1

(6 replies, posted in Grand Fleets)

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.)

Doug-

OK, I've broken down and picked up GF2 for comparison with GF1.  I'd been wanting to do this anyway, and this just gave me some incentive.

I think GF1's air rules could reasonably be grafted onto GF2.  Obviously, all the air-to-air combat could be handled within the GF1 rules. 

For WWI, at least, I think GF2 AA ratings could be used with the GF1 rules, if you didn't want to recalculate the AA ratings with the GF1 formula.  The formulas are pretty close for the smaller AA guns, and only differ significantly for the larger AA guns that you'd find in WWII.

Because the GF2 hull boxes are calculated differently than the GF1 hull boxes, the damage done by GF1 bombs would need to be adjusted for attacks on GF2 ships.  I've done some calculations, and I think an easy approximate conversion would be

(GF2 damage) = 1.5x(GF1 damage)

Round fractions up.

The deck armor rating in GF2 is intended for use with plunging fire, and so isn't really suitable for use against bombs.  You could calculate a deck armor for defense against bombs using the GF1 conversion rules if you have access to a Conway's, etc.  (Let's call that armor value "A", for Aerial defense.)  I think this formula would get you "A" from the GF2 belt (B) and deck (D) values:

A = 2D - B - 1

I don't think you'd want to try to do anything really air-intensive with this, but for the occasional Zeppelin or or H.12 that's out scouting and gets closer to the enemy than anticipated, the GF1 pdf would get you air rules for $9.98.

I suppose I should emphasize that I haven't actually tried any of this.

-Eric

Edit:  OK--I feel stupid.  If you get GF1, just use the GF1 deck values instead of the GF2 deck values when rolling for bomb penetration.  No conversion needed.

Doug-

While there are probably a lot of things you could try for air-to-air combat (if you've poked through the old threads, you'll know I suggested SK4 as being both free and abstract enough to save one from having to play an air game), with no air rules at all in GF2, it would be difficult to know what to do once the attacking aircraft reach the ship.  What does it take for AA to shoot down an airplane?  How does a bomb hit a ship?  How much damage does it do?  With GF1, you could revert to the GF rules once you'd disposed of the air-to-air portion however you liked.  With GF2, though, you might just be stuck (until the promised "forthcoming rules" are forthcoming, anyway).

-Eric

Doug-

I assume you're now asking about rules, and not "Miniatures choices".

I'll also assume you're not wanting to play a "sub hunt" game, with armed trawlers and sub chasers, etc.  Grand Fleets (unless the 2nd ed is wildly different from the 1st ed)  probably wouldn't be my rules of choice for that.

So, given that subs in WWI were pretty much incapable of operating tactically with a fleet, I'd restrict them to strategic effects in a campaign.  Think "mobile minefield".  Give them some chance of finding the enemy fleet (perhaps based on location, entering the same hex, crossing a patrolled hexside, for example, if you are using a map for strategic movement).  Day vs. night should probably make a difference.  Give the escorts some chance of detecting the sub and then some chance of sinking it, perhaps based on how many escorts there are.  Make the sub (if it has survived) choose a target with at least some randomness.  At that point, you could probably use the GF torpedo rules to resolve the attack, perhaps making a sub that was detected attack from a greater range. 

If you're running a campaign, I don't think it would be too hard to come up with some reasonable probabilities.  If the campaign is a group effort, I don't think it would be too hard to come up with probabilities everyone would accept.  If there's no campaign, I'd leave subs out of it.

-Eric

I have a pretty small 1/2400 collection, but it contains some GHQ, Viking Forge, CinC, and Panzershiffe.  If I were making a diorama, I'd go with GHQ, but for gaming (durability and simplicity), I prefer the others.

6

(9 replies, posted in Grand Fleets)

Now I understand why you were asking.

I think the "empty dusty bunker" issue would not arise in the normal course of events.  I think the plan was to use the "protective" coal last.  Another plan was never to be steaming around on the last shovelful of coal, so unless something very unusual had happened, I think those bunkers would be full.

I suggested that the protection afforded by the coal bunkers was theoretical, rather than practical, because I know of no action in which a protected cruiser actually was protected by shells bursting relatively harmlessly in the bunkers.  If anyone else knows of such an action, I'd be very interested in hearing about it.

