|Some would say we're getting a little old for crawling around on the floor doing WW II Naval miniatures! Here Mike S closes with the Japanese flotillas, while Allen, Joel, Keith and Steve look on.|
We'd never played theses rules for such a small action, though. General Quarters is more designed for fleet actions with the bigger ships. How would it work for such small scale engagements? Well, according to us would-be JFKs, not very well! The rules' move/countermove system allowed the Japanese destroyers to ram us easily and at will, slicing through 1-2 boats every turn we were close enough. Our torpedoes had a range of only 12" and they had a movement of 13", which meant they could virtually outrun our torpedoes. Never mind the fact that I have always stunk at this aspect of the rules. With GQ, you guess whether your torpedo target will maintain course, go to port, starboard, or reverse course. To get within range of them to launch torpedoes, we had to weather the storm of their gunnery (and more dangerous) their ramming.
|Our target: A Japanese supply convoy headed towards Guadalcanal (1/2400 scale miniatures)|
|Tsuro: The Game of the Path is a quick, fun 15-minute board game|
Next week, we will do the second scenario of my Pulp skirmish games. I'm busy finishing up the terrain for this game, as you can see on my post about my Jungle Hut.