Showing posts with label 1916. Show all posts
Showing posts with label 1916. Show all posts

Saturday, 26 November 2016

New Blog found courtesy of ParadeGround 2016 connection

Battle Ground 2016 (North East of England Stockton:Middlesbrough):
http://www.battlegroundshow.co.uk/

Excellent Demonstration Game (Jutland 1916):
https://iactaaleaest.wordpress.com/

Long time since I managed to get out and "go to a show" but it was a really pleasant experience, despite "things having moved on" since my last outing. Hot things seemed to be Sci-Fi, Zombie Horror and 28mm plastics (replacing 15mm all things of 15mm) or 15/10/6mm WWII kits. My old school 15mm ancients and 20mm WWII were hard to find. Still it was great rummaging through stuff "bargain hunting". A comment from a trader seemed to be "most  people were looking and buying tit-bits rather than huge armies".

Impressively "shiny" new items found were:
As it was I stuck to my old projects with a modest purchase of:
  • Millennium Falcon for X-Wings, the Rebels need Han and Chewy
  • 28mm Warlord Games Scots Lancers (ECW/Scottish Montrose Campaign
  • 8 x 15mm Carthaginian Citizen Spearmen going cheap in a "bargain bucket"
  • 20mm Britannia Miniatures Sherman ARV  
  • 20mm Britannia Miniatures Matilda II CS
  • 20mm Britannia Miniatures British Paratroopers PIAT Team, 2" Mortar Team

Tuesday, 13 September 2016

Jutland Re-Fight done earlier this year (by the USN)

Now this is what I call a Jutland re-fight (even if they did use cards instead of models, Fletcher Pratt will be turning in his grave):

https://wargamingcommunity.wordpress.com/2016/06/05/battle-of-jutland-centennial-2/

But even the US Naval War College did not finish it! Respect for even hosting it though ;)

Wednesday, 11 December 2013

Notes to self: Musings on WWI Naval rules (North Sea) Part #1


Recent sources of Inspiration: Dreadnought Gunnery Book
Michael Brooks


Though please note, my version was the good old fashioned paper edition.

And a long standing favorite:


What I want from a set of naval rules?
  • Fast Play
  • Historical Accuracy
  • No "fiddle and widdle, billimeter twaddle"
Rules that come the closest?
  • GQ I and GQ II Rules (over thirty five years old now)
    • (Best bit) Gunnery abstraction is excellent
    • (Worst) Movement and Command & Control
Thoughts of my own, time to devise "Battle Cruiser Fleet" (BCF) Battles, my Great War Naval Rules for "Battle-cruiser clashes in the North Sea"

BCF Actions in the North Sea (Version 1)
Context of Rules
Mainstay of the naval actions in the North Sea was between the Battle Cruiser Fleet (BCF) and the High Seas Fleet (HSF) Scouting Groups (SG), as running engagements rarely got to the point of battle squadrons of the Grand Fleet (GF) engaging the battle squadrons of the High Seas Fleet (HSF).
Miniatures/Counters: 
Each ship will be represented 1-to-1 on the ‘table-top’, therefore there is a high element count to the game.
(Note: This could mean quite a lot of counters)

Formations:
However the counters are not moved individually (bar ‘exceptional  circumstances’ – i.e. ships being damages and sunk) but moved in squadrons relative to one another. Counters/Ships are held in a fixed position within the formation.

Movement:
Absolute movement is not measured, rather relative movements (sea areas) between squadrons.  The umpire may have to have a form of master map (to be confirmed).

Movement ‘orders’ are maintained as: Close (decrease distance), Maintain and Open (increase distance) and issued to squadrons. The success of the intention is based on simultaneous order declarations.  

Gunnery:
Gunnery is handled as per General Quarters (GQI and GQII) is abstracted into fire-power factors and ‘quartered’ reductions (I like the way the traditional GQ does it) rather than counting turrets and shells.

Command:
Command and Control is based on the relative position to the Flagship. Command “PiPs” are used/spent by the Admiral to control his formations (signalling), messaging (intelligence to GF and HSF admirals and ‘over the horizon’ scouting formations) and gunnery (target priority).  

