Showing posts sorted by date for query Royal Sovereign. Sort by relevance Show all posts
Showing posts sorted by date for query Royal Sovereign. Sort by relevance Show all posts

Monday, 25 October 2021

The Battle of Trafalgar at Warlord Games HQ, Nottingham


The Trafalgar Collection of Warlord 1:700th model ships had its premiere this weekend at Warlord Games HQ in Nottingham to which I drove up on Friday night in preparation for our refight of Trafalgar in this the week of the 216th anniversary of Lord Nelson's famous victory over the Combined Fleet.

I suppose this game is the fruition of the project tentatively started back in November 2019 with my first build of what was then the new range of age of sail models launched by Warlord Games after I had seen them premiered in the April at Salute.

My very first build, a 36-gun British frigate from the then new range of Warlord model ships. I remember well falling in love with the detail and the lines of this model and my eagerness to build more of them.
JJ's Wargames- All at Sea, Another Project !

The inspiration for starting the collection came from seeing the models premiered at Salute back in 2019, which just goes to show why going to shows can be so detrimental to staying focussed on projects already underway, just ask my Romano-Dacians!
JJ's Wargames - Salute 2019 Show Report

So almost two years later the culmination of the project resulted in the game table below as the two fleets were laid out based loosely on Mark Adkin's, The Trafalgar Companion, map of the battle lines as the two fleets prepared to engage and the first ships of the Franco-Spanish Combined Fleet opened fire on the lead ships in the two British columns.

It's 11.45 am on the 21st October 1805 and the line of the Vice Admiral Villeneuve's Combined Fleet prepares to meet its destiny with history as the two columns of Vice Admiral Lord Nelson's British fleet bear down on it and receive the opening broadsides of the battle that was to follow, seen from the nearest ship to camera, the Spanish 74-gun San Juan de Nepomuceno, part of the Squadron of Observation.

Mark Adkin's map from his 2005 Bicentenary Trafalgar Companion was the basis for the initial set up, here shown with my addition of the ship numbers on the bases to better able players to identify each model in the game. Note all the ships illustrated were on the table from the mighty Santisima Trinidad to the diminutive cutter HMS Entreprenante.

However before we could get to setting up a game of this size, a lot of preparation and planning had to be coordinated and after several communications between Gabrio Tolentino, from Warlord Games and author of the rule set Black Seas, which we would be using for our game, and myself, I found myself loading up the car in preparation for a Friday night drive up to Nottingham from Devon, for an overnight stay to get over to Warlord Games HQ the next morning to get things ready for our invited group of players and spectators.

Several important items in the car boot, the ships and my overnight bag.

Moving a large collection of these models around securely and with the associated sea cloths requires a bit of pre-planning but I now have the set up well and truly tested with this little adventure with my Tiny Wargames sea pattern cloths, neatly rolled around the carpet tube cut-offs from a local carpet supplier in my home town, together with the ships and other game related items safely ensconced in their mdf tray inserts for my 19 litre Really Useful Boxes, living up to their well thought through brand name.

We use Tiny Wargames (link at top right of the page) cloths at the Devon Wargames Group for pretty much all our game requirements and by simply ironing out any creases and rolling them around some old carpet tubing you can easily transport them as needed and roll them out crease free when needed for play. Here are four 10 x 5 foot cloths on two tubes (there is another one underneath that seen) easily put across the back seat of the car.

The drive up to Nottingham on Friday night was a bit of a chore with a three hour, forty minute drive taking another forty minutes to do, given road works and weight of traffic near Gloucester, and around Birmingham on the M42, but after a night's sleep and breakfast at my city centre hotel, it was only a short drive to Warlord, not before grabbing a few tourist pictures of the famous Nottingham Castle and a certain outlaw that used to frequent this part of the country.

Some of the local Nottingham hostelries pictured on my short walk to get the car outside the front gate of Nottingham Castle

The modern day front gate to Nottingham Castle

The most famous outlaw in history, Robin Hood, graces the front wall of the castle. I can't say I have ever really liked this rendition of the man or myth and would have much preferred an Errol Flynn style of cocked hat, feather and rakish goatee beard and moustache rather than the tight fitting scull cap that has our hero looking more like a naughty school boy. 

As a kid I grew up with images of Errol Flynn as my archetypal
Robin Hood so the statue above was rather underwhelming 

So with my 'tourism of Nottingham box' well and truly ticked I was off to Warlord and meeting with Gabrio and the team to get the table set up in preparation for our day's game.

The Battle of Trafalgar has to be a 'must do' game on most age of sail wargamers bucket list of games to play, and this being my first go at this epic historical naval battle, I was really looking forward to the day

To help set the scene and present the players with the options our historical commanders faced on the day we had a quick run through of the set up and the battle tactics the various commanders chose to attempt to thwart each others plans and then left it to our present day commanders to choose their own options within the parameters of the set up.

Gabrio in the role of Gamemeister for the day points out some of the key factors that will influence the game during our pre-game briefing.

