I don’t
know what the rule set we have used is called but it’s based around Tsushima,
so im going to refer to it as that (Pete may comment with more info). In both
games I’ve played the Russian Baltic Fleet, Pete the IJN combined fleet.
Tsushima is
a game of two very distinct halves. In the first you move around paper markers
trying to out bluff and out manoeuvre each other to cross your opponents T and
get your destroyers in close. This is by far the most nail biting time I have
had with miniatures.
Paper counters - three real, one decoy remain |
Once your
two bluff counters have been seen through and your others revealed you swap
them out for metal ships (1:1200) and your fleet is on the table. The first
half is the initial jockeying for position and the first pass. The second half
is the following confusion and then perhaps a second or more passes. The first pass
is very much a calculated icy affair of trying to secure the best fire angle
for your fleet. After this the game sort of takes a life of its own as your
formations break up, ships blow up and strategy starts to go out the window.
I have
already described the mechanics in brief in a previous post; http://lestradesgame.blogspot.co.uk/2017/04/metal-ships.html.
Firing is a
very random affair, one shot could hit a hull, score a critical hit and down
your opponents lead battleship. Or you could blast away for three turns and
barely make a scratch. The strategy in this game is about maximising your odds
of getting either a critical hit, or scoring hits with your biggest calibre
guns. You achieve this by crossing your
opponents T, getting your fore, aft and flank guns on to their lead ship and
limiting them to their fore deck gunnery or by getting into first port and then
starboard (or vice versa) torpedo range to off load your tubes.
In this weekend’s
game Pete out scouted me early and forced me into a compromise. One on hand by deploying
my battleships second I was able to cross his T, but I had to sacrifice my destroyers
to do it. I didn’t win two very tense initiative rolls and he duly sunk my
destroyers. My battleships and cruisers did enjoy a superior volume of fire
over the first two turns but it did not yield any critical hits or significant
damage. Once our lines were parallel the exchange was more or less a draw, he
sunk my old battleship and two cruisers out right, and I put his cruisers out
of action. I did score a critical hitting his flag ship bridge but the Pete S ‘Togo’
lucked out and sailed away with only scars.
Terrible picture, but my phones battery died. One destroyer sunk (red cone) the other two will soon follow, but my battleships are well positioned. |
Having
destroyers, Battleships and Cruisers each with their own roles gives this game
perhaps a little more strategic depth than Fivecore. You can deploy on one
line, or several echelons, you can hold your destroyers back and wait to your
opponents secondary gunnery has been reduced in combat, or you can try and gain
the advantage early with a torpedo rush. These are the clear cut but difficult
decision points that I look for in strategy games.
Yup the rules are just called 'Tsushima'. BTW- I've found corrected play aids that tell you what advantage evasive maneuvering gives you.
ReplyDeleteCheers,
Pete.
addendum to this article, the scale of these ships was 1:2500 not 1:1200, shows how much I know about minis.
ReplyDelete