Showing posts with label Portable Naval Wargames. Show all posts
Showing posts with label Portable Naval Wargames. Show all posts

Tuesday, May 5, 2026

Little Great War: Aithiops Convoy

 

The Azurian convoy intercepted by two Ruberian 
warships.

The hostility simmering between Azuria and Ruberia having broken out into open warfare, the former's government made haste to bring in needed supplies from the Western littoral of its Aithiopian colonies before the much more powerful Rubeian navy closed down the Great Western Ocean approaches. Coming from ports farthest south, and delayed several days by a tropical storm, the final convoy was late reaching the safety of a Bay of Biscuit seaport.

Azurian Convoy ZA13 from Aithiops

Too late. Word had reached the Ruberian Admiralty of the traffic, and a small squadron under Commodore Sir Hailsforth Barrow set out under its orders to intercept any and all Azurian vessels coming up the Iberian coast. He had with him the battleship RMS Royal Sceptre (FP17), and the protected cruiser, RMS Edgar Colle (FP9), under the command of Captain Ulysses Morcroft.
...
Pre-dreadnought RMS Royal Sceptre 

Protected Cruiser RMS Edgar Colle


Convoy ZA13 ran into Barrow's squadron just north of the 41st parallel, and much too far from the Iberian coast to hope to make a run for a neutral port. Commanding the convoy, Capitaine Jean-Paul d'Armagnac at once upon sighting the approaching Ruberian ships, ordered his own ships forward to intercept. At the same time, he directed the convoy to turn shaprly to starboard and make for the Iberian coast. The armed merchant, ANV Asmodeus was to place itself on the vulnerable flank of the convoy as it made off.
As the merchants turn away, the escorts engage the 
intruders



The convoy comprised:
Colonne Tribord (Starboard):
  • ANV Duroc d'Asprez (Armoured Cruiser 9FP)
  • SS Dubonnet (Merchant 6FP)
Colonne Centrale:
  • SS Asmodeus (Armed Merchant 6FP)
  • SS Bruillier (Merchant 4FP)
  • SS Caramello (Merchant 4FP)
Colonne Bâbord:
  • ANV Amiral Ducrot (Ironclad Battleship 12FP)
  • SS Equipage (Merchant 6FP)

Battle Stats for ANV Duroc d'Asprez

The opening salvoes by both Ruberian warships were already the writing on the wall, so far as Capitaine d'Armagnac was concerned. Never before had he seen such gunnery! At once Amiral Ducrot took two 9.2-inch shell hits along the waterline, and a 6-inch shell at once knocked out the forward main gun. Captain Ulysses Morcroft had trained well the crew of Edgar Colle. So had the crew of Royal Sceptre proved their mettle: a hull hit below the forward main gun came close to knocking out half of the Duroc d'Asprez main battery as well.

Deeming the pre-dreadnought battleship Royal Sceptre the greater threat, Capitaine d'Armagnac ordered both Azurian warships to engage that vessel more closely, and directed the armed merchant to do its best to keep off the protected cruiser Edgar Colle. The latter was something of an optimistic hope, as its short range 4-inch popguns were hopelessly outclassed by the cruiser's 9.2 and 6-inch ordnance. But if his warships could drive off the battleship and still be able to swim, they might yet drive away the cruiser, and save the convoy.



Unfortunately, the slow speed and puny armament of Asmodeus were far insufficient to prevent Edgar Colle from getting in amongst the convoy. Trying to escape, they turned away to the southeast, whilst Asmodeus, caught wrong footed, found itself drawing away rapidly from the main convoy, with the more powerful cruiser stood in between.


The duel of the big warships didn't last long. Engaging the larger of the Azurians with its main guns, Royal Sceptre slammed in damaging hits, knocking out the main gun astern, and adding to the carnage below decks. Having already taken considerable damage from the deadly opening salvo from Edgar Colle, and despite avoiding a long range torpedo strike, Admiral Ducrot soon went down. Before foundering, its own gunfire landed one minor hit upon Royal Sceptre, and the torpedo just missed.

