Also tucked in there are a couple of 1/300 MFPs, so far these are the largest 3D prints that I've attempted. I was most impressed with the skills of the modeller, the detail in the weapons is awesome (so good in fact that the 1/600 models have problems with the extremely fine barrels.
An irregularly updated blog whose purpose is to chronicle the development of my various wargaming projects, but primarily my foray into the joys of colonial wargaming set in the Sudan
Showing posts with label Cruel Seas. Show all posts
Showing posts with label Cruel Seas. Show all posts
Thursday, 6 June 2019
1/600 Romanians
Latest models off the stocks (or rather off the printer) are the core of my new Romanian flotilla in 1/600. An interesting mix of Vosper, BPB and MAS boats with a trio of MFPs in support. There are also three Kriegsfischkutter to complete the set (plus an extra one due to the arrangements I used when I was printing) plus a larger 1/300 "mother hen".
Tuesday, 23 April 2019
3D Fun
A few weeks ago I was lucky enough to make a few pennies selling on some GHQ modern Germans that had been sitting on my shelf for too long. Just for one I decided to spoil myself and so a few days later I took delivery of an Anycubic Photon 3D resin printer. This is a nifty device that uses UV light to cure very thing layers of resin (down to 0.02mm) that form the subject of your model print. Since then I've been learning how the thing works, tweaking settings and arrangement of models on the print bed (which rises up out of the resin tank, quite remarkable). I've had quite a few failed prints bu I'm getting the hang of it and I must say I'm very pleased with the results. Obviously the main subjects have been ships and coastal forces models. With the release of Cruel Seas there have been a number of 1/300 scale 3D models put up on free download sites. I've made a few in 1/300, but the joy of 3D printing is that you can scale the models just as you can print a paper document at a reduced or enlarged size. So I've printed out a few new flotillas of 1/600 craft, as well as all seven of the Red Sands "Maunsell" forts that are in the Thames Estuary (essential for a CF campaign, they did trade shots with S Boats on several occasions)
A few examples of printed and painted models below; as I type the machine is working on a set of Star Trek ships, and the Moon Base from Gerry Anderson's "UFO" TV series is in the paint shop
A few examples of printed and painted models below; as I type the machine is working on a set of Star Trek ships, and the Moon Base from Gerry Anderson's "UFO" TV series is in the paint shop
SHADO Interceptors from "UFO"
The seven elements of Red Sands Fort
1/300 MGBs and an RAF rescue launch
1/200 Cessna O2
1/600 R Boats and SGB
1/600 MAS and MS boats
1/600 ASRL and HDMLs
1/600 MGBs
Labels:
1/600 WW2,
Coastal Forces,
Cruel Seas,
Napoleonic Naval
Saturday, 19 January 2019
Torpedoes in Cruel Seas
One of the things that has struck me about torpedoes in Cruel Seas is just how ineffective they are. The chance of hitting is low, and that fine (the RN's hit rate with torpedoes from coastal forces craft was about 26%). Rolling for dud takes out a few more successful interceptions and then on to the damage....
At this point it gets a bit strange, with trawlers and minesweeepers often surviving two and sometimes three hits, from weapons that would routinely put a fleet destroyer on the bottom. Rolling 16d6 gives an average damage score of 56 and a maximum of 96. With average die rolling it is quite likely that the destroyers in the game will be able to take 3, possibly 4 hits. And whilst doing so they suffer no ill effects other than damage point loss because torpedoes don't cause critical hits.
In actuality a torpedo hit on anything smaller than a battleship was a REALLY BIG DEAL, and on a destroyer or smaller warship the chances were more than likely that the ship would sink outright from one hit. I appreciate that to help the "game" aspect Warlord didn't want players to have their large models killed outright and hence the damage effects were toned down, but in a game about torpedo boats I feel they have been nerfed way too much. MTB and S Boat players need to be rewarded for getting their boats into the right place to execute their attacks, hence I'd like to propose an amended damage resolution system.
If a torpedo hits a medium or smaller sized vessel that vessel is sunk immediately.
If a torpedo hits a Large or Huge ship roll a D6, add 1 if the ship is Huge.
