-simple rule set used for that action, and the more elaborate system I am developing.

First sighting: distant smoke to the north...


This action featured the following vessels:

Saabia:
SNS Circe - 18 Flotation; Speed, 3.
Primaries 9 hex range
Secondaries 6 hex range

Ra'easharn: 
RNS Salamander
RNS Axolotl
RNS Amphiuma
All have 12 Flotation Points, Speed, 3.
Primaries 6 hex range
Secondaries 3 hex range
Strictly speaking, all three ought to have a torpedo salvo available on each beam, but for this scenario, they were not issued (a Ra'esharn Admiralty oversight, that is to say: I forgot about them).



In the early morning, approaching the coast of the Great South Continent, SNS Circe spied smoke on the northern horizon. Soon discerning that there were three sources of this miasma, the Saabian raider increased speed, imagining a convoy, possibly with only a light escort. Closer examination of the prey revealed them to be three Ra'esharn cruisers of the Urodela class (this is just narrative swank, of course, all cruisers in this world being precisely the same). Figuring that sending 3 major units to the bottom of the sea was at least as useful to Saabia's naval war effort as raiding trade routes, Circe closed to within range of its main guns, swung to port onto a westerly bearing, and opened fire at 27,000 yards range (I have yet properly to determine 'ground scale' - something I'll have to work on).



Circe's gunnery quickly found the range of the lead Ra'esharn ship, SNS Salamander. Three hits scored - and the squadron was still well short of the range of their own primary armaments.

Determined to engage the big raider, the Ra'esharn cruisers bore in. Just as Captain Tarquin gave the order to open fire, a devastating salvo arrived from Circe. Five more damaging hits the big guns scored, with the secondary guns adding another. Smoking from several fires, 'B' turret knocked out, 4 of the 12 4-inch secondaries out of action, Salamander began to break off the action. As the battle trended to the west, Salamander turned to port, to crawl out of the action at reduced speed.



Not before Salamander and the following Axolotl got off salvoes - inaccurate ones -from their forward guns. 




Now, the two remaining cruisers swung off to starboard on a due westerly course, just as Circe elected to close the range. This probably wasn't a very smart decision, though for the moment, the Ra'esharn ship still had only their main guns engaged. The sudden changes in course, seemed to have upset the Ra'esharn range-finding - just one hit being registered upon Axolotl


In return, all three enemy cruisers scored telling hits upon Circe, even the retreating Salamander, scoring two hits of their own. This rather induced Circe to turn away to increase the range. Turning onto a 210-degree bearing, took two more hits, one from Salamander just before it disappeared out of range. 



Circe engaged Amphiuma with its after guns, scoring two hits from 'Y' turret, and one more - a very lucky shot - from the secondary weapons. 

At this point, this was the state of the combatant ships:

SNS Circe: 7 hits taken => 11FP remaining;

RNS Salamander: 9 hits taken => 3FP remaining out of 12. Speed reduced to 2, 1 turret out of action, and 2/3 of secondary guns also knocked out.
RNS Axolotl: 1 hits taken => 11FP remaining out of 12.
RNS Amphiuma: 3 hits taken => 9FP remaining out of 12.



Having increased the range beyond the enemy's range, Circe once more bore due west. Determined to take the fight to the big raider, the cruisers altered course to close the range. This left only their forward main guns in action - and they were taking time to find their target. For their part, Circe shoved two more big gun shells into Amphiuma. 

At this point I seem to be missing a picture, as Amphiuma took several more hits that knocked out its 'A' turret and reduced its speed, leaving it to withdraw from the action. Circe closed in to the short range of its own big guns to finish off the relatively undamaged Axolotl, scoring two hits with its forward guns. This was probably not the smartest move the raider's captain might have taken, as he could bring to bear only 6 forward main guns and a single secondary. Two hits were all he managed.



But Axolotl could bring into action his 6 main guns, and 6 secondaries as well. The potential for heavy - possibly crippling - damage suddenly dawned upon the Circe's crew. It was a complete frost (ain't that always the way?!). The primaries requiring 5s to hit, and the secondaries 6s, they might have expected to score 3 hits. Instead, obviously unsettled by the Circe's aggressive approach, Axolotl's gunnery scored nothing. Woeful. Amphiuma did better, one shell from 'Y' turret arriving aboard Circe.