Such was the outcome of Duroc d'Asprez's own torpedo strike at long range - a narrow miss. But it's gunnery, possibly steadied by the lighter, secondary ordnance coming their way proved the more effective than its consort's had. 

The final duel between raider and escort could have in the end but one outcome. As Royal Sceptre shoved several more shells into Duroc d'Asprez, Edgar Colle set off after the merchant ships. The Azurian armoured cruiser soon left dead in the water and sinking, Royal Sceptre took up the pursuit of the convoy.

Duroc d'Asprez tries to hold off Royal Sceptre
as Edgar Colle begins rounding up the merchants



Edgar Colle sending several shots across the bows of 
the Azurian ships. Well... they aren't scoring any hits,
are they?

Still afloat and determined to make a fight of it, the armed merchant Asmodeus tried to bar the way. Naturally, such resistance was a merely futile gesture, as a single salvo was enough to put Asmodeus under.  Meanwhile Edgar Colle had to fire several shells into the unprotected merchant ships before they began to alter course and mill around in circles. As Royal Sceptre wqas coming up rapidly, neither fight nor flight was left to the convoy. Four valuable ships, together with their vital cargoes, fell into the hands of the Ruberian Navy.

No escape for the merchant ships. Four prizes go to the 
Ruberian Royal Navy


Naturally, this engagement was hailed a great victory by the Trinovantum Tribune, The Londonjon Illustrated News, and the Daily Post. But the Azurians had been not quite a pushover. Having taken some hard knocks during the action, Royal Sceptre was to spend several weeks undergoing repair and replenishment. The Azurian Annals, the Bulletin, and Lutetian Egalitarian heaped praise upon the gallant fight Amiral Ducrot, Duroc d'Asprez and Asmodeus put up against a far more powerful enemy.

A few telling shell hits persuade the Azurian ships' captains
that neither fight nor flight are available options


So the survivors who made it back to Azuria related their story. But the whole action had been decided by the remarkable first salvoes, that knocked half the fight out of the escorts before the action had fairly begun.

Friday, January 30, 2026

The 'Goeben' Incident - Retests

You would have thought, wouldn't you, that a force whose combined Flotation Points at 36FP versus 48FP, and firepower not much in excess of the enemy, and in fact less at short range, would be on a hiding to nothing. Well, wouldn't you? I sure thought so, which was why I matched my battlecruiser and 'heavy' cruiser against four 'light' cruisers, and watched the lights get scrambled.

OK, then: next pass. The battlecruiser, representing Saabia this time, had a light cruiser - 12FP - by way of a consort. The game as before, was set up with the Ra'esharn's 4-vessel cruiser squadron in pursuit of the Saabian 'Middle Sea Division' of battlecruiser, let's call it SNS Charybdis and cruiser, SNS Cockatrice. The pursuers were just out of range of the battlecruiser's big guns, the chase heading due south.


The pursuit. The hex-grain, right to left is north-south.


Tiring of the pursuit, Rear-Admiral Karl Trummler ordered the two, in line astern, upon a West-Nor'west course, to close the range. Of course, Rear Admiral Trewford, nothing loth, eagerly entered the action. The single battle line comprised Trewford's flagship RNS Andronicus, and RNSS Bucephalus, Caractacus, and Demosthenes.
SNS Charbdis fires its first salvo at long range.


Bringing his squadron together in a single line of battle, Trewford set a course converging upon the enemy. His plan was to close the range. Now, I played this out twice. The first of these seems to have been inconclusive, and, as I took few pictures, I will omit its narrative. So what follows will be the second.


It might have been in the interests of the battlecruiser to keep the range long, but although immune at that range, it would take it a long time to inflict serious damage. Charybdis's long range gunfire scored two early hits, but Trummler needed to get closer to inflict sufficiently discouraging damage. All the same, it wouldn't do to permit the four enemy vessels to get into short range. Apart from the risk of torpedo attack, their combined firepower would exceed their own. Medium range seemed ideal.
 
