I'm packing up to head off to Olympia for Enfilade! 2014.
But before I go, as with previous years, I wanted to publish the list of naval games at this year's convention (including my game on Friday evening). I think I might try getting in on the Seekrieg game on Saturday night (I haven't tried version V). I'll get pictures from the convention up sometime next week.
Friday Afternoon
Thunderboats!
Rules: Thunderboats! room for 6 players
Description: Nothing better after a long day of driving and gaming than unwinding with a little boat racing. Create your boat and driver, cut those corners, push your engine, curse your rivals and kick a roostertail in their faces. Ummm. Thunderboats.
The Battle of Texel
Rules: Fleet Action Imminent, room for 6 players
Description: It’s late June 1916 and Jutland has not happened. Hipper leads another foray against the coast of England. Will this escalate into a full blown fleet engagement or will it be another hit and miss. Only your choices will decide. This is a walk-up game, feel free to stop by and jump in.
Friday Evening
Seekrieg V Introduction
Rules: Seekrieg V, room for 4 players
Description: Is Seekrieg a detailed game of naval combat? Or rivet-counting run riot? Command one ship, learn the system and check it out. Note: each player will be given a 1:2400 model donated by War Times Journal.
Slow Boat from China
Rules: Bulldogs Away, room for 5 players
Description: The Chinese Navy is making a supply run to bases in the Spratly Islands, but ships from the recently formed Littoral Alliance are blocking the way. Will one side back down or will the shooting start?
The Battle of Texel
Rules: Fleet Action Imminent, room for 6 players
Description: Did Hipper success in phase one? If so then onto phase 2. If not then back to square one. This is a walk-up game, feel free to stop by and jump in.
Tin Cans in the Aegean
Rules: Axis & Allies War at Sea, room for 8 players
Description: A battle between British, Greek and Italian cruisers and destroyers in the Aegean Sea. Lots of crummy ships to go around. Very simple rules; we might play twice!
Saturday Morning
Falklands Furball
Rules: Steel Fleets, room for 6 players
Description: The Battles of Coronel and the Falklands were two overwhelming victories - one for the Germans and one for the British. But what if Craddock had waited and Churchill had dithered? This action combines forces from both battles to give a more even matchup at Stanley Harbour.
The Battle of Texel
Rules: Fleet Action Imminent, room for 6 players
Description: Can you as the German change the balance of sea power in the North Sea. Maybe, maybe not, but it will be fun to try. This is just the heavies, no lights allowed. Dreadnoughts, Battle Cruisers and Pre-dreadnoughts steaming, shooting and sinking. Can you put the Channel Fleet on the bottom; can the Brits stop you? This is a walk-up game, feel free to stop by and jump in.
Saturday Afternoon
Napoleonic Naval Warfare
Rules: Sails of Glory, room for 10 players
Description: Learn the system "Sails of Glory", 1800s naval action where each player controls 1-2 ships.
Battle of Texel
Rules: Fleet Action Imminent, room for 6 players
Description: Can you as the German change the balance of sea power in the North Sea. Maybe, maybe not, but it will be fun to try. This is just the heavies, no lights allowed. Dreadnoughts, Battle Cruisers and Pre-dreadnoughts steaming, shooting and sinking. Can you put the Channel Fleet on the bottom; can the Brits stop you? This is a walk-up game, feel free to stop by and jump in.
Saturday Evening
Something Wrong With Our...Ships Today
Rules: Seekrieg V, room for 4 players
Description: Early 1896. The French try to take advantage of Italian weakness to acquire Pantellaria. The British object and send a squadron towards Tunisia on a "training cruise". The French object. Result: live fire training. Each player will receive a 1:2400 scale model contributed by War Times Journal!
Thunderboats!
Rules: Thunderboats!, room for 6 players
Description: Nothing better after a long day of gaming than unwinding with a little boat racing. Create your boat and driver, cut those corners, push your engine, curse your rivals and kick a roostertail in their faces. Ummm... It's Thunderboats!
Sunday Morning
Battle of Myonessus
Rules: Galleys & Glory Ancient Naval Rules, room for 10 players
Description: Roman Republic with Rhodes vs Seleucid Empire near Myonessus.