I envy you having a campaign.  If your friend is insistent that some gesture be made taking protected cruisers' bunkers into account, how about this (which is totally off the top of my head, so I don't know if it works, and even if it does work, I don't know if it's worth the effort):

"Protected cruisers that have steamed less than 3/4 of their maximum range ignore critical hits caused by shells whose penetration die rolls were exactly the minimum needed for penetration."

The "3/4" is just a guess, but it probably should be something greater than 1/2.  2/3 is also reasonable.

If you're afraid this give protected cruisers an advantage without any corresponding disadvantage, how about this (accounting for those emptying bunkers and the potential for coal dust explosions):

"Hull damage caused by critical hits on protected cruisers that have steamed more than 3/4 of their maximum range is doubled."

7

(9 replies, posted in Grand Fleets)

The armor formula changed in the 2nd edition?  I suppose I might have to break down and buy the pdf just to see the changes.

I checked out Diadem, Edgar, and Powerful, and they do, indeed, have belts and ends of 5, and decks of 7 and 8 (1st edition).

One might wonder if the belts should be better because of the protection offered by the coal bunkers, but I think that protection was more theoretical than practical.

8

(1 replies, posted in Grand Fleets)

I think it plays pretty well solo, but then I'm pretty good at deciding what one side would do if it didn't know what the other was doing.  There aren't any solo rules (in the first edition, anyway), so if you need solo rules because you can't ignore what you shouldn't know and just play both sides, I suppose they wouldn't work very well.

I guess that isn't much of an answer. neutral

I'm not sure there is a "typical" scenario.  I've played from four (Denmark Straight and River Plate) to seventeen (Gotland Island) ships solo.  Gotland Island took a while, but only because I played it out to the bitter end--it was decided pretty quickly.

9

(19 replies, posted in Grand Fleets)

Well ... I've put together something using TeX (Donald Knuth's typesetting program).  If you are familiar with TeX, I'd be happy to send you what I have.  But if you're not, it wouldn't be worth learning it just for this.

10

(7 replies, posted in Grand Fleets)

Out of curiosity, what was this "other rule set"?

I don't know what set Soulmage was looking at, but Seekrieg 4 has a rule for crews spontaneously abandoning ship (table U2).  I haven't seen Seekrieg 5, so I don't know if it was carried over to the new version.

For individual ships, this makes more sense to me than having one captain break formation to take his ship off somewhere and compose himself.

For the entire fleet, it seems that "morale" should be written into the victory conditions of the scenario, or perhaps are the ultimate meaning of the victory conditions.  Why, for example, does side A win by sinking X number of ships?  Because that's when side B has had enough.

The squadron level is more interesting, and I don't have any suggestions off the top of my head.

11

(8 replies, posted in Grand Fleets)

I'm sure the existing system plays fine.  I suspect that within every naval gamer, there is a personal topedo system waiting to get out!   smile

12

(1 replies, posted in Grand Fleets)

I just followed the pattern, and added 0.6 AA points for each one.  I don't worry about correlating damage to these larger guns with losses to AA points.

I don't play much WWII, but the US should probably get some kind of bonus or positive modifier for the 5" guns when the VT fuses become available.

13

(8 replies, posted in Grand Fleets)

Everybody has loved the -1 for fixed tubes! (I have, though, only played one game that wasn't solo.) big_smile

Note that I called it my only "house modifier."  My "house rules" are more extensive:

First, since I don't play on a hex map, I've changed the firing arcs so that A, B, E, and F are 45 degrees, while C and D are 90 degrees.

I've indicated torpedo launch arcs on my ship data cards, just like the gun firing arcs are indicated.  Rather than make players (um ... myself) choose an arc, arcs are fixed by the launching ship's orientation at the time of launch.

I put down a marker I've made that shows all the arcs, so the opposing player (myself, again) knows torpedos are in the water, but not the target.  This evil is necessary since I've cut the turn length in half (six minutes), giving many torpedos, even in WWI, a multi-turn run.  When the target is an arc the torpedo could have been launched into, and at a distance appropriate for how many turns the torpedo has been running (which I have listed on my ship data cards), then I roll for a hit.

Oh, and I list torpedo mounts on the ship damage track, just like turrets are listed.