The range closes, with Kiivar squadron within
medium range of the lead Ra'eshar ships. The two rear cruisers
are still not in range of their own main guns.

As the squadrons closed, Trewford found that only his two leading ships had the range. The twelve combined guns requiring sixes to hit, they score a par result: 2 hits. Cockatrice also scored a par with its six-gun salvo. The secondary batteries aboard Charybdis chimed in with two hits (out of 6) of their own. But he primary batteries, 9 guns requiring fives and sixes at medium range, were less impressive. Still and all, the lead Ra'esharn ship, Andronicus, had now taken 6 hits - not very far from its 'let's get outta here' point. The second ship, Bucephalus, had taken the hit from Cockatrice. Meanwhile both Saabian ships had taken a hit.


The range closes further. I've shown only the dice that 'hit'.



Reluctant to close the range too much, Trummler edged away slightly before bringing his squadron back onto the WNW course. Trewford doggedly maintained his own course. That only the lead ships were within short range of each other rather suited Trummler. At this range Charybdis would take more damage, but should hand out more in turn.

So it proved, receiving two hits, Charybdis threw five aboard the Andronicus (9 guns, 4to 6 to hit). I rather think I omitted a pic of an earlier exchange of salvoes, as the five hits were enough to put Andronicus under - along with Admiral Trewford.  Cockatrice and the Bucephalus also exchanged blows. Although the third and fourth cruisers were in range at least of their forward main guns (four apiece) neither managed to score any hits at all.




RNS Andronicus turns turtle and goes down.

The sinking of the lead cruiser rather threw the whole squadron into a turmoil, having to avoid the wreck. Although the range was precisely as Trewford desired, just two hits registered upon Charybdis. The battlecruiser handed out five upon the already battered second cruiser, whilst Cockatrice shoved three aboard the third. 

The Ra'esharn ships have fallen into a tangle on account of 
the sinking of Andronicus. I daresay we should look at how long 
the wreck remains on the surface filling with water.


Torpedoes, then. At this range, the probabilities weren't too good, 1 die only, requiring a six. None of the three launched scored hits.

'Torpedoes away!' No hits.


The damage to Bucephalus forced that ship out of the line, leaving just Caractacus and Demosthenes in the fight to cover its withdrawal. It was all very one sided. Although the cumulative damage was eventually sufficient to force Cockatrice out of the battle, Charybdis battered the two remaining, crippling one and sinking the other. 
A badly wounded Ra'esharn cruiser exits the action.



Two enemies sunk, and two in sore need of a major repair, the Charybdis resumed its former course towards the Omez Narrows, escorting its wounded consort, Cockatrice.

The Ra'esharn squadron is routed. But Cockatrice
has been badly mauled.


Well, that was fairly interesting, but Trummler's little squadron had a huge measure of luck. Charybdis took a fair amount of damage enough, had it been given 18 Flotation Points instead of the 21 I assigned it probably would also have been badly injured.

It was around this point, checking up the rule set upon another matter, I realised that I had given the battlecruiser 21FP. Nothing wrong with that, but the standard (according to the rule set I wrote, after all) is 18FP.

Of course, I had to give that a try.  Here are some of the pictures...
Final action. Some phenomenally fine shooting 
by at least three of these ships...








The action already well under way with broadsides delivered at long and medium ranges. Once again the heads of the columns have converged, this time with the Chrarybdis slightly ahead of Andronicus. I've shown all the dice rolled here, including Andronicus's torpedo. In effect the Saabians have practically 'crossed the Ra'esharn 'T'. Charybdis's ten hits well and truly sank Andronicus, and the damage Cockatrice inflicted upon Bucephalus - four hits - is not slight, either. But Ra'esharn has dropped seven hits on the Saabian ships - especially Cockatrice, which has taken at least four itself.

Ra'esharn salvoes: 8 hits.
Four on each of the |Saabian ships




A subsequent exchange of blows, this time pictured separately. The Saabian ships take four hits apiece. That's enough to drive Cockatrice out of the battle, and the situation aboard Charybdis is looking grim as well. Unfortunately blurry, the subsequent picture marks the end of Bucephalus's role in the action, and the other two cruisers take further damage.