On a 1-3 the ship sinks. Her back is broken and the ship slips quickly beneath the waves
On a 4 the ship is crippled. She loses 90 DP and stops dead in the water
On a 5 she is critically damaged; she loses 70DP, takes 2 engine critical hits and suffers a rudder critical hit on a D6 roll of 4+
On a 6 or more she is heavily damaged, losing 50DP and one engine critical, and a rudder critical on 5+
In addition, roll a D6 for each weapon mount and accessory. If the roll equals or exceeds the damage die roll above that weapon or accessory is damaged by shock and is out of action (so if the player whose ship was hit rolled a 5 - critical damage - they would roll a D6 for each weapon and accessory an it would be lost on a 5+)
As with my previous house rules these are a starting point, comments and suggestions welcomed
At this point it gets a bit strange, with trawlers and minesweeepers often surviving two and sometimes three hits, from weapons that would routinely put a fleet destroyer on the bottom. Rolling 16d6 gives an average damage score of 56 and a maximum of 96. With average die rolling it is quite likely that the destroyers in the game will be able to take 3, possibly 4 hits. And whilst doing so they suffer no ill effects other than damage point loss because torpedoes don't cause critical hits.
In actuality a torpedo hit on anything smaller than a battleship was a REALLY BIG DEAL, and on a destroyer or smaller warship the chances were more than likely that the ship would sink outright from one hit. I appreciate that to help the "game" aspect Warlord didn't want players to have their large models killed outright and hence the damage effects were toned down, but in a game about torpedo boats I feel they have been nerfed way too much. MTB and S Boat players need to be rewarded for getting their boats into the right place to execute their attacks, hence I'd like to propose an amended damage resolution system.
If a torpedo hits a medium or smaller sized vessel that vessel is sunk immediately.
If a torpedo hits a Large or Huge ship roll a D6, add 1 if the ship is Huge.
On a 1-3 the ship sinks. Her back is broken and the ship slips quickly beneath the waves
On a 4 the ship is crippled. She loses 90 DP and stops dead in the water
On a 5 she is critically damaged; she loses 70DP, takes 2 engine critical hits and suffers a rudder critical hit on a D6 roll of 4+
On a 6 or more she is heavily damaged, losing 50DP and one engine critical, and a rudder critical on 5+
In addition, roll a D6 for each weapon mount and accessory. If the roll equals or exceeds the damage die roll above that weapon or accessory is damaged by shock and is out of action (so if the player whose ship was hit rolled a 5 - critical damage - they would roll a D6 for each weapon and accessory an it would be lost on a 5+)
As with my previous house rules these are a starting point, comments and suggestions welcomed
Monday, 31 December 2018
Submarine Rules for Cruel Seas
There have been various chats about, and calls for, rules that covered dived submarines in Cruel Seas. I decided to take the old ASW rules from the Felix edition of "Action Stations" and modify them for CS. They will no doubt be appearing in "Narrow Seas" in the main rulebook or as a free supplement.
Introduction
This is not intended to be a comprehensive set of submarine rules for CS as it is assumed that a diving submarine is attempting to escape rather than to engage its attackers.
Diving
A surfaced submarine may announce its intention to dive when it activates. Diving takes two turns to complete. On the first turn the crew clear the bridge and upper deck guns. The submarine moves as normal but no weapons may be fired.
On turn 2 when activated the submarine is diving below the surface. It may till be fired at and rammed.
On turn 3 when activated the submarine has dived below the surface but may still be rammed by Large or Huge vessels
On turn 4 when activated the boat is fully submerged. The model is replaced with a marker showing the point at which it was no longer visible. The marker remains in place for the next 3 turns during which it is vulnerable to attacks by depth charges
.
Depth Charge Attack
If an depth-charged equipped vessel or aircraft passes over the submarine marker it may make an ASW attack. Only one such attack from a surface ship or aircraft may be made on a single submarine marker per turn. Only one ship or aircraft may attack a marker in the same turn.
The player controlling the submarine secretly rolls two d6 of different colours (e.g. red and white). The following table shows the score required on the red d6 for the attack to have come close to the submarine:
Add 1 for Veteran crews, subtract 1 for Inexperienced
crews.
Add 1 if the ship or boat has sonar
Advanced ASW Weapons
Ships with advanced ASW weapons such as Squid, Hedgehog
or Mousetrap do not need to pass over the marker. Instead they may attack if
the marker is within the forward 60 degree arc of the ship (i.e. within 30
degrees of dead ahead) and within 20cm. This is because they were ahead
throwing weapons.
If the attack has come close use the score on the white
d6 on the Depth Charge table for the effect of the blast (which may be no
damage). Use the "Normal ASW" column for standard depth charges. Use
the "Advanced ASW" Column for Hedgehog, Squid Mousetrap and acoustic
homing torpedoes
Players are encouraged to add to the 'fog of war' by
depositing suitable wreckage around the sub marker. Only the player controlling
the submarine and the sub commander knows whether this is real wreckage, or
only 'junk' dumped by the submarine.
Note that Hedgehog and Mousetrap were contact weapons.
The firer is informed if the target has been damaged by these weapons, but not
the extent of damage.
Reloading
Destroyers using stern depth charge racks can make an
attack each turn. Ships using only side depth charge launchers take 1 turn to
reload. Advanced ASW weapons take 3 turns to reload.