14

(8 replies, posted in Grand Fleets)

The issue with Grand Fleets and immune zones is that Grand Fleets is just a bit too abstract for them to make sense.  I've only looked at one WWII capital ship engagement (Denmark Strait), and ships either have no zone in which they are immune from the enemy's guns, or the immune zone is the entire middle range.  This magnifies small differences between ships. 

(Please note that I do not consider the abstraction in Grand Fleets to be a  "problem".  A game design needs a particular level of abstraction, and I think Grand Fleets has a very nice one.)

Hmmm ... perhaps the un-named chart that is used for hitting with modifiers of -3 or worse (I think of it as the "lucky hits chart") could also be used somehow as a "lucky penetration" chart.

15

(10 replies, posted in Grand Fleets)

And a year later, a fresh look at

It's also important to remember that plunging fire was not a tactical decision on the part of a gunnery officer (i.e., No one said, "Hey-- let's do plunging fire on that target!").

makes me agree that while it certainly isn't a decision a gunnery officer would make, I think it is a decision a ship (or squadron, etc.) commander would make.  If the enemy was your gun's "immune zone", you'd need to either open or close the range for your fire to be effective.  If you chose to open the range, effectively you would be saying, "Hey-- let's do plunging fire on that target!"

This is rarely an issue in Grand Fleets because it is primarily WWI and there are only three range bands.  On the other hand, using Grand Fleets' armor and penetration formulas, I think KGV(ii) is immune to Bismarck's main guns at medium range (as long as KGV(ii) isn't fool enough to turn end-on).  So, Bismarck trying to keep the range long would be a game example of saying, "Hey-- let's do plunging fire on that target!"

16

(10 replies, posted in Grand Fleets)

The heavy guns on most World War One battleships had only a maximum elevation of only up to 20 degrees.  This was because if they could elevate up to 45 degrees for maximum range, they would fire so far over the horizon that spotting would be impossible even from the tops of the masts. Thus there was no ability to use, and no need for, this extra range.

This sort of leaves open the question of why the guns would be designed like that.  I mean, why not back off on the muzzle velocity, reduce wear on the barrels, fire to the horizon at an elevation of 45 degrees or so, and punch through the thin deck armor?  And in case anyone is as puzzled about this as I used to be, I'll be tacky enough to answer my own question:

While one can easily imagine the heavy guns being mounted to enable high-angle fire, the problem in WWI was fire control. If one isn't all that sure about the range, there is a much better chance of hitting a target with a low-trajectory high-velocity shell, than by trying drop a high-trajectory shell down onto it.

17

(8 replies, posted in Grand Fleets)

Oooo!  Campaign rules!  That would be neat!

18

(8 replies, posted in Grand Fleets)

I guess I bought one of the other four copies.

My preference would be for historical and reasonable WWI "what if" scenarios.  Historical scenarios should be fairly easy to come up with, to the point where we shouldn't really need a supplement for them.  I think you'd be providing a real service if you combed the history books looking for things that almost happend, though.

I suppose what consitutes "reasonable" is subjective.   "What if the Grand Fleet and the High Seas Fleet managed to find each other on August 19, 1916?" works for me.  "What if Argentina built a fleet of Queen Elizabeths and attacked the United States?" doesn't.

I'm less interested in WWII scenarios, but I don't actually have anthing against them.

-Eric

PS  Hey, do I need to start following the Yahoo! Group again?  I thought all the action was here.

19

(8 replies, posted in Grand Fleets)

kevinsmith67206 wrote:

> ==========
> 2. When looking at the gun data, it seems almost impossible
> to penetrate BB armor at long range: even a 16" gun would
> need a dice roll of 10 to penetrate a belt armour of 14 at
> long range. Is this normal for plunging fire during WW2?
> ==========

The only WWII BB battle I've tried is Denmark Strait, and I found the problem at medium range.  Prince of Wales' deck is thin enough for Bismark to penetrate at long, and Bismark's penetration is great enough to get through the side belt at short, but as long as Prince of Wales can stay side-on at medium range, she's invulnerable.  My guess was that perhaps the armour model wasn't really appropriate for really thick modern armour.  Either that, I suppose, or Prince of Wales really was invulnerable to Bismark at medium range.

cricket wrote:

I find it interesting that other rules sets would give a +1 to-hit modifier for crossing the "T". If anything, I would think it harder to hit a target end-on; also, the benefit is reflected in GF by use of the end armor values.