Saabia replies. Eight hits on Bucephalus alone 
would drive it out of the action.





Here the action was broken off. On the Ra'esharn side, one cruiser was sunk and another seriously damaged and barely afloat. The other two ships were knocked about but still 'fightable'. On the Saabian side, Cockatrice was also in a near sinking condition, and Charybdis itself was happy to break off the action. Although still fightable, another hit would have been enough to force its retreat.
Close of action. 



I don't know about you, but I found this very interesting, in view of the comments and conversations that followed on upon the previous posting on this topic.

I really did think that the battlecruiser, even paired with a heavy cruiser - as defined under my rule set - would have very slender chances of survival against 4 cruisers. We're not talking 'real world' here, by the way, but it would be nice if this rule set does at least in some measure reflect what might have been observed in real events. 

Here's the math. To begin with, I will be coining an expression 'dice equivalents', that is to say 1 'dice equivalent' equals one die rolled requiring a six. If a die is rolled requiring a five or six, that is the same as two dice requiring a six (i.e. 2 dice equivalents); and a die rolled requiring four, five or six, counts as three 'dice equivalents'. I want to compare the total Flotation Points and firepower measured in 'dice equivalents' of the forces used in these exercises.

- Ra'esharn Squadron
: 4 cruisers
Total FP = 4x12FP = 48FP
Firepower:
  • long (7-9hexes) - 0DE; 
  • medium (4-6hexes) - 4x6 = 24DE; 
  • short (1-3hexes) - 4x12+4x6 = 72DE

- Kiivar Squadron:  B/cruiser @ 21FP, H/cruiser @ 15FP 
Total FP = (21+15)FP = 36FP
Firepower: 
  • long - 9DE; 
  • medium - 18 + 6 + 9 = 33DE
  • short - 27 + 12 + 18 + 6 = 63DE
- Saabia Squadron (a): B/cruiser @21FP, Cruiser @12FP
Total FP = 21+12 = 33FP
Firepower:
  • long - 9DE
  • medium - 18 + 6 + 6 = 30DE
  • short - 27 + 12 + 12 + 6 = 57DE
Saabia Squadron (b): B/cruiser @ 18FP, Cruiser @ 12FP
Total FP = 18+12 = 30FP
Firepower:
  • long - 9DE
  • medium - 18 + 6 + 6 = 30DE
  • short - 27 + 12 + 12 + 6 = 57DE
On the whole, under this rule set one might imagine that, if the four cruisers survive reasonably undamaged running the gauntlet of the battlecruiser's heavy guns until they get to 3 or less hex range, they would stand a pretty good chance of winning the action. In one of these scenarios, I had the cruisers in line abreast rapidly closing the range, but they took a bit of stick doing so, and could fire of only their forward armament until they could adopt a course parallel to the battlecruiser. At the same time, it isn't always a simple matter to bring the whole firepower of the four ships into action - especially at long and short ranges, oddly enough.

It seems to me that this scenario - even with a rule set as simple and basic as that I've adopted here - presents an interesting challenge for both sides. The balance, apparently skewed by the 'math' in favour of the cruisers might not be quite as imbalanced as the numbers might suggest. Note, by the way, that all the ships had equal speed - 3 hexes the turn. A disparity in speed would probably be decisive in favour of the faster ships.


Wednesday, January 28, 2026

The 'Goeben' Incident - a 'Jono's World' Scenario

 A short while ago - a week or two, maybe - the subject came up in someone's blog, or comments therein, of an incident early in World War One involving a German battlecruiser, SMS Goeben, accompanied by a light cruiser SMS Breslau, encountering a British force of four armoured cruisers. The German ships had been sent to the Mediterranean, destined to enter the service of the Ottoman Empire.