A view of the initial setup from the British side of the table

Having the honour to assume the role of Vice Admiral of The Blue, Cuthbert Collingwood, leading the leeward column aboard HMS Royal Sovereign I opted to put Black Seas to the test, to see if I could follow Collingwood's plan of attack by sending my ships in to the rear squadrons of the Combined Fleet in echelon, holding my fire until reaching a point blank or close range broadside solution, ideally administering stern and bow rakes as my ships passed through the enemy line.

Lord Collingwood's Lee Column approaches in echelon, bearing the brunt of the opening broadsides from the Combined Fleet, but resolutely holding their fire.

The wooden walls of France and Spain prepare to test the theory of the immovable object meeting the irresistible force.

The first few moves saw the British fleet press forward boldly as their lead ships were peppered with long range broadsides mainly at the rigging, but with occasional strike causing the odd issue, like an early critical hit fire aboard Victory that fortunately was soon extinguished by the veteran crew, something the poorer crews on the Allied ships would find more difficult to do.
  
HMS Victory leads Temeraire 98-guns, Neptune 98-guns, Leviathan 74-guns and Conqueror 74-guns as the weather column bears down on the Combined Fleet ahead.

A sight to stir the heart of any 'true Brit', HMS Victory leading the fleet into action with all her colours flying and her immortal signal aloft.

Adopting Collingwood's tactics certainly proved a test of nerve as the range shortened and the Allied fire became more effective, leaving the lead ships, Royal Sovereign and Belleisle rather battered as they prepared to answer back with interest.

As it turned out Nelson wasn't having things any easier on his front, but the British commander's plan of front loading his column with the 100-gun Victory and two solid three deck 98-gunners in the shape of HMS Temeraire and Neptune certainly paid dividends as the big ships soaked up everything that was thrown at them as they closed the range.

The battle begins as HMS Africa passes down the weather side of the van of the Combined Fleet

However the battle really started on the extreme end of the Combined Fleet line as HMS Africa took up the challenge of keeping the van occupied as the plucky little British 64-gunner took on the best of the lead squadron, swapping broadsides with Rear Admiral Dumanoir's 80-gun Formidable.

HMS Africa bears her teeth as the yellow flash from her lower deck 24-pounders salute the van of the Combined Fleet to get our battle well and truly underway

Seeing HMS Victory take a determined change of course towards Admiral Villeneuve's 80-gun Bucentaure and Rear Admiral Cisneros in the 130-gun Santisima Trinidad, the Allied van started to turn into wind as Dumanoir attempted to bring his squadron round to help the fleet flagship.
 
The Combined Fleet returns Africa's salute as Rear Admiral Dumanoir aboard the 80-gun Formidable orders his ship to open fire.

The Centre Squadron of the Combined Fleet with the mighty three deck Spanish 136-gun Santisima Trinidad (Rear Admiral Cisneros) in the centre of the picture and with the 74-gun Heros, 74-gun San Augustin and 74-gun San Francisco de Asis ahead of her and Vice Admiral Villeneuve's 80-gun Bucentaure, and Captain Lucas' 74-gun Redoutable directly astern. To the starboard side of the Spanish flagship are the French brig Furet and frigate Hortense.

Thus as our game approached lunch at the 12.30 break we had both British columns ready to close and unleash their firepower to good effect in the next round and with HMS Africa now supported by the unlikely help of Captain Sir Henry Blackwood's light squadron prepared to lay their frigates down as proverbial speed bumps on the approach of Dumanoir's lead ships.

The battle fast approaching its crescendo, interestingly at around 12.30 game time, mimicking the historical breaking of the line on the actual day of battle. We took the time soon after to break for a bite of lunch, courtesy of Warlord Games, after having sampled some grog and hard tack biscuit. Collingwood's Lee Column led by the Royal Sovereign is about to break the Combined Fleet's line

Our day had a bit of extra historical interest with an opportunity to experience the culinary delights of serving on a 19th century man-o-war as Gabrio tempted us with an offering of hardtack and grog to fortify our efforts in the afternoon session.

Thankfully the grog was a lot less potent than its original formula but still using the original components managed to give the taste of a not bad cordial, but the hardtack lived up fully to its name, leaving me not quite sure what the cracking sound in my mouth was and checking my remaining teeth with some relief after the first bite. I can see why this stuff was much better boiled down into the classic British pudding of a good old duff that would line the the stomach just like a school dinner pudding and leave you ready to face anything the enemy could throw at you.

To get the full Trafalgar experience Gabrio treated us, if that is the right term, to some authentic naval sustenance, and for me the grog wasn't bad at all but the biscuit could have done with more weevil to help soften it.  

Crunching a piece of hard tack instantly reminded me of the
dinner chat in Master and Commander, perhaps the best and most accurate historical
military film made, and we weren't using condiments to refight our table top Trafalgar.

Do you go for the grog or the hard tack or as Captain Jack Aubrey would say, 'making the choice between the lesser of two weevils!'