As Axolotl continued westward, Circe turned to starboard onto a 030-degree bearing. Out of arc of Y turret, only the forward main guns could be brought to bear. That was rather unlucky for Amphiuma, as four out the six struck home. Badly damaged already, Amphiuma could not survive such blows. Down she went. Axolotl achieved a poor revenge with a single hit aboard Circe, but perhaps that was enough to end the action. Turning slightly to port, onto a 330-degree bearing, Circe sent one last, long range salvo after Axolotl. The one hit achieved persuaded neither to try conclusions. As Axolotl turned onto a 090-degree course, to join the crippled Salamander, Circe carried on its northerly course.



The battle was over.



Damage:

RNS Salamander - 9FP: withdraws from action, speed reduced (2 hexes), 'B' turret knocked out, along with 4 of the 12 secondary armament.
RNS Axolotl - 4FP: fairly superficial damage
RNS Amphiuma - 12FP : 0FP, sunk. I'm inclined to enact that a vessel reduced to 0SP is not sunk, but remains dead in the water, with all weaponry knocked out. It would take a further loss of FP to sink it. At the moment, just something to think about.

SNS Circe - 11SP damage. Still under full power and all guns intact, but with just 7FP remaining, not anxious for another battle.

Both sides break off the action at this point.  Any more damage would compel the battleship to cry off anyhow, but if it could keep the action at long range, might have inflicted heavy damage on the remaining cruiser. Both sides, of course, claimed the victory.
A rough diagram of the action. Another time 
I might put together the chart as it happens.

  
Well, that was interesting from a play test point of view. It seems that the Battlecruiser had the edge over three cruisers, which is as it should be, I think. However, with a bit of luck - and maybe with torpedoes issued, the lighter craft might have a whisker of a chance. But if there was a hunt on for SNS Circe, methinks it would remain with very problematical chances of escape.

Next time: a more 'formal' arrangement of the rule set, with some corrections to the 'Stats' chart.
To be continued...



Friday, October 11, 2024

Naval Projects - Stats


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Before writing up a rule set, I think it well to draw up the characteristics of the ship classes - speed, protection, armament and such. The following table is a tentative scheme.


Some of the peculiarities of this table is that for reasons best known to Microsoft, it insists that I want things that I frankly don't.  Real helpful ... NOT!!
Other 'stats' are entirely tentative, especially the numbers handling of torpedoes and AA.

Speed is in hexes or squares depending on preferences. I have 4 light card sheets marked up in 60mm hexes, to give me a reasonably sized battle area. Each grid area can accommodate up to 3 destroyers, or one other vessel. The 'sea'  scale is approximately 60mm to 4,800m - about 1:80,000. Given the rates of movement - 2 and 3 grid areas the Turn - that suggests that, at 20 and 30 knots respectively, a Turn represents, very roughly, 15 minutes.

One could use a 100mm grid cell (such as my well-used table) If so, I suggest that each could accommodate up to 3 major units, or 6 destroyers of the scale I've been using. Having said that, later on I'll be looking once more at my 'Mighty Armadas', adding vessels to the battle squadrons. 

The secondary armaments of these vessels, and the primary armament of the carriers are purely notional. The models are too small to depict them. It is assumed that the battleships and cruisers carry 12 guns by way of secondary armament.

The battleships' and battlecruisers' secondaries are the same as a cruiser's primary armament, and have a range of just 6 grid areas. There being 12 such guns on these vessels, it is supposed that 6 may fire in each broadside. The question arises how many could fire forward or aft. I have assumed 6 twin turrets, along the sides of the vessel, but none able to shoot across the centre line. This is a purely arbitrary decision. They could all be mounted in single turrets, or in four triple turrets. 

The ranges I have shown in x/y/zhex format because EXCEL was playing silly  bu--- persons, and refused to accept that what I typed in was what I really wanted. They call this faffing around 'User Friendly.'  Wars have begun for less.

These ranges go to large calibre gunfire. As I like the idea of shooting 'per gun', that's the way I propose to go. Here's how it works:
Battleships, and Battlecruisers (Capital ships):
    Primary: 0-3 hexes, D6: 4-6 hits; 4-6 hexes, D6: 5-6 hits; 7-9 hexes, D6: 6 hits.
Ships fire 6 guns forward, 9 broadside, 3 aft - 1 D6 per gun.
    Secondary: 0-3 hexes, D6: 5-6 hits; 4-6 hexes, D6; 6 hits.
Ships fire 2 guns forward, 6 broadside, 2 aft - 1 D6 per gun.
If firing at the same target, the primary and secondary batteries may fire together. Use different coloured dice, or possibly, smaller dice for the secondary armament. However primary and secondary may shoot at different targets...