Singapore Standoff
Rules: Supremacy at Sea, room for 8 players
Description: In a very alternate timeline, where the Japanese are not as air-minded and there is better cooperation between the British and U.S. navies, a key surface action occurs off Singapore as the U.S. chooses that port as the springboard for the recapture of the Philippines. Can the Bushido spirit foil the Western Imperialists?
Friday, May 23, 2014
Thursday, May 15, 2014
Enfilade 2014 Plans
With Enfilade a little over a week away, I thought I'd post a little information about the games I'm running.
On Friday night I'm running Slow Boat from China, a Bulldogs Away game featuring my recently completed PLA Navy forces escorting a container ship.
Facing off against a mixed group of ships from Vietnam, Philippines, and Taiwan (the players will have some choices to make about their forces).
The PLA forces need to escort the container ship off the board, while the other side is trying to stop them. The situation is complicated because no one has orders to open fire (at least not at the start of the game), but each side does have some non-lethal options.
My second game, being run on Saturday afternoon, is Sandy One to the Rescue, an AirWar C21 game taking place during the Vietnam War with the US Air Force players trying to cover the rescue of the downed crew. The US players will have some fighters to cover the rescue (although they have limited fuel).
Along with the search and rescue group with A-1 Skyraiders and the rescue helicopter.
The North Vietnamese will have MiGs (although they won't get all of them)
Along with some ground forces.
The US players need to rescue the downed pilot, while the North Vietnamese are trying to stop them or inflict a bunch of casualties.
Enfilade is always a fun time and I'm looking forward to it.
As in previous years, I'll try to post a list of the Enfilade naval games. But on a side note, I have pretty much failed with my plan to update the blog more often.
On Friday night I'm running Slow Boat from China, a Bulldogs Away game featuring my recently completed PLA Navy forces escorting a container ship.
Chinese forces |
A group of recently completed Taiwanese Kuang Hua VI missile boats |
My second game, being run on Saturday afternoon, is Sandy One to the Rescue, an AirWar C21 game taking place during the Vietnam War with the US Air Force players trying to cover the rescue of the downed crew. The US players will have some fighters to cover the rescue (although they have limited fuel).
F-4D Phantoms |
A-1s and a CH-53 |
MiG-17s |
MiG-21s and MiG-19s |
Some NVA AAA and trucks |
Enfilade is always a fun time and I'm looking forward to it.
As in previous years, I'll try to post a list of the Enfilade naval games. But on a side note, I have pretty much failed with my plan to update the blog more often.
Sunday, April 6, 2014
PLAN Corvette Completed and Enfilade Plans
Well my Type 056 corvette is finally done, actually it has been done for over a week, but I just haven’t updated my blog.
Here is a quick recap of my actions for those of you that might have forgotten (since it has taken me so long to finish this). I received the 1/700 scale Chinese Navy Type 056 corvette from the Shapeways ‘Object May Appear…” store in February. I spent most of February making modifications to the ship and March getting it painted.
Here are some photos of the completed ship.
This gives a good view of the changes I made on the forward end of the ship (gun, mast, bulwarks)
In this shot you can really see the ‘steps’ on the bow of the ship. This might be a problem for some people, but they only really appear under certain lighting conditions.
A nice shot of the back end.
This was my attempt to mimic one of the photos I’ve been posting in my previous entries, which I’ll put up again here so you can compare the real thing to the model.
Overall I’m happy with how the Type 056 corvette turned out, but it did require a little work. So I would give it a thumbs up recommendation, with the caveat that it is not quite a complete model. It would be a lot better if it came with the 76mm gun.
With that, my little ship is ready to form a PLAN (People’s Liberation Army Navy) task group with the Type 022 missile boats.
In addition to finishing up the corvette, I submitted two games for this year’s Enfilade. One game involves the PLAN task group escorting a container ship to resupply a base in the Spratly Islands. The opposing forces will be Vietnamese missile boats and some patrol boats from the Philippines. I’ll be using David Manley’s Bulldogs Away rules for this game. The other game will be an opposed helicopter rescue during the Vietnam War using the Air War C21 rules (another set of Manley rules). On the American side I’ll have some A-1 Skyraiders and a CH-53 helicopter moving in to recover a downed pilot, with F-4 Phantoms flying top cover. For the North Vietnamese, there are MiG-17s, MiG-19s, and MiG-21s (although they won’t get all of these planes) along with some AAA guns and troops in trucks trying to beat the Americans to the downed pilot. I’m hoping both will be interesting games.