With lunch gleefully consumed and a consideration of where the game was at before starting the afternoon session, we got back to it and things started to happen almost immediately.

Post lunch and the battle explodes into action as broadsides get exchanged at close and point-blank range causing extreme damage and fires.

Rear Admiral Dumanoir orders the van to reverse course by tacking about to bring his ships to the aid of the hard pressed centre.

Collingwood's leeward column prepares to break the line

The Royal Sovereign barrelled on forward towards the Santa Anna. looking to bow rake the Spaniard and take the French 80-gun Indomptable out with a passing stern rake.

However Captain Hubert commanding the Frenchman was having none of it and skilfully passed a skill check to pass his large third rate through the wind to bring himself broadside to broadside with the British first rate.


The Franco-Spanish van starts to turn and prepare to tack as Victory leads the weather column towards the centre and bears the brunt of the first broadsides, one causing a fire aboard the British flagship.

The mighty HMS Royal Sovereign shows the lethal destruction that a British first-rate ship of the line can unleash with a point-blank first broadside, utterly demolishing the brave French 80-gun Indomptable that attempted to tack on to the weather side of the British flagship and was crushed in the exchange of fire, as a close broadside from her larboard side starts a fire on the Spanish flagship Santa Anna 112-guns (Vice Admiral Alava).

However Captain Hubert's skill at sailing and managing his crew in the most dangerous of situations availed him little as the Plymouth based Royal Sovereign unleashed all the pent up fury of suffering the battering on her approach with a point blank broadside that demolished the Frenchman and just to emphasise the point left the Santa Anna teetering on striking her colours after 32 pound round shot smashed their way in through her bows.

Just as in the historical encounter, Captain William Hargood brought the Belleisle up in close support of his flagship and gave a similar gunnery demonstration by finishing off the Santa Anna with a point blank stern rake whilst delivering a similarly decisive blow to the following 74-gun Fougueux with a point blank bow rake as the the two British ships found themselves amid the French frigate line on the leeward side of the Combined Fleet.

HMS Victory and her close consorts get stuck in with the centre of the Combined Fleet with a fire seen blazing on the Santisima Trinidad and Bucentaure after the first close broadsides.

HMS Africa boldly takes a lead from the Victory and wades in among the rear ships of the Combined Fleet van.

The Royal Sovereign is closely supported by the 74-gun Belleisle as she unleashes her own point blank rakes on the rear of the Santa Anna taking out the Spanish flagship before demolishing the 74-gun Fougueux with a bow rake, following in the wake of the Santa Anna and effectively decapitating the head of the Rear Squadron with the destruction of its three lead ships.

It's in a really large game like this that you start to appreciate the Duke of Wellington's description of a battle being similar to a ball, in that you are really only aware of what's going on in your corner of the ballroom at any given time, making it very difficult to give an overall impression.

From where I was on the quarterdeck of the Royal Sovereign I was aware of close range broadsides being swapped between Victory, Santisima Trinidad and Bucentaure with fires breaking out on all three flagships at one time, and then the gradual removal of nearby third rates which included the doughty Africa and some British frigates that over extended their welcome amid the enemy line.

Fires break out on the Santisima Trinidad, Bucentaure and Victory as the fighting becomes close up and personal.

Even my end of the line didn't go unscathed with the Tonnant striking her colours after suffering a severe battering on the way in and the Bellerophon left in a perilous state after some close up exchanges with a toss up as to which sides third rates would strike first.

HMS Africa is encircled by enemy ships as she bravely fights her own battle with the enemy van


That said the Nelsonian approach of getting in close and hitting very hard seemed to be well replicated by Black Seas and as well as giving a very entertaining day's play produced a very hard fought battle with the result only going in one direction but leaving both fleets looking in the state depicted by the great marine artist of the period, Nicholas Pocock, and of course nature and her weather would have the final say in the result. 

Our game towards the close with a mass melee of opposing ships as the order breaks into disorder mimicking the look of a Nicholas Pocock picture from the time. 

Thus ended a day of firsts, my first Trafalgar game, the first time the collection had been out in battle on the table, my first visit to Warlord Games and my first game of Black Seas.

Tim's 32-pounder ball with shoe for scale, which only leaves one with a feeling of awe for the men that had to move these things around under fire.

Thank you to James Wright (Vice Admiral Villeneuve), his Spanish second in command Thomas Pottage (Admiral Gravina and my generous opponent for the day), My Lord, Vice Admiral Nelson (the suitably named Christopher Nelson) who went above and beyond to appear in period costume and of course Gabrio Tolentino and Tim Bancroft who performed magnificently in herding the cats and helping our game to roll along in such a splendid fashion and with Tim bringing along his 32-pounder cannon ball which as well as giving me a near hernia when lifted produced huge respect for those men on the lower decks of a first rate having to manhandle one of those projectiles down the barrel of a gun in action.

Thank you to the folks who added to our game by coming along and watching it unfold, taking time to chat wargaming stuff and just adding to the fun of the day and of course to the folks at Warlord Games who made us very welcome during our visit.

