Sunday, 15 August 2021

Target for Tonight, Op Seven - Hannover (A Very Dark Night for Bomber Command!)

The amazing aviation artwork  of Piotr Forkasiewicz, https://www.peterfor.com/ captures the moment of a Lancaster under attack from a Freejagd, FW190 Nightfighter, an all to common event in our seventh Target for Tonight op to Hannover

This weekend at the Devon Wargames Group, myself, Bob and Steve L. sat down to play through the seventh and penultimate game in our Battle of Berlin Campaign game for Target for Tonight (TfT) with the state of play at the end of six ops balanced on a draw and with Bomber Command needing to restore confidence and its advantage with a devastating attack on the relatively close range target of Hannover, which was attacked historically on the 27th-28th September 1943 by 678 Mainforce aircraft.

The first eleven ops in Bomber Commands 1943 offensive against Berlin from which the eight largest were selected to test out our eight game campaign module for TfT

A lot of factors seemed to bode well for Bomber Command with this op, as 'Bomber Harris' gave his crews a much needed break from the deep, long range attacks on the 'Big City', Berlin, Nuremburg and Mannheim and returned to Hannover raided only a few nights previously and with our next op to Dusseldorf, deep in the 'Happy Valley' of the Rhur.

The situation set-up and preceding ops can be followed below:


As well as being a shorter flight to Hannover, reducing the time in the air to be attacked and the strain on aircrew, the weather was forecast as 'broken cloud' over the target with light winds allowing 'Newhaven' target markers to be used, much more accurate in their placement with a small chance of drift and thus a good chance of accurate grouped bombing. Only fog over airfields on the return slightly spoilt the planned attack, but with a strong turn out of veteran crews across the groups including two second tour elite crews, the chances of a good result seemed in the offing.

The Players briefing sheet showed a solid turn out of aircraft from across the five Mainforce Groups with thirteen veteran and two second tour elite crewed aircraft out of twenty participating in the attack, with the other five being novice crews averaging three ops apiece.

Hannover was an important target being the thirteenth largest city in the Reich at that time, with 471,000 inhabitants and an important role as a major transport hub and industrial centre producing military vehicles, aircraft together with rubber parts and products at the Continental AG and Hanomag factories and with the large AFA VARTA factory producing batteries and torpedoes for U-boats. in addition, on the outskirts of the city, two large refineries were built producing gasoline and motor oils for the Luftwaffe.

The players briefing notes of Hannover included the target map with the key industrial sites of Continental AG, VARTA and the refineries indicated together with the winds expected over the target.

The intelligence briefing indicated no known changes to Luftwaffe technical capabilities, but updates on passive receivers such as Flensburg were now enabling nightfighters to home in on Bomber Command's Monica tail warning radar, somewhat reducing the effectiveness of the cloaking effects of Window.

Confident in the forecast of low winds affecting target marking by the pathfinders, our player commanders opted for target marking on the railyards to the north-west of the city to act as their reference point and, with a short range target allowing a comfortable fuel load out of 18-19 units of fuel, a very-heavy bomb lift was selected allowing for an extra 20% lift capacity for the attack.

Mainforce starts to gather in darkening skies over eastern England and already the first casualties of the night, P-Popsie and R-Roger, remain on the ground as burning wrecks at base airfields.

Thus with the plans and briefing complete our respective Group commanders arranged their aircraft and started the first most critical parts of flying any aircraft, taking off, with perhaps only landing being of a higher priority, particularly if you get to walk away from it!

The night's work started badly for the op and very badly for Five-Group Lancasters, in what would be a devastating night for the group, as the 38-op, Elite crew of P-Popsie veered off the runway in an attempt to abort take-off, only to loose control with a very heavy bomb load, and crash amidst a fireball explosion, this followed by a similar devastating crash by 24-op Veteran crew R-Roger with fatal results for all on board.

Three casualties before Mainforce had crossed the enemy coast!

The next casualty of the night soon followed as the bomber stream crossed the coast out over the North Sea with a warning of icing conditions to contend with, the Three-Group, 3-op Novice crew of Stirling F-Freddie were forced to bail out after the flight engineer failed to adjust the fuel mixture on climb out with an engine failure resulting from icing that put the aircraft into an uncontrollable dive despite dumping their bomb-load and seeing only the wireless operator successfully bail out, to be picked up the next morning.