Individual battle squadrons or formations have their own initiative and morale levels.

Design Goal:
German and British doctrines are different and will be reflected in the orders allowed to be played by the admirals. Note: This is a form of constraint propagation to make the rules specific to North Sea actions (1914-1918 WWI period). The personal and national characteristics of the commanders (Beatty, Jellicoe, Hipper and Scheer) also will effect the 'freedom of movement' to perform certain actions.

I hope the "festive period" turns out to be a fertile period of naval wargaming experimentation. Note I an trying to keep the context of the game scope quite tight to re-fight historical scenarios and the "what-if" permutations.   

Thursday, 28 June 2012

Fearless Pierre learns FEAR ...

The morning sun broke through the clouds and greeted the Entente pair of scouts. Again an Englishman and a French man head towards the German lines "a hunting" (see below):


As regular as clockwork the Boche appear, two scouts guarding a two-seater. With battle cries of "Tally-ho" and "Merde" the battle commences (see below): 


The Englishman is fearless and bold (some say too fearless and too bold) diving into the center of the melee without a passing thought to the killing power of modern industrial machinery (obviously a product of the British class based "gentleman's elite" old school system). Pierre meanwhile hatches a cunning survival plan called "come in from the side" (see below):


The Englishman clashed head-to-head with his foe and mutual "greeting cards" (of damage) were exchanged (see blow):


Pierre for all his fancy planning ended up in a similar position as the Yellow Albatross of "Kev" angled across to meet him (see below):


Pierre suffered a far more dangerous outcome. The "rat-a-tat" greeting from the Spandau (courtesy of Killer Kev's Albatross) is met with a resounding metallic ping from deep inside the N17's engine bock, followed by an conflagration of fire, flame and caustic choking smoke. Pierre is left blinded with the Nieuport 17 losing height rapidly and the whole world swirling around the top of his head. Out of control, helpless and with his life flashing before his eyes Pierre fights ingloriously with the controls. The fire fans out and the immediate risk of explosive oblivion seems to have receded.    

Barely managing to level the stricken plane off, the N17 disintegrates upon contact with a small copse of stunted trees, gorse and brush mercifully wet and springy from recent rains. Pierre is flung to a position relative safely amidst the wreckage. The 'Fates' have ordained that this fallen angel to survive once more, even granting him the luxury of falling on the right side of the line. "Nine Lives Pierre" seems to have used a fair few of them up by now. Some five missions to his credit, no kills, but twice 'shot down' and the cruel statistics of war say that the 'third time' usually gets you. Pierre has now earned the right to a "pass" in his commanders eyes to savour a week's respite with Eros in lively Paris, as a stark contrast to his daily dance with Thantos over the Western Front.

A short and not so sweet duel, summed up in a single posting. Still to be continued on Pierre's return from Paris!

Saturday, 9 June 2012

Final Parting Shots ... To Be Resumed (WoW WWI Dogfight)

Even in his departure the brave Englishman flying the Sopwith Pup took a parting snapshot at the Yellow Peril (aka 'Kevin the Junker'). The resounding retort back that clattered along his airframe confirmed his conviction that it was really time to scatter while his plane kept together (see below): 


Pierre waves his English comrade off (see below). While his plane was structurally intact (as in over half its hit points intact) and bullets were still in the barrel Pierre still fancied his chances, particularly given his current tactical advantage (almost but not quite "tailing" the Yellow Peril Albatross, see below).


A streaming dog fight ensued as the the chain of scout, scout and two-seater did several circuits of the board (see below). The two-seater was always at a disadvantage being just a tad slower but annoyingly its rear gunner started chalking up odd hits on Pierre's N17. 


Again and again the Yellow Peril remained just out of reach of Pierre, as he never quite gained that "killer position" (see below). Again the Pink Terror's rear gunner is seen waiting patiently for his chance to "pop" Pierre on the return orbit. 


