1

(31 replies, posted in Grand Fleets)

My number one preference is actually for WWII German and British ships for the Atlantic wink

Of the options you have listed, my preferences would be 1 King & Kaiser (with the 100 year anniversary of Jutland approaching) and then 4 Mare Nostrum.

Cheers,

Andy.

2

(22 replies, posted in Grand Fleets)

GF3 looks as though it will provide a much-needed rule set to cover the gap in "re-fighting" fleet actions.  I cannot wait to try it for some of the engagements in the Med. in WW2 between the Italian and British fleets - there are some really interesting "rolling" battles with cruisers, pursuits and battleships smile

I am also looking for rules to replay Jutland next year and hope GF3 will do the trick.  So far the rules I have used - GF2, Naval Thunder, GQ3, Micronauts, Stations Manned & Ready (1 &2) and Command at Sea are better for squadron sized actions and cannot handle larger number of vessels well (in terms of time added to the games, as play is slowed, more than mechanisms).  While I have had some good fleet actions (including some novice admirals and squadron commanders) with Battle Stations, No Safe Port, and All at Sea these designs are TOO abstract and are also hard to usefully convert to a campaign game with a system of repair and refit etc.

BTW will GF3 include a simple repair system for use in a campaign game?  The sorts of things we have cobbled on to various tactical/operational rule sets for this purpose include:
- For BA/BB/BC, we say it takes 5 days work to repair each "box" of damage.  For cruisers and destroyers we make this 10 days; as the damage proportionally is more significant.
- When a ship has received hull damage, but no damage that reduces speed), we allow repairs at any port with facilities, or an anchorage with repair ships etc. 
- Any ship taking hull that reduces the ship's speed we require to be repaired at a dockyard/major port/designated ports.
- Main battery gun turrets we require to be repaired at naval dockyards and take 20 days to repair.  Secondary battery gun turrets etc require 10 days to repair.  We allow this work to be done at the same time as work to the hull.

What I have seen from the reference sheet, ship cards and discussion on the forum makes me think GF3 will hit the sweet spot - I cannot wait smile

Thanks,

Andy.

3

(6 replies, posted in Grand Fleets)

Another vote for cover two for the ship image. This photo has been used for other naval game rules and has always been one of my favourites.  Perhaps use the other colour scheme as a backdrop to this photo(?)

I am really looking forward to this rule set smile

Kind regards,

Andy.

4

(22 replies, posted in Grand Fleets)

Hi Daniel,

Just wondering if there was any update on when you will be releasing GF3? Are you still aiming at a pre-Christmas release? Please let us know...

Thanks,

Andy.

5

(27 replies, posted in Grand Fleets)

Nice...

Pre-dreads, dreads, WWII all good smile

Sooooo... when may we expect these  :?:  :?:

Thanks,

ANdo.

6

(27 replies, posted in Grand Fleets)

This looks like welcome news.

I have been hoping for a fastplay version of WWII naval combat for some time - hence the attempts at converting files for Grand Admiral and Starmarda. This could be just the ticket.

My only question is this: when do you think we GF III might become available?

Thanks smile

Ando.

7

(17 replies, posted in Grand Fleets)

Hi All,

Attached is the last of my draft Grand Admiral Royal Navy ship data files for CA & CL in WWII.

All comments and suggestions for improvement welcome. I hope you all enjoy them.
The file includes:
CA County Class
CA York Class
CL Town Class
CL Leander Class
CL Arethusa Class
CL Dido Class

Regards,

Whiteylegs

8

(17 replies, posted in Grand Fleets)

Hi All,

Please find attached a copy of the ship data files we have been using for our Royal Navy BB and BC.

Once again, the gunnery figures seem a bit rubbery, but I thought these might form a useful starting point for other players and a discussion point. As with the German warship data posted earlier, all comments and criticism gratefully received in improving these things.

The classes covered are:
BB KGV, Nelson, Ramilles, Queen Elizabeth
BC Hood, Repulse/Renown

This lets us fight most engagements. I have taken out the graphics in this file to keep the size down. I will post the files for the RN cruisers soon.

Regards,

Andrew.

9

(17 replies, posted in Grand Fleets)

Hi Everyone,

I have attached a first go at ship data cards for the Kriegsmarine. We have been playing with these in our group, but we do not think the gun tables are quite right.  We have worked on an assumption of a maximum gunnery range of about 28,000 yards given that this range exceeds the longest gunnery hit achieved in WW2.

Thought someone might find them useful as a starting point big_smile  Please let me know what you think.