The rest of the flight from the enemy coast to the Hannover flak belt proved relatively uneventful with jumpy crews having their flight unsettled by the occasional Monica false alarm.

The bomber-stream reaches the Hannover flak belt where the next casualty of the night would fall in a direct hit from flak in the bomb bay killing all aboard Halifax M-Mother.

Then the next casualty fell as Four-Group, 14-op Veteran crew, Halifax, M-Mother found itself coned by searchlights and hit by flak in the bomb bay which resulted in a massive aerial explosion and the loss of all on board, as the stream flew on with all crews in the vicinity noting the use of scarecrow shells as they concentrated on their approach to the target.

A Freejagd Wildboar attack roars into the attack over Hannover, one of six such attacks as Mainforce made its run over the target.

The lack of nightfighters to this point was intriguing and perhaps indicating the controllers aranging fighter cover in prediction of a deeper raid, but any sense of relief for our bomber crews was to be soon tested as the run over Hannover was met by no less than six Freejagd 'Wildboar' single seat attacks from staffing FW-190's two of which were using airborne radar to home in on unsuspecting bombers.

The bomb run is always a very tense and drama laden part of a game of TfT but this raid on Hannover is up there with the most dramatic of all, with multiple single-engine fighter attacks, determined grouped bombing, and acts of heroism as bombers dealt with damage received over the target, to then press on and make their attacks.

Despite the attentions of the Wildboar fighters the bomber crews went about their task methodically, with very few 'jumpy' bomb drops and very good concentrations of bombing on suspected key locations around the city, but not without loss and damage from the repeated fighter attacks, with another Five-Group Lancaster, the 29-op, Veteran crew, T-Tommy, shot down on the bomb run by a nightfighter that hit it in the bomb bay killing all aboard, a Four-Group Halifax, 29-op Veteran crew K-King, hit by a fighter in the port fuel tank, setting it on fire and causing it to crash, with three crew, the flight engineer, wireless operator and rear gunner bailing out over the city, and a One-Group Lancaster, 16-op Veteran crew, B-Beer being hit by a fighter in the port wing fuel tank that then caught fire only to see the pilot save his aircraft by extinguishing the fire in a dive, before pressing on to complete his bomb run. 

Inevitably the bombers cleared the target and turned for home with crews jubilant that they had pressed their attack accurately with a strong concentrated grouping that would leave Hannover a smoking wreck the next day, with minds now focussed on getting home with out loss on the remaining fuel.

A Ju-88 from II/NJG3 closes in on Lancaster S-Sugar, to cause the last casualty to Bomber Command on a very costly raid to Hannover, and this loss being the fourth out of five Five Group Lancasters committed to the  raid.

With throttles opened, ours crews raced back to the coast with no more losses until the crossing into the North Sea - Channel approaches as another Five-Group Lancaster, 3-op Novice Crew, S-Sugar was intercepted by a II Gruppe, NJG3 Ju88 equipped with Schrage Music upward firing guns that closed in undetected by the inexperienced crew, pouring its fire into the port inner engine and sending it crashing out of control with no survivors.

The target map revealed an exemplary bombing attack with an ample mix of HE and Incendiaries placed together on key targets together with Cookie High explosives aimed at the industrial, city centre and transport areas. A quick assessment of the results reveal twelve major fires started and if this had been in summertime good weather conditions have resulted in a 'Firestorm' in Hannover city-centre.

With all of us exhausted after a very dramatic game we gathered around the computer display to see the results of what looked like a very good bombing attack that would help to offset the high losses in veteran and elite crews.

However each raid has then to add in the components that can easily affect good accurate bombing such as actual winds versus forecast, ground looking radar city profile, additional radar navigational support for pathfinders and target markers alike, etc.

For our op there were no other factors thus leaving a roll on 2d6 requiring seven or less for the Newhaven markers to have been on target and the bombing as seen above.

That was when all the good work of the night combined with the heavy loss of aircrew was undone as the die roll came up with a score of eleven and a target marker drift of two zones showing a target presented to reconnaissance Mosquito's the next morning looking thus;

Defeat snatched from the jaws of victory as forecast light winds prove false and undo the results of a very concentrated bombing attack falling on open fields and with not one bomb hitting the city of Hannover.