Damage Whilst Submerged
If the submarine suffers damage that forces it to surface
it does so at the end of the turn, regardless of the number of turns that have
passed since it began to dive. If a marker is in use it is replaced by the
model. The location of the model relative to the marker should be determined
randomly - use a wind die, spinner or
other random method to determine the direction from the marker, roll 2d6 for
the distance from the marker in centimetres.
Limitations on Submarine Offensive Actions
Submarines on the surface can fire torpedoes and deck guns
as normal. No weapons may be fired once the intention to dive has been
announced. If a submarine is forced to the surface it may not fire weapons
until the turn after it has surfaced.
Which ships are armed with what?
All corvettes, frigates, sloops and destroyers in the
rules are assumed to be armed with stern and side depth charges. Some US SC-497
Submarine Chaser may only have side depth charge launchers.
The following classes may carry Advanced ASW weapons
• Captain Class (Hedgehog)
• Buckley Class (Hedgehog)
Wednesday, 26 December 2018
House Rules for Cruel Seas
I've been musing on some house rules for "Cruel Seas" since they came out. The errata does a good job of clearing up mistakes in the rules, but there are some areas where I feel the rules lacked authenticity, and so could be "house ruled" for added realism without adding to the complexity of the game. Here's what I've come up with so far. I'd be keen to hear from anyone else who has thought about this.
1. Turning – The rule that only allows craft to turn
after each 1/3 of maximum speed leads to some daft situations where a tanker at full speed can outturn an MTB or
S Boat at the same speed simply because the tanker is at Full Speed (so it gets
3 turns) and the small craft only one (because they are at Slow). To create a
better turning model vessels can execute a turn after each 1/3 of their
movement for the turn rather than their maximum movement. So, a Vosper
travelling at Combat Speed (24) can turn after 8, 16 and 24.
2. Large ship manoeuvrability - Large and Huge craft are
still too manoeuvrable using this system, so only allow Large ships to turn
twice (after each half of movement) and Huge craft once (after all movement is
completed). In addition, consider changing warships in each group to Red rather than Yellow to give them enhanced manoeuvrability over merchant ships and more barge-like vessels (I've not had a chance to test this much but it feels right)
3. Turning on the spot - Large and Huge craft that are
stationary have amazing turning ability, way beyond anything that is physically
possible (medium and smaller craft would be able to make decent turns through
applying full power for a few seconds to bring the boat’s head around –
effectively a short forward movement and turn, but for the purposes of the game
a turn on the spot is OK). But Large and Huge ships are only allowed one turn at
the Red or Yellow angle as appropriate to the ship.
4. Minimum ranges. In addition to the minimum ranges
listed set the minimum range for S Boat bow 20mm guns to 10cm. These guns were
noted for having a very limited ability to depress to engage close targets,
whereas the S Boat’s other guns were generally on open deck mounts and could.
5. Torpedo management - Treat all torpedoes as
“orphaned” but give all torpedoes an activation die of their own. When its drawn - all torpedoes move. This removes the need to remember who launched what, but keeps the random factor of exactly when they move in the game. Also give them
unlimited range. They keep going until they exit the table. Torpedo running distances
were way beyond the fighting area covered in a typical game using these rules.
6. Damage table – The majority of guns listed in the
table are “automatic” so delete the “semi automatic” modifier. Instead,
increase 6pdr damage to 6D6, and use the 5D6 6pdr line for manual guns (e.g.
the aft gun with the shield on the Fairmile D model). Similarly, reduce damage from single shot versions of 37mm and 40mm guns (e.g. 2pdr anti tank guns used on Partisan ships in the Adriatic) by 1D6
7. Splashes - Ignore rules for splashes. The rule doesn’t
have any basis in fact, as incoming fire might draw attention of other ships
onto a target, but isn’t going to help them aim.
8. Damage table – delete line for quad guns, replace with
“Triple or quad Guns +2D6”. Quads were used because the effective ROF of the
20mm was quite low; the sustained ROF of the flakvierling was similar to the
twin 20mm Oerlikon)
9. Critical Damage Table - The table as it is works fine
for small craft but not for larger ships (is all fire from a destroyer or
monitor going to stop because a 20mm gun scores a critical?). To better apply
the results of the table ignore critical hits 1, 3, 4, 6 in Large or Huge steel
ships unless caused by 4” guns or larger.
10. Armour – The S-100 armoured bridge (and other
armoured locations in other craft) was only effective against LMG and HMG, with
a chance of deflecting 20mm HE rounds. So allow full effect against HMG fore, a
50% chance of deflecting 20mm (roll a D6, penetrates on a 4+), and no effect vs. 37mm or larger.
