Some Scenarios for Wargamers

Interception, Destruction, and Victory

by Hamish Paterson

Recently I read the 2nd edition of your book on Naval Wargames. Having been seriously naval wargaming for some years, my main opponent Paul Ramsden and I have found the worst problem is forcing both sides to fight as Naval battles only take place by mutual consent and the convoy defence or the raider brought to bay scenarios are a bit boring.

So here are some suggestions for scenarios and also some balanced sides which we have founa by trial and error.

(a) INTERCEPTION OF TROOP CARRYING CRUISERS OR RESUPPLY OF A BASE:

This introduces the idea of different victory objectives. The cruisers must get from A to B or resupply the Island base and get away again. The other force must intercept and cripple them so that the objective becomes impossible.

The ruined area prevents bombardment while unloading takes place and is known to interceptor.

Suggested Forces:
German - Liepzig and Nurnberg
Allied - Cumberland, Exeter/York OR Belfast and Dido.

In the troop carrying cruiser action Liepzig was sunk andNuxuberg damaged and the troop carrying failed (Allied victory).

In the resupply action (see above diagram) Nurnberg was sunk as were Belfast and Rido-- (Axis victory).

(b) PROPAGANDA BATTLE:

This is unrealistic historically and militarily but gives an exciting battle.

A fight to death between 2 battleships
Axis: Bismarck; Littorio
Allied: Vanguard; KGV Class.

c) DESTRUCTION OF A SHADOWING FORCE:

A battleship and cruiser force attempt to destroy a cruiser and destroyer shadowing force.

In case tried Bismarck alone fought against HMS Cumberland, USS Bilexi and 4 Tribal class destroyers, to make a more balanced battle one of Karlsruke class or the Liepzig or Nurnberg should be used.

(d) UMPIRE DIRECTED SCENARIOS:

These can be the most fun if properly worked out. This is so because it brings in the unknown.

The players are given their starting points, ships and a resume of the situation. This should be vague using terms like heavy unit, meaning anything from battleship to cruiser or gives false information as to numbers. The idea being to build up a situation in the players mind which will to some extent control his conduct. This can be used to balance a game by pulling the physically stronger side at disadvantage.

The presence of an umpire allows full use of visibility distance rules. In addition fog banks and rain squalls can be introduced. To conceal forces or to add a new dimension. A rain squall's effect can be simulated as follows: players draw moves for 3 rounds in advance if without radar the 3 moves are then carried out. If with radar the moves are carried out with firing at appropriate times.

(e) VICTORY CONDITIONS:

These should get away from sink the lot ideas. Objectives to cripple rather than sink gives a more exciting and less stereotyped battle. Cripple being taken to mean reduced to half top speed. Main armament 80% knocked out or 50% of sinking rate in damage point

Finally, if the action degenerates into a stern chase call it off and try something else because it gets pointless.

The rules we use, giving an exciting game in under two hours, are Naval Warfare 39-45 by Keith Robinson, published by Leicester Micro-Models. A word of warning - do not give-up because the initial manoeuvring for position seems boring. It is vital to the end result and very much of the fun.


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