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A convoy of 1/300 scale coastal vessels attempts to evade an ambush in the Black Sea during WW II
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One of the advantages of having a friend like Keith (
here's the link to his blog), who owns figures for virtually every period of warfare, is that you get to PLAY games from virtually every period of warfare! This past Sunday was a perfect example. In all my years of gaming, I don't believe I have ever gamed WW II PT boat actions. Yet there we were, playing out an engagement between Italian, Romanian, and other naval forces as one side was escorting a convoy that the other wanted to sink.
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Keith taught us a new set of rules for small scale coastal actions called, 'Hunters on the Shoreline'
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Keith was using a set of free rules he'd downloaded from the internet,
Hunters on the Shoreline. They bill themselves as "Fast Rules for 1/600 WW II Coastal Miniatures." Keith's miniatures were 1/300, but I can't imagine that really affected anything. Just bigger and easier-to-see ship models. We had six players, and each of us was given a small force of three ships or so. Mine were two F Lighters -- big (for this type of action) armored ships with a 3" gun and some smaller caliber weapons. Most ships simply had what was called an Autofire Factor to account for their 20mm guns or whatever. My third ship was a heavily-armed Romanian torpedo boat. Our side also had three freighters we were escorting.
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Two of Jenny's torpedo boats veer off to meet the attack of Allen's ambushing flotilla at the top
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The enemy decided to spring their ambush early. Allen's four torpedo boats roared out to attack the escorts between him and the freighters. Spotting is a crucial factor in this game, with size, speed, and distance all making it more difficult to see an enemy at night (when most of these types of battles took place). We had two turns of taking this into account before Keith's bigger ship fired off a starshell which illuminated the entire battlefield.
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Three dark gray freighters surrounded by the defending escort vessels attempt to make it through
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Allen's early attack meant he was potentially facing at least half our fleet while his two cohorts were far away, out of range to assist him. True to form, Allen's dice were hot, though. He knocked out the steering of two of Jenny's torpedo boats forcing them to slow to a crawl to avoid running aground. Between Jenny's return fire and my own attacks with the my Romanian vessel, Allen's force of four PT boats was soon either sunk or fleeing the table. My Romanian vessel had also created smoke to keep Allen from attacking our freighters, which I think was a crucial point to our success (if I must say so myself...haha!).
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Mike S's torpedo boats race towards Keith's flotilla, hoping to screen the freighters and launch torps
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As Joel and Keith's flotillas closed with our fleet, Mike S had zoomed ahead with his PT Boats to cover our front. When he got near enough, he began the countdown to firing his torpedoes. Strangely, you declare you are firing them and it takes two full turns before they are actually launched. Mike did a great job with timing because as soon as they hit the water, Keith's big warship was within close range. Lots of dice rolled later and Keith's vessel was struck twice by torpedoes and quickly sinking. It did get off a long range hit on one of my lighters, knocking out its 3" gun.
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My Romanian vessel lays a smoke screen to prevent Allen from launching against the freighters
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The rules for firing the 3" guns really annoyed me. To hit, I needed to roll a "12" on 1d12. What's worse, if my target was small like a torpedo boat, I would then need to roll a "6" on an additional 1d6. My autofire factor on the lighters was only a "1", so my secondary weapons were useless at more than 12" range. I realize in these actions the navies are throwing everything that floats into the battle, and some ships are going to be underpowered. However, I would think a 3" gun would be more effective than that. A direct hit would probably not be necessary to cause damage on small vessels like we were fielding.
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The Romanian warship fires its impressive array of auto cannons and sinks one of Allen's MTBs
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Then again, I am assuming the author of the rules knows way more about this style and period of warfare than I do. It just seems unsatisfying to roll 1d12 turn after turn and know you have only the slimmest of chance at hitting. I thought the rules for the smaller caliber guns -- the Autofire factor -- worked well. The modifiers made sense and hits were realistically more or less likely depending on the tactical situation. So, kudos to that aspect. I think it would have been fun to play the game without the starshells turning everything to daylight, too. Ships moving slower are hard to spot, but once spotted, are easier to hit. A nice decision-making conundrum for players.
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Allen & Jenny with a rules question during -- Allen rolled lots of criticals, but Jenny drove him off
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Did we enjoy that game? I don't think anyone was ecstatic and champing at the bit for another game. Equally, I don't think anyone felt it was a waste of time or unplayable. That often seems to happen when we first play a game, though. Learning new rules and trying to design a balanced scenario for a rules set you haven't played is difficult. Often it takes just getting one rule wrong or something off in the scenario to prevent you from getting full enjoyment. So, kudos to Keith for taking the risk, as well as time and effort, to let us test out these rules.
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Allen's torpedo boat pierces the smoke screen, but is promptly damaged & driven off by autofire
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Keith's 1/300 miniatures looked great, I felt. They were small enough that we could play a naval engagement on a tabletop, yet big enough you could see the details. It was easy for me to tell my torpedo-armed Romanian ship from its sister ship that didn't have torpedoes.
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Mike W wasn't there, but his cat Jack (who Keith was watching) was & made himself a nuisance!
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Keith did make some slight changes in the sequence of play. Those of you who read my blog regularly are probably thinking, "Did Keith bolt on the Wiley Games' card play mechanic for sequence?" Why, yes! You would be right! And I honestly feel Keith made the correct call. The rules say movement in simultaneous, but we all know how that works out when two sides are moving at the same time. One side watches the other and reacts to their movement. With no "plotting" mechanic, there's no way of avoiding this situation once the ships are within range and shooting at each other. So, I felt it was a solid modification and I'm not really sure if there was a downside to it.
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Screen shot of the 'Hunters on the Shoreline' rules, which Keith downloaded for free of the internet
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We declared our side the victors since we sank Keith's big warship and scattered or sank Allen's fleet. Our losses were small -- a damaged lighter and three ships with their steering temporarily knocked out. Most of the ships on the table were undamaged, including our freighters. So, it seemed like a win for the defenders. All in all, a good time and a chance to play something new and different. Thanks, Keith!
Miniature Painting & Purchasing Tally for 2024
- Miniatures acquired in 2024: 64
- Miniatures painted in 2024: 67