Classes covered are:
Bismarck
Scharnhorst
Deutschland
Admiral Hipper/Prinz Eugen

I will post the Royal Navy ships we have worked out to fight against them soon.

Regards,
Andrew

10

(17 replies, posted in Grand Fleets)

Hi Dan,

I was wondering if there is any update for a WWII in the Atlantic module for Grand Admiral? Is there any news on a gunnery and penetration table at least? then we could do the rest ourselves...

Thanks for a great game system.

Whiteylegs.

11

(15 replies, posted in Grand Fleets)

Hi Dan,

Any news on a WWII Atlantic War supplement for Grand Admiral?

Also, how about releasing some German and Royal Navy ship stats for WWII, or at least some gun and penetration tables so that we can do the rest?  8-) In particular, since I am asking, how about stats for the Bismarck, Scharnhorst, Admiral Graf Spee and Prinz Eugen (please, pretty please)?????

Thanks for an awesome game system,

Whiteylegs

12

(6 replies, posted in Grand Fleets)

ericrrrm wrote:
Whiteylegs wrote:

... lets us simulate the design flaws of British BC up until the battle of Jutland ...

As I understand it, the British BC didn't so much have design flaws as poor ammunition handling procedures.  After all, true design flaws couldn't really be rectified after the battle of Jutland (i.e., after the ships were already built), but poor procedures could certainly be changed. 

In one-off games, I suppose the distinction doesn't matter much.  If I were playing a campaign, though, I'd only penalize the British BC through the first game in which one was lost due to a magazine explosion.  After that, I'd assume the British had learned their lesson (as they did at Jutland), and treat them no differently than any other ship with their particular armor ratings.

(And as long as I'm at it, the British BC were never intended to be used as they were at Jutland.  The one time they were used as they were designed (as AC-killers, at the Falklands), they performed very well.)

Agreed on all counts - it was indeed an ammunition handling and flash protection arrnagement issue! In our campaign game that is exactly how we are using this rule for British BC. We still apply the magazine hit rule to all other classes though. Makes for an interesting game and, combined with possible turret CH, means the ships with the most hull points and gun factors are not always the winners.

13

(6 replies, posted in Grand Fleets)

cricket wrote:

Is losing a turret the only critical hit consequence? (Not a criticism -- just making sure I understand.)

Hi,

As described in the post above, losing a main turret and the associated number of gun dice is the only CH consequence for BB and German BC.

All other ship types roll 1D10 again if a critical hit is scored; on a roll of 10, the ship suffers a magazine explosion and blows up; otherwise the CH is the reduction of a target.

This is kept deliberately simple in the sprit of the GA system, but lets us simulate the design flaws of British BC up until the battle of Jutland, and also allows for turrets being knocked out and so on for some "flavour".  We played with other CH options but it just slowed the game down too much with lots of ships... so we settled on turret destroyed or ship blows up as our only options so far.

We are experimenting with 2 ways of showing this on the tabletop.  The first is a top-down deck diagram of each ship with hull boxes underneath and the gun tables for each ship. The gun dice value of each turret is recorded on the turret in the picture. As a turret is destroyed it is crossed out and the recorded gun dice are lost.

Our second method is to place the damage next to our ship models on the table-top. As hull points are destroyed, a counter with that number showing is placed next to the damaged ship. When the ship is crippled a smoke and fire stand is placed next to the ship to reflect this damaged state. As a turret is destroyed, a counter is placed showing this as well. This is placed on the model's stand so it moves with the ships. We have been using old damage counters from Avalon Hill naval games - the X counter is used for turret hits and the damaged counters are used for hull hits.

All in all, a good bit of fun smile

14

(6 replies, posted in Grand Fleets)

We have been experimenting with some house rules of our own for GA to introduce a very simple approach to critical hits. These add a little to complexity but add a dimension of fun as well.

What we do is this:
1. Divide the gun factors of ships that are AC or larger by the number of turrets and round to the nearest whole number. This gives you a ratio of attack dice to turrets.
2. When a penetrating hit is scored on a ship during a salvo, roll 1d10.
3. If a 10 is rolled, this means a critical hit was scored on the target vessel. For each extra penetrating hit scored on a ship from one salvo, we add a +1 drm to the CH roll.
4. If the ship is a BB or German BC, 1 turret is destroyed and the gun dice are reduced by the appropriate number
5. If the ship is a British BC or ship of a lesser type, another 1d10 isrolled. If the result is a 10, the ship blows up. If not, a turret is destroyed as above.
6. When a ship is crippled, halve the remaining turrets to reflect the new damage state.

These rules allow us to simulate the fragility of battlecruisers in WWI, while also giving a more random reduction of fire power by knocking out turrets. While we have not tried this for a large battle, it has proved a fun addition to the rules for battles of about 8 ships a side. We roll the d10 when we roll for the penetrating hits. 1d10 if the target is a BB, and 2 different coloured d10 if target is AC or BC. The first indicates the CH (or not) and the second if it is a magazine or turret hit. This speeds play. Please try them and let me know what you think!

Andrew.

15

(17 replies, posted in Grand Fleets)

Hi Everyone,

I am a great fan of WWII naval gaming in the Atlantic, as well as great fans of the Grand Admiral (GA) system that allows for a fast-play game, even with a big fleet and/or beginners. big_smile

My solution has been to attempt to convert ship data for WWII vessels for use with GA. I am very happy to share the results so far with anyone interested (attached for comment). I think all the details for the main batteries of each ship class are complete, andthough the secondary and tertiary battery ratings still need to be worked through.

Because the gun penetration and range tables in GA remain a bit of a mystery to us in terms of how to calculate penetration etc, we have gone for a "nearest match" approach to existing guns in Orange and Castles of Steel; but each gun has a unique range based on real life performance.

I am hoping that Dan will post a set of gun tables on this forum for all naval artillery used from 1914-1945 - or at least for the Royal Navy and the Kreigsmarine weaponry [for hoping, read pleading]  wink .  This would greatly assist in all manner of ship class conversions; not just for WWII.

We are currently using 1:4800 or 1:2400 scale miniatures (depending on the size and nature of the battle) on a 6' x 4' table, with ground scale (sea scale?) set at 1" = 1,000 yards. Despite theoretical maxima, we restrict the range of even the farthest firing gun to an effective range of 27,000 yards. This is because the longest range hit scored on a warship by another warship was at roughly 26,465 yards. This keeps ranges more realistic, while also ensuring that the game may be played on our existing table. When a ship is crippled, we place a 'burning fire and smoke' marker on the ship's stand to signify this at a glance.

Please let me know what you think, if anyone else is interested in refighting WWII battles using this system,  and please share your ideas on how to game this system with miniatures...

Thanks,

Andrew from Oz.

16

(5 replies, posted in Discussion)

Maybe you should just try Gluckstein wink

AW

17

(2 replies, posted in Grand Fleets)

Nice work.

The new format is more user-friendly for large fleet actions than that of the Orange pack. We have tested both in some large engagements now, where we use miniatures; so data sheets are crucial for ship stats.

We mark crippled ships with a "fire and smoke" stand as a visual way of depicting this (instead of flipping counters), and are experimenting with placing damage point counters next to ships as well to reduce paperwork.

Loads of fun!

Andrew W. big_smile

18

(6 replies, posted in Grand Fleets)

cricket wrote:
dotichnus wrote:

When should we expect the release of Grand Admiral: Castles of Steel?

August?

Hi All,

Any update on when we may expect to see CoS?

Thanks,

Andy. smile

19

(15 replies, posted in Grand Fleets)

cricket wrote:

This is a place for y'all to request specific ships/genres/scenarios for Grand Fleets and Grand Admiral.

Hi Daniel,

If we are able to request ships for gameplay... Please post the stats for some WWII British and German ship classes for Grand Admiral. This would be an awesome addition to the game.  big_smile

Ships representative of particular classes could relatively easily provide fighting fleets for both navies:
The Bismarck (BB), Scharnhorst (BB/BC), Admiral Graf Spee (CA), Prinz Eugen (CA) and Koln (CL) classes would cover the German navy.

The Hood and Repulse (BC), the KGV, Nelson, Ramilles and Queen Elizabeth (BB), the Ajax, Sheffield, Jamaica, Arethusa and Dido (CL), and the Exeter and Kent (CA) would cover the primary classes of the Royal Navy during the conflict - just 18 ships in total for both navies.  wink

If there is any chance you could post the ship conversion formulae for Grand Admiral here I would be more than happy to do the ship stat sheets and post them here to the forum.  :mrgreen:   

At the moment, I am trying to create stats for these ships by creating ratings for them in GF and then converting them into GA - then sanity checking them against the factors used in GA Orange.

Thanks for the game by btw - loads of fun  8-)
Kind regards
Whiteylegs

20

(12 replies, posted in Grand Fleets)

Hi Daniel,

The link to the Vanguard graphic does not appear to work for the Grand Admiral stats. Please re-post it if you can - or, if not, please, please, please provide a list of the stats smile

Thank you,

Whiteylegs.