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| Capture of the ironclad Huáscar by Thomas Somerscales |
Thursday, August 27, 2026
Kind of New Project Planned
Tuesday, July 7, 2026
Great War Salvo! Naval Rules
I was going to bring some of my painting supplies and some minis but it ended up that I brought one game, Great War Salvo! by Minden Games.
Sunday, April 28, 2024
Another Victory At Sea Battle
This game pitted the Japanese with three heavy cruisers, one light cruiser, and three destroyers. Will had three Fletcher class destroyers, and one Iowa class battleship. Guess who one? I did manage to sink all his destroyers, but he annihilated all of my ships mostly with the battleship. Trying to damage the Iowa was like trying to kill Superman using a pellet gun. Even my long lance torpedoes could not penetrate the Iowa's anti-torpedo belt. It didn't help that he got the initiative for all but one turn. Initiative not only determines who moves, but also who shoots. Some pictures:
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| Sinister grin on Will's face |
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| My cruisers valiantly engage the Iowa |
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| Float plane view shortly before the carnage |
Couple of things:
First, Will failed to tell me that if I launched my torpedos at his battleship at an angle to its broadside, there were lower odds of hitting, but I could have bypassed the Iowa's torpedo belt if they hit.
Torpedoes are crap in this game. The Japanese really weren't all that effective, but the American's are even worse. You have to be point blank to hit anything with a torpedo. In a duel between my destroyer and his, we only hit each other when we used our guns.
As I said above, initiative also determines who shoots first. I don't think I would have had a chance anyway, but at least one of my cruisers was quickly sunk before it had a chance to fire back at the battleship.
I had a good time anyway. I had just given a final exam earlier that morning, and there was some drama regarding a student who failed to show up for it. This entire semester has been, as my son calls it, "scibbiddy." Due to financial issues, not of the faculty's doing, we have been bearing the brunt of things, which has culminated in a whole lot of calamity, including the resignation of my department chair in anger. Any time I can get away from work issues and dive into something fun, I am a happy camper.
Sunday, April 14, 2024
Victory At Sea
I got to play a test Warlord Games' Victory at Sea naval rules at Will's gaming shop. It was SO nice to have a game and interact with others. It was a quickie set up. I had a Japanese heavy cruiser and two destroyers. My opponent, a friend of Will's, had the USS Northampton heavy cruiser and three Fletcher class DDs. Will acted as umpire.
Sunday, March 13, 2022
Quick Naval Game
Today, my daughter and I had a quick test game of Fast Attack Boats: a Game of the Arab-Israeli Naval War-1973. It was published in 1980 by Yaquinto Publications. This is one of their record album games. The album opens up and you have the hex board in front of you. Its compact, but once you punch out the counters storage of them is a problem. Unless you hope they don't fall out of the record jacket (I can't believe I still remember such terms), any sort of ziplock bag or envelope is going to make the jacket bend and eventually warp. This is would be a bad thing considering that the jacket is your game board.
The rules are pretty simple: move, shoot, launch missiles or torpedos, repeat. It is simpler than Sea Strike, but at the same time, its less generic. There is no detection or lock on. The only bookkeeping was to track damage. Small counters representing missiles and torpedoes avoid the need to keep track of those. There are differences between Israeli SSMs and Soviet missiles that the Egyptians and Syrians use. Ships have differences as well. Torpedoes seem worthless, but I'm sure in the right hands could make a difference. The odd thing is that missiles and torpedoes are extremely maneuverable. It is particularly weird with the torpedoes, unless wire-guided ones were common back then. The restrictions for what direction to launch your missiles or torpedoes didn't seem to matter because of this. It didn't specify in the rules, but we made up a rule that missiles and torpedoes need a designated target just like gun fire. What probably compensates for the high maneuverability is that a missile or torpedo can get to your target and still roll a miss. Damage is similar to a lot of other modern rules where there are no damage points. Instead, a ship racks up percentages of damage that accumulate. Over 40% weapon systems and propulsion start become to become an issue. Torpedo boats are an exception, they are pretty much toast if hit. There is a rule for ramming, but we didn't get to try them. There is a campaign system included.
The game lasted all of a half an hour, tops. My daughter had two Israeli missile boats that had a combined 14 Gabriel missiles! I took the Syrians with two Komar-class missile boats and four torpedo boats. Not only did they have far fewer missiles, but could only fire one at a time as opposed to two at a time. It was pretty one sided. I did manage to slightly damage one of her ships, but she leisurely sank all of mine. all my torpedo boats valiantly managed to launch their torpedoes before turning to dust by missiles. Only one torpedo managed to make it to a target but missed due to poor dice rolls. My last missile boat tried to escape, but it got beaten down enough were it was moving at only half speed. I then decided to try to ram one of her ships, but she finished me off with missiles to spare.
I liked it in spite of a few quirks. I think it lends itself to some tinkering to beef it up and include more ships. As always, I am looking for rules and ideas to be used for my ImagiNation wars.
Thursday, July 19, 2018
Let There be Light!
While I was in Chicago for two weeks, my daughter dragged me to JoAnn's Fabrics. Ott Lights were a whopping 50% off! Not only couldn't I resist, but I bought one for my daughter, too. This one is a big step from my old one because it has a larger light. The goose neck will mean I have more flexibility lighting positions and hopefully will hold up longer. My last one's arm became all droopy early on and I had to prop up the arm with a bottle of craft paint.
Also, I got a hold of Bob Cordrey's latest rules. This time on naval wargames:
This is a printed and expanded compilation of some of his rules that he has up on his website. I mentioned them in a old post. I've played his pre-dreadnought rules solo a couple of times and really like them. Of the three rule books of his that I now own, I think I like this one the best.
Wednesday, May 17, 2017
Harpoon: Captain's Ediion
I've been focusing on naval and air board games because there are few miniature rule sets out there compared to land-based games. My latest purchase is Harpoon: Captain's Edition (H:CE).
Unlike Harpoon rules, H:CE is a board game that takes place during the 80s. The rules are pretty simple, but not simplistic. They are also pretty clear cut and well organized. I read them in about 20 minutes and didn't feel confused about any particular part. I noticed that some of the mechanics are very similar to those of other modern naval rules, Shipwreck in particular. I think these can be easily converted into a miniature game. There are only two minor drawbacks. First, weapon stats is somewhat abstracted.
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| Sample of ship cards for H:CE. Weapon and defence stats on the right. |
The second issue is more of general complaint of a number of modern naval rules. Many rules seem to focus on the "big ships" and leave out smaller ships. For example, there are no Soviet missile boats such as the Komar or Osa, or even the larger Nanuchka-class and Tarantul-class missile corvettes in this game. I can forgive H:CE as it has a narrowly focused scenario that takes place in the Northern Atlantic. However, I don't understand why other rules sets do the same thing. Not to pick on them, but Naval Command is an example. Interestingly, I've seen this in some WWII naval rules regarding destroyers. It's as if they don't exist. Again, I can work out the stats for these smaller ships, but it would be nice if they were already done by the author of the rules.
I need to get back to my 6mm miniatures. I have been making some pillboxes and small bunkers out of polymer clay. I will give a report on those soon.
Tuesday, December 30, 2014
Holiday Find
While hunting down some cooking pan in my mother's basement, I came across a old copy of Seapower II rules:
Apparently, I had opened them, but I don't remember spending any time reading them. I paid $12.95 for them, which for me at that time (late 70s) was a lot of money. I never did get Seapower III, even though its says at the very bottom left hand side to ask for them. ALNAVCO still sells them, so if I like them, I will take the plunge and get them.
This is likely my last post of this year, so happy holidays to you! May 2015 be a safe and happy one!
Sunday, October 26, 2014
More Naval Games, More Foolish Spending
First up, is the computer game Command: Modern Air/Naval Operations by Warfare Sims.com.
I've never been much of a computer gamer. First-person shoot 'em ups just don't appeal to me, no matter how fantastic the graphics are. Back in the 90s, I played Doom, Ultima, Diablo, and Mythic, mainly because my friends in grad school did. The only game I really liked was the Civilization series.
So, why this one? One of my problems is finding a reasonable set of rules for modern naval gaming for my Chalupastan War campaign. I read about this game on the War Is Boring website. The author used this game to simulate a battle between China and the Philippines over some island in the China Sea. The thing I liked about it when I looked into the game is that you can design your own scenarios, and modify ships, seemingly to the point of building your own ships. The price is a little steep ($95), but having recently been promoted to full professor, I felt I could splurge. The game claims that you don't have to micromanage things, but the one practice game I did play, I felt like I was doing so. In the space of maybe two hours in game time, my Spruance-class destroyer was badly knocked out of commission and I had no idea if I had hit the practice target with my cruise missiles. To be fair, I have not played since then due to a lack of time, but even if I do get the time, I think its going to be a while before I start tinkering with the ships and making my own scenarios to fit my fictional campaign.
Next is the 1987 edition of Harpoon Modern Naval Wargame Rules by Larry Bond.In an earlier post, I bought and had a cursory review the most recent version of Harpoon (4th edition). While it is very detailed, It seems overwhelming to play, especially if I dare play it solo. Recently on TMP, someone ran a Falklands game using the 1987 version and the comments were that is much more playable than this most recent one. My used copy of it came in the mail today, so I can't say anything about it. Besides being the older edition, I wanted to compare it to other games that I already own just as Shipwreck. Bulldogs Away!, and Surface Battle Group. There are some things like in these other rules that I like better than in 4th ed. Harpoon, but there are some aspects in each I don't care for.
Saturday, September 28, 2013
Big Improvement in Rapid Prototyping
These new minis make me VERY tempted to venture forth into the pre-dread waters!
Tuesday, April 30, 2013
OMG, This is Fantastic!
...anyway, from Bob's site, I found that another site, Three by Two Tactics, has taken his game and made a virtual board game for it (see here). Its not an online game. You do need to have the rules handy, but it allows you to run games and test the rules without investing in physical miniatures. Plus you can play it anywhere...like in your office...when you are trying to grade final exams.
Bob's rules are free, and its free to run the game board. Another plus is that it runs on Macs as well as PCs. That's a big plus for me! Give them a try.
Now, back to grading (cue "Volga Boatmen").




