Without going into the adventures of this miniscule, 2-vessel, German Mediterranean Battle 'Division' against the French Navy and the British Mediterranean Fleet, there was a point at which Rear-Admiral Troubridge's armoured cruiser squadron, HMSS Black Prince, Defence, Duke of Edinburgh and Warrior, might have brought the two German ships into action. Following orders that were never quite up to date with real events, Troubridge let pass the opportunity. 

This, of course, has become one of those fascinating 'what if?' scenarios. What might have been the result of the four armoured cruisers taking on a battlecruiser accompanied by a light? Was Troubridge correct in his assessment that the German ship constituted a 'superior force', and therefore, following orders, to avoid an engagement?

One of the reasons for my particular interest being piqued, was that, some 40 years ago, this scenario was the basis of one of several scenarios used for a competition in a Wellington war games club (not the Warlords, the other one at the time). After several rounds, SMS Moltke (standing in for its sister ship Goeben) and Breslau had been universally victorious. So then I drew the Germans for my battle.

It was the type of 'rotten show' that described the Coronel disaster for the Royal Navy. I simply could not buy a straddle, let alone a hit. Under the rule set, the main guns were operated under a central control system, which gave better odds of a straddle, and therefore of hits, and consequently damage, upon the enemy. I was getting nothing (except accumulated damage to my own ships) - a whole string of sh.. cr.. horrible dice rolls. In sheer desperation, I split my 2-ship force, and shut down the central control to give the guns independent fire. At least I improved the odds of scoring a hit, even though reducing the odds of scoring multiple hits, and hence less damage. 

If memory serves, I didn't actually lose the battle, but I didn't win it either, which was, in view of the other results, tantamount to an ignominious drubbing. I seem to recall amused murmurs of 'Courts Marshal' being uttered...

At any rate, the recent blog comments sparked my interest in trying the thing out. Now, my Chubby Marine just doesn't have the mix of ships to make the thing a goer. But my Mini-Chubbies might be adapted. My entire inventory includes just one 'armoured cruiser', and a formidable unit it is, but it seemed to me that 4 standard cruisers would suitably make up the 'British' force. What would the battlecruiser's consort be?

For much of this exercise, I assumed (forgetting my own rule set) that the Battlecruiser stood at 21 Flotation Points (FP). It should have been 18FP (we'll come to that!). It carried 9 heavy guns (primary weapons), and 6 mediums (secondary). All five cruisers carried 6 mediums and 6 lights, and stood at 12FP apiece. Now, look at the 'math', per broadside:
B/C Squadron: 33FP total, 9 heavy guns, 12 mediums and 6 lights.
A/C Squadron: 48FP total, 24 medium guns and 24 lights 
All vessels carried torpedoes. 
Although the 9 heavy guns outranged the enemy, and were more effective than the rest at all ranges, I did wonder whether under my rule set, that would outweigh the disparities in protection and numbers of guns.


The range closes to medium for the battlecruiser's 
main guns. On the Cruisers' side, Rear-Admiral Trewford's
flagship has already taken two long range hits (the green die).
The Cruisers' gunnery is woeful!!


So, for the first 'passage of arms'  the armoured cruiser joined the battlecruiser. This really did beef up the B/C Squadron: 36FP, 9 heavy guns, 15 mediums and 6 lights. But, would it be enough?



As Trewford's ship staggers badly wounded out of the battle.
the rest of his squadron bravely (rashly) closes the range
in the hope that the increased firepower will redress the balance.


It was. In spades. The cruiser squadron was quickly and easily crushed.

Terrific exchange of gunfire at short range. But
the damage so far accumulated (12FP vs 3FP) places
the cruiser squadron at a disadvantage.

A terrible mauling on both sides. Another cruiser 
exits the battle critically injured, and then a third is sunk
under a decisive salvo. But the battlecruiser
has taken a lot of damage itself.


The surviving cruisers turn to flee, but the pursuing 
battlecruiser sends another to the bottom. Not without
receiving bites in return. With 18FP damage (out of 21), 
KNS Pteranodon abandons the pursuit.