You might think this result bizarre and unrealistic if you knew nothing of the difficulty of hitting a target as large as a major city from some 20-25,000 feet in pitch darkness, under fire from Flak and nightfighters with the technology available in 1943, that is until you read the report of the results of the historical attack made by those 678 aircraft losing 38 of their number, some 5.6% of the force with the summary of the attack from the Bomber Command War Diary, blandly stating;

Bomber Command War Diary - Hannover 27/28 September 1943
678 aircraft - 312 Lancasters, 231 Halifaxes, 111 Stirlings, 24 Wellingtons. 5 B17s also took part. 38 Bomber Command aircraft - 17 Halifaxes, 10 Lancasters, 10 Stirlings, 1 Wellington - lost, 5.6% of the force and 1 B17 also lost.

'The use by the Pathfinders of faulty forecast winds again saved the centre of Hannover. The bombing was very concentrated, but fell on an area 5 miles north of the city centre. No details are available from Germany but R.A.F. photographic evidence showed that most bombs fell in open country or villages north of the city.'

I hadn't realised this was the historical outcome before writing up this AAR and it is uncanny when a game manages to replicate the result of an actual air-battle in this way and perhaps helps underline what an enthralling game TfT is in its ability to put you in the hot seat of those involved without all the risks to life and limb they endured doing it for real.

However this was a tough night for our bomber crews that leaves the campaign looking thus, with victory points in value of the target attacked less the crews of seven aircraft lost, four Lancasters, two Halifax and one Stirling resulted in 19 victory points to the Nachtjagd, thus reducing Bomber Commands tally of 72 points over six ops to 53 points over seven, leaving it averaging 7.6 points per op and placing the campaign firmly into a German Victory, with Nazi newspapers and Signal Magazine proclaiming,

Bomber losses outweigh the damage inflicted. It's a good night for the Nachtjagd!


Thank you to Bob and Steve L for once again braving the flak and pressing home their attack regardless of losses. 

Will Bomber Command's efforts be rewarded in the final op of this campaign? All will be revealed in the night skies over Dusseldorf.

Friday, 13 August 2021

Merrivale Walk, Dartmoor - Ruins in the Landscape with Stone Rows, Neolithic Huts and Old Stone Quarries

The majesty of Hucken Tor towers over the moorland above Merrivale and below King's Tor

When the weather is right there is no finer place in the world to be than in Devon and one of our favourite places to walk is Dartmoor and in early June, when we were experiencing wall-to-wall sunshine and blue skies, and with Will home for a few days from Torbay Hospital in the last weeks of completing his medical studies, we headed off to Merrivale near Princetown in the middle of the moor; to follow a walk around King's Tor that takes in Neolithic monuments and the remains of the pre-iron age stone circle villages built by the first people who lived here, together with the remains of Dartmoor's Industrial heritage centred around stone quarrying, providing the materials that created London's most famous landmarks, in a landscape that would have been familiar to French and American prisoners of war of the Napoleonic War and War of 1812, detained in Dartmoor prison near Princetown, whose foreboding walls and buildings still dominate the town today.

French prisoners of war being marched across the moor on 24th May 1809 - E.P. Coles

The route we determined to follow is illustrated on my display captured from View Ranger and shows the direction of march from the roadside carpark under the red pin that first took us past the Merrivale stone row and village circles out towards the wooded vale that leads up on to higher ground crossing several leats that run off the moor from King's Tor and flow into the nearby River Walkham.

We cut the corner of the route as we circled past Hucken Tor seen above and up and behind the lower slopes of King's Tor before turning back towards the road following the path via the Swelltor and Foggintor Quarries, about five miles and combined with the incline and warm weather more than earned us a fish and chip supper on the way home. 

Our walk route, more or less, from the carpark on the B3357 with arrows indicating our direction of march, taken from my View Ranger walking app.

An easy part of the walk setting out from the car park heading down to the wooded vale below the dip in the ground beyond and with the Merrivale stone row and village remains ahead 

Looking to our left we could see King's Tor in the distance 

Little stone tops appeared peaking above the heather indicating the outline of pre iron-age, village circle huts, with Merrivale stone quarry in the background.

The Merrivale Stone Row, dead ahead

Dartmoor is covered in these Neolithic remains for those interested in visiting them and don't attract the same attention or crowds as the more famous and much larger Stone Henge, but are never the less fascinating 'ruins in the landscape' that provoke the imagination about the people who built them and why.


