Monday, 20 February 2023

Age of Sail


As I mentioned in an earlier blog, my first venture into Age of Sail was to bring the battle of Cape Ortegal to my tabletop. More about the action later, but it was a small action, fought between two squadrons, twelve ships in total, rather than a significant fleet action. However, my ambition is to refight the great clashes of the era, Glorious 1 July, Nile, Copenhagen, and Trafalgar, so the rules I choose ideally should accommodate these significant engagements. This focus eliminated many rule sets that focused on ship-to-ship duels.

A broadside



Rules and Constraints

The first step in my quest involved reading several rules sets to establish which ones appealed. Rules that a wargamer chooses are a personal choice to fit their requirements. Three constraints impacted my selection. First, I have limited space, so any option had to be played on a 6’ x 4’ table. Second, I mainly play solo, so any dedicated rules to aid solo play would be attractive. Last, I wanted to test the period with a limited financial budget. This led me down 1:2400 scale ships. Although War Artisan card ships tempted me, I thought they were too large because of my restricted space.

The Rules

I had previously tried tabletop board games, like the Sails of Glory and Oak and Iron, but they did not allow me to recreate large engagements. Therefore, I concentrated on five sets of rules.

Grand Fleet Actions (GFA) by Andrew Finch and Alan Butler, A & A Game Engineering,

Far and Distant Ships (FDS) by David Manley, Long Face Games,

Fighting Sail (FS) by Ryan Miller, Osprey Publishing,

Fire as She Bears (FASB) by Phil C Fry, Starboard Tack Press,

Kiss Me Hardy (KMH) by Nic Skinner, Two Fat Lardies.

Please look at my earlier post for site links for these rules.

Period Covered

Before looking at the individual rules, a few general comments. First, only some of these rules covered the same period. Kiss Me Hardy is focused on the ‘Age of Nelson, whilst GFA and FASB can be used to refight engagements from the 16th Century. Fighting Sail is the most restrictive covering the 18th century and the first two decades of the next century. Therefore, most of these rules can cover a period from the Anglo-Dutch wars to the end of the Napoleonic conflicts.

General Comments


First, most rules are pdf downloads that you must print if you want a hard copy. The notable exception is Fighting Sail from Osprey, produced to that company’s high standard. Few of these rules are indexed, and only FDS and FS have a QRS sheet. However, QRSs can be found online and in various Facebook groups for most of the rules. Fighting Sail and KMH have the best online support with dedicated forums and Facebook groups. All the rules have online tutorials to help land lubbers like me learn the rules. The naval arena is poorly served compared to the plethora of excellently produced rules for Napoleonic land battles. This is best illustrated by the lack of templates (movement and gunnery) needed to play the games. Only KMH has commercial templates, so in most cases, homemade solutions are required.

None of the rules has dedicated solo extensions, although the activation system, card or token driven, in Kiss Me Hardy makes solo adaptation easier. Although I have not tried it at this stage in my research, some of the ideas on command in a KMH supplement can be transferred.

Initial Thoughts.

Whilst the rule might be lacking in swish presentation, they make up for it in playability. Most rules are quick to learn that concentrate on the command aspects rather than the details of seamanship. This design approach produces some friendly mechanisms and improves playability. Boardgames Geek scored most rules below 2.50 out of 5.00 on complexity.

Play Testing

My initial thoughts on my read-through and some limited play testing are,

Far Distant Ships (FDS)

Designed for significant naval actions, they are low complexity, quick to learn and have the advantage of no off-table bookkeeping. The rules played like a DBA game, so opposing dice with a handful of modifiers. This led to a fast, easy-to-learn game that captured the problems faced by the age of sail fleet commodore. The advanced rules that include a signal system would undoubtedly add to this impression and the fog of war.
My main criticisms are that the rules would have benefited from detailed examples of some key concepts. Secondly, the carronade fire at close range is lethal, but there is no information on which ships carried them. However, these comments on ship details apply to all the rules I reviewed. The excellent site is the best starting point for most enquiries.

Two free scenarios, Glorious 1st June (1794) and Camperdown (1797) are available. Beyond these two scenarios, the rules currently need more online support.