I’m still hoping to spend more time making blog entries. I haven’t been very good about it this year, as you can tell by the fact that it is April and this is only my fifth entry for the year.
Here is a quick recap of my actions for those of you that might have forgotten (since it has taken me so long to finish this). I received the 1/700 scale Chinese Navy Type 056 corvette from the Shapeways ‘Object May Appear…” store in February. I spent most of February making modifications to the ship and March getting it painted.
Here are some photos of the completed ship.
This gives a good view of the changes I made on the forward end of the ship (gun, mast, bulwarks)
In this shot you can really see the ‘steps’ on the bow of the ship. This might be a problem for some people, but they only really appear under certain lighting conditions.
A nice shot of the back end.
This was my attempt to mimic one of the photos I’ve been posting in my previous entries, which I’ll put up again here so you can compare the real thing to the model.
Overall I’m happy with how the Type 056 corvette turned out, but it did require a little work. So I would give it a thumbs up recommendation, with the caveat that it is not quite a complete model. It would be a lot better if it came with the 76mm gun.
With that, my little ship is ready to form a PLAN (People’s Liberation Army Navy) task group with the Type 022 missile boats.
In addition to finishing up the corvette, I submitted two games for this year’s Enfilade. One game involves the PLAN task group escorting a container ship to resupply a base in the Spratly Islands. The opposing forces will be Vietnamese missile boats and some patrol boats from the Philippines. I’ll be using David Manley’s Bulldogs Away rules for this game. The other game will be an opposed helicopter rescue during the Vietnam War using the Air War C21 rules (another set of Manley rules). On the American side I’ll have some A-1 Skyraiders and a CH-53 helicopter moving in to recover a downed pilot, with F-4 Phantoms flying top cover. For the North Vietnamese, there are MiG-17s, MiG-19s, and MiG-21s (although they won’t get all of these planes) along with some AAA guns and troops in trucks trying to beat the Americans to the downed pilot. I’m hoping both will be interesting games.
I’m still hoping to spend more time making blog entries. I haven’t been very good about it this year, as you can tell by the fact that it is April and this is only my fifth entry for the year.
Labels:
Bulldogs Away,
missile boats,
Projects,
scratchbuild
Sunday, March 2, 2014
Update on the Type 056 Work
While I originally planned to have all the work on my Chinese Navy Type 056 corvette completed by now - illness, work, and weather have conspired against me to delay my progress.
That said, I have completed my modifications to the Shapeways model to add some details and give it a better look. Here is a photo of my modified model followed by photos of the real ship and the unmodified model.
While the changes are fairly small, hopefully you can pick them out. But if not I've marked them in this next photo.
In Area 1 (at the bow) I added the 76mm gun and raised the forward bulwark so the deck isn't just flat. In Area 2 I added a block for the fire control radar (along with the FC radar), added some details around the mast (including a search radar), and the 30mm guns outboard of the mast. In Area 3 I extended the aft deck to meet the funnel and added some SatCom antennas.
Overall, I'm pretty please with how the modifications came out. I figured out early on that you can't really sand the Shapeways material, at least not with the sanding equipment I have, so I would be able to smooth out the forward deck, but I decided to not worry about it too much and press on. Zap-A-Gap glue worked well for adding the details to the model (I wasn't sure how the glue would stick, since I've never worked with this type of material). The mast modifications and scratch-building of the 76mm gun turned out pretty good and I was able to scavenge some other kits for the fire control radar, search radar, 30mm guns, and Sat Com antennas.
It should look pretty good when I get it painted up. Here are a couple more photos so you can see the modified areas from different angles.
That said, I have completed my modifications to the Shapeways model to add some details and give it a better look. Here is a photo of my modified model followed by photos of the real ship and the unmodified model.
Modified Model |
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Real Type 056 |
Unmodified Model |
In Area 1 (at the bow) I added the 76mm gun and raised the forward bulwark so the deck isn't just flat. In Area 2 I added a block for the fire control radar (along with the FC radar), added some details around the mast (including a search radar), and the 30mm guns outboard of the mast. In Area 3 I extended the aft deck to meet the funnel and added some SatCom antennas.