As we made our way past the Merrivale monument the ground descends and the terrain changes with trees and undergrowth, often indicating proximity to water, and we soon found ourselves among them and walled enclosures either side of our path with the fields beyond shimmering with a lilac haze of early June bluebells waving in the summer breeze.




Did I mention bluebells, 'fouzands of em!' and absolutely stunning to see

Did I mention water, Dartmoor has a lot of it and it likes to flow down hill making things interesting for walkers watching out for crossing points and avoiding Dartmoor bogs.

An ancient path heading out towards King's Tor




After the pleasant shade of the wooded river valley the ground climbed back out on to the moor above Hucken Tor and towards the lower slope of King's Tor where we inadvertently took a slight detour, which we pressed on with - you have to be pragmatic when out walking and often include the occasional change in route!

The ground climbs out from the river valley as we get back out on to moorland again

On the lower slope of King's Tor

Moving around the back of King's Tor our path joined up with the much broader quarry track that indicated our route towards the old workings at Swelltor and Foggintor stone quarries, with heaps of stone blocks on the side of the path indicating our proximity to the remains of the old buildings.

A quick refreshment break and a chance to admire the view from the junction on the quarry track behind King's Tor.



These old 19th century quarry buildings speak of an early pre industrial Britain on the brink of bringing a new age to the world and always make me think of a much harder way of life for those people labouring out here for instance on the moor, probably not really able to enjoy the surroundings in the quite the same way we were.




As our path headed back to the B3357 Princetown Road, the remans of the old stone railway and its sequential sleepers with ruts created for the carts that carried the stone away on them were still discernible, evoking comparison with similar Roman stone built roadways with less predetermined wheel ruts left for later generations to pause with thought over.
 
The stone railway leading from the quarry peaks through the gravel of the quarry track.

Soon we were back on the road with the car park in sight and with the late summer afternoon starting to turn a bit 'dimpsey', a Devon expression describing the decline in light of the onset of evening, our thoughts were of pulling off the boots and tucking in later to fish and chips.


Another glorious day out on the moor and one for the memories.

JJ

Next up: Lots to come and it's back to wargaming, and I'm off to club this weekend to play Target for Tonight with an op to Hannover planned by Bomber Command in our penultimate game in the Battle of Berlin Campaign. Plus time away walking and enjoying getting out and about has taken me away from the shipyard but I have two sloops rigged and will show the first three that are done before working on the other three, and I have a post about a recent walk Mr Steve and I did looking at the Siege of Devizes and the Battle of Roundway Down

Wednesday, 11 August 2021

'O' Group, First Play, First Impressions

 



I had a very nice change to my week this week, following an invitation from an old friend Mr Steve L to join him at his with other friends Ian and my regular gaming pal Steve M to have Ian and Steve L take us through the delights of the new battalion level and above WWII set of rules, 'O' Group written by Mr David Brown and published by the Too Fat Lardies (TFL) as part of their Reisswitz Press stable of rules.

It was not very long ago that my wargaming diet revolved around WWII almost at the expense of other periods, and I find my hobby tends to see me going through these period specific phases where I will focus very intently on the period/era at hand which allows me to develop a seriously useful collection of models around that theme whilst also getting an education at a serious depth of knowledge around it, that may well and often does cover a period of a few years, before the 'Eye of Sauron' inevitably casts its gaze upon another period of interest and I'm off down another rabbit hole for a few years.

Thus with my focus very much on Age of Sail at the moment and with my Augustus to Aurelian 28mm Romano Dacians, my Sharpe Practice AWI 28mm Mohawk Valley collection and my yet to be started Coat of Steel 28mm Wars of the Roses collection to be addressed next, WWII, for which I have a very large and broad Normandy period collection of 15mm, mainly Battlefront models completed, is by no means front and centre in the focus of the 'great eye'.

This fact probably explains my not jumping onto the bandwagon of interest that has followed the publication of 'O' Group and the fact that having gamed at this command-level and above previously, before moving down the command chain via PBI (Poor Bloody Infantry) from Peter Pig, IABSM (I Aint Been Shot Mum) by the Lardies both battalion level and arriving at Chain of Command also by the Lardies at Company level, I was not that grabbed by this seemingly higher level set. 

So I was interested in the rules when Steve invited me to have a go with them but more so in spending time playing with the chaps, a luxury that has been denied us for a very long time.