11. Strike the flag – This rule is pretty meaningless as
it stands. It was also quite rare for ships and boats to strike their colours
and cases where boats were captured invariably occurred when the craft had been
crippled. So instead I’d suggest that, where a craft reaches 0 points or lower
the craft has become wrecked. Rather than sinking it remains on the table but
cannot move or fire. Note any excess damage caused, this becomes a 2D6 roll at
the start of each turn to see if the craft sinks (for example, a craft suffers
enough damage to put it on -5, so each turn roll 2D6 and if the score is 5 or
less the craft sinks). Survivors can be rescued from the craft until it sinks.
Conversely an enemy may attempt to board and capture the craft, which is
achieved by stopping adjacent to the wreck and, on the next activation, rolling
ABOVE the excess damage (so in the example the craft would be boarded and
captured on a 2D6 roll of 6 or more. Again, roll in the boarding craft’s
activation. The crew of the wrecked vessel may attempt to scuttle the craft
each turn when activated, before the sinking test is made; roll a D6 and add
the score to the excess damage.
12. Visibility – a better representation of visibility at
night is needed to capture the feel of a coastal forces battle. To keep things
simple for night actions set maximum visibility unaided at 100cm, at 50-75cm if
you want to fight in very dark or gloomy conditions. Add 10cm to spotting distances for craft that are
travelling at greater than 20 knots / cm, 20cm for craft at greater than 30
knots/cm. Replace the models with
markers for craft that are out of visibility. Craft are placed on the table
when they move into visibility range. Illuminated craft (e.g. craft targeted by
or using searchlights, craft on fire, craft illuminated by starshells) can be
seen and engaged at any range – unless you have decided that the playing area
is affected by mist or fog, in which case the maximum visibility is just that,
and nobody can see or engage a target at greater distances whether they are
illuminated or not.
13. Searchlights – The rules as currently written
completely fail to capture the way searchlights work and the way they were used
in WW2 navies. As in the rules they can illuminate a target out to 100cm that
has been spotted by the craft using the searchlight or detected by that craft
using radar. Both the target AND the vessel using the searchlight are
Illuminated. Any fire at the illuminating craft or the target it is
illuminating gain the +1 modifier to incoming fire
14. Mines – There are some issues in the mine rules. The
errata adds the mine table that was missing. But the way that pressure mines
work runs counter to their actual effects (a craft’s pressure signature being
smaller at low speed rather than high). In this case change the Skill Test so
that it applies to Small craft, Medium craft and Shallow Draft vessels at 10
knots or less.
15. Exotic Weapons - The list of “exotic weapons” has a
very German feel about it. To even things up a bit allow RN MTBs and MGBs to
use the Holman Projector (this was an anti aircraft grenade thrower that was
fitted to most RN coastal forces craft). Treat the Holman Projector as the PAC
/ Drahtseilrakete but it has no risk of causing damage to the craft that uses
it.
16. Air attacks – It is curious that the rules don’t
allow aircraft to make strafing attacks when this style of attack was the
primary mode of damage to PTs, MTBs and S Boats from aircraft. The rules as
written actually seem to suggest that a strafing rule was there in an early
draft but was deleted for reasons unknown. To give aircraft more purpose and
threat in the game allow them to conduct strafing attacks against one vessel
that they pass over during movement. These are treat as normal machine gun or
cannon attack, ignore the -2 modifier for speed of shooter and the +2 for point
blank range (they just cancel each other out). Apply the damage bonus for the
number of guns firing up to a maximum of +3D6 (for example, a Spitfire shooting
eight .303 machine guns hits and rolls a basic 1D6 plus 3D6 for 4 or more
barrels firing). Unlike shots from sea level, LMG hits from aircraft CAN cause
criticals.
16a. For added complexity allow turret and pivot machine guns
on aircraft to engage targets within 30cm of their line of flight. If the
aircraft does NOT pass over the target the -2 modifier for aircraft speed plus
the relevant range modifier are applied.