Pocock's depiction of the close of Trafalgar seems to capture well the state of a lot of our ships after our day of battle, but of course in the best traditions of wargaming no one was hurt and everyone had a fun day.

Finally, not forgetting what this collection is all about and with future plans to put on more games like this with it to support our veterans, I availed myself of the limited edition Lucky Jack figurine as a memento of the day and a contribution to Combat Stress.

My Lucky Jack figure will make a nice distraction from the normal painting routine and will feature in a future post.

The original plan for the day had been to livestream the game on Twitch but there were technical difficulties that prevented that, but there are several great video clips of the game on the Warlord Facebook Page together with more pictures of the game.


In addition I gather there will be a video compilation of the game to come and if you would like to see more now you can check out a short video I recorded of our game in progress, below.


Once again, many thanks to all involved in our 'big game' and here's looking forward to future events.

Next up, I'm working on some small ship additions to the 'All at Sea' collection with some Spanish and French Schooners and Cutters, plus I've been battlefield exploring with Mr Steve, so a post to come covering our little expedition back to the English Civil War and the Prayer Book Rebellion, and I have another book review from my ancients library.

Monday, 20 September 2021

Clotted Lard 2021 - Devon Wargames Group & Too Fat Lardies Weekend


This weekend I was at the club involved in our annual Lardy gathering Clotted Lard which for myself, started on Friday night as I and other club members assembled at our venue to arrange tables for the next day before retiring to the hotel-pub in Exeter to join our guests staying over for the show for a swift pint or two.

The next day started at 08.00 setting up the other room as game organisers arrived and set up their tables ready for a welcome address together with some housekeeping announcements and the usual group pictures, before I set off touring the two games rooms to sit and join each game in turn to try and capture the look of the action for our show report; together with a video clip below which I think shows what a Lardy event and especially Clotted Lard feels like when you're in the room and everyone's deeply involved in their game and having fun.


For a full report of the show together with pictures of all the games then just follow the link to the club blog:


Having taken the morning session to gather my pictures for the show report I was doing a 'hot table' as I think my American readers would say, typical of a US Convention, as I swapped with Andy Crow who ran the Bag the Hun game in the morning to set up my Kiss Me Hardy, Leeward Line scenario with the Warlord collection of 1:700th ships.


The warm-up game I ran in July at the club really paid dividends as I was able to take the time in between to really tweak the scenario and make sure the player aids and record sheets worked much better on the day which allowed the game to really get going and we played through to a conclusion.

One aspect I wanted to include was a measure of a clearer winner in this microcosm of a much larger battle and so settled on the idea of basing the criteria as if the two formations were in fact very separate squadrons from the larger fleet action that was going on around them.

The dogfight underway as the Santisima Trinidad and the French 74-gun Fougueux open fire on the Royal Sovereign as she attempts to cut the Combined Fleet's line. Meanwhile the 74-gun Belleisle has passed behind the Fougeueux, delivering a stern rake on her as she passed, and is now swapping broadsides with the 74-gun Spanish Monarca on her starboard quarter.

Thus the Combined Fleet squadron, composed of elements from the Rear Squadron and Squadron of Observation were deemed as one under the control of Spanish Admiral Alava leading in the Santisima Trinidad, and likewise the British under Collingwood.

With these formations delineated, relegating French Rear-Admiral Magon as Alava's second in command on his flagship, the 74-gun Algeciras, I allocated a Fleet Preservation Value (FPV) to each ship, with each third rate valued at 2 points per ship and a first rate or flagship valued at 3 points. 

This idea of Fleet Preservation, that is that a fleet, like a land army, doesn't fight on to the last man or ship, like wargamers, but will attempt to break off when losses cause a break of confidence.

This idea then of Fleet Preservation is not mine and I know I harvested it from another discussion forum for use at a later time, so apologies for not remembering who to credit for this simple but effective idea.

As the Royal Sovereign and Belleisle go about their work, the Mars under Captain Duff can be seen further back, preparing to move in after opening fire on the French 74-gun Pluton

The total Fleet Preservation Point Value of each force then equated to 13 points for the British and 16 points for the Combined Fleet, which allowing for a loss of 25% for the Franco-Spanish and 50% for the British equated to 4 points for the former and 6.5 points for the latter.

Thus the Combined Fleet Squadron under Alava would be likely defeated with the loss of more than two of its 74 gunners or one of the flagships and a single third rate, with loss defined as being caused to strike, sink, burn up and explode or captured through boarding and with a dismasted vessel counting one point less in the total, i.e. a flagship dismasted equating to two rather than three points off the total.

HMS Mars opens fire on the Pluton and sets her helm to pass behind Admiral Magon's 74-gun flagship Algeciras as to her starboard side HMS Tonnant, Colossus and Bellerophon approach menacingly like sharks moving in for the kill with the Spanish 74-gun Bahama dangerously separated from her consorts.