Cruisers and Fleet Carriers:
    Primary: 0-3 hexes, D6: 5-6 hits; 4-6 hexes, D6: 6 hits
Ships fire 4 guns forward, 6 broadside, 2 aft - 1 D6 per gun
    Secondary (Cruisers only): 0-3 hexes, D6: 6 hits 
Ships fire 2 guns forward, 6 broadside, 2 aft - 1D6 per gun.
Destroyers:
    Primary: 0-3 hexes, D6: 5-6 hits.
Ships fire 1 gun forward, 2 broadside, 1 aft.

Torpedoes are carried by cruisers (1 larboard and 1 starboard salvo of 3), and destroyers (2 salvos of 3 each side.

Anti-aircraft defences:

Capital ships and cruisers roll 4xD6 against incoming aircraft overhead or within 1 hex. A hit is achieved with a score of 5 or 6. A hit knocks 1 Strength Point (SP) from an aircraft stand. 
Destroyers roll 2xD6 for AA defence or in support of other vessels under attack.

Damage:

The damage to vessels is expressed in terms of Flotation Points (FP) lost. Once down to one-third or less of its starting FP, this happens:
  • The vessel's speed is reduced by 1 hex;
  • The vessel loses one primary turret (dice for which);
  • The vessel loses one-third of its secondary armament, all round (i.e may shoot 1/2 gun forward or aft; 4/6 in broadside;
  • The vessel must attempt to break off the action. It may still shoot at targets in range;
  • An aircraft carrier can not fly off nor receive aircraft owing to a heavy list.

Play Test Action:

1.Convoy:

Somewhere in the dangerous seas north of the Great Southern Continent a convoy of three merchant vessels ply their trade carrying vital supplies to their destination, Ra'esharn. The escort comprises the Cruiser RNS Apollyon and three destroyers of the 8th Flotilla: R81, R82, and R83.  It is well the convoys has such protection, for the much feared commerce raider, SNS Banshee has recently arrived in these waters, and on the prowl for just such prey. The vessels are;

Ra'esharn:
RNS Apollyon Cruiser 12FP
R81 Destroyer 6FP
R82 Destroyer 6FP
R83 Destroyer 6FP
MS Shelby Wright 6FP
MS Tramper 6FP
MS Black Pig 6FP

Saabia:
SNS Banshee Battlecruiser 18FP



The escorts spy the battlecruiser approaching on a converging course. As the escorting destroyers swing to port to engage, the raider alters course slightly to port itself to bring its broadside to bear. As the target is just within range of its secondary armament, that, too chimes in. At medium range, the primaries hit on 5s or 6s, the secondaries on a 6. The lead destroyer, R82, takes 3 heavy gun hits, and a further damaging hit from the battlecruiser's secondaries - the 6.
A mistake, here: I adjudicated 5 hits on R83, when
at that range, Banshee scored but 2 hits. That put R83
out of the action when it might have remained to do 
some damage.

Such blows - 4FP out of 6 - are enough to force R82 to break off the fight, burning, its forward turret out of action, and speed reduced to 3 hexes. As R82 crawls off, R81 closes the range, whilst R83 swings off on a westerly course. In between, aiming straight towards the enemy surges Apollyon, closing the range. Boldly closing to within torpedo range (3 hexes) R81 takes heavy damage from the battlecruiser's forward big guns, whilst the latter's secondary broadside engages R83.


The damage to R81 is very nearly mortal - 4FP lost - but not before R81 releases its larboard torpedoes. Three dice represent 3 torpedoes in the pattern. Each requires a 6 to hit. But if a 6 is rolled, it takes 6FP from the target. 

One of the 3 torpedoes strikes! At once the battlecruiser's FP is reduced from 18FP down to 12FP.
(Aside:
1. I think I'm on to something, here. One possible amendment is that if a hit is scored, any 5s also rolled in the pattern also add to the damage. A 5, be it noted, would merely augment a hit; it's not good enough for a hit itself. More on this later.
2. The battlecruiser is facing end on. Possibly the chances of a hit ought in someway to be reduced.)


Having released its torpedoes, the wounded R81 also crept out of the fight. Now was the turn of the cruiser Apollyon, which brought itself under the cover of the destroyer attacks to within range of its primary armament. The Ra'esharn ship at once struck two quick blows. Banshee was down to 10FP (8SP lost). Much more damage, and it would have to call off the action.