17. Torpedo reloads. Several craft are listed as having torpedo reloads, but there are no rules on how long or in what circumstances they can be reloaded. The "book" time for an S Boat reload was 45 seconds, but this was in ideal circumstances. Wartime reports indicate that 5 minutes was more common, but that some boat commanders preferred not to carry reloads because the opportunity to reload the tubes was rare and the evolution was a long one. To reflect this one torpedo can be reloaded at the end of a turn if the following criteria are met:
17. Torpedo reloads. Several craft are listed as having torpedo reloads, but there are no rules on how long or in what circumstances they can be reloaded. The "book" time for an S Boat reload was 45 seconds, but this was in ideal circumstances. Wartime reports indicate that 5 minutes was more common, but that some boat commanders preferred not to carry reloads because the opportunity to reload the tubes was rare and the evolution was a long one. To reflect this one torpedo can be reloaded at the end of a turn if the following criteria are met:
- The boat is at Slow speed
- The boat does not make any turns during its movement
- The boat does not fire any weapons
- The boat is not itself under fire
- The boat crew make a successful skill test, with a +1 modifier (so Veteran crews succeed on a 3+)
18. Repairs. The rules for repairs seem a bit optimistic, especially as it is possible to repair a boat to its pristine condition. I would suggest the following additional aspects to repairs. (1) the number of damage points that can be repaired is 50% of the damage caused. So a boat that has taken 10 points of damage can repair up to 5. (2) repairs require personnel to do the work, which is likely to need all hands (or at least extra hands) to effect. This will limit the number of weapon mounts that can be used whilst making repairs. Small and Medium craft are limited to one weapon, Large are limited to 2, Huge are limited to 3.
19. Opportunities to repair Tiny craft are limited, therefore these craft may not conduct repairs.
20. German and Italian Explosive Boats. As the text states these were piloted by a single crewman who jumped overboard once the craft was set on its attack run. This of course means that the crewmen, having jumped, will be swimming and awaiting rescue. Place a marker representing the swimmer at the starting point of the craft's movement in the turn where it impacts a target. Use the rules in Scenario 3 ("To The Rescue") to resolve attempts at rescue.
21. Shooter Speed Modifiers in Gunnery. Ships at "full speed" have a -2 modifier. Because of this a trawler plodding along at 12 knots presents a less stable gun platform than a torpedo boat at 24. Another feature of the division of speed into three brackets without really considering what those brackets mean for each type. There are a number of ways to approach this, here is my recommended one:
21. Shooter Speed Modifiers in Gunnery. Ships at "full speed" have a -2 modifier. Because of this a trawler plodding along at 12 knots presents a less stable gun platform than a torpedo boat at 24. Another feature of the division of speed into three brackets without really considering what those brackets mean for each type. There are a number of ways to approach this, here is my recommended one:
- Shooting vessel is Fast AND shooter is Tiny, Small or Medium AND speed >20 : -2
- Shooting vessel is Stopped AND is Tiny, Small or Medium : -1
The rationale for the "stopped" modifier is that small craft in articular when stopped wold be affected by any kind of wave action and so may "wallow", something that would not affect larger craft except in higher sea states.
22. Torpedo Damage - there is a LOT wrong with the way torpedo damage is modelled if you were looking for some kind of authentic solution, the system in the rules as written being very much "game" orientated. For my thoughts on this see my later blog entry here
Saturday, 22 December 2018
A Review of Cruel Seas
Cruel Seas is the new coastal forces game from Warlord,
the makers of “Bolt Action”, a set with which it shares a few features. CS
brings together a set of fast playing rules and background with a range of
1/300 plastic, resin and white metal models to form a complete game in a box,
supported by a number of fleet and ship packs. I was sent a starter set for
review.
Nice dramatic box art to set the scene. Not sure what the guy with the grenade is doing though
Opening the box you find it pleasingly packed with
“stuff” – the 100+ page rule book is beautifully produced and filled with
glossy illustrations of the new models and with pictures from a variety of
Osprey publications. The box is reassuringly heavy. You get five sprues of boat
– three Vosper “Type 1”, three Vosper “Type 2”, two S-38 and two S-100
schnellboot. Another sprue contains 16 running torpedo markers, and yet another
sprue has a host of transparent blue splash markers. There is also a fold out
paper play seascape, high quality heavy card counter sheets that include damage
markers, top down views of some terrain and a coastal tanker ship, data cards
for the ten supplied boats and the tanker. There is also a bag of dice, and
“plume” markers that are used to show the speed of craft on the table. All
supplied in a decent box, it creates a very good impression of a well
presented, self-contained game.
An overview of the card components of the game. All of
stout quality. Also shown is the model tanker that is available separately
(there is a 2D large counter representing the ship in the starter set)
The rules themselves are quick and simple. The basic
rules for movement, gunnery and torpedo attacks are 8 pages long, advanced
rules take up another 16 pages. A further 15 pages add terrain, “tiny” vessels,
aviation, additional weapons and submarines. The density of information and the
profuse illustrations mean that is nowhere near as daunting as it sounds. The
rules themselves are simple and straightforward, written to appeal to newcomers
to the hobby, and are described early o as “guidelines” – an interesting point
that I’ll return to. The book is
“perfect bound”, looks great but even after a week of use the binding is
starting to fail and the pages are coming loose. Not good.