This simple calculation would determine when a particular force was likely broken, to the extent that a test would normally be taken at that point in the game with the roll of a d6 adding the quality rating of the commanding admiral, +1 for Collingwood and 0 for Alava and Magon, should the latter find himself in command, needing 5 or 6 for the squadron to stay in the fight and with failure seeing the Combined Fleet for example, attempting to disengage and move to the leeward table edge, only shooting back if fired upon, and obviously, likely captured at the end of the scenario if prevented from escape by British ships on their leeward side.

In addition, with the role of admirals influencing the morale of their respective squadrons, I wanted the potential for their loss through death or wounding to have an effect, so included Nick Skinner's 2005 Trafalgar Scenario,  'Death of Nelson' rule to allow for all the admirals involved to test if their respective flagship suffered 'High Officer Casualties' as a special damage hit.

As our game progressed the Combined Fleet got the majority of their ships to deliver extreme and long range broadsides at the British rigging in the approach phase with the Royal Sovereign for example reduced from a base speed of 12cm to 8cm plus 2d6 cm for having a quarter wind, because of damage recieved in her rigging from the Santisima Trinidad on the approach. 

However as anticipated the delivery of stern and bow rakes by those British ships that managed to break into the Allied line added to by other British ships pouring in close range broadsides reduced two Spanish and one French third rate to floating wrecks with fires breaking out on two of them.

Fire breaks out on the Spanish Monarca which she managed to extinguish prior to her striking, after being pummelled into submission by the Belleisle, astern of the hard fighting Fougeueux.

Inevitably the two Spaniards struck and the British went for the killer blow by grappling the battered Fougeueux, and boarding her, winning the first round of melee to capture the Frenchman's upper-deck, whilst pouring in a point-blank bow chaser shot, which missed, as she attempted to get the French ship to test for a strike.

The final twist of the game came as we prepared to head off to the pub as the Fougeueux, then managed to come storming back with what remained of her crew of 'Elite' Sans Culottes to push the Royal Sovereigns back to their own bulwarks and thus still fighting when we ended the game.

However it seemed likely that another strike test caused by the next round of firing would see her strike eventually, breaching the Combined Fleet's four point threshold and a likely failed FPV test and so I called the game in favour of Collingwood's column.

If you want to give this scenario a go with the adaptions I have added then just follow the link below for the scenario briefing together with the orders of battle and ship record sheets.

Kiss Me Hardy - The Leeward Line Scenario

Saturday, 7 August 2021

Sovereign of the Seas (Compass Games) on Vassal and Boardgame, Table-top Application


Any wargamer worth their salt, if they are into building collections of figures or models eventually turn their mind to campaigning with their collection, and occasionally, time permitting, some of those ideas see the light of day.

As this blog illustrates, I am a keen boardgamer as well as a table-top figure/model wargamer and see it as another aspect of the hobby that often also offers the potential to be used as a campaign engine to bring context to our table-top games, and whenever I play am always conscious of that potential in a game.

The main factors that can influence that potential for me is how easy is it to translate what happens on the table to and from the board and where is the time and focus likely to be, as many boardgames will carry a level of detail and minutiae that is not required or desirable when it is simply being used for context in the tabletop world. 

Collections of models such as this offers the potential to think about campaigns!

However that balance is often a fine one, because if the boardgame is too simplistic it might not capture the feel of the period that you are representing on the table.

Needless to say with my mind very much focussed on the age of sail in recent months my eye has cast itself over the boardgame offerings in this subject and sadly it is a much under represented sector of the hobby, with little in the way of grand strategic naval games for the age of sail and with WWII naval predominating in games such as the old Avalon Hill game Victory in the Pacific and of course War at Sea.

The old WWII titles from Avalon Hill inspired my interest in Sovereign of the Seas for age of sail

I have looked at the offerings from Jay Waschak and Phil Fry such as Victory by any Means (VBAM) and his own GMT game 1805 Sea of Glory, which have bag loads of detail and period feel but seemed to me to be perhaps a little too complex in their mechanics on several aspects of this period, although 1805 is perhaps the better of the two but I think if used for a miniatures campaign would see more time spent on the game mechanisms and their admin rather than on the movement and command of the model ships.

To quote the Too Fat Lardies, 'Making things simple does not imply simplistic' and the clever mechanics are the ones that incorporate all the detail and simulation that capture the essence of a period or historical theme in a very simple to use formula that keeps the game in that sweet spot of historical simulation but a fun game to play

Thus I have both VBAM and 1805 and, as well as being glad they are available, enjoy the attention to detail, but they are just not what I was looking for; but at least the naval gamer with a different opinion to me has some options here with these two offerings in what is a very sparse area indeed.

The global nature of the war at sea is beautifully captured in the map for Sovereign of the Seas with the clever use of bordered sea areas replicating the various global wind patterns that help govern the movement of fleets and squadrons across the seas and oceans, with the various key ports and harbours shown on the map together with detailed boxes of their repair and defence capability together with their allegiance covering the Seven Years War, American War of Independence and the French Revolutionary War, around the border

However I wanted to have the possibility of running large naval games within a 'wider war' context incorporating fleet management and the global nature of the First Great War that was the character of the Revolutionary and Napoleonic years, and Sovereign of the Seas (SOTS) from Compass Games seemed to offer that potential, bringing to it much of the design concepts of those earlier Avalon Hill WWII offerings but with very much an age of sail twist, and for those interested in earlier periods such as the Seven Years War and American War of Independence a chance to apply this game to those periods as well.