Retribution was swift - and dire. Swinging to port, and shortening the range, Banshee slammed 7 hits upon Apollyon


Apollyon returned the compliment as best it could with its lighter guns, and, with three hits brought Banshee close to the point that it would break off the action: just 7FP remaining.



Gallantly keeping up the close range fight, Apollyon continued to score damaging hits on Banshee. But Banshee had well and truly got the range now. It took four hits, enough to persuade it to draw off, the convoy itself undamaged. But Apollyon vanished in a maelstrom of shellfire from the Banshee's heavy guns.  



Limping away, a mere 3FP keeping it afloat, Banshee had time for one last salvo from its 'Y' turret guns
at the distant convoy. The hit upon MS Shelby Wright did a little damage, but not enough to prevent it continuing its voyage.



It is hard to know who won this action. Ra'esharn lost a cruiser sunk, and three destroyers badly damaged (though still with their torpedoes). But so much hurt had Banshee received, that its commerce raiding cruise was done.

Air Attack:

Force Q was sent, without air escort, to incept a reported invasion convoy west along the southern Kiivar coast. Lacking carriers, Force Q comprised:

KNS Avian Raptor Battleship 24FP
KNS Buteos Battleship 24FP
K1 Destroyer 6FP
K2 Destroyer 6FP

Unfortunately shortly after daybreak of 14 March, the Ra'esharn aircraft found them. Five squadrons of bombers and torpedo bombers swept into the attack. Two squadrons took on the lead battleship, Buteos; three attacked the Admiral's flag aboard Avian Raptor. The attackers ignored the destroyers.


This account will be pretty brief. Beginning with the leading squadrons, the AA from Bureos and K1 - 6 dice - met the incoming. Requiring 5s and 6s to hit, they scored one hit only. That reduced the attacks upon Buteos to 5 dice out of 6. Again, requiring 5s and 6s to hit, the aircraft scored 1 hit. But the PIP scores on the hit dice reduce the target's FP by that amount. Buteos FPs are reduced by 6 to 18FP.

The attacks upon Avian Raptor were heavier. Flak accounted for 2SP from the incoming squadrons, but they still had 7SP to attack with. The seven dice yielded one 6 and one 5 - two hits, resulting in 11FP damage to Avian Raptor.

A few points to consider here.

1.  I am considering making bombing more chancy: Just 6's scoring hits, but when any 5s are scored in the same roll, they add to the damage. In this particular play test, the result would have been exactly the same. Just to increase the carnage, if two sixes are rolled, then any additional fives and fours add their pips to the damage.

The idea here is to make successful torpedo or bombing attacks a 'lowish' probability of success (somewhere less than 50-50), but potentially devastating when they do succeed.

2. A. I am in two minds whether or not to designate aircraft into fighters, bombers and torpedo bombers. They could be distinguished by the height of their stands: e.g. low level torpedo bombers 4-5cm, medium level bombers 6-7cm, top cover fighters 9-10cm. Now, I have just 4 stands to a carrier, standard. The standard mix would be 1 fighter stand, 2 bomber stands and 1 torpedo bomber stand.
Fighters fight aircraft; bombers attack ships. 

Fighters are there to intercept incoming bombers; I'm not sure whether their function also included escorting bomber to their targets.  Some research perhaps required here.

2.B. The other thought is to consider aircraft types as 'below the grain'. In the following picture, 6 incoming Ra'esharn squadrons have been intercepted by two from the Saabia carrier. The two Saabian squadrons neutralise two of the Ra'esharn squadrons, but lose three SPs 'shot down', to Ra'esharn's none:

Saabia intercept roll 1.1.1.2.3.4
Ra'esharn aircraft roll 1.1.3.5.6.6

Despite the lopsided result, two of Ra'esharn's aircraft stands are in effect neutralised. 
Four stands - squadrons - remain to carry out the bombing attack - 12 SP. But Saabia has 10 points of anti-air to come: 2 from the destroyer; 4 each from the carrier and the battleship. First, the attackers select their targets. He sends 3 squadrons in against the most valuable - and fairly vulnerable - carrier, and one against the battleship. He ignores the destroyer.

Battleship vs Squadron: 4AA Roll 1.2.4.4. = no hits at all! 
Squadron vs Battleship: 3SP Roll 1.3.4. = no hits either. 
OK, fairly dismal, let's have a look at what happens to the carrier. 