I should say that my post is intended to give a first impression and overview of the game O-Group produces and not an in-depth description of the method of play which after just one game is beyond my abilities anyway and a quick search of the net together with the link to the TFL play series of videos will do a much better job.

Our table, at game-end, that depicts the demo-scenario in the rules focussed around the Normandy battle of Charnwood, the Allied assault to take the northern part of Caen just after D-Day

Knowing I would be playing O-Group for the first time on Monday, I took a bit of time over the preceding weekend to familiarise myself with their playing by watching two thirds of the first TFL video playthrough with Richard and Dave illustrating the basics, which even with my small introduction proved to be most useful in speeding up progress on the 'learning curve' and well done to the chaps for producing these videos as part of the launch.

The video link at the bottom of the page should go through to the first video in a series of four if you haven't seen them and are interested in knowing more.

My German Battalion HQ off table with the medium mortar platoon close by, together with my stack of platoon order chits, next to my two battalion orders, as indicated by the black die, and my single heavy artillery 'stonk' recorded on my yellow die. The village 'BUA' (built up area) ahead on the nearby road was a primary objective for the British and was occupied by my reserve company down to a single platoon after the initial British barrage and my artillery/mortar OP.

For any new players to O-Group, but those familiar with Chain of Command, the play mechanism will seem very familiar especially as Combat Patrol markers start to move forward from respective start lines to stake out the ground for the opposing forces to deploy and start to dispute key terrain objectives in preparation for gaining ascendancy or repelling attacks in any given area of the battlefield.

All the activity of moving patrols, deploying and firing by troops, bringing on reserve formations, laying down artillery fire means spending order chits and using battalion orders which though separate in the way they are produced from turn to turn perform exactly the same function, though battalion level orders held between turns contribute to one side or the other gaining the advantage or initiative allowing that side to choose to go first or second in the turn.
 
Rather similar to Chain of Command, O-Group uses 'Combat Patrol' markers, here showing blue German and green British, to move out from the respective line and stake out the ground providing that fog of war effect by facilitating potential 'jump off points' for new troops brought to the table from reserve. One key point on the German right flank was a village/farm BUA with a German Combat Patrol in occupation and with platoons deployed wither side and the Company Commander set up in the orchards behind.

The first command decision each side quickly grasped was the decision to lay down a mortar or artillery strike, as its use was restricted to that first command only. After that it was all about prioritising what had to be done with the orders available.

At the start of the game with minimal contact between opposing forces, and movement and deployment decisions predominating, the game seems very simple with an over abundance of order chits. The situation of the play at this stage left both Steve and myself questioning the attraction of the game as decision making was relatively straight forward.

However first impressions can be deceiving and the game O-Group produces rewards patience as the forces deploy and close on key battlefield terrain, the decision making process becomes more intense as situations develop demanding priority and the need for the senior commander, you, to decide what must happen over and above equally pressing demands for orders.

The empty battlefield starts to fill up as Combat Patrol markers start to morph into platoons, with the German platoon on the wall indicative of the way the game replicates the various formations with each base of the three seen above representing the squads or sections of 8 to 10 men in the command

Suddenly the wealth of orders doesn't seem quite so abundant as more and more decision points in the game occur and Steve and I found ourselves scanning the table, assessing each critical combat point, and deciding where to prioritise the limited pool of orders to get the 'biggest bang for the buck' as the saying goes.

Reserve company HQ takes up residence in the key village BUA with the artillery OP in residence at the local church, more specifically its tower.

In addition to the stress points caused by the order decisions, we all noticed how the advantage and momentum for one side or the other could quickly change based on the outcomes of the order decisions taken and the results of the combat generated.

At one point early in our game, British platoons were advancing in force on key positions with German troops looking to deploy off combat patrol markers, which once done required the gaining of the initiative to get their fire in first, hopefully cause significant casualties and combine their fire with mortars and the dreaded sniper attack.

Suddenly a combination of those factors combined in the space of a turn to completely change the position on the German right flank where three British platoons opposed one German, that they had decimated in their early assault fire, to be suddenly faced by two other German platoons in cover supported by attached heavy machine guns, sniper support and a mortar barrage that left just one British platoon on the original start line with the other two reeling back to it having lost four sections and gained a FUBAR (loss of command dice rolled to generate future orders) for their efforts.