Fire as She Bears (FASB) 

A Medium-complexity game designed to fight fleet actions. However, it involves off-table bookkeeping, limiting the number of ships that can be handled in solo play. One annoying feature is the rules is that examples are found in a separate download file making referencing awkward. A significant downside is the special basing requirement (octagonal bases) that will limit future options if you are still experimenting.
There is a limited number of scenarios. The Trafalgar extension contains four scenarios, including Cape Ortegal, but I am still looking for other official scenarios. Overall, an excellent rule set for a club where players command a squadron of six to ten ships.

Kiss Me Hardy (KMH) 

Designed for fleet and single-ship engagement, with low complexity but requires off-table bookkeeping. I found KMH more enjoyable with some excellent mechanisms that, when played, would quickly become intuitive. The British and the Americans have the highest quality, the ‘Jolly Jack Tars’, whilst the French forces, ‘Sans Culottes’, are average. Poor Spanish crews get the lowest category, ‘Land Lubbers’. Further customisation can be made using Brian Weatherby's ‘Messing around with Boats’ article in the Lardies’ 2011 Magazine. Generally, the British have better crews, but the French have bigger and better-gunned ships.

However, this customisation comes at a cost, off-the-table record-keeping. Although this is not onerous, it does impact the number of ships a single player handle. Another potential downside is that the initiative is driven by cards, which are unavailable commercially. So, a home production job is required. However, movement templates are available from Warbases or the game’s supporters on Facebook. These templates make movement more straightforward than the other games I examined.

Fighting Sail (FS) 

An Osprey Wargames book, so the best-presented and most straightforward rule I examined. However, they need more feel for the era but are actively supported, and enthusiasts have filled in several of the weakness. Therefore, with some research, you have an easy-to-learn game that covers fleet actions and frigate duels with no bookkeeping. Overall, the rules are streamlined, but for me, they leave some historical flavours behind.

Grand Fleet Actions (GFA)

Aimed at squadron and fleet actions and have a similar feel to FDS. But the detail incorporated in these rules is impressive. However, I found these rules more challenging to learn than FDS. For this reason, I nearly abandoned them, but on the second reading, I decided to keep them on the playtest list. The authors state that you need a squadron of ships to benefit from their rule design, so there are better engagements than Cape Ortegal to do them justice.

Playtesting and Interim Conclusions

The game I set up was a simplified Cape Ortegal, with three 3rd Rates, one 80 guns and two 74 guns per side. The wind, as in the battle, was from the northeast. The simple objective for the French side was to leave the northern edge of a 4’ by 4’ table, which the British had to prevent.

Unfortunately, I won't be able to provide a detailed battle report that will be saved for the refight of the actual engagement. However, the test battles played out similarly, with the French failing to break through the British blockade. In both games, the French lead ship, Duguay, suffered substantial damage, and in Kiss Me Hardy, the French flag, the Formidable, struck her colours. The British ships did not go unscathed and received significant damage to their rigging, which nearly allowed the French squadron to escape.

Which Rules?

In brief, I liked both sets of rules, FDS and KMH. I think KMH are the more evocative of the period, but the recording limits the number of ships a player can handle. Between 8-10 ships, so whilst refighting Cape Ortegal is possible, they would not stretch to more significant engagements, although for clubs with several players aside, this is possible.

I will use KMH for the more minor engagements because of the extra flavour they bring to the gaming experience. FDS has a DBA feel and lends itself to the more significant battles. Then there is the slow burner among the rules I explored, GDA. These rules, like FDS, will come into their own in more significant clashes, so I plan to further playtest FDS and GDA, probably by replaying ‘Calder’s Action’.

Overall, whilst the genre might lack visually appealing rules, it makes up for it with some clever design mechanism that allows replaying the naval battles of the era as a commander rather than getting swamped by sail settings, etc.

French Ships spot the British Line

A Boardside leaves to Confusion

Monday, 23 January 2023

Land Lubber



Nelson, Hornblower, Bothilo and Jack Aubrey are historical and fictional heroes from the Age of Sail. An era where a ship's captain took on a romantic demeanour, in many ways like a mediaeval knight, as his vessel ploughed the oceans in search of adventure and glory. Despite the apparent appeal of these heroes, naval wargaming has never achieved the attention of its land-based equivalents. Before starting this project, I had to learn more about this genre and the specialist maritime language.