Well, that was interesting. Clearly the balance was wrong, whatever the 'math' had to say to the matter.

So I redid the scenario. The Saabian Navy took over from the Kiivar, whilst the Ra'esharn continued its role as the 4-cruiser squadron. The battlecruiser's consort was to be a standard 6-gun cruiser instead of the 9-gun heavy. 

I'll leave the other AARs until next time. I will also add a little 'math', for whoever might find that sort of thing as interesting as I do.

To be concluded...



Tuesday, December 16, 2025

Little Great War - Battle of Isla Santa Maria





Upon the other side of the world from where events were developing in Europeia, in the Golden Empire of Khitai, the remote naval stations of Ruberia and Azuria began to receive word. A return home, especially for the Azurians, under-resourced at Tsingting (Qingding) was clearly indicated. Without access to the refuelling, revictualling and repair resources available to the Ruberian navy at Bong Gong, the Azurian Est Asien Escadron commander concluded that, apart from detaching a merchant cruiser commerce raider, his battle squadron would as soon as possible take the long voyage home. This would be no easy undertaking, as the high seas in the Great Western Ocean would be swarming with Ruberian naval units.


Even crossing the Halcyon Ocean from Khitai to the Vespuccian coast would be fraught with hazard owing to the presence of the Ruberian Far East Squadron. Not that he thought the latter as strong as his own force, but a fight could prove compromisingly damaging. 

Nevertheless, having formed his resolve, Vice-Admiral Comte Maximilien de la Spée ordered his squadron to sea on the moonless night of July, under cover of a minor storm. Under Rear-Admiral Sir Christopher Redick, the pursuing Far East Squadron was already at sea... 



Ruberia Far East Squadron: Rear-Admiral Sir Christopher Redick

HMS Calamity Jane (flag).
Pre-dreadnought Flotation 15/5 
Main guns 10-inch:- Range (hex)

  • Broadside:5/4/3/2/1 Dice
  • Fore/Aft: 3/2/2/1/1
Secondary 4.7-inch: 4/3/1

HMS Empress Eugenie,
Protected Cruiser Flotation 10/3
Main guns 9.2-inch 
  • Broadside: 3/3/2/2/1/1
  • Fore/Aft: 1/1/1/1/1
Secondary 6-inch: 5/4/3/1
Torpedo tubes: 4

HMS Nantwich,
Light Cruiser Flotation 8/3
Main guns 6-inch
  • Broadside: 4/3/2/1
  • Fore/Aft: 2/2/1/1
Secondary 2.2-inch: 2/1
Torpedo tubes: 4

HMS O.K. Fjord
Armed Merchantman Flotation 6/2
Main guns 
  • Broadside: 2/1/1
  • Forward only: 1/1
Secondary: 1/1

Note: secondary guns of both fleets shoot broadsides only.


Est Asien Escadron. ANS Villeneuve 
 supposedly carries the Vice-Admiral's flag

Azurian Khitai Station - Est Asien Escadron: Vice-Amiral Comte Maximilien de la Spee

ANS Villeneuve (Flag):
Pre-dreadnought Battleship Flotation 18/6
Main guns 12-inch.

  • Broadside: 7/6/5/4/3/2/1
  • Fore/Aft: 4/3/3/2/2/1/1
Secondary 6-inch: 3/2/2/1
Torpedo tubes: 2

ANS Chevalier Blanc:

Pre-dreadnought Battleship Flotation 14/5
Main guns 13.4-inch 
  • Broadside: 3/3/2/2/1/1
  • Fore/Aft: 2/1/1/1/1
Secondary broadsides:
  • 9.4-inch: 2/1/1/1/1
  • 5.4-inch: 3/2/2/1
Torpedo tubes: 2

ANS Armand Reclus
Armoured Cruiser Flotation 8/3
Main guns 7.6-inch
  • Broadside: 3/3/2/2/1/1
  • Fore/Aft: 2/1/1/1/1
Secondary 6.4-inch: 3/2/2/1
Torpedo tubes: 4