Overall, I'm pretty please with how the modifications came out. I figured out early on that you can't really sand the Shapeways material, at least not with the sanding equipment I have, so I would be able to smooth out the forward deck, but I decided to not worry about it too much and press on. Zap-A-Gap glue worked well for adding the details to the model (I wasn't sure how the glue would stick, since I've never worked with this type of material). The mast modifications and scratch-building of the 76mm gun turned out pretty good and I was able to scavenge some other kits for the fire control radar, search radar, 30mm guns, and Sat Com antennas.
It should look pretty good when I get it painted up. Here are a couple more photos so you can see the modified areas from different angles.
This angle shows off the 76mm gun and mast changes |
This view shows off the deck extension, 30mm gun, and forward deck work |
Tuesday, February 4, 2014
My Shapeway Order Arrives
As I mention in my previous post, I ordered a few items from Shapeways and now that they are here, I thought I give a short review of the figures.
First up is the Chinese Navy Type 056 (NATO name: Jiangdao) class corvette. This is the 1/700 scale version from the Objects May Appear … shop.
I was actually quite pleased with how the ship turned out. I was worried about the graininess of the basic white strong & flexible material, so I selected a white polished strong & flexible material for the ship and was happy with how smooth it turned out (Chris had posted on a comment on the previous post saying that he thought I would like the polished material and he was right). The model is very similar to a standard injection molded plastic model with a hollowed out bottom (I didn’t take a photo of that part, but I think everyone will understand what I’m talking about). The forward deck does have some stair-stepping from the printing process. It is hard to see in the photos and might not be very visible once paint is applied. But I think I will try to sand it down a little (although I have read that this material doesn’t really sand very well). That said, I think it will really match up well with my other 1/700 scale plastic and resin ships.
So, how does the model compare to the real thing? It is pretty close in size – most websites say the Type 056 is around 90m long (although none of them clarify if that is maximum length or waterline length), which would work out to 12.85 cm in 1/700 scale and the model comes in around 12cm.
There are some minor details missing from the model (no forward bulwark, no gun, the mast is missing details, etc.), but the general shape is good. As you look at the profile view, moving forward to aft, you can see that deck for the fire control radar (just aft of the bridge) is too short, the mast is straight instead of bent, the exhaust cover is too far forward, the aft superstructure does not meet the exhaust cover, and while there are holes under the helicopter deck on the sides, there aren’t any in the rear of the ship. I actually think that the part of the problem with the layout is that the helicopter deck is too short and that you could move the whole aft superstructure forward to meet the funnel, lengthening the helicopter deck, and it would be about right.
From the overhead, you can see a couple other problems. The area around the mast goes all the way to the sides, instead of tapering in and leaving room for the 30mm guns. From the top you can also really see how the connection between the aft superstructure and exhaust cover is missing.
With all this in mind, I think it is still a good model and it is one that no one else is making. I will be adding some details (the 76mm gun and mast details) and I might extend the aft superstructure. The amount of work I do will depend on how easy it is to glue stuff to the polished material.
The other items I ordered were 1/144th scale 1930s air racers from the Arctic Skunk shop. My friend Kevin has a bunch of these and you’ve seen photos of his planes from our air racing game. I ordered these with the basic white strong & flexible material and they do have a somewhat grainy texture. I also understand that this material really soaks up the paint, so you need to prime the planes really well.
The three planes I got are the Howard DGA-4 “Ike”, the Hall Bulldog (a favorite of mine, even though it was a poor racer), and the Laird Super Solution. I really like these planes and I’m looking forward to painting them up. Although, I think I will work on the ship first.
First up is the Chinese Navy Type 056 (NATO name: Jiangdao) class corvette. This is the 1/700 scale version from the Objects May Appear … shop.
I was actually quite pleased with how the ship turned out. I was worried about the graininess of the basic white strong & flexible material, so I selected a white polished strong & flexible material for the ship and was happy with how smooth it turned out (Chris had posted on a comment on the previous post saying that he thought I would like the polished material and he was right). The model is very similar to a standard injection molded plastic model with a hollowed out bottom (I didn’t take a photo of that part, but I think everyone will understand what I’m talking about). The forward deck does have some stair-stepping from the printing process. It is hard to see in the photos and might not be very visible once paint is applied. But I think I will try to sand it down a little (although I have read that this material doesn’t really sand very well). That said, I think it will really match up well with my other 1/700 scale plastic and resin ships.