The basics of game play are simple. A die is put in a pot
for each boat that each side has. Draw a die at random, that indicates which
side can activate a boat. Choose a boat, move it, fire and launch torpedoes. In
this regard it uses the random draw mechanism that Warlord used in “Bolt
Action”, and it works well. Gunnery takes place during movement, torpedo launch
when a boat’s movement has completed. Boats sit on “wake” templates that show
how fast they are travelling, which is a nice touch, and crossing a boat’s wake
can catch out inexperienced crews. Another nice touch. Gunnery involves rolling
to hit with each weapon mount, modifying depending on things like crew skill,
range, boat and target speed etc. If a hit is scored roll a number of d6 equal
to the value of the weapon and inflict that number of damage points. Reroll
sixes and in the advanced rules apply critical hits that affect crew, weapons
engines and other bits of kit. Craft are sunk when they lose their last damage
point. Torpedoes drive across the table at the same time as their launching
vessel (or at the start of a turn if “orphaned” when their boat is sunk or
leaves the table. If they cross a model then roll to see if they have hit, roll
to see if they are a dud and then roll a very large number of d6 for damage.
Very quick, straightforward and fun.
Moving on to the models, these are decently produced,
well detailed with a minimum of parts that build into good representations of
the Schnellboot and Vosper types they portray. A few liberties have been taken,
for example the masts on the Vospers look like tree trunks rather than the fine
structures that the real boats used – I suggest binning the masts and replacing
with dressmakers’ pins with the points cut off – obviously the stocky masts
provided are there for sturdiness and to reduce breakage in play but they do
detract from an otherwise decent model. The “Type 1” Vosper has an option for a
20mm cannon on the foredeck, which you are going to want to take as the “early”
Vosper armed only with twin HMGs is at a severe disadvantage in the game.
Vosper "Type 2" (actually a 73' Type 1)
Warlord's display S-38 and S-100 models
Closeup of one of Warlord's S-38s
The S
boats have no options, the S38 has a 37mm gun aft, the S100 a flakvierling,
despite the 37mm or 40mm being the more common weapon and the data card
supplied being for a 37mm armed boat. Its easy enough to play with whatever you
would like to assume the aft gun is, but there is plenty of space on the sprue
for an additional gun or two (a 37mm and single 20mm would have made a whole
range of options available). The introduction to the rules says that 1/300 was
chosen in part because it allows crew figures to be added and boats don’t look
right without them – but none are supplied. Some “figures” are moulded in with
their weapons but these are just blobs that look more like seats than people.
No doubt accessory packs will be available to upgrade models in the future. One
omission though – no assembly instructions included, which makes fitting the
“crew” difficult, and the arrangement of some weapons not obvious. And beware
looking at some of the “official” photos of assembled models online as they
have weapons in the wrong places (37mm guns mounted in the 20mm “pulpit” on the
S38/100 for instance, and the 6pdr guns on the Fairmile D - part of the Royal Navy fleet pack - reversed, the shielded manual gun at the bow, the automatic gun at the stern). Despite these issues the models do look good, they are
quick and easy to assemble and will get the newbie playing very quickly.
A close up of the tanker model, available separately
Ship data card for the S-100 Schnellboot
So, all looks good, but when you get into the rules
themselves a few cracks start to appear. The biggest one, and the area that has
caused most controversy in the first few days of release is in movement,
something that should be easy.
Movement is simple, but the way that turning is
resolved means that a large merchant tanker moving at its full speed (say 12
knots) is considerably more manoeuvrable than a schnellboot at the same speed. The rule
itself is ambiguous, it is supported by an illustration that doesn’t match the
text – but the clarification that confirms this odd situation appears in the
gunnery section several pages on. And stationary ships can turn 90 degrees on
the spot, regardless of type. This allows an interesting counter-torpedo
strategy where a ship stops and simply pivots on its stern to avoid all but the
best-aimed fish.
There are many other examples of “oddness”, things that
are missing, inconsistent or just wrong”. In no particular order:
Warlord have introduced their
own descriptions of the Vosper MTBs with the 70’ type described as a “Type 1”,
the 73’ as a Type 2” (the “Type 2 actually being a 73’ Type 1, the Type 2
having 2 torpedo tubes and an automatic 6pdr).
The rules on minefields are
missing a critical table with hit probabilities. Magnetic mines hit every time
of craft on a “1”, despite separate lines in the text for tint, degaussed and
other ships – obviously each should have a different number. Pressure mines can
be avoided by travelling fast – in fact the opposite was true.
Russian ships are not allowed gunnery directors (or fire directors as they are referred to here). But Tashkent (included in the data tables) and other Rusian destroyers were equipped with directors. And radar.
Russian ships are not allowed gunnery directors (or fire directors as they are referred to here). But Tashkent (included in the data tables) and other Rusian destroyers were equipped with directors. And radar.