With his ammunition now almost spent and his plane's "rudder and tail" mechanism now rather tattered Pierre calls it a day. Frustratingly his last few shots seem not to have made any impression on the Yellow Peril. Despite both the Sopwith Pup and N17 passing many a damage card to "Junker Kevin" the steely German seemed to be as resolute and combat fit as at the start of play. He must have had nerves of steel? With a gentleman's nod and salute to his German opponent Pierre heads West to find friendlier skies (see below): 


Leaving the German Imperial Air Service in his wake Pierre breaks off contact (see below). The engagement was counted as a tactical draw (one German shot down, one British retired and teeth drawn as Pierre vacates enemy air space). The campaign carries on with the Entente still holding the tactical advantage over this section of the front. Pierre makes a mental note to consult his 'temporary RFC armorer' regarding the ineffectual French machine guns. Was it the sighting mechanism or the bullets at fault surely not crack-shot Pierre's skill?


Further investigation at the airfield (post game examination of the damage packs) reveals Pierre had been using training ammunition 'blanks' (literally a stream of "0" and "minor no left/right turns" cards). Cursing his luck Pierre retires to bed clutching a bottle of cheap cognac while accepting the Englishman's invitation for "morning clay pigeon shooting" the following day.

Wednesday, 6 June 2012

Death in the Skies (WoW continued)

The vicious air combat breaks apart, the Englishman with a torn tail and the hunting Albatross who won't be deigned its pound of flesh (see below). Sensing the kill the Austrian vows to circle back: 


Meanwhile Pierre and the Yellow Peril (aka Kevin) exchange more than just close range stares, with Pierre just managing to time a meaningful burst from his two LMG's (see below - my arc just catches the German, how unsporting, I hope it stung, well war is hell after all - or maybe that's the DBx side of me coming out again): 


The pickled formations weave in and out of each other with finally the Englishman and Austrian closing head on for a game of "chicken" (well before James Dean did it in "Rebel Without A Cause" I may add):


They both choose to turn the same way, the Englishman sweats as the Austrian's choice of turn and Albatross turning characteristics places him perfectly behind him for the short range killing shot ... just like the Baron taught him (see below):  


Argh, but no, too much throttle! Instead of pouring lead into the Tommy the Austrian sees the landing wheels of the Sopwith Pup loom large and clatter into his upper wing directly above his head. The smell of gasoline fills his cockpit in an explosive pall that suddenly ignites into his fiery death. The Sopwith Pup lurches too, damaged but flyable (see below):   


What an unusual way to bring down your enemy. The Sopwith Pup retires and Pierre is left with his own personal battle with the Yellow Peril and Pink Terror.

Pierre's "Engishman" Friend

In the adrenaline fueled frenzy of the short range fly past (see below) Pierre had lost sight of the Englishman he had briefly met in the bar the night before, concentrating instead on the Yellow peril Albatross instead.


Thankfully the Englishman had kept a watchful eye out for Pierre and as a second Albatross showed interest in young Pierre, the Englishman shared a few Lewis rounds with the German (see below): 


A frantic chase ensued, RFC scout versus Imperial German Air Service scout, also featuring the humorous Pink Terror two-seater too slow to do any chasing but more content to be the floating obstacle and firing its "rotating gun turret" (see below): 


The German (sorry Austrian, I stand corrected) gains the advantage and peppers the Englishman's tail (see below) hurting but not killing the RFC officer:  


Meanwhile Pierre is returning the compliment on the other side of the table, er I mean sky (see below):


Plenty of twisting and turning but no kills as of yet, but that is soon to change!

Tuesday, 29 May 2012

Pierre take to the "Air" again! (WWI WoW)

Flying with a British formation has its pros and cons. The food is terrible but the alcohol is cheap and plentiful, albeit inferior to the pre-war French cognacs and fine wines. What is this Guinness and Newcastle Brown Ale? My head is still thumping as I take to the air (see below):  


Myself and another hungover Englishman are "Over the Front" and we soon spy the dreaded "Boche" (see below):


We close at an alarming rate, the cold air and adrenaline of combat clearing the head wonderfully (see below). "Rat-a-tat-tat" go my guns but no discernible hits for either side as a dirty yellow Albatross flashed by me:


The melee gets very confusing as Pierre "nine lives" attracts the attention of a garishly coloured Albatross (see below). Where has my English friend gone?


