by David Elrick
It all started sometime in 1996. Graham Empson and I were down the pub indulging our other hobby - bitching about work (we both work at the same place) - and discussing wargames in general, when I outlined a long-held plan of mine for a participation game involving one modern warship detecting and fighting off attacks developing around her. One important aspect of the game would be that, unlike most naval wargames, the ship would not move, but the action round her would. In order to do this, the ship would sit at the centre of a `spider's web' made up of two or three rings concentric subdivided by lines radiating out from the centre. Each threat, as it developed, would be placed in one segment of the outermost ring and would be dealt with by the ship's principal warfare team (the players), comprising: the Captain, responsible for the overall conduct of the ship; the air, surface and subsurface warfare officers (representing the three principal warfare teams in a modern Royal Navy warship), responsible for prosecuting, respectively, any air threats, surface threats, or subsurface threats to the ship; and the ship's helicopter crew who could take the battle to the enemy, if required by one of the three warfare officers. We tossed this idea around and agreed it would be good to do - and then promptly forgot about it again! Then, in November we went to Winter Recon in Leeds and, over a couple of beers with Kenn and others, the idea came up again. Kenn agreed that it was a good idea and the plan was set. First Difficulty The first difficulty was the model of the ship itself. Modern naval wargames - indeed most naval wargames - use either 1/3000 or 1/1200 scale, where a modern frigate is less than two inches long. Neither scale was really suitable, because the model would, for most of the game, be the only model on the table - the developing threats being represented by off table events. Unfortunately the only other possible source of supply, the static or display model market tended (naturally enough) to as much detail as possible and while the smallest models, at 1/600 or 1/350, would be suitable in terms of scale, the sheer expense of these models made them impractical for our needs. So we went to the Sheffield Triples, reluctantly prepared to tell Kenn that the idea would have to be scrubbed round. Fortunately, before we could get to see him I happened across SDD Models, who make excellent models of MTBs, MGBs, E-Boats, R-Boats and a wide variety of corvettes, armed trawlers and the like. Here, it seemed, was a solution to the problem, since the models were large enough to make a visually exciting display, but cheap enough not to cause too many problems with the limited budget we had to work with. So I left Sheffield with a variety of ship models (and I could explain to my good lady that I had not bought them for me, but for the club!) and the task of reworking the game to suit this change of events. The rules were simple enough. I had already written very streamlined fast play rules (you'll probably see them here soon) for the modern era and it was a simple matter of changing the weapons and increasing the types of vessels and aircraft - in fact, I was able to slim them down even further because I didn't have to account for supersonic aircraft or missiles. The final game is based around the same 'spider's web' display, but each player takes one MTB/MGB or E-Boat/R-Boat and the whole flotilla stays in the centre ring, with threats building up around the outside rings. The rules themselves are based around a single deck of playing cards, which determines the number of hits against a target, the amount and type of damage suffered, and even the degrees of flooding and/or fire (every time Graham has played them so far he has had at least one ship with both uncontrolled fire and flooding racing to see whether the ship blew up or foundered first!). The rules are simple enough to be picked up on one reading and give a very fast and lively game, mirroring the high-speed actions the real-life small ships took part in. We shall be taking this participation game to three shows this year, and as many as we are able to do next year, as long as we can get other SWA members to help us out at the shows. THE AFTERMATHBy Kenn (Proud holder of a Certificate of Achievement) [Do not ask Graham to see his, because one must survive to get one!] David and Graham dropped in for a coffee and a quick brief for me prior to going to Harrogate for the first outing of "The Game" at Sabre. We arrived in plenty of time and were allowed to set up anywhere we wanted and within about 10 minutes were ready for business. Setting-up entails opening the board constructed by our Graham, placing flyers around the show, putting notices about the Solo Wargamers Association on the walls and then having a mingle with other gamers. Our requests for assistance in running the game from other members will be in just filling the 4-5 places around the table for the first game in order to get it going and to promote interest in other punters. The first ever game saw those Terrible Twins from Lancashire Games, Allan Lumley (first player to be sunk!) and Phil Shang (sinking by the head and would not have survived the last turn), with Paddy Hinton from Wargamers of Ripon (WOR) and myself up against the might of the German Navy. With the objective of the game to be to last the full 10 game turns, I was somewhat disappointed to sink (while on fire) in Turn 8 and Paddy with his usual tactic of hanging back was the only one to survive and he received the first ever presented certificate. He really was quite chuffed with it. All agreed it was a good laugh. In true wargaming fashion I quickly signed up for the second game demanding an MTB this time! The slots were quickly filled and the game began with David and Graham doing some nifty dealing with the cards. First hit my MTB took knocked out the steering and that was me on a straight course for the rest of the 10 turns, sinking a German R-Boat in the process. On the other side of the board Mark Allan, a new Association member, and his son did a lovely flank attack on U552 and sent it into its last deep dive. Much cheering from the British side. Due to superior tactics (well OK we were lucky with the cards), all British players got their Certificates and the two young lads were given a Solo Wargamers Association pen each. Big smiles all around and the players for game 3 enrolled before game 2 had finished! Cannot really finish this account without mentioning Ian Scott (who took out membership there and then) and his two daughters, who not only played three games but have also booked in for a game in Leeds at RECON later this year! Hooked or what! David's game is a success and I would like to thank him for the time and effort he has put into it. Graham as usual has been busy in the background for which he deserves credit. In the games I played and those I observed throughout the day there was a sense of fun and a very good ambiance around the table. The game also gave members a place to meet each other, apart from the "traditional 1300 hours at the nearest bar". I met a total of 13 members throughout the day. We had quite a gathering made possible by the game and the label badges, of which 2 were sold on the day. Most satisfying was when a chap come up and announced "I used to be a member and thought you were dead". A recipient of the infamous "Bankrupt Letter", who quickly got out his cheque book and re-joined! Welcome back Tom. The Solo Wargamers Association Participation Game is now firmly on the circuit, so please come up and introduce yourself and have a go. It's FREE! Back to Table of Contents -- Lone Warrior #120 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1997 by Solo Wargamers Association. 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