Topic: Grand Admiral - WWII in the Atlantic
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.
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] . 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.