So, how does the model compare to the real thing? It is pretty close in size – most websites say the Type 056 is around 90m long (although none of them clarify if that is maximum length or waterline length), which would work out to 12.85 cm in 1/700 scale and the model comes in around 12cm.
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The starboard side of a PLAN Type 056 in port |
Shapeways Type 056 |
From the overhead, you can see a couple other problems. The area around the mast goes all the way to the sides, instead of tapering in and leaving room for the 30mm guns. From the top you can also really see how the connection between the aft superstructure and exhaust cover is missing.
![]() |
A better overhead view of a Type 056 corvette |
The other items I ordered were 1/144th scale 1930s air racers from the Arctic Skunk shop. My friend Kevin has a bunch of these and you’ve seen photos of his planes from our air racing game. I ordered these with the basic white strong & flexible material and they do have a somewhat grainy texture. I also understand that this material really soaks up the paint, so you need to prime the planes really well.
The three planes I got are the Howard DGA-4 “Ike”, the Hall Bulldog (a favorite of mine, even though it was a poor racer), and the Laird Super Solution. I really like these planes and I’m looking forward to painting them up. Although, I think I will work on the ship first.
Sunday, January 26, 2014
Looking down the line
With the new year already well underway, I thought I would take a little time to make some notes about some upcoming plans and projects for 2014. My right arm is still recovering from the shoulder surgery in December, but I’m hoping that won’t prevent me from doing some hobby work.
I plan to work on some modern ships this year. I recently ordered a 1/700 scale Chinese Navy Type 56 corvette from the Objects May Appear… store on Shapeways (in addition to some 1/144th scale air racers). One thing I’ve noticed about the Shapeways figures I’ve seen is that the basic strong & flexible printing turns out with a grainy look and feel. Since this ship will have fit in with my resin and plastic ships, I chose to get the ship in the polished strong & flexible material (the mid-level price option). I’m hoping that will make the whole figure smoother, so it will be interesting to see how it turns out. I do expect there will still need to be some detailing work done on the ship, but since no one else makes this model I should have something unique. I will post my impressions of the ship and material once it arrives.
I also want to get back to a couple of projects that I set aside. One is the 15mm Age of Sail stuff. This project has been languishing for years and I really need to do some work on it. I’ve got enough ships and figures to do some small battles and figure out the real direction I want to go. I want to do some U.S. Navy vs. Barbary pirate actions and maybe follow that up with some War of 1812 actions, but my slow painting has been holding up the whole project.
The other project I want to get back to is the Vietnam War air rescue scenario that I started a couple years ago. I was going to run a game for Enfilade, but the project stalled and I went in a different direction. I want to use the AirWar C21 rules for the game, since the rules cover both air-to-air and air-to-ground stuff, but I’m having trouble figuring out the best way to do a turning template that fits with my stands and the game. I’m probably being too anal retentive about this, but I’d really like to have some good tools for players to make movement and turning easy.
In addition to gaming projects, I want to make that I do more blog posting this year. My postings fell off a little last year and I want to change that. My goal is to get out a minimum of 30 posts in 2014. That isn't really much compared to most bloggers, but my posts tend to be long so I think that is a good compromise.
I plan to work on some modern ships this year. I recently ordered a 1/700 scale Chinese Navy Type 56 corvette from the Objects May Appear… store on Shapeways (in addition to some 1/144th scale air racers). One thing I’ve noticed about the Shapeways figures I’ve seen is that the basic strong & flexible printing turns out with a grainy look and feel. Since this ship will have fit in with my resin and plastic ships, I chose to get the ship in the polished strong & flexible material (the mid-level price option). I’m hoping that will make the whole figure smoother, so it will be interesting to see how it turns out. I do expect there will still need to be some detailing work done on the ship, but since no one else makes this model I should have something unique. I will post my impressions of the ship and material once it arrives.
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The Type 56 image from Shapeways website |
Barbary Pirates (still) in progress |
Planes waiting for completion |
Thursday, January 2, 2014
DANG 2013 – Operation Landcrab Recap
DANG (Dave's Annual Naval Game) for 2013 was “Operation Landcrab – The American Invasion of Attu” with American and Japanese forces squaring off in the Aleutian Islands. The game was based on a General Quarters 3 mini-campaign (available for download to registered owners of the game). The GQ 3 game sets the stage for a hypothetical battle between American and Japanese battleships, but if you exclude the hypothetical forces (the Japanese battleships and carrier) you could still have an interesting more-historical scenario.