S Boats carry reloads, but no guidance on how long to reload.
Fighting in
darkness was a key feature of coastal forces actions, yet the rules covering
this are extremely limited and don’t reflect reality. The searchlight rules for
example suggest the rule writer doesn’t understand how they work, nor the tactics
that governed their employment.
There is an interesting selection of additional
weapons, including a German AA flamethrower which the text said aircraft flew
through with impunity, but which as a 10% chance of downing an aircraft. The
selection of additional odd weapons is predominantly German though – no Blacker
Bombards or Holman projectors, which would have been a nice touch.
The Fubuki destroyer is described as large but
was bigger than several of the ships listed as Huge.
There a re a host of errors in the ship data tables. For example, Flower class corvettes are listed as having 3" guns rather than 4", Marinefahrpram and MZ ZMotozaterra should be Shallow draught, Italian MT explosive boats are referred to in the data tables as Linse, and they don't even get mention in the rules on "Tiny boats", despite the MT explosive boat being the most well known - and successful - craft of its type.
There a re a host of errors in the ship data tables. For example, Flower class corvettes are listed as having 3" guns rather than 4", Marinefahrpram and MZ ZMotozaterra should be Shallow draught, Italian MT explosive boats are referred to in the data tables as Linse, and they don't even get mention in the rules on "Tiny boats", despite the MT explosive boat being the most well known - and successful - craft of its type.
Several vessels that were armoured to some degree aren’t listed as such in the data tables – the “Type 2” Vosper for example featured an armoured bridge, as did the Russian river gunboats (as well as armoured turrets and machinery spaces). But the effect of armour, at least in the case of the S-100, seems overblown, able to resist 40mm HE shells.
The critical hit table reads OK for hits on small craft but doesn’t work so well for bigger ships. Are all weapons on a destroyer going to cease fire for a turn because of a critical LMG burst?
Torpedo critical hits cause significant
damage but only cause a single torpedo tube to be lost – fine in an MTB, but in
a destroyer or torpedo boat with triple or quad tubes the damage would cause
the other tubes in the mount to be lost. A simple change, but it would have
been good if it had been there from the start.
Mines cause serious damage, yet
no critical hits. And the German Navy is credited with the first use of
magnetic mines (actually the RN in WW1, first use in WW2 was by the Luftwaffe).
37mm and larger guns that miss cause plumes around the target that obscure it (this wasn't really an issue in coastal forces actions, but anyway...). Three or more plumes gives a +1 to hit, making it easier to hit the target.
37mm and larger guns that miss cause plumes around the target that obscure it (this wasn't really an issue in coastal forces actions, but anyway...). Three or more plumes gives a +1 to hit, making it easier to hit the target.
Surfaced submarines are listed as Small in the text, Medium in the data tables.
Which means they are invulnerable to torpedoes using the rules as written
(Medium and smaller craft, and shallow draught vessels cannot be hit by
torpedoes, although modifiers are included to allow it).
Aircraft are included
but air attacks are limited to bomb and torpedo attacks. No strafing or rockets
(the former a particular gap since strafing attacks were a significant cause of
damage to coastal craft , especially when caught in daylight). Later text suggests that strafing attacks may have been included but were omitted. Aircraft can be
attacked out of sequence by a vessel’s “flak” guns – but the rules and tables
don’t define which guns they are. And can a weapon used previously in the turn
for anti ship fire be used as an AA weapon in the same turn? Or having fired at
an aircraft can a surface target be engaged? Instinctively the answer is no but
the rules don’t say one way or the other.
Players roll to determine whether a
torpedo that hits a ship is a dud – the table in the quick play sheets at the
back is different to the table in the rules.
Semi automatic guns cause 2 extra
damage points – what constitutes a “semi automatic” gun? Apart from the Molins
6pdr none are mentioned. So what about 40mm and 37mm guns? Are the ones listed
in the rules automatics? Semi automatics? Assuming they are automatic what
happens with a craft armed with a non-automatic version (such as the 37mm guns
on the MO-4, US anti tank guns on PT boat foredecks, some early British
2pdr/40mm guns on MGBs and MLs?)
The selection of boats in the starter set is odd if you know the subject but understandable – MTBs vs S Boats. That’s OK I guess in that it “pings” the
most popular types, except the RN built and operated MGBs to engage S boats, so
the mix is historically wrong. Even worse, none of the short RN MGBs are
included in the data tables (the only MGB is the Fairmile D in its MGB/MTB
guise). The other issue this causes is
that, being way more heavily armed, the German boats eat the Vospers in the
introductory scenarios. Mixing a 72’6” MTB with options and an early MGB with
40mm and 20mm fore and aft would have made for a more realistic and playable
mix as well as providing a new different hull with a host of variant
possibilities (several gunboat options, MA/SBs, cut down to make ASRLs etc.).