Naval Gaming - The Learning Barrier


I have made several abortive attempts at naval gaming but have yet to overcome the learning barrier. Recently, Long Face Games' set of naval wargames rules has persuaded me to have another go. I decided on three periods. First, the classic Age of Sail and the nautical heroes it attracted. Second, the ancient period because I have a long-term project on the First Punic War. A conflict where naval engagements were critical to winning the land war. Last is World War II, something entirely outside my comfort zone, but I have recently read some books on the naval conflicts in the Mediterranean. A theatre of warfare I constantly return, whatever the period. However, the rest of this blog is about my entry into the Age of Sail, particularly from 1793-1816.

Age Of Sail



Scale

The aim was to focus on fleet and squadron actions in the period rather than individual ship actions. I am more interested in the problems of command than seamanship. I also wanted a tabletop game rather than a board game. This brought in the need for scale because my wargames table is 6’ x 4’, and sea battles could roam over miles of ocean. I, therefore, decided on 1:2400 and the range supplied by Magister Militium because of the breadth of its coverage. Tumbling Dice also produces nice ships, but these are larger than the Hallmark and GHQ ships marketed by Magister Militum.

Low Entry Cost

Assembling my starter fleets highlighted one of the advantages of naval wargaming—the low entry costs. The workhorse ship, for fleet actions, the 3rd Rate cost under seven pounds (2023 prices), and my first project to refight the Battle of Cape Ortegal involved eight 3rd Rates and 3 or 4 frigates. A total outlay of under £85 as the terrain was the open ocean, some blue cloth would suffice.

Rules

However, like all my projects, I buy many rule books before venturing into my first game. The rules I checked out were.

Grand Fleet Actions by Andrew Finch and Alan Butler, A & A Game Engineering

Far and Distant Ships by David Manley, Long Face Games

Fighting Sail by Ryan Miller, Osprey Publishing

Fire as She Bears by Phil C Fry, Starboard Tack Press

Kiss Me, Hardy, by Nic Skinner, Two Fat Lardies

This list needs to be completed; several rule sets mentioned in the gaming forums are not included because I wanted to keep to a tight budget.

Reading List

Barry (2017), Far Distant Ships: The Royal Navy and the Blockade of Breast 1793-1815.

Davey (2015), In Nelson's Wake; The Navy and the Napoleonic Wars.

Fremont-Barnes

Knight (2022), Convoys: The British Struggle Against the Napoleonic Empire.

Willis (2008), Fighting at Sea in the Eighteenth Century.

Winfield (2005), The British Warfare in the Age of Sail (1793-1817).

Next Step.

The following blog looks at the rules, yes, more than one set, I plan to use in my refight of Cape Ortegal.



Sunday, 8 January 2023

Workbench 2023

This blog is self-indulgent; it is just a list of the projects I hope to complete in 2023. However, it might give the reader inspiration or ideas for their games. Like most wargamers, I have long project lists, which I am always willing to add despite their minimal chances of reaching the table.

My Campaigns

My first group are those projects I started in 2022 and need to continue or complete. Overall, in 2022 I was better at getting games to the table and averaged about two games a month. I also started two campaigns. The first is a Fantastic Battles campaign, using my own campaign rules to fight the 2nd Shadow Wars. In 2023 I need to continue to develop the rules and move to the next campaign year as an Umbarji (Orc) civil war begins to brew. The second is my Pulp Alley campaign, Tomb of the Serpent, which has now moved to Cario as the heroes try to stop the ancient Egyptian god, Apophis. 

Strength & Honour and Lion Rampant

The other two ‘banker’ games are Strength & Honour and Lion Rampant. For the former, 2023 is the year of the phalanx, as I see how the rules deal with these hedgehogs of the ancient world. Initially, the focus was on Rome’s wars against Mithradates, but the aim was to run a 1st Punic War or Hellenistic campaign. Hopefully, Mark Backhouse will have completed his early Roman supplement to the game and coupled with my research; the campaign will be ready to play in 2024. For Lion Rampart, the first objective is to play the last battle of my Feud campaign before moving eastwards to play something from the Early Medieval period, including the twelfth-century Latin East (Outremer).