Everyone began arriving at my place just after 9:30 AM and we spent a little while catching up on things, talking about the projects we are all working on and planning. After that we split up into the sides with Mark, David S, Arthur, and Paul taking the Japanese while Dale, Scott, Kevin, Dave C, and Charlie taking the Americans. Each side got their briefing and began planning their actions.
To set the scene, the Americans were already ashore on Attu with a supporting Task Force (which included three older battleships and an escort carrier) at the island. The escort carrier only carried fighters, which could only be used to support the troops ashore and to defend the ships from air attack. They also had two cruiser covering groups (one with light cruisers and the other with heavy cruisers) patrolling west and south of Attu. The Americans also had a good number of land-based bombers, fighters, and search aircraft spread over two airfields, although none of these were really equipped to attack enemy ships. The primary missions for the Americans were to support the landings (off-loading supplies and ground support) and maintain control of the area around Attu. The Americans also had the option of adding a cruiser Emergency Reinforcement Group to their forces, but decided not to expend the victory points needed to bring them in.
The Japanese had three main naval groups – a battleship group with three older battleships and a light carrier, a cruiser group with three heavy cruisers, and a resupply group (made up of a seaplane tender, heavy cruiser, light cruiser, and escorting destroyers) for the island of Kiska. The resupply group was trying to from some A6M2-N ‘Rufe’ and F1M ‘Pete’ floatplanes to the island and historically turned back for port when word got out about the American invasion of Attu. The Japanese also had some supporting bombers and search planes back at Paramushiro (off the west edge of the map). The Japanese had an optional resupply group with a light cruiser and some destroyer transports that could enter on the second day to take supplies to Attu or Kiska, getting the supplies through would give victory points and the Japanese chose to take the group and planned to send it to Attu.
The map below shows the basic starting positions for the starting forces on May 15. The game would run until May 20, but I think everyone expected it to be over before then.
The basic Japanese plan was to have the battleship and cruiser groups make their way toward Attu while the Kiska group sent planes to Kiska. Then all three groups would converge on Attu and attack the American forces there. The Americans planned to keep the support Task Force around Attu, with the covering forces patrolling west and south of the island, while land-based air and submarines searched for the Japanese.
On the first day of the campaign poor weather grounded the planes from Amchitka. During the morning the Japanese loaded torpedoes on their G4M ‘Betty’ bombers in Paramushiro and sent them to attack the Americans around Attu. The bombers were able to avoid the fighters from the American escort carrier to make attack runs on the battleships, carrier, and transports. But the anti-aircraft fire from the ships was heavy, shooting down or driving off most of the bombers and only one transport was sunk. Meanwhile American search planes from Adak found the Kiska group and part of the battleship group during the mid-day turn, but there were no spare bombers available to make attacks.
In the afternoon the Americans sent their southern heavy cruiser group toward Kiska to watch for the Japanese cruisers reported in the area, while the light cruiser group operating southwest of Attu turned to stay close to the island. The Japanese spilt their light carrier off from the battleships so it could launch an air strike while the battleships moved south of Attu. The air strike caught the American light cruiser group southwest of Attu. Nine B5N ‘Kate’ torpedo bombers attacked the four cruisers (one Cleveland class and three old Omaha class) heavily damaging the new Cleveland class and sinking an escorting destroyer.
In the east, the Japanese split the Kiska group sending the seaplane tender on toward Kiska, while the other ships turned to rendezvous with the battleship group. (On a side note, the seaplane tender would be sunk by an American submarine shortly after arriving at Kiska.) Late in the afternoon, the American heavy cruiser group picked up contacts on their radar, launched their floatplanes, and turned toward the contacts; setting us up for the Battle of Kiska.
Japanese forces consisted of the heavy cruiser Maya, the light cruiser Kiso and three destroyers.
Low visibility conditions allowed the Americans force, with the heavy cruisers Wichita, San Francisco, Louisville and four destroyers, to surprise the Japanese.
The first American shots caught Maya unaware and caused flooding that would eventually sink the cruiser. The Japanese tried to get off some shots, but quickly decided it would be try to escape than to continue a losing fight and turned to retreat, launching torpedoes as they turned.