The Soviet list doesn’t include MO and BMO type gunboats despite them being
used extensively at sea and referred to extensively in the historical
discussion. Yet the Soviet list includes four varieties of riverine gunboat –
all with errors (57mm guns? Armour?).
The British section of the data lists shows
which Large craft are treated as shallow draft. But similar information is
missing from craft of other nations. Meanwhile the monitor Abercrombie is
listed as shallow draught (and so “immune to torpedoes”) whilst the Flower
class corvette – with a shallower draught – is not. Here are other errors,
simple enough to fix, but these examples set the tone. And there are oodles of
errors. Many of the Osprey boat illustrations have incorrect captions,
misprints abound.
This is a selection, there are others.
A selection of S-100 and S-38 class boats. One of the
S-38s here (left) has been converted into an S-30, with the 20mm moved aft and
the 37mm gun used on one of the S-100s in place of the flakvierling
The S-30 and S-100 conversions
A couple of Vosper “Type 1” MTBs. Both sport the optional
20mm on the foredeck. The model on the left also has a spare 20mm in place of
the HMGs to make a late war model. Masts have been replaced with pins.
A half flotilla of Vosper “Type 2” MTBs. Again, masts replaced with pins.
Quality control has been an issue on early supplied sets,
many coming with missing components. Fortunately, Warlord have a good rep for
dealing with these issues so a quick email to the company should bring the
missing bits. And later sets seem to be free of these issues.
The upshot of all this is that, to a seasoned campaigner,
the game appears rushed, thin on playtesting, thin on proof reading and
organisation, and lacking review by those with more than a passing interest in
naval wargaming. And getting the detail right, removing ambiguities and soforth
is essential in a game that is being presented in part as a starter set for
newcomers to the hobby and the genre.
Warlord have produced some excellent land
games and the models and game components are well up to that standard, but in
the rules they have attempted something out of their comfort zone with a lot of
things that are just plain wrong – and which could have been made right before
publication with just a little effort.
Cruel Seas is, I think, an excellent introduction to naval wargaming and
judging by the interest on Facebook and elsewhere it is proving to be a popular
seller, and as an ardent supporter and promoter of naval wargaming I really
wanted this to be great. But those with some knowledge of the subject will be
annoyed and put off by the errors (see the extensive Facebook discussion on the
topics highlighted above and more), and newcomers run the risk of believing
“that was the way it was” because the rules said so. Shades of Warhammer
Trafalgar.
So in summary, a good start, plenty of issues, hoping the
second edition will clear these up at tome point in the future. And at the time
of writing Warlord have just released a ten page errata sheet where some of the issues above have been addressed, 13 days after
release of the rules. You can download it here: https://www.warlordgames.com/announcement-cruel-seas-errata-v1/
Sunday, 9 December 2018
Cruel Seas - QLR
I've had a day to go over the rulebook for Warlord's new naval game "Cruel Seas"(in between sorting out
various equestrian issues) and I thought I;d share my initial observations here before posting a fuller review later in the week. My first impressions are good - in general its an excellent set of introductory rules that is an
ideal route in to naval wargaming, which is something I personally think is a
great thing. It is wargaming very much in the "Boys Own" /
"Commando Picture Library" vein, so its fun and fast but with some
aspects that would have those more read in to the subject thinking were a
bit "odd". And the potential for some truly odd counter-torpedo
tactics (but I'll keep schtumm on that to see if anyone else spots
it :) )
That said I have several pages of notes on various aspects which struck me as odd, unclear, quirky or just inaccurate. As a few tasters, the intro mentions 1/300 as being a good scale to use because the boats look wrong without crew - none of them come with anything recognisable as crew figures, and there has already been a lively debate over parking your S100 close in front of an MTB to force a collisions as being a valid game tactic in disposing of the smaller craft.
I think the choice of craft is odd (sizewise I still think 1/300 is to big
and it would look better in 1/600 but then again its Warlord, has Bolt Action
for inspiration and I've always thought that BA looks better in 15mm than 28 so the precedent is
there :D ) - but in the choice of craft for the starter set Warlord have gone for four types that didn't encounter each other that frequently (MGBs and S Boats sparred frequently - MTBs had better things to do with their time for the most part). And in the data tables the lack of RN MGBs and Russian gunboats (but 4
varieties of riverine craft) are the most outstanding aspects , but there are
others.
But, bottom line for me is that, as with Warhammer Trafalgar (with which it shares some hazy
characteristics) if its popular and gets new blood into the genre then its a
good thing in my book :)
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