Showing posts with label American Civil War. Show all posts
Showing posts with label American Civil War. Show all posts

Tuesday, April 30, 2024

Civil War Ironclads? We're Playing Ironclads??

    A river naval action during the American Civil War with Keith's big scale ships
The American Civil War is not one of our Sunday night group's major gaming periods. I just did a scan of the more than 10 years I've been updating this blog and there are no ACW entries. Well, I guess there's a first time for everything! My friend Keith -- He Who Collects Everything -- had some really cool ACW naval ships in a really large scale. I didn't ask which, but you can tell from the pictures they're pretty big.

    Our gaming group gathers on another Sunday evening for something different -- ACW ironclads!
Keith offered to run a naval engagement for us this past Sunday evening. No one had anything they were all-fired up to do, so we accepted. Each of us would control one ship, with the ostensible idea that the Confederates were trying to break through a Union blockade on a deep section of river. Mike S, Allen, and I were the Confederates, while Joel, Mike twoW, and Keith each captained a Union ship. Keith had assembled a variety of vessels -- probably more to see how they all performed rather than to follow any actual historical engagement. None of us had any problem with that, though I would see that the ships were definitely not balanced in firepower or effectiveness.

    Allen's ship, the CSS Arkansas, that would fire the fatal shot that turned the tide

Of course, Keith couldn't be blamed -- it was his first time running the rules. He was trying out a set that was a mix between simple (my type) and "crunchy" (our friend Andy's preferance, who alas, could not make it). He was using Beer and Pretzels Ironclads, written by John R. "Buck" Surdu and Michael Miller back in 2000. As the name suggests, these are intended to be a easy set to play with the emphasis on a fun, quick game rather than detailed simulation. Keith had printed out the Quick Reference Sheets and turning arc templates. It took us a few minutes of looking at the chart to get the gist of how everything worked. Once we had the basics, Keith had us deploy our ships and set sail...er, steam!

    Capt. Mike W adroitly maneuvers his ship to bring his loaded broadsides to bear using the template
Of course, Keith decided to bolt on the Wiley Games card rules for determining which ships moved in which order. Joel did him one better and dealt two cards out per player, rather than one per ship. He said this would give us some tactical choice or decisions to make, and I applauded his improvisation. I was in charge of a cotton bale ram -- or something like that! Civil War has never been my interest, and ACW naval probably even less so. It turned out to be far and away the weakest ship of the six. It had "Light" armor (everyone else had Heavy or Very Heavy for the ironclads) and had only a single, forward firing gun. The Union's Essex, by contrast, had two guns firing forward, two astern, and four guns on each port and starboard. I was outgunned by 10-to-1 by that ship alone!

    Our Confederate ironclad, which we renamed the CSS Molasses (instead of Manassas)
My ship's chief weapon was supposed to be my ram. In fact, it turned out to be my only weapon as the first long-range shot by Keith's ship took out my only gun. The problem was that I had to close the distance sailing a max of 9" of turn when guns had a range of 30" or more. I urged my fellow captains to stay relatively abreast of each other so that no one got too far ahead and pounded individually before the others arrived. We advanced at the speed of our slowest ship, at first. However, once I lost my gun, I went full steam ahead so that I could hopefully strike home before I was pounded to matchsticks, cotton balls, and dog-paddling Billy-Ray Bobs!

    My own CSS Cottonball paddling furiously to get into ramming range before being sunk
Keith's ship and Mike W's Essex were doing a masterful job of reducing me to floating puffs of cotton, dealing out solid damage with every shot. Mike proved himself a commendable captain, adeptly turning to present his loaded broadsides while the other was reloading. As I crunchily marked off my hull boxes (and somewhere Andy was doubtless smiling), I began to doubt that I would make it there to ram. Finally, I steamed to within one move of Keith's ship which was showing me its broadside (the only viable target for my ram). Now, all I need would be to move before him on the card pulls. Nope! Keith's card was one higher, squeaked out of my range, and I would have to endure another turn of pounding before trying again. Fortunately, both Mike's monitor and Allen's ironclad were closing in, as well, and drawing some fire. 

    "Almost there, Captain...!" The CSS Cottonball, holed and battered, nearing its target
I survived all they threw at me that turn and got another chance of getting to hit Keith broadside. This time, my card was one higher than his, and the CSS Cottonball struck home. I had a 50-50 chance of hitting him and rolled an 11 (I needed an 11-20 on 1d20). Yee-haw!! I rolled 4d6 and did 13 damage -- a tad under average, but Keith seemed impressed as it was his turn to crunchily mark off hull boxes. My ship was down to less than 10% of its hull boxes -- not much more than a slowly moving bales of cotton being pushed by a shattered paddle wheel. The next good hit would sink her.

    Boom! The Cottonball's ram strikes home and does 13 hull damage to the Union ironclad
Meanwhile, Mike W's Essex was enjoying the flurry of broadsides he unleashed upon us hapless Confederates. Allen finally got a decent shot at him, though, and rolled his dice, getting one hit. He rolled the d20 for damage and rolled a 20 -- critical hit! That pounded the Essex for 5 hull boxes, a gun, and crew (I think) and, most importantly, a roll on the critical hit chart. Allen rolled a "17." We scanned down the unfamiliar chart and laughed. "Magazine hit - ship explodes and sinks immediately"!!! The game turned in that moment. The Union's toughest ship had been erased with one roll of the dice. The Essex's captain seemed quite crestfallen. He had been pounding away and winning the game for his side with each turn.

    The USS Essex explodes due to a magazine hit as Allen's run of luck continues in our games
We gamed out another turn (which saw the CSS Cottonball sinking, too), but decided to spitball the rest of the game. Keith felt that Mike S's monitor would doubtless sink his own once-rammed and battered ship. He contended that Joel would sink Allen's damaged ship, though I wasn't so sure. Most of the damage Allen had suffered was at the hands of the Essex -- not Joel's monitor. And there was that "Don't kill your brother" admonishment from Allen's wife before they departed for gaming to contend with, as well. Still, Keith called it a draw and he was GM. What do I really know about ironclad warfare, anyway? 

    Keith checks the rules to see if it is worth it for the Cottonball's crew to board his ship...NOPE!
Well, I DO know one thing. Next time we do it, if we do, I am NOT going to command a cotton bale ram! Thanks to Keith for setting up the game and letting us play with his very cool, big ships. And thank you, Allen, for saving us with another of your fantastic die rolls -- yee-haw!! The South will rise again, but alas, I think the Cottonball is a goner!

    Joel's Union monitor which alternated every turn firing one of its two guns, but did little damage
Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 57