The American cruisers, not wanting to lose a chance to inflict damage on the Japanese, turned to follow. Just as Maya was sinking, the torpedoes reached the pursuing Americans. The Americans tried to comb the wakes of the torpedoes, but there were too many of them and both Wichita and San Francisco took multiple hits, sinking the cruisers. Louisville was able to finish off the damaged Kiso, but this was definitely a Pyrrhic victory.
As night fell and we started the second campaign day, the Japanese moved their cruiser and battleship groups together and headed for Attu. The Americans moved their battleships to meet up with the remnants of the cruiser groups and headed west of Attu, leaving on the escort carrier and several destroyers at Attu, but hoping to stop any Japanese force before it could reach the island.
Around 0500, the American met up with the Japanese west-southwest of Attu. Both sides spotted each other at about the same time (thanks to US radar), so neither side was surprised at the start of the Battle of Attu. Both sides set slowly converging courses toward Attu. The Japanese were looking to get into position to shell the American beachhead in the morning, while the Americans wanted to block the Japanese.
The Japanese battleships Yamashiro, Fuso, and Mutsu traded shots at long range with the American battleships Pennsylvania, Nevada, and Idaho, with each side taking some hits and slowing the battleline. Each side had battleships catch fire, making them prime targets at night. The Americans were able to put out their fires relatively quickly, but one Japanese battleship would burn for several turns. The lighter forces skirmished around the edges resulting in several damaged and disabled cruisers and destroyers. The Japanese tried to close for torpedo shots, but even with their long-range torpedoes, they were finding it hard to get close enough for a good shot against the American battleships.
As game time was running out and players needed to leave, we decided to abstract the final battleship and torpedo shots. Two American battleships each took one torpedo, but the damage was not as heavy as it could have been and they were able to stay with the formation. The Japanese continued to take hits from the American battleships, but they too were still able to stay in formation. Since there were no decisive blows by this point, I made the referee decision to have both sides roll for morale to see if they would continue or withdraw (I used the standard GQ3.3 morale ratings, which gave the Japanese a slight advantage). Both sides rolled - the Americans passed but the Japanese failed (obviously, the American admiral remembered what happened to the men in charge after US Navy withdrew from around Guadalcanal the previous year and decided it would be better to fight on).
With the Japanese forces retiring, we decided this game was a Japanese tactical victory (since they had damaged or sunk more American ships) and an American strategic victory (since they still controlled the battlefield).
Putting this into a historical context; Attu would still fall, both sides would have lots of ships to repair (although only the Americans had the shipyard capacity to really do it), and the timetable for the Kiska invasion would be thrown off a little (still allowing the Japanese to evacuate the island before the actual invasion). The Japanese battleship Mutsu would still blow up in port in June (only now it would be blamed on poor ammunition handling after reloading from the Battle of Attu instead of sabotage) and, due to damage sustained at the battle, Yamashiro would miss being sunk at Surigao Strait only to be sunk by American bombers near the end of the war. The American battleships Pennsylvania and Nevada would stay in the yards the next few months, delaying their participation in some campaigns, but still end up being sunk during the A-Bomb tests after the war.
Overall, I think everyone had an enjoyable time with the game. There were enough decisions to keep the players involved in the game and the two battles were interesting. The onus was on the Japanese to force the action and they did. The Americans could be more passive, but still needed to have a solid idea of how to react to Japanese moves.
From a referee point of view, most things moved along pretty smoothly. I was happy that we got in two battles and two air strikes (although I was hoping for more of those), which wasn’t too bad for a one-armed referee. I do need to figure out better ways to handle decisions and record keeping for aircraft for future games (I think this task was tough for the Americans), while still letting players feel they have control of those assets. On another note, the photographer for the day (my lovely wife) asked that we use larger ships in the future so she can get better pictures.
Everyone began arriving at my place just after 9:30 AM and we spent a little while catching up on things, talking about the projects we are all working on and planning. After that we split up into the sides with Mark, David S, Arthur, and Paul taking the Japanese while Dale, Scott, Kevin, Dave C, and Charlie taking the Americans. Each side got their briefing and began planning their actions.