Ships vs Aircraft: 6AA Roll 1.2.2.5.6.6. = 3 SPs shot down! Great shooting!
That leaves Ra'esharn with just 6 SPs to attack:
Aircraft vs Carrier: 6SP Roll 1.1.2.5.6.6 = 2 hits, with the 5 adding to the damage.
The Carrier loses 6+6+5 = 17FP of damage - which, glancing back at my 'stats' means the carrier has been sunk. Perhaps the carrier ought to be given 18FP instead.

A 18FP Carrier reduced to 6FP or less can not fly off or receive aircraft on account of fires and a heavy list.

Result of this action:
Ra'esharn lost 3SP of aircraft - in effect, a stand.
Saabia lost 3SP of aircraft, and the carrier sunk, or possibly seriously damaged. 
If the remaining airborne aircraft stand have  no alternative landing place, it will be lost as well.

At the moment I am inclined not to differentiate between aircraft types.

Battle of the Saucer Bay -

I think I might leave this for another posting. This one's long enough already. 
To be continued.



Sunday, October 6, 2024

Naval Projects

'Mighty Armadas' warships, merchants and 
a seaport.

Reading about a lot of interesting naval projects, and reviewing a couple of my own, has induced me to thinking about putting some 'finish' to my own efforts. In particular, I've been thinking about two projects that have occasionally featured in this blog, both relating to the naval adjunct to my long neglected 'Jono's World' Army Men project. One of these involved my small collection of 'Mighty Armadas' toy ships, the other my home made, scratch-built, balsa navies.

A Saabian task force of cruiser, aircraft carrier
and battleship under attack from Ra'esharn 
carrier aircraft.

Balsa Navies:

I think today we'll talk about the teeny-tiny balsa navies. This idea began 40-odd years ago when thinking to devise a game not so very dissimilar to the Milton Bradley Axis and Allies board game that came out later. For many years this project lay dormant until one Jono turns up at the club with a fascinating project of his own. Though it began a rather on-occasionally/off-most-of-the-time Army Men project, it was the naval side of his conception that intrigued me most.

My adaptation of Jono's original map. Saabia (my
spelling, I discover) lies to the east of the island 
empire of Ra'esharn. Omez is an 'ally' - more
like a vassal - of Ra'esharn



Now, I could have bought a whole bunch of model warships of roughly the size that I was beginning to have in mind.  In fact I still have some I 1:4800(?) scale WW2 vessels. But I never really liked them much. However I might admire the model vessels of this scale, I find my 'toys' a whole lot more engaging. The tiny metal models look characterless somehow.

Classes and Sizes:

Right from the start, there was to be a limited number of classes:
  • Fleet Aircraft Carriers
  • Battleships
  • Cruisers (all one class)
  • Destroyers
  • Submarines
  • Unarmed Merchants
  • Landing craft
All vessels within a particular class would be identical. There developed, however, a single exception. 
The small Kiivar Navy. Carrier 01, KNS Condor
is the largest of the class of fleet carriers. The more 
colourful vessels belong to the navy of the  Saabian 
Archipelago.

Fleet Carriers:

The flight decks are 60mm long by 20mm. The bridge tower slightly projects from the starboard side. 
Each vessel carries 4 'flights' of aircraft (of which, more later). At the moment I am undecided whether to divide the aircraft into fighters, bombers and torpedo bombers (ratio 1:2:1) or just make them simply 'aircraft'. 

Ra'esharn fleet carrier and battleship. The ruler shows 
the sizes of the 'models'/'toys'.


Discovering an wooden offcut of suitable dimensions, but slightly larger than the standard size, the depleted Kiivar Navy received it as its sole carrier, KNS Condor, carrying 5 - possibly 6 - flights. Apart from the added carrying capacity, it rates the same as the other fleet carriers.

Battleships:

These were to 60mm long by 15mm beam. Their 9 main guns are housed in triple-gun turrets, 'A', 'B' and 'Y'. Secondary armament is not depicted in this scale, but is assumed to comprise 12 guns similar in calibre to the cruisers' main batteries.

Ra'esharn 1st Battle Squadron, Admiral 
Hideo Sokituya commanding.

Battlecruisers:

You will observe this was not originally one of the range of classes. I never did build two of the six battleships the Saabian Navy was supposed to have. But just on a week ago, unearthing a couple of interesting balsa offcuts seemed to suggest they could almost supply their place. They were just a little bit smaller than the standard battleships.
Battlecruiser SNS Scylla


As the idea had already long ago crossed my mind anyhow, battlecruisers they became: SNS Scylla and SNS Charybdis. The design is markedly different from the other battleships, and much influenced by Japanese naval architecture of the 1930s and '40s. 

