|Joel measures the range as Allen and Keith open fire on each other in late 19th century naval action|
Anyway, either he or Keith had found a free set of rules online covering the period called "Quickfire Rules." We began with Joel explaining how we they work, in particular the firing section. Once we'd wrapped our head around the concepts, Quickfire was easy to pick up. We were all calculating what we needed to roll and easily adjudicating our ships' firing by the second turn of shooting. In that respect, the rules were a success. Simple and easy-to-learn!
|The Chinese squadron sails onto the board in line abreast formation (or was it line a-quarter?)|
The scenario consisted of lobbing long-range gunnery shots at each other. In general, we concentrated our fire on the closest enemy ship. Only one ship was sunk -- Allen's battleship -- but a number of others were damaged. If my ships are any indication, each ship takes a half dozen or more primary and secondary gunnery, and also hull hits. With each hit marked off, either the offensive capability or speed is reduced. My part of the fleet suffered only a total of two boxes marked off the entire game. Allen was closer to the Japanese and was absorbing the brunt of the punishment.
|My own squadron in the Battle of Yalu River. Joel added toothpicks holding the ship names and attached it with a blob of putty to Keith's bases.|
|A close up of one of my ships taking fire (note the Litko splash marker...Keith LOVES Litko markers!)|