The US Navy players |
Japanese Navy players |
The Japanese had three main naval groups – a battleship group with three older battleships and a light carrier, a cruiser group with three heavy cruisers, and a resupply group (made up of a seaplane tender, heavy cruiser, light cruiser, and escorting destroyers) for the island of Kiska. The resupply group was trying to from some A6M2-N ‘Rufe’ and F1M ‘Pete’ floatplanes to the island and historically turned back for port when word got out about the American invasion of Attu. The Japanese also had some supporting bombers and search planes back at Paramushiro (off the west edge of the map). The Japanese had an optional resupply group with a light cruiser and some destroyer transports that could enter on the second day to take supplies to Attu or Kiska, getting the supplies through would give victory points and the Japanese chose to take the group and planned to send it to Attu.
The map below shows the basic starting positions for the starting forces on May 15. The game would run until May 20, but I think everyone expected it to be over before then.
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Operational map with starting positions |
American planning session |
Japanese planning session |
In the afternoon the Americans sent their southern heavy cruiser group toward Kiska to watch for the Japanese cruisers reported in the area, while the light cruiser group operating southwest of Attu turned to stay close to the island. The Japanese spilt their light carrier off from the battleships so it could launch an air strike while the battleships moved south of Attu. The air strike caught the American light cruiser group southwest of Attu. Nine B5N ‘Kate’ torpedo bombers attacked the four cruisers (one Cleveland class and three old Omaha class) heavily damaging the new Cleveland class and sinking an escorting destroyer.
In the east, the Japanese split the Kiska group sending the seaplane tender on toward Kiska, while the other ships turned to rendezvous with the battleship group. (On a side note, the seaplane tender would be sunk by an American submarine shortly after arriving at Kiska.) Late in the afternoon, the American heavy cruiser group picked up contacts on their radar, launched their floatplanes, and turned toward the contacts; setting us up for the Battle of Kiska.
Japanese forces consisted of the heavy cruiser Maya, the light cruiser Kiso and three destroyers.
Japanese ships for the Battle of Kiska |
American ships for the Battle of Kiska |
Japanese turn and launch torpedoes with the burning Kiso at the end of the line |
As night fell and we started the second campaign day, the Japanese moved their cruiser and battleship groups together and headed for Attu. The Americans moved their battleships to meet up with the remnants of the cruiser groups and headed west of Attu, leaving on the escort carrier and several destroyers at Attu, but hoping to stop any Japanese force before it could reach the island.
Around 0500, the American met up with the Japanese west-southwest of Attu. Both sides spotted each other at about the same time (thanks to US radar), so neither side was surprised at the start of the Battle of Attu. Both sides set slowly converging courses toward Attu. The Japanese were looking to get into position to shell the American beachhead in the morning, while the Americans wanted to block the Japanese.
Getting the US ships ready for the Battle of Attu |
The Japanese battleships and escorts |
Fuso lighting up the night |
Japanese taking their torpedo shots |
US light forces maneuvering to keep the Japanese destroyers away |
The chaos of battle as the Japanese fail their morale roll |
Putting this into a historical context; Attu would still fall, both sides would have lots of ships to repair (although only the Americans had the shipyard capacity to really do it), and the timetable for the Kiska invasion would be thrown off a little (still allowing the Japanese to evacuate the island before the actual invasion). The Japanese battleship Mutsu would still blow up in port in June (only now it would be blamed on poor ammunition handling after reloading from the Battle of Attu instead of sabotage) and, due to damage sustained at the battle, Yamashiro would miss being sunk at Surigao Strait only to be sunk by American bombers near the end of the war. The American battleships Pennsylvania and Nevada would stay in the yards the next few months, delaying their participation in some campaigns, but still end up being sunk during the A-Bomb tests after the war.
Overall, I think everyone had an enjoyable time with the game. There were enough decisions to keep the players involved in the game and the two battles were interesting. The onus was on the Japanese to force the action and they did. The Americans could be more passive, but still needed to have a solid idea of how to react to Japanese moves.
From a referee point of view, most things moved along pretty smoothly. I was happy that we got in two battles and two air strikes (although I was hoping for more of those), which wasn’t too bad for a one-armed referee. I do need to figure out better ways to handle decisions and record keeping for aircraft for future games (I think this task was tough for the Americans), while still letting players feel they have control of those assets. On another note, the photographer for the day (my lovely wife) asked that we use larger ships in the future so she can get better pictures.
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