Showing posts with label BCF. Show all posts
Showing posts with label BCF. Show all posts

Wednesday, 8 October 2014

Notes to self for WWI Naval Historical Scenario: December 15/16th 1914, TheScarborough-Whitby-Hartlepool Raid

The Phases of Battle (Sequence of Play)

Stage 0: The Scenario Set-Up and Historical Conditions

German Forces:

1st Scouting Group:
  • Position: In Enemy Home Waters 
  • Mission: Bombardment (Hartlepool/Whitby/Scarborough)
  • Screening Force Cruiser/Destroyer (Alert)
  • Battle Cruisers Status (Alert)
  • Weakness: Dispersed Formation (Hartlepool, Whitby, Scarborough)
  • Incorrect Assumption: High Seas Fleet will stand and fight
High Seas Fleet:
  • Position: Distant Covering Force: Distant (Home Waters)
  • Screening Force (Alert)
  • Battle Squadrons (Complacent)
  • Weakness: "Do not engage superior forces order"
  • Weakness: Withdraw in face of superior or equal foe
German Intelligence: 

  • Weakness: Complacent, over confidence
  • Weakness: Assumption "No Battle Cruiser Force (BCF) or Grand Fleet (GF) at sea"
  • Zeppelins (Inactive)
  • Submarines (Inactive)

RN Forces


RN Intelligence: 
  • Status (Active)
  • Room 40 Advanced Warning of German Raid (Jellicoe)
  • Weakness: Thinks HSF in Jade
Early Interception Force Battle Cruiser Fleet (BCF): 
  • Position: Distant (Closing)
  • Screening Force Destroyers/Cruisers (Alert)
  • Battle Cruisers (Alert)
  • Restriction: "Do not enter enemy home waters order"
  • Special Ability: "Pursuit of 'Enemy Fleeing' override"
  • Weakness: Rashness "Close with enemy"
  • Weakness: Poor Signalling
Covering Force: Grand Fleet (GF):
  • Position: Distant (Closing) 
  • Screening Force Destroyers/Cruisers (Alert)
  • Battle Squadrons (Alert)
  • Weakness: Partial Deployment of 2nd Battle (Warrender) Squadron only
  • Weakness:  "Do not enter enemy home waters order"
  • Weakness: Submarine/Torpedo Trap Fear
  • Weakness: Mine Trap Fear
  • Weakness: "Do not needlessly endanger Grand Fleet"
Local Defense Force Land (Hartlepool):

  • Advantage: Heugh Battery Gun camouflage
  • Weakness: Complacent Status
  • Weakness: Recognition - German Ships Assumed RN
  • Local Defense Force Naval (Hartlepool)
  • Destroyer Patrol at Sea (Alert)
  • Cruiser Force in Harbour (Complacent)
  • Submarine Force in Harbour (Complacent
Stage 1: German Advanced Penetration
  • Forces Identified/Engaged 
  • Mission Start Point - Local Defense Activation
  • Naval Patrol (Destroyers)
  • Turn Restriction (Iterate) to Achieve Mission Objectives
    • Bombardment Damage Counting
    • Defensive Shore Battery Fire
    • Naval Force Escalation (Cruise/Submarine)
  • Cessation of Bombardment
Stage 2: The Chase
  • Initial Position - BCF Light Forces v 1SG Light Forces
  • Screening Rolls for Contact (Visual)
  • Strategic Map Positioning
  • Command Dice Activation
  • Tactical Map Positioning
  • Simultaneous Movement
  • Fate and Weaknesses
Stage 3: Tactical Engagement

Possible Outcomes of the The Engagement Phase
Repeat sequence until break out of loop
  • Fight/Movement
  • Force/Asset Commitment
  • Gunnery
  • Torpedo
  • Morale/Confusion Status
  • Tactical Orders
  • Tactical Movement
  • Break off (beyond visual contact)
Stage 4: Strategic Movement
  • Chance to Evade or to Escape
  • Return to The Chase Strategic Map
  • If no Escape (break contact) implies chance to Escalate or End of Strategic Play and game
  • Return to Stage 2: The Chase Screening Rolls for Contact (Visual)
To be continued: Solitaire Decision-Making Process considered  

Any comments or thoughts (including requests for more explanation) on the above appreciated ;)

Tuesday, 7 October 2014

Notes to self: Musings on WWI Naval rules (North Sea) Part #2

WWI North Sea Battle Cruiser-Actions, Beatty versus Hipper: Round One 1914.
"Now you see them now you don't, Battle Cruisers in the mist!"
Hipper's First Scouting Group of December 1914 comprising of: SMS Seydlitz, SMS Molke, SMS Von der Tann, SMS Derfflinger and SMS Blucher (see below):


Beatty's depleted Battle Cruiser Fleet (BCF) of December 1914 comprising of: HMS Lion, HMS Queen Mary, HMS Tiger and HMS New Zealand (see below):


Note: Unbeknownst to the Germans, in terms of Capitol Ships, they actually possessed a numerical superiority of ONE. Despite this they were always thinking in effect they were numerically inferior. This was due to RN Battle Cruiser commitment to other theatres, namely fighting the Goeban and Von Spee. However this superiority is somewhat artificial as the SMS Blucher is technically an Armoured Cruiser rather than a true blood modern Battle Cruiser.

The goal is to develop a solitaire card and dice driven naval combat system (because it is so hard to find an opponent and it is good to replay scenarios over and over again).

The assumption is that the active player is the RN Commander (aka Beatty), for WWI 'contact' naval actions in the North Sea. The RN's goal, with the aid of secret intelligence (courtesy of Admiralty Room 40), is to ambush a German raiding force (aka Hipper) with superior forces and bring about it's destruction. The logic being that Command and Control problems for RN player is far greater, whereas the High Seas Fleet (HSF) is more concentrated, easier to control and is intent more on escape.

This type of scenario was played out several times during the course of the war (particularly 1914 to 1916) and seems an ideal test-vehicle for solo play.

Raw Game Ingredients:
  • Formations
  • Orders 
  • Command Dice
"This is a  new idea since last posting. As I have been playing a lot of Chain of Command, it's Command Dice mechanic seems much more sophisticated and appropriate that my initial musings using PiP points (aka DBA)"
  • Simultaneous Movement and Combat
  • Morale Status
Next: A historical scenario "The Scarborough Raid December 1914"

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.