As the intentions of the Est Asien Escadron were unknown, Rear-Admiral Redick kept his own polyglot force - a battleship, two light cruisers and an armed merchantman - patrolling the East Khitai Sea for several days, until word arrived that the Azuria Squadron was far into the Halcyon Ocean, bombarding Ruberian island colonies. This had the look of the Azurian admiral trailing his coat. Anticipating the Azurian move to the Great Western Ocean and home to metropolitan Azuria, Redick at once ordered a course for Cabo de Hornos. He hoped to anticipate the Azurian squadron before it reached the Cape.
Apprehending disruption and destruction of seagoing communications and trade, the Admiralty in Ruberia sent to Sir Christopher instructions to find, engage and sink the importunate Azurian squadron. That at least confirmed the Rear-Admiral in his resolve. 

Reaching the Cape, around which the Azurians must pass to enter the Great Western Ocean, Redick learned from radio traffic and communications with the shore that the Azurians were believed still to be in the Halcyon. This was soon confirmed when messages were received that the Azurians had been in contact with the Vespuccian shore some hundreds of miles north in order to refuel and revictual for the long journey home. At once he raised steam and sailed north not far out of sight of the coast, his flagship flanked at some distance port and starboard by his cruisers, combing a rather stormy sea for the enemy.

A couple of days later, the weather clearing, lookouts aboard HMS Nantwich descried smoke several miles distant off the starboard bow. At once Redick altered course to the Nor'nor'east to investigate. It was not long before his suspicions were confirmed. Here was the enemy.

For his part, the Vicomte Vice-Amiral was inclined to welcome the action. Whatever would be hunting him in the Great Western Ocean, getting rid of the squadron before him would hardly hurt his chances.
Though his three ships faced four, his were on the whole the more powerful, particularly if he could keep the Ruberians at anything over mid-range of his guns. He could almost discount the armed merchantman...

Aside, here: 
A certain amount of calculation indicated only a very marginal Azurian edge in flotation points, and that if the range got close, the Ruberians might even have a very slight advantage. This was not going to be a completely one-sided action (I thought). I also gave the Villeneuve 12-inch main guns about equivalent to the British Mark IX - a significant improvement upon the Mark VIII, but improved upon further by the Mark X.


The Ruberian squadron had formed a line abreast as they steamed northward up the coast, the better to discover an enemy force coming the other way. Calamity Jane and the armed merchant formed a central column, with Empress Eugenie and Nantwich flung far out to port and starboard respectively.

In contrast, not especially seeking out a foe, the three Azurian vessels stayed in a battle line, ready for what might come. The small armoured cruiser, Armand Reclus led the line, Amiral Spee's flag fluttered from Villeneuve's forward mast. Chevalier Blanc formed the rear.



Sighting the enemy, the Ruberian line drew in towards the centre, both sides seeking to close the range. The first salvoes, between Armand Reclus and the Nantwich and Calamity Jane were largely ineffectual, apart from a ten-inch shell that landed squarely upon the bridge of the Azurian cruiser. It's command and control for the moment knocked out, Armand Reclus carried on its southerly course, as the battleships altered course west of south. It was to be some time before Armand Reclus returned to the action.



Now it was two ships against four, but the Azurian were both battleships, against one, with much smaller craft attached. Finding the range more quickly than the Ruberians, the two battleships landed serious blows upon Calamity Jane and O.K. Fjord. The armed merchant's guns far outranged by the enemy, its captain, Lt-Cdr James Smith-Blogg steered bullheaded toward Villeneuve, determined to contribute something more than mere attendance to the action.

On fire astern, to begin with, O.K. Fjord took hit after hit, but not only got close enough to fire off its main guns with some prospect of scoring a hit, actually did score -  a damaging hit into the bargain. But drawing the attention of the more powerful secondary guns of both battleships, the armed merchantman simply disintegrated under the barrage. O.K. Fjord went down, taking with her gallant captain and most of her crew.

During the course of these exchanges, the opposing forces were steaming past each other. The Ruberians were still in the process of forming its battle line, Nantwich yet to reach its station. 