In addition, using Vassal, seemed to me to offer the opportunity of playing and coming back to the system around the table-top actions that the game might generate with a possibility of it modelling the small wall against commerce waged by the frigates and sloops together with the war of control and force projection waged by the great fleets, as well as overcoming some of the criticism of this game about counters being rather large for the map, amongst others.

The Allied (France, Spain and Netherlands) Fleet pools of ships and admirals that provide the source of the ships and commanders that will be parcelled out to the various squadrons in the different bases at the start of each year.

Of course the only way to test the potential of the game was to play it and to see why some people love this game and why others less so, thus with my mind very open to possibility, I got together with Jason, another friend from the DWG, who is also very good at quickly dissecting games and how they play, and explaining to him my thinking, we started to play about eight weeks ago, starting in 1793 and working our way to 1805, the core years of the French Revolutionary and Napoleonic era.

With a quick die roll I took command of the Allies and Jason the British Royal Navy and we started the steep part of the learning curve with any unfamiliar game by working through the steps of game play which get repeated for each year of play, starting with randomly selecting the core of ships and commanding admirals from a national pool as seen above and then distributing them among the six squadrons for the British, French and Spanish/Dutch squadrons, with the option for the Russians to turn up as well.

One of the key parameters I use for estimating a game's design is how quickly and easily I and the other player/s move from unconsciously-incompetent play to unconsciously-competent play where you start out not really knowing what to do or how to do it, to that exquisite feeling when play becomes intuitive and the rules and strategies are married into the way you play, and we have quickly started to move through that learning curve which gives the game a big thumbs up from both of us.

My French fleet squadron display for the end of 1795 with a lot of damaged and sunk/captured ships following a dramatic clash with the British in the Caribbean. Note that I have admirals commanding with the Royalist flag on their counter as well as Revolutionary admirals as commanders such as Martin were around at this period and so we included them in our options for both sides, as the British would have commanders such as Howe and Gell left over from their hey-day during the American war.

The French start the war on their own in 1793 but are soon joined by the Dutch in 1795 and the Spanish a year later, and to better capture the feel of the early war I added some of the Admirals included in the game for the American war to the mix with a note of retiring them as required such as Howe and Hotham who packed in in 1795.

The basic game play consists of six steps repeated for each year with;

Step Onethe creation of the base force of ships and commanders established for any given year, representing the combat ready ships drawn from a larger pool of ships, with the balance representing ships left in ordinary or still being built and admirals unemployed and left on shore, lobbying their respective admiralty and friends for a job later on.

With the base force established the ships and commanders are distributed among the various bases and allocated to a particular squadron, for which it will have a small counter placed next to that base, seen around the edge of the map and, should it be successful in getting to sea, be placed in the sea area that it gets to through movement.

I am of course simplifying the description, as there are considerations later on about repairing damaged ships and demobilising down to a core collection of ships each year before adding a random number to bring the fleet back up to strength, looking to keep the better ships in commission, as well as putting less able admirals back on shore and hopefully having more able volunteers turn up to replace them, with the gradual process of producing a fleet of the best ships and commanders that you can use to achieve your war aims.

The first step of movement sees the frigate markers for the Allies and British get placed in key sea areas around the globe, with alternate placement, starting with the British. Note the various squadron markers set up in their corresponding base for the upcoming year, 1798 in this case.

Step Two, sees the movement phase as the frigates and various squadrons are used to put into effect those war aims, which to my mind is very well modelled by the game by awarding victory points accordingly to encourage the players to use their forces very much like their historical counterparts.

For the British, the war objective is very straight forward, clear the enemy's fleets from the world's oceans whilst protecting commerce from enemy cruizers and the home islands and other key territories from invasion. 

They can achieve this by making sure they have the only squadron or fleet of heavy ships at sea in a given area at the end of a year's turn of play, that effectively prevents the enemy from doing the same either with frigates or an enemy squadron and scoring points for doing so and by intercepting enemy fleets and squadrons, bringing them to battle and sinking or capturing as many of their ships as possible scoring points for the effort. 

Of course certain sea areas are more sensitive in British strategy than others with a victory point (VP) allocation awarded to the allies should they get control of them commensurate with that importance, i.e. the British home waters having a VP of  9 with invasion of Britain and Ireland a distinct possibility if the Allies get control, only slightly more important than the sugar islands of the Caribbean with 8 VP. Control of all VP sea areas only awards those VPs to the allies and not the British.