Escaping from the clutches of this new foe I swing my plane around to see my erstwhile yellow Albatross adversary intent on another pass (see below):


By now I have collected some pretty bullets holes in my plane. The question is "how fairs my son of a Junker opponent?" Some may say a better question would be "Where is that Englishman"?

Friday, 13 April 2012

A Cruel Fate for the Harry Tate

End Game: 

Never stand between a hunter and its game. The RE8 found itself as "all that stood between the Hun and glory" and in rather unglamorous fashion was set upon "top and tail" by the two remaining German scouts. Forward and rear machine guns blazing RE8 faced the full force of a Germanic operatic fury with stiff upper lip public school stoicism (see below):


The crowd of players clamoured for the model to replace the card counter. An even more ungainly scene depicting the plight of the RE8 (see below). Damage cards were exchanged ... many to the RE8 and a few in return to the Germanic scouts. 


Then the valiant RE8 was no more, flames billowed from its frame and it plunged earthward, the fate of the crew unknown (see below).


The even odds seemed to now be in the favour the Germans (the best they had all day, evens) but a slight miscommunication between the German scout pilots left one of them open to a 'free' deflection shot from a passing N17. The German scout was not in a good way and even this little trivial nick brought him down (see below). This changed everything.   


The "Yellow Albatross" faced with two N17's and himself low on ammunition decides that discretion is by far the greater part of valour and heads east to rebuild the Jasta. He waves forlornly at his trapped comrades in the fields below as he departs. Once again the pendulum battle in the skies above the trenches 'hangs in the balance'.

To be continued ...

Wednesday, 11 April 2012

A Furious 'Five Minutes'

The Hun soon scores a revenge kill back as a Sopwith Pup is downed (see below) in a ferocious exchange of machine gun fire with the "Yellow Albatross" (a known killer from the 'Dawn Patrol' that staked Pierre before deciding to break off from the combat). The sides are now four Entente active planes to three Central Powers, still even'ish given the German (over) confidence in their men and their machines:


Pierre slides into the combat zone. Altitude and angles means that he can hit nothing but more importantly nothing can hit him, despite some things looking very close (see below): 



"Kaboom" the RE8 strikes with its front machine guns as the "Pink Terror" is engulfed in a ball of flame. A veteran German crew is lost (KIA). This is quite significant in the "campaign". Meanwhile Pierre goes head-to-head with a German single-seater scout he has trouble identifying (see below - answers on a postcard). Damage is taken by both planes and they continue on as if nothing has happened:


The "Yellow Albatross" chalks up another kill, as yet another nimble RFC Sopwith Pup is 'bagged'. They are dainty little things, beautiful to look at but seemingly not up to the rigours of war against an Albatross armed foe (see below): 


It is now the French in their N17's (two of), and an RFC (damaged) RE8 versus two German scouts in petty good condition (although with the secret damage in WoW you never quite know). One of the German pilots has a ferociously growing reputation and with appetite for Sopwith Pups. How wil he fair on N17's one wonders? The event must be decided soon, with the Germans circling the field where their comrades are sheltering.

Who is so important down there on the ground? So important to risk all these valiant men and machines in such a 'high risk' operation with a small chance of success? I wonder if the brain behind this scheme was in reality addled with schnaps? 

Tuesday, 10 April 2012

Squadron Sramble !!!