I'm not so sure about WWII, but in WWI, bearing was much easier to determine than range.  So the extra depth of an end-on target was more help than the extra width of a side-on target would be.  On the other hand, the range to an end-on target would probably be changing at a greater rate than that to a side-on target would be, and rapid range changes weren't handled all that well be WWI fire control.  So my completely unscientific and inexpert opinion is that it would be a wash.

(The only "house" modifier I've lifted from other rules is -1 for fixed torpedo tubes.  I really want to discourage battle lines from being sent on torpedo runs.)

Speaking of end armour values, I've wondered why you chose to use the end belt value, rather than the bulkhead value.  Looking at the end arc, I first assumed that the bulkhead value was what you meant.  (I had to go back and correct the first couple of conversions I worked out.)

-Eric

20

(4 replies, posted in Grand Fleets)

I use that scale.  I use the tabletop conversion, but I double the gunnery ranges, entirely for aesthetic reasons.  After all, if aesthetics didn't matter, you might as well use cardboard counters.

-Eric

21

(6 replies, posted in Grand Fleets)

I see it's been more than five months, but what the heck.

I know it doesn't answer your WWII data & scenarios concern, but if I was determined to play a scenario with massive amounts of air-to-air combat, I'd probably use Seekrieg 4's air-to-air combat rules.  The rules and the aircraft data are free, and huge air battles can be resolved off-board statistically with a few die rolls.  Then I'd set the survivors next to the ships and use Grand Fleets for the AA and the bombing & torpedoing.

-Eric

22

(5 replies, posted in Grand Fleets)

cricket wrote:

Actually, the values of light guns are already an average of the 'real-world' capabilities...

Yes, that's the point I was trying to make--that you didn't pick the light gun ranges of 1/2/3 just because it looks nice.  I guess it didn't come through very well.  Sorry.

cricket wrote:

I'm gonna stick with my theory that the average gamer may simply underestimate the effectiveness of the lighter armament, especially when grouped in bunches like on the Russo-Japanese ships.

Could be.

-Eric

23

(5 replies, posted in Grand Fleets)

Having, apparently, way too much time on my hands, when I saw this discussion I got some light gun data from the NavWeaps page.  I then worked out values for them as if they weren't light guns, to see if I got ranges like 1/2/3, RoF's like +3, damage like 1, and penetration like 1/0/0.

I've attached the results as a PDF.  (I made up fake ship charts, since it automates my calculations.)  You'll see that while there is certainly variation, Light Guns "by the rules" seem a reasonable average.

The obvious objection to this would be that while the Light Guns are consistent with the model used for main guns, Light Guns may be beyond the realm for which the model is valid.  On the other hand, range is the characteristic that is the least "modeled."  It's pretty much straight from the real-world data.  So if I found I was getting historically bizarre results, range is the one thing I wouldn't tweak.

I haven't played any Russo-Japanese scenarios, and even if I did, I don't know enough about what "should" happen to object to how things worked out.  Since you're getting strange results, though, off the top of my head, I'd probably halve the number of light guns that would otherwise be able to fire to range 3.  This would represent, in some average ship, that while the 6 and 12 pounders might still fire this far, you probably are beyond the effective range of many 1,2, and 3 pounders.

-Eric

24

(4 replies, posted in Grand Fleets)

cricket wrote:

Note that historically, it was necessary to station destroyers alongside the line of battle to relay orders from the flagship -- implying that it wasn't enough to just "follow the leader".

Yes.  "Just following the leader" only works as long as you know you are just supposed to follow the leader.  But there needs to be a way to know when you aren't supposed to follow any more and, for example, turn together.

-Eric

25

(13 replies, posted in Grand Fleets)

Daniel-

The ultimate in "scale niftiness" is actually the 1:36,000 ground scale and 12 minute turns you suggest in Grand Fleets.  It gives 1 inch = 1000 yards and 1 cm = 1 knot. 

But I don't want my three-inch battleships (1/2400) blazing away at ranges of 15 to 18 inches.  It would look funny.

-Eric