by Wally Simon
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A sight to behold. Four dedicated wargaming practitioners gathered around the table, secret orders clutched to their chests. The group included Cliff Sayre, who designed the scenario, John Victor of WARGAMER'S CORNER, Jim Butters the Besieger, and that man of many parts, the Lion of Ostlandt, General Simon. The encounter used GENERAL QUARTERS rules, 1:2400 scale ships and pitted Sayre and Victor, as the British, against Butters and Simon as the Germans. Figure 1 shows the locale, an area on the Northwest perimeter of the North Sea. The salient features in the initial setup were:
b. German Force 1 and Force 2 to the northwest. c.Two small islands to the south ... one containing an anchorage at which there were a British cruiser and two merchantmen. d. A minefield strewn by the British. e. A squall line running east-west and moving northwards. Visibility north of the squall line was 20 inches, while south of the line, the entire region was clear and visibility unlimited. THE BATTLEThe most effective way to describe the encounter is on a turn-by-turn basis, with sketches showing the movements of the forces concerned. No doubt the reader has seen other descriptions of naval battles in which all movement was superimposed on one map, the result being an unrecognizable squiggle of lines purportedly indicating the tracks of the vessels involved. With any luck, we can do better than that. A chance card was drawn and it turned out that one of Butters' destroyers was called away to the north - immediately - by the High Command. The G1 force chose to follow the destroyer northeastward, partly to escort it and partly to join it to bash the British; (d) An item foonote is that, if the German air attack had been focused on the convoy, it would have caught the ships in a refueling mode and caused lots of British tears to flow. Refueling was completed on Turn 2, however, and the Germans lost their chance. Turn 3: (a) Both forces had sent out spotter aircraft and, with their help, an exchange of fire took place. See Figure 2. The firing procedures for GENERAL QUARTERS are fairly simple. Three six-sided dice are thrown, each with a separate function ... Red die - correlates with a range table to indicate whether or not a hit was scored. White die - Each gun has an offensive factor, and each ship has a defensive factor. The offensive:defensive ratio is correlated with the die throw to determine the extent of the number of "hull boxes" crossed out. Green die correlated with the offense:defense ratio to determine hits on the target armament; (b) the exchange of gunfire produced nothing noteworthy. The British cruiser at the anchorage and the two merchantmen slowly set out to sea. The merchantmen planned to head south to shelter; the cruiser went north to help in the battle; (c) Both sides launched torpedoes.
After the fighter-versus-fighter phase is over, the surviving aircraft are subjected to anti-aircraft fire from ships. 3. The surviving aircraft then bomb, strafe, etc. 4. If, therefore, one can overwhelm the attacking enemy with fighters, none will survive to enter the bombing phase, which is just what the verdammte British did!
FINAL THOUGHTSA most enjoyable afternoon, for which Cliff Sayre was profusely thanked. Both John Victor and your chronicler were not at all familiar with modern naval rules, and were very pleasantly surprised with the action. Movement in GENERAL QUARTERS seemed to be rapid; the dalaying phases of the game were centered on the gunnery and torpedo sequences. Special "ship-shaped" data sheets were used for bookkeeping. GENERAL QUARTERS handles ship movement and gunnery on an individual ship basis. This is in direct contrast to the symbolic methods used to decide air combat and the firing of torpedoes. These latter two procedures might be termed "paper transactions" since the forces involved are never really seen on the gaming table; each side merely notes its strike requirements and the results stem from a comparison of table values. Because of the particular requirements of the given scenario, there was no opportunity to note how the rules handle hidden movement, as would be necessary in playing out a submarine attack. The scenario was defined by a general intelligence summary which was made available to both sides. Each side had a special summary, not available to the other, which defined the objectives and constraints for the engagement. Examples of these "special orders" are given in my article in COURIER 3-1 which also describes the use of the chance events which Wally mentions during Turn 2. The action was played on two adjacent sewing pattern boards which provided the reference grid for locating the islands and minefields. We have subsequently used the grid to implement hidden movement for ASW engagements which I hope to describe in a future article. - CLIFF SAYRE Back to Table of Contents -- Courier Vol. III #2 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1981 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |