Skip to main content

Metal Ships!

My friend Pete convinced me to buy some 1:1200 scale metal ships for fleet battle games. He picked up some Russo Japanese War Battleships and frigates and I being the most dapper of war gaming hipsters acquired some 30 ships from the well known Sino-Japanese War. I spent today gluing my fingers together and basing the ships.


Yesterday we played a short skirmish with the Russo Jap ships using a simplish rule set.

It is grey at sea

The game is pretty simple, ships are split in to squadrons, plays roll for initiative then take it in turns to move each squadron and fire with each squadron and there's a phase for damage control and spotting (no ships start on the table instead you move dummy paper counters around until you are spotted). Combat is bucket o dice with a mixture of better dice and modifiers for the bigger guns. It makes sense, does a reasonable job of simulation and plays quick. The game adds colour with some interesting critical hit tables and a wide range of weaponry. The odds are fairly long (roll a d10 hit on an 8+) giving the game quite a realistic feel.


Pete is a much better naval commander than me, he picked a better approach angle and managed to maximize his firing arcs on my ships, as such he scored a lot more hits and seriously crippled both of my battleships. In response I swung into the middle of his line rather suicidally, lucked out and managed to critical one of his ships with a ram and another with a torpedo strike. It ended with both fleets limping off in a draw.

As someone who has zero desire to own a large box full of toy soldiers or learn lots of rules this is a pretty good way into minis gaming. It is comparable to boardgame alternatives, such as Star Wars Armada or the rather silly Dreadfleet by GW but its a bit lighter on arbitrary nonsense and doubles down on the manouvre warfare.

I've started to put together a campaign map / simple system for our future Sino Japanese war game.


Comments

  1. You are too kind. I did have the slight edge over you in terms of the quality of my cruisers.

    Looking forward to the Sino- Japanese campaign. I'll knock up some counters for the three sides we have together to use as markers too.

    Cheers,

    Pete.

    ReplyDelete

Post a Comment

Popular posts from this blog

Mutant Future RPG, and thoughts on retroclones

I've started GMing a campaign using Mutant Future by Goblinoid games. My campaigns usually only last 2-6 sessions and we are now two sessions in. I've seen many of the games mechanics in action and feel comfortable committing my thoughts on the game to the screen. I say I am using Mutant Future rather than running or playing it, because like many older school RPGs experiences and interpretations of the rules of the game will vary widely from group to group. Equally interpretations of the game setting can vary a lot. I'm not really that into the Fallout, Mad Max, dudes with sharp bits of metal and tentacles protruding from their bodies type of post destruction world. I either like the very grungy A Roadside Picnic, Stalker, or Metro 2033 type world with grimy guys climbing around in rain coats and cheap anti radiation suits with sawn off shotties, or a more low fantasy approach like Nausicaa Valley of the Wind (A great Manga/Anime). For this game I decided to set it in a m...

Quick Looks: Cimean War Battles - Tchernaya River

 A quick one today I traded off Across the Narva by Revolution Games (should post something on this) for an oldish (2000) copy of an S&T magazine. The mag came with two battles reprinted from the 1978 Quad game on the Crimean War. The full Quad also contained Inkerman and Balaklava, this magazine version just has Tchernaya River and Alma. Initial setup Early SPI games (and actually GDW and AH come to think of it) of the 70s tend to have lots of rules you already know. I go, U go, movement, fire, melee, rally, and most of the rules are standard. Command and control rules and friction of war arrived a lot later. To couter this I have added a simple house rule. For each division (units are brigates and regiments, about 2-8 per division) roll. On a 1 in 6 movement is halved unless the unit can charge, in which case it must charge the nearest enemy.  A simple easy to apply rule for generating those light brigade charges. You could also easily convert this to a chit pull game by...

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is. Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'. Back when Roger B MacGowan did cool art house covers But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just. Poles have just been creamed on the south we...