The close up of frigate deployments for 1798 helps illustrate mine and Jason's different strategies, with the British six frigate counters having one in home waters two off Brest and Toulon and one in the Caribbean, thus helping to protect Britain and the Sugar Islands whilst making it very difficult for an Allied squadron to get to sea past a blockading British opponent without being spotted and brought to battle. Meanwhile the Allied four frigate markers (three French, one Dutch have gone to areas designed to force the British to deploy squadrons against them and hopefully keep them away from the main battle fleet deployments, whilst offering the chance of commerce raiding points at game end.

For the Allies, the war objective is all about mission driven objectives with squadrons despatched around the globe to take control, even if temporarily of key sea areas thus facilitating land operations against neighbouring coasts and islands and if left unopposed allowing large numbers of Allied frigates and small ships to dominate trade routes in a key area of British friendly ports, only fighting the Royal Navy if forced to but preferring to achieve the mission before returning to base without risking valuable ships in battle.

Our situation map at the end of 1798 with Allied fleets (Spanish) in the Arabian Sea and the Bay of Bengal, with the Madras based British East Indies squadron failing to get to sea and both Allied squadrons managing to evade a search by a British squadron led by the man himself, Lord Nelson who sailed on into the Pacific to intercept and vent his wrath on a small French squadron I dispatched to the area as a bit of a distraction force, which sadly worked!

Thus the Allies get less points for destroying Royal Navy ships, with the emphasis on sea area control by their squadrons or and/or frigates, with the later possibility of an immediate knock out victory if they control British waters in any year after 1802 to 1804 representing a Napoleon led invasion force having got across the Channel.

Following frigate placement, the various squadrons get their chance to get on station, with the British leading off. Movement is not automatic as we play the weather rule that can force some squadrons to remain in harbour, such as happened to the British Nore Squadron, allowing my weak Dutch to break out and head for the Baltic, not wishing to draw a major British unit against them by provoking an action in British home waters.

Opposing frigate effort in the Caribbean would seem to offer the potential of resolving this situation on the table as a small ship action.

This part of the game is a brilliant 'cat and mouse' affair as the British can easily bottle up Allied squadrons, only two areas away from their base, giving them an 'on station' spotting advantage and with a blockade of a powerful squadron in say the Bay of Biscay and Western Mediterranean, together with a capable admiral and a couple of frigates, to make sure no one slips past, force the Allies to stay put; but if, often through the failure of a British squadron to put to sea, the Allies can send out fake squadrons (squadron markers that have no ships) that draw other British squadrons away, or get into an area with a large squadron and a capable admiral, able to avoid detection and forcing a failed intercepting British squadron to keep on moving to another area, then the map, after all squadrons have moved, can look like the one above, with the Allies sitting on a useful points haul.

The Battle or should that be Action in the Galapagos Islands, see the map above, at the close of 1798 as Nelson rounds up a marauding French squadron, capturing the L'Orient , but seeing the other two disabled French ships evade back to the Spanish port of Lima, and with the British losing the Royal George in the exchange of fire (We only allow a maximum of three ships to engage one enemy and Jason had a terrible game with the dice and should in most cases have taken out all three French ships, but only caused disablements in the first round of combat forcing the affected two French ships to withdraw to a friendly port.)

The game cleverly, through its mechanics, produces occasional big battles similar to those that occurred historically, and thus between 1793 and 1798 we have had just three squadron size battles including the one above with the other two being an Anglo-French battle off Halifax in 1794, and a major British victory together with a significant clash in 1795 in the Caribbean, again a significant British victory both of which have seriously pegged back the Allied points total, and 1798 should have added to British laurels but for the success of the Spanish evading Nelson in the Indies, and as mentioned, Jason’s atrocious die rolls when it mattered, or rather the fortunes of war.

The number of big battle occasions is important, as in reality these events were surprisingly and relatively rare and organising a clash to be run on the table-top is an event for the players so as a game organiser you would want to keep things manageable, with a few significant big battle clashes mixed in with the occasional frigate action, and this game seems to offer that potential in buckets.

The Battle of Halifax 1794, our Glorious First of June and one of three clashes between 1793 to 1798, with the French overwhelmed by a powerful British fleet, the pegged back territorial success elsewhere.

Step Three is the combat phase of the game as illustrated above and resolves the situation where one side has manged to intercept the other and forced an action or more rarely where both sides have looked for an action, and is resolved on the battle board, as illustrated above, with opposing ships battering each other with multiple dice looking to cause hits, damage and possible sinking/capture or disablement forcing a break off and return to port or elimination from the order of battle.

The straight forward representation of combat, using hits received compared to a defence rating gives a very easy to translate picture of the damage a ship has received should that need to be translated back from a tabletop refight to the game and used to help model the repair phase that follows.

Large battles in SOTS would be very easily translated on to the table-top but with the added tactical nuance that a simple battle board cannot hope to reproduce.

However there is plenty of scope for the table-top representation to include the manoeuvre options and tactical set ups that cannot easily or best be represented in the simple battle board game mechanic that works fine for the game but would be only enhanced by refighting the forces on the table and providing for a much more nuanced result.

