Seekrieg 5 – Dreadnought 1906

This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. The year is 1906. The British have just completed a new battleship. Navel experts claim it makes every other battleship obsolete. HMS Dreadnought and two British pre-dreadnoughts take on six German pre-dreadnoughts.

After about 4 hours of play and 20 game turns (40 minutes) we called the game. Damage results:

Pommern, 3 tiers, 12 knots
Schlesien, no damage
Braunschweig, 1 tier, boiler damage repaired
Schleswig-Holstein, light damage
Deutschland, 4 tiers, 15 knots
Hannover, 1 tier, 6 knots

Dreadnought, 4 tiers, 17 knots, both wing turrets out
Hindustan, light damage
Prince of Wales, light damage

 

Black Powder ACW – Piedmont 1864

This weekend the local HMGS-South group played a Black Powder Civil War game. The scenario was loosely based on the Battle of Piedmont, June 5th, 1864.

Black Powder rules modifications: BP-ACW specific rules (distances were adjusted for a ground scale of 50 yards per inch)

 

After four hours of play we called the game. The Union took heavy casualties to their largest brigade, the Confederates lost two batteries and cavalry losses were about even.

 

Bolt Action – Marines Land Again

This weekend the local HMGS-South group played a Bolt Action game. This was a similar scenario to the previous Bolt Action game. US Marines landed on a beach defended by the Imperial Japanese Army. Six LVTs, each carrying an infantry squad and several small support units attempted to land in the first wave. Several grounded on a reef for a turn, but by the second turn all troops were safely ashore. Two LVTs were destroyed on the beach by a Japanese tank. The marines and the remaining LVTs moved inland against hidden or dug in defenders. When the game ended the Japanese still held 2 of the 3 objective strong-points.

Sudan – The Sword and the Flame

This weekend the local HMGS-South group played a Sudan game using The Sword and the Flame colonial rules (20th Anniversary Edition) and the Gunboats and Dhows rules. British forces were tasked with recovering captives, a river steamer and supplies taken by the Ansar. Ansar units were hidden on the table and more arrived on turns 3 and 6. The boats used were made by Last Stand Dan.

After about four hours of play we needed to quit so the hobby shop could close for the Memorial Day weekend. The British recaptured their river steamer (2VP) and some of the supplies (1VP) but did not get into the fort to rescue the captives (2VP for the Ansar). A hard-fought British victory.

 

Tsushima – Russo-Japanese War Naval AAR

This weekend the local HMGS-South group played a Russo-Japanese War naval battle based on the Battle of Tsushima. In order to make the game more balanced, the Russian ships were not handicapped to reflect their historical performance.

Visibility 14,000 yards. Wind SW at 14 knots. Seastate 3

Status at the end of the game: tsus2 io

Damage output file: tsus2 out

Plot of ship movements:
0 to 30 minutes tsus2 plot 0-30
30 to 60 minutes tsus2 plot 30-60
60 to 90 minutes tsus2 plot 60-90

Computer code (described here)

We called the game after about 4.5 hours of play (90 minutes of game time). The damage was fairly even at that point. The Russian battleships were low on main gun ammunition and several were completely out, so their ability to continue the fight was limited.