.....

The range had opened out, as well, not even Calamity Jane's old ten-inch guns able to reach the Azurians, whilst the latter added to the fires that had already begun aboard Calamity Jane.



Determined to put an end to the enemy squadron, Amiral Spee ordered closer action, in the expectation that his superior gunnery should carry the day. This risky manoeuvre had the effect of the Ruberians 'crossing the 'T', but with neither side could achieve any hits. Far to the south, Armand Reclus was still in range of its guns, but also without success.




The manoeuvring had the effect of the rival squadrons circling each other, to the point at which both sides had reversed their courses. Failing to profit from Amiral Spee's risky charge, Admiral Redick apprehended that the enemy could cross the 'T' astern of his column. He ordered a course change slightly westward of due south. The rapidly closing range left Nantwich exposed astern, yet to complete the turn of the column. Salvo after salvo punched two holes below the waterline, and a critical hit in the upper hull below the forward gun turret. Ablaze and dead in the water, Nantwich proved an easy target for a torpedo from Villeneuve. Admiral Redick was down to two ships - but they were the strongest two.

For all the punishment it took, Nantwich had let Chevalier Blanc know it was in a fight, landing two heavy blows of its own. One struck under the stern, though the damage to the steering was speedily resolved. The other, more serious, struck the upper hull under the forward turret, causing fires that only quick action kept clear of the magazine. Flooding the magazine had the effect of reducing the gun of one shoot only, no further ammunition immediately available. The other two ships also started minor fires aboard the two Azurians.



Settled upon their southerly course, the Ruberians set off after the Azurian cruiser, still steaming southward, its command and control still compromised. The Azurian battleships had to turn after them, but now had the Ruberians between them and their goal, the Cape.



As Armand Reclus finally came under proper command, she about faced to join the main squadron. By now the action was becoming something of a chase, as the Ruberians continued on their own course for the Cape. As Villeneuve turned after them, she scored several hits upon Empress Eugenie, until then unscathed apart from an inconsequential hit several minutes into the action. For the next hour, Eugenie received strike after strike, hull holed, command tower hit, fires everywhere. When the ranged closed, she fired off a torpedo to no effect. Gradually, Eugenie slowed, Calamity Jane, having taken much less damage, pulled away. 


Nothing could save Empress Eugenie, and Admiral Redick took the realistic, if rather ungallant, course, and was not going to try. Dead in the water, Empress Eugenie took a torpedo from Armand Reclus under its quarter, turned turtle, and went down by the stern. By then Calamity Jane was well  to the south, well out of range, and disappearing into the gloom of a late afternoon. 



That was a fairly easy victory for Amiral Maximilien de la Spee: three enemy ships sunk for no apparent loss. But he was less sanguine when he received his captains' reports. His flag vessel had taken some damage to secondary armament, and a hole on the waterline, though, apart from the damage to the bridge, Armand Reclus had got off lightly. More worrying was the state of Chevalier Blanc. Right at the close of the action, Empress Eugenie had hit the forward main turret causing the flooding of the magazine. Chevalier Blanc was in no battleworthy condition - and there was a whole ocean between them and home....



As this is a type of 'mini-campaign' within a larger one, it has become a matter of the extent to which battle damage is carried forward, absent any dockyard facilities for repair. The solution I have decided upon is that all critical damage is resolved at sea - sufficiently to restore the functions 'after a fashion'. However, some damage has to be carried forward, and I have decided upon restoring just half of the lost Flotation Points. So here's the damage:

The Villeneuve,18FP, lost 7FP during the battle. 4FP restored, now stands at 15FP . To tabulate:

Villeneuve: 18FP - 7 + 4 => 15FP
Chevalier Blanc: 14FP - 10 + 5 => 9FP (Woo - that's bad!)
Armand Reclus: 8FP - 2 + 1 => 7FP

And the surviving Ruberian  battleship?
Calamity Jane: 15FP - 6 + 3 => 12FP