Given that we have been playtesting the game, the battles should not be seen as representative of those we might have generated had we known, as we do now, the better way of playing or avoided the errors of play we definitely made, harking back to my earlier comment about being unconsciously-competent.

As well as fleet scale actions we could both see how the game could generate a context for bringing a small frigate action to the table adding yet more drama to the game overall.

That said the possibility of generating table top actions in a context of the larger war is definitely a possibility with SOTS and seeing the number of such actions replicating the historical actuality, with the frigate-effort/commerce raiding mechanic allowing for the odd ship to ship small action to also be brought to the table to resolve the advantage in Victory Points gained or not as the case may be.

The last aspect of the sea combats and area occupation resolution phase is the possibility of naval squadrons occupying areas next to enemy ports capturing them by naval landing operations, resolved simply in the board game by both sides rolling a dice and adding their senior naval commanders rating or the repair/defence factor for the port being attacked and comparing results with the attacker needing a higher score to succeed, but also providing an opportunity for a land based table-top skirmish should that be preferred.

Martinique, with a British control marker on it, falls to a successful naval assault in 1798 as the British got control of the Caribbean. Note the placement of squadron markers next to the ports they have returned to, with the defeated Brest Squadron C repairing in Lima. In the movement phase, squadrons who fail to sail or who opt to remain in port are placed on the port square to show that has happened. 

Step Four sees all the activities of the year after any combats have been resolved generate the victory point totals for the two sides and adjusting the overall total accordingly.

Our map at the end of 1798 with all the squadrons returned to an appropriate port, seen placed besides that port around the edge of the map and the victory point total adjusted at the bottom, and our frigate activity markers placed along the top of the map ready for deployment in the next campaign year

When first reading the rules for this game, I couldn't see how the British wouldn't stop Allied gains in sea area control, simply by making sure they were in the key areas or intercepting Allied squadrons at sea that managed to evade their blockade, but playing the game has shown all the problems that both sides have to contend with when you don't know what the other side are up to, intermixed with the problems of moving ships around the world in an age of wind driven vessels subject to the vagaries of weather.

The Allied points tally at the end of 1798 slightly favouring a marginal Allied victory on 39VPs and all to play for.

Steps Five & Six are the last two admin parts of the game that sees decisions about where at sea squadrons will base themselves with the next year in mind and looking to be in the best possible place to operate from, combined with decisions to repair certain key ships damaged in battle or storms and those that will simply be added to the demobilised pile and returned to the in ordinary pool hopefully, or not, to return to the fleet in a later draw down.

We have both really enjoyed playing the game and have come up with ideas for home rule mods to retire commanding admirals in line with their historical careers as well as restrictions on some of the better British admirals such as Nelson and Troubridge, who weren't available as senior commanders until the latter half of this period and perhaps should be represented at half their total command ability when they first arrive as junior commodores in, for example 1797, for Nelson rating a +2 command ability instead of the +4 he gets as a full rear and vice-admiral from 1798 onwards.

These very able British commanders make a big difference to the British abilities to go to sea and to intercept.

The British Fleet Pool and the ships shown from the pool in their readiness for war by rating in 1793 with those that were added in the later years covered by SOTS

Before starting this playtest I sat down and took a look at the representative counter mix of the respective fleets and was very impressed at the orders of battle that obviously does not have every ship available for the period, but does contain many very recognisable ones and in a proportion of rates that readily represents the forces available to the navies of that time

Our campaign is now on the eve of the Peace of Amiens and to represent the peace talks succeeding earlier or later we roll a dice from 1799 onwards to see if the next year will be the peace, but our roll determined the war will continue on into 1799.

As with the British pool above I took a look at the Allied fleets and grouped them similarly to find an equally well represented group in the right sort of proportion of rates to model the respective fleets

This game is a much better game than some commentators would give it credit for, and despite some of the production faults in the map and counter size and the poor proof reading of the rules that has left some mistakes in the final product we have discovered what other commentators have noticed, that there is a very clever and entertaining game in SOTS and one that has much to offer the table-top community wanting to bring some context to their big and small games.

The Vassal option for playing the game overcomes many of its hard-copy issues and we are looking forward to picking up next week to resolve 1799 in the French Revolutionary War at Sea.

Sources relevant to this post:

Next up on JJ's: Carrying on the nautical theme, the six sloops are now finished and have gone to the yard for rigging out, so I will be showing you how you can make these conversions look for the British, French, Spanish, Dutch and American navies or even to double up as merchant sheep in wolves clothing.

The six sloop conversions ready to be rigged this weekend


In addition I've been doing lots of walking and making the best of the summer sun in the last week or two with two walks on Dartmoor exploring its amazing scenery and historical 'ruins in the landscape', and Mr Steve and I have been out battlefield exploring, carrying on our journey back to the 17th century and to the dark days of the English Civil in the company of like friends Sir William Waller and Sir Ralph Hopton as we pick up where we left off at the Battle of Landsdowne Hill and follow the armies to Devizes and the Battle of Roundway Down.

More anon
JJ