Topic: Aircraft and Sub Rules for GF2 - also miniatures choices?

Just bought GF2, and I'm reading through Massey's "Steel Castles" to get into the mood for some high seas gaming!  I already have a few questions, though.  First, are there aircraft and/or submarine rules for GF2 somewhere?  I never bought GF1, so don't know what all was included.  I do, however, recall discussion of aircraft not being GF's strong suit - which implies that it at least handled them somehow.  Second, what miniatures are you guys using in 1/2400-1/3000?  I'm torn between the obviously fantastic GHQ models, and the more affordable and wider ranging (and probably more durable) Navwar and PanzerSchiffe pieces.

Oh - also, any recommendations for great reads on the subject?

Thanks,
Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

You might see if you can find the book previous to Steel Castles, Dreadnought. I actually enjoyed that one more.

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

I second the recommendation of its predecessor, Dreadnought, although that book actually has less to do with the ships than it does with the personalities involved with the run up to the war like Fisher, Wilhelm II, Bismarck, etc.

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

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.

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

Christopher wrote:

I second the recommendation of its predecessor, Dreadnought, although that book actually has less to do with the ships than it does with the personalities involved with the run up to the war like Fisher, Wilhelm II, Bismarck, etc.

Fortunately, it was on the shelf at BN next to "Castles of Steel" - I'll probably pick it up next.  For the nonce, though, I wanted to read more about the war and less about the battleship race that ran up to it.  Massey does, however, do a great job giving insight into the personalities involved.  I read his "Peter the Great" for a Russian  history class in college and have read it again since just for fun - excellent book.

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

ericrrrm wrote:

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.

That's the way I'm leaning too - the GHQ minis are incredible, but the others (particularly the PS ships in resin) will likely survive handling a lot better, even if they are based.

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

So - how about the planes and subs?  Any thoughts?  Should I go buy a copy of GF1 and use the aircraft rules from there?  Or will they be in a supplement (that will hopefully come relatively soon)?

Thanks,
Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

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

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

ericrrrm wrote:

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".

Indeed. In all of the reading I've done, submarines did not play any actual role in surface ship combat (even in WW2, I don't believe any ship during a surface engagement was sunk by submarine). The THREAT of submarines is another matter entirely -- but if you want to include that in your games, it should be a C&C issue or scenario rule (like the one for Dogger Bank in King & Kaiser), not a tactical consideration.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

I believe, at least in WW1, subs were generally steered clear of friendly naval forces and ordered not to engage in areas where friendly naval forces were operating. A friendly fire incident of that magnitude would be horrendous!

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

ericrrrm wrote:

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

Yes I am, as I did in the original post.  The title might be a bit misleading - that comma should perhaps have been a semi-colon.  I'll edit the title.

Thanks for the thoughts - I was not looking for in depth (pardon the pun) sub-hunting rules, but for something that might capture sub attacks on surface ships and perhaps destroyer actions against subs.  I'm a neophyte when it comes to naval history, but in the limtied research I've done so far, I seem to see many references to attempting to draw an enemy force across a barrier of mines or submarines, but now that I think of it, I do NOT see many references to it actually WORKING, at least not where subs were concerned.

Thanks,
Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

cricket wrote:
ericrrrm wrote:

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".

Indeed. In all of the reading I've done, submarines did not play any actual role in surface ship combat (even in WW2, I don't believe any ship during a surface engagement was sunk by submarine). The THREAT of submarines is another matter entirely -- but if you want to include that in your games, it should be a C&C issue or scenario rule (like the one for Dogger Bank in King & Kaiser), not a tactical consideration.

Sounds like a reasonable way to approach things - I'll check out the scenario rules.  Now, how about those aircraft rules?  wink  Looking at the old catalog entry, I see that GF1 was described as having "rules for everything from ships to aeroplanes, Zeppelins to submarines" ... seems almost like a step backwards to take all the ancillary stuff out in the new edition, unless an rules expansion/supplement is planned for the relatively near future.

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

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

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

ericrrrm wrote:

Doug-

With GF2, though, you might just be stuck (until the promised "forthcoming rules" are forthcoming, anyway).

-Eric

And there's the rub - if the air rules are not to be forthcoming in the near forth  wink  then I might just buy GF1 and try to graft those air rules on.  But if that's really impossible for some reason, or if their are more ruls on the horizon, then I'm content to wait for the official GF2 version. 

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

So Dan - what's the word?  Is there a plan for a supplement to GF2 in the near term that will include aircraft (and perhaps some of the other ancillary things that were apparently in GF1 but disappeared in the new edition)?  Or would my best bet be to buy GF1 and adapt those rules to GF2?  If so, do yo have any suggestions for doing so?

Thanks,
Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

An aircraft supplement for GF2 could be finished in relatively short order, if there were a demand for it.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

cricket wrote:

An aircraft supplement for GF2 could be finished in relatively short order, if there were a demand for it.

Dan:

Well, I for one would like it, but then I've been waiting forever for a Spitting Fire expansion too, so my tastes do not seem to be reflective of the masses.  Anyway, supposing a supplement, would you want to do this as aircraft only, or include some additional things to widen the appeal?  Or perhaps do this as part of the long awaited WWII supplement?  If it turns out that there is not enough demand to do this right now, would you recommend just adapting the rules from GF1 to GF2?  If so, do you have any suggestions for doing so?

Just out of curiosity - why were the airplane, sub, etc. rules removed from GF for the 2nd edition?

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

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.

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

Awesome stuff - thanks!  I did not realize that the deck armor calculation was changed from GF1 to GF2.  I do not have a Conway's, but I _do_ have the ship data book from SeeKreig 4 (which is out there for free), which has the deck armor stats for a pretty large sample of ships.

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

And I should now have a PDF of GF1 on it's merry electronic way to me - bought it this morning.  That should hold me over until there's a GF2. 

Doug

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

I've been looking through my various naval games lately and stumbled upon GF2.  Definitely wish there were aircraft rules, and some sort of sub rules (even if just to use in "attack the convoy" type missions). 

I realize with the work on GF3, you probably won't go back and do anything for GF2.  So two questions for you:

1) Are there going to be aircraft or sub rules in GF3?
2) If I wanted to do up aircraft&sub rules for GF2 any advice?  Do you have any design notes/ramblings to help me get started. 

Thanks!
-Tim

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

Yes. GF3 includes rules for both aircraft and submarines. Both are paid for out of your initial fleet allowance: for example, if playing a WW2 scenario, you can use up to 25% of your points to purchase aircraft.

Aircraft are split into "fighters" and "bombers". They do not move on the game board; instead, during each command phase, one side declares the use of bombers and the other declares whether or not to use fighters to intercept, then vice versa. Surviving bombers are placed on the board next to their targets. Ships may use AA guns to defend in the combat phase, at the end of which the remaining bombers attack. In the initial release, all aircraft have the same capabilities: this may change if there is enough demand for a separate air operations supplement.

Submarine counters are placed during the initiative phase, allowing ships to maneuver to avoid them during the movement phase. Their attacks are then resolved at the same time as other ships. Again, for now, all subs are the same.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aircraft and Sub Rules for GF2 - also miniatures choices?

Thanks for the response Dan.  I'm going to copy this over to the other thread on GF3, because I think others might be interested in reading about it all in one place.

-Tim