Sherman tanks cautiously advance like new season debutants introduced to the dance floor, only too aware of lurking German anti-tank capability, which has just been revealed as my Panther on overwatch, making best use of its ridgeline hull down position to see out below, causes a 'double-shock' hit on the lead troop of Firefly's

The table quickly generated the key battles in specific areas and with infantry in close range and forced to group in support of one another, mortar and artillery started to drop from both sides, with the firing generated increasing the casualty count of removed bases.

I mentioned the dreaded German sniper which is the only deployment the player concerned (me in this case) doesn't need to use an order for and who is able to quite literally pop up anywhere, make his attack with three d6, and disappear just as quick without risk of return fire.

All success die results usually resolve around 4+ on a d6 and thus it was not unknown for my sniper to cause three hits on a platoon which is an automatic 'Suppression' and stops that platoon from firing until at least one hit is rallied off. Subsequent hits on such a target can cause base losses and thus the sniper together with my mortars became a key component for setting up target priorities for my infantry looking to fire in support of these attacks made at the start of my initiative. In addition the sniper became very useful for causing base losses on British platoons still Suppressed from the previous turn.

I eventually lost my sniper when towards the end of the game I contrived to throw three misses which is the only way for the unit to be removed from the game.

A battalion reserve formation, my platoon of Panther tanks got on to a neighbouring hill and performed its role perfectly, acting as the ultimate in overwatch capability for the infantry fighting below, knocking out advancing enemy tanks and engaging enemy infantry with HE and machinegun fire.

In the latter stages both sides pushed their armour up to try and turn the tide of battle or maintain the advantage and we managed to play through some long range sniping shots between the Panther placed on a hill in overwatch and a Firefly troop leading its platoon down the main road trying to close up with the infantry ahead to lend a hand in the infantry battle.

The Panther managed to score an early hit causing a couple of shock on the lead Firefly which promptly missed in its return fire to then be hit again with a damaging hit that knocked it out.

The modelling of tank combat all seemed familiar with the usual assessment of gun versus armour versus tactical and quality factors to come up with a total negative or positive dice modifier to resolve the effects on a hit table that also decides if the target is obscured when the shot was made or in plain sight. 

The key battle around the left flank village with the German infantry company firmly in control, if a little battered after its fight with the Tommies, the best of which are to left with a Supressed platoon lining the wall and the rest of the Company beyond, in a shattered state of withdrawal after our battle. A burning troop of Fireflies blocks the road to their left, as other tanks shelter to their rear in the woods.

The game generated the typical Normandy slug-fest among the hedges with the Germans grimly holding on as the British lines closed in.

Both Steve and I enjoyed O-Group and the decision points it generates and the game prompted lots of discussion around how well it would play in other theatres, the rule mods we had in mind about Battalion orders being needed to be spent to bring on Battalion support platoons, to the seemingly powerful sniper and to limiting HE capability for Pak 40 AT guns to just one or two rounds of fire.


In addition I don't think we played the game in a way that showed its full potential, such as getting to use British platoon smoke tactics to launch assaults on key German positions and that might have reduced the effect of sniping attacks as well as helping the British to get onto their targets.

At present there seems to be little in the way of scenarios for the game which will no doubt be rectified in time but the scale of the game made me immediately think of the Battlefront Scenario resource that would seem ready made for adapting to O-Group

Fire and Fury - Battlefront Scenarios

Earlier this week I referred in another post about my marker for a good set of rules as being how intuitive they are to play thus speeding up the learning process of moving from unconsciously-incompetent to unconsciously-competent and I think Dave Brown has done a good job with these rules to make that process quicker with a skilful application of the 4+ die rule for success helping greatly and a far simpler but just as demanding Combat Patrol/Jump Off system as pioneered by Chain of Command.

In terms of my other rules assessment tool of simulation versus game against fun or tedious to play I think I rate O-Group as high on the fun score and slightly towards game over simulation, primarily because of the greater compromises needed on ground scale, figure scale, ranges that this level of game requires, off set by its application to some solid historical scenarios where I think the rules will still model the combat quite well in spite of those compromises and still provide those golden moments of sheer fun as turning points happen and the drama it creates.

So as I wrote to Steve L and Ian in a post game email to the chaps thanking them for their hospitality, you can put me down as an O-Group admirer and happy to play anytime, now where did I put those sloops?

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