Had I thought more about them, I would probably have opted for twin turrets instead of triples - basically a battleship with reduced primary armament. However triple turrets they got, and, instead of 24 Flotation Points for battleships, they will probably get 18FP. In all other respects, except speed, they are the same as the battleships. 

It might be interesting to see how one of them fares against three Ra'esharn cruisers.

Cruisers:

These were never going to be more than the one class, and probably more cognate to the light cruiser at that. These craft have 3 twin turrets - four being rather impractical in my ship designs. Their primary armament is similar to the battleships' secondaries. The cruisers' secondary armament comprises calibres used by the destroyers.
Ra'esharn Cruiser Fleet.



Cruisers will also carry torpedoes. Possibly the larger vessels should get them too, but I'm disinclined to give them any. 


A Saabian Task Force at sea: Battleship, Carrier,
Cruiser flanked by 2 Destroyers.

Destroyers:

All destroyers are the same, not much in the way of guns, but with torpedoes (4 launchers to the cruisers' 2) and the primary submarine hunters. With just 2 single gun turrets on my models, they are not meant to take on larger craft unless they can get in really close. Possibly a flotilla of three could take on a cruiser.

Submarines:

This part of the project is still in its early stages. The 'figure' design involves thin card for the hull (so that surface vessels in the same grid area can be placed atop them) with a small conning tower to give a certain three-dimensionality. I am not planning large submarine fleets - maybe just 3 or 4 per navy. 


Merchants:

I've made 10 of these. They are generic only, and might serve in any navy. If ever I make a game board large enough for the whole war by land and sea (yeah, right: that's gonna happen!) then probably the merchant fleet will get expanded ... maybe to 15 or 18 vessels. You need merchant ships for convoy actions!

Landing Craft:

I have made a few tiny examples (8 so far) based on the Higgins boats design. These are about 20mm long by 5mm wide ( a couple are slightly larger). Of course, we'll have to 'do' a 'Battle of the Coral Sea' action, as well as some of the Guadalcanal naval clashes. Like the Merchants, they will be generic. It is unlikely to find enemies trying to land on the same beaches!
Aircraft mounts. The aircraft are simple 3-piece 
designs cut from beer mat or similar. The wing span 
is about 10-12mm.

Aircraft: 

These will be mounted on stands of 3 aircraft, each stand representing a 'flight' in my parlance, but more cognate to a squadron. Except for KNS Condor, each carrier will house 4 'flights' - 1 fighter, 2 (dive)-bomber, 1 torpedo bomber. Condor will have 2 flights of each type. So far, that is assuming that the aircraft will be so divided. It may be simpler just to call all aircraft the same. In the above pic, the defending aircraft (white) might eliminate, or at least neutralise, two of the attacking 'flights', leaving four to carry out their attacks - if they survive the ship-borne AA...

The stands so far mount cardboard (actually, beer mat) aircraft glued to roughly oval clear plastic surfaces. These are mounted upon cotton bud tubes held up by bent paper clips. I recently bought from the local Two-Dollar shop some flat wooden necklace beads which I'm hoping will provide a more stable platform. 

The Surface Navies: 

Kiivar (the Good Guys):

1 large Fleet Carrier
- 6 aircraft  'flights' 
2 Battleships
3 Cruisers
6 Destroyers (K41-K46)

Surprise 'Pearl Harbour' type attacks destroyed much of the Kiivar surface fleet, leaving behind a single task force. This, of course, provides some useful play-test back history...

Saabia (the Ally):

3 Fleet Carriers
- 12 aircraft 'flights'
4 Battleships
2 Battlecruisers
8 Cruisers
12 Destroyers (S1-3, S14-16, S27-29, S31-33)

Ra'esharn (the Enemy):

4 Fleet Carriers
- 16 aircraft 'flights'
8 Battleships
10 Cruisers
16 Destroyers (R11-14, R25-28, R31-34, R45-48)

All these vessels have been built, two battlecruisers and eight destroyers this last week, the rest more than 10 years ago. I've yet to make Kiivar's K46.

At any rate, here's the whole box:

The three navies: Kiivar (top left), Saabia and the Black Ra'esharn.
Merchants and Higgins boats at top right. The sole aircraft you see is from
a model of HMS Ark Royal. Not sure where the others are. 

To be continued:
Towards a rule set, and ship 'stats'.