Showing posts with label WWII Naval. Show all posts
Showing posts with label WWII Naval. Show all posts

Wednesday, January 11, 2012

"WW2 All at Sea" Review



I have been asked to elaborate on Agema’s “WW2 All at Sea” due to a general dearth of information about the game on line. So where to begin?

Scale:

Each tactical turn = 10 minutes, strategic turns = 40 minutes

4 cm = one nautical mile although imperial measurements are used for game play.

1 model = one ship or four or five aircraft.

As you can see from the time scale this is a very “high level” game. In land warfare one might refer to this as an operational simulation.  A good way to look at it is that you are in the role of squadron or fleet commander, rather than ship’s captain.

The rules use six sided dice throughout. Essentially you roll one dice per battery firing and if you score a hit another dice is rolled to determine the damage. AA fire is handled a bit differently with each ship having a number of Light AA, and AA dice dependent upon armament. Within certain restrictions these dice may be allocated to more than one enemy flight per turn as required.

Games will usually start with both sides beyond detection range (randomly determined at game start). Forces will then move in strategic turns until the range closes. Then tactical turns will commence with each side trying to detect the other and so on. Radar can be useful to tell that someone is out there, but only if it works. Once figures come within visibility range firing is likely to commence.

For those new to naval games with longish scale turns, damage rates can seem high. It is quite possible for a destroyer to be sunk in a single round of combat. Of course it could just as easily escape being damaged at all, or suffer from non-lethal degradation of firepower, speed, or comms.

Speaking of comms, each player is assigned a flagship. The flagship may be maneuvered as the player sees fit and any ships in formation with it will conform. If you want a ship that is not in the flagship’s formation to turn, you have to roll a dice to see if the order is received and carried out. Usually it will be. Damage to comms systems on the flag or receiving ship, or just bad luck, can result in the order being missed or misinterpreted.

There are rules for submarines and aircraft as well as surface vessels. A system is provided by which forces may be built using points to give “balanced” games. However where and when the battle it to take place does have considerable impact on what is available and even if you get to use what you purchased.

There are also campaign rules that regulate using the same forces over a number of games with all that entails. This is not a map campaign, but rather a resource management exercise.

Ship date is provided for just about anyone you might need to see included: Argentina, Australia, Britain, Brizil, Canada, Chile, France, Germany, Italy, Japan, The Netherlands, Peru, Poland, Soviet Union, Spain, Sweden, Turkey, Unitied States. The listed ships run from BB’s and CV’s down to subs and mtbs. There are also aircraft stats for the major powers included.

As an added plus some historical scenarios are included; River Plate, Pantelleria, Dakar (a campaign scenario), and Denmark Strait.

All things considered you get a  lot of game in the 158 page book or pdf. As in any game where fewer rather than more dice are used, luck will be an important factor. For example I had a single flight of Swordfish make a run at Bismarck. Quite improbably they sunk her (I know AH said “she” should be a “he”, but I don’t care : ). Now that actually required Bismarck not getting a 6 on any of 10 dice, while the aircraft rolled not one but two sixes. As you can see that sort of thing won’t happen often.

All things considered I’m a fan. If I want to play a really small action and know the effect of each round fired I’ll play Seekrieg V. Failing that I am more likely to play All at Sea than any of the other games mentioned below*.

Oh and lest I forget, Agema offers WWI naval rules by the name of "Challenge and Reply". These predate "All at Sea", and are similar in execution but not in detail.

Hope you find this info of interest, and thanks for stopping by!

* WWII Naval Miniatures Games that I have played:

Command At Sea

Seekrieg V

Sea Wars

Battle Stations! Battle Stations!

Warship

General Quarters (1, 2, and 3)

Convoy

Miniatures-like board games:

World War II at Sea

NWS Naval Warfare World War II

NWS  Nights of Fury

Naval Thunder
Shipbase 3

Tokyo Express

Royal Navy

This is just the primarily surface warfare oriented games that I can recall having played but will do for the purposes of establishing a base line.

Tuesday, January 10, 2012

All at Sea: River Plate 1939

Admiral Graf Spee under fire
While Giggers is sorting out the overland bit of Park's expedition, thought it was time for a quick break.

Have had Agema's All at Sea WWII naval rules for a while now, yet never actually had a chance to play a game. Well that's been taken care of now.

The rules are very easy to use and not for the micro manager. The fire of each battery is resolved by the roll of 1d6, there are only three or four possible damage results, and there is no need to cross off tick boxes on a ship form. I like it.

The complex calculations required are hidden in the data as with A&A Game Engineering's "Sea Wars", and the result is an even more streamlined game that puts you firmly in the role of commander rather than the jack of all trades most other naval simulations require you to be.

Tonight's game was the River Plate fought in 1939 between a German so called "pocket battleship" and three RN ships, the 6" gun light cruisers Ajax, and Achilles, along with the 8" heavy cruiser Exeter ( the same poor ship that was to be lost off Java in the opening stages of the Pacific War).

This battle is pretty straight forward and one of the "go to" scenarios I like to use when trying out a new set of rules.

So here is how it went...

The two forces approached one another from a starting range of 27,000 yards.

The RN needed to close the range so that the 6" guns of the light cruisers would be able to overcome Spee's armour. Conversely it suited Langsdorf to keep the range open where his slower firing 11" battery would have the advantage.

The Germans were quite lucky early on and hits on the RN flagship, Ajax  brought her to half speed for turn. Ajax fell out of line to effect repairs while Achilles and Exeter screened her.

Here Langsdorf was favored again as Spee's fire soon made a shambles of Achilles communications systems.
Achilles takes damage while leading Exeter.

The end result was that while Ajax was soon back up to full speed, Achilles misinterpreted an order and led Exeter clear in the opposite of the intended direction!

Ajax in pursuit.
Achilles and Exeter may be seen pursuing a different course of action entirely (background).

Despite losing two thirds of his squadron to mis-communication,  Harwood had Ajax gamely pursue Spee.
Even though the range was too great for Ajax's 6" guns to have any great effect versus Spee's armour, Ajax's gunners kept up such a barrage that the German gunners were well hindered in their ability to return fire.

Admiral Graf Spee straddled by Ajax's fire.
The scenario was slated to only last six turns. The final two turns of the game saw Admiral Graf Spee sailing off, pursued by Ajax, while Achilles and Exeter were coming about and trying to make up lost ground.

Neither side had been able to achieve their objectives of so damaging the enemy that pursuit (German) or escape (British) could be prevented and so the game was a draw.

I could have handled Admiral Graf Spee more aggressively its true, but closing range with the superior British force would have been a recipe for disaster, as in reality, this scenario is a difficult one for the Germans whose armament though superior is limited (only a total of 6x 28cm guns.and less effective 15cm secondaries), suffer from only middling armour (only slightly better than most heavy cruisers) and slower speed than their pursuers.

The game itself proved very easy to play and ought to handle large numbers of ships quite well, while still providing an interesting game for smaller actions.

 I fear that my meager photographic skills were found lacking when taking pictures of the beautiful Hallmark 1/6000 ships so apologies for that!

As always thanks for stopping by!