The Crazy Rescue Mission:

The Hun is afoot with mischief. Pierre was barely half way through his late breakfast croissant and 'aperitif' when the distinctive low drum of aircraft engines was heard coming from the East. In the countryside around the Entente airfield troops were out hunting for the "downed" German pilots of the Dawn Patrol's "bag". So unusual for the Germans to come so deep over the Entente lines. Could the crazy Hun be attempting a a bold 'rescue' mission?  Staggering and swaying somewhat Pierre mounted his trusty N17 taking care to taxi a respectful and tactically astute distance away from the 'crazy' RE8 pilot who attracted trouble and mid-air collisions. See below, Pierre is far left, the dangerous RE8 is in the center:


The Hun. Flying low and making for a clearing, out of which a marker flare burns, near the wrecked remains of a German aircraft (see below). Apparently it is possible to "wing-walk" crew over the trench-line! Seeing will be believing ;) 


Given that there was a heavy tactical element of positioning in the first combat of the night (taking three quarters of the playing time) I was amazed at the brutal "up the middle on one" tactics of the Imperial German Air Force. It was as if they had forgotten we carried guns on our planes (see below):


An Albatross makes it clean through the Entente 'fighter' (plus RE8) defensive line (bottom left, model replace by a card for convenience sake) and brutal head-to-head combat take place over on the far right. Pierre is out of camera shot to the far left, trying desperately to get into the action, but the game is literally 'going too fast' for him to catch up with (see below). Will the Germans sweep in and rescue their comrades in under our very noses?


The eagle-eyed gunner of the RE8 has other ideas and the bloody cull starts, first blood to the Entente as the Albatross (and the brave and crafty pilot Kevin) falls to a 'lucky shot' (see below):


Pierre adjusts his goggles and swings his N17 in a graceful arc into the heart of the combat.

Friday, 23 March 2012

The Hun breaks and makes a run for home

Combat Finale:

The combat takes a turn for the worst for the RFC, a bloody splash of flame and a Sopwith Pup spirals earthward (see below):


Off camera the pilot of the "Pink Terror" decides to bug-out, his plane barely flyable, but he loses all experience from the mission. Meanwhile the most unlikeliest of RFC heroes, the RE8, comes to the rescue tailing a German scout hunting N17. In fact the picture below shoes a string of consecutive "chasers" RE8 to German Scout to N17 to Albatross (see below): 


"Ye gads" the RE8 has bagged (another) Hun (see below):


Nursing a still smoking N17 Pierre maneuvers head-to-head for another machine gun to machine gun duel (see below). However outnumbered three (of which two are the terrible N17's) to two the Boche Albatrosses now think better of it and the Hun duo scoot "doing a runner".



In doing so the Entente break an embarrassing series of Imperial German Air Service wins (having scored two planes two 'downed' to one in return - the 'Pink Terrors' bunk counting the same as a down as it crash landed behind Entente lines) and brings about a strategic shift in the air power above the trenches. The Germans are only deemed to have a 'marginal advantage' and what is more have two of their most experienced air-crew about to become POW's.

The champagne corks start popping at the RFC mess with the French pilots and their N17's being toasted as "putting the wind up the Huns" when all of a sudden the alarm bell rings ...

To be continued ...

Wednesday, 21 March 2012

Where is the Hun? Answer: Behind you! Two German scouts fall upon the French N17's, nearly but not quite in machine gun range, but they have the advantage.


Well at least we are getting to use the "tailing" rules, though it's not very nice being tailed (see below). Luckily for the Frenchies we are at a sufficient altitude different not quite to reach:


Pierre La Flanne performs a twisting "Immelman" to reverse course and go head-to-head with his antagonist Albatross DIII. Luckily the German plays "an invalid sequence of cards" which have to be revoked and translated into "go straight" (see below):    


A game of 'chicken' ensues, accompanied to the staccato chatter of machine guns. The Albatross pilot noticeably winces taking his damage cards while Pierre is astonished to see his fuselage become look like a sieve but yet still fly (see below):    


Pierre thanks his lucky stars and breaks into a wry smile, but then his blood freezes as evil dark smoke issues forth from his engine ... would this smoke suddenly break into a deadly fire (see below)? The only good news was that the Albatross hunting Pierre was being hunted himself (see below a Sopwith Pup in the top right of the picture):


Where can Pierre run to? Where is that big, fat friendly RE8 with a lovely rear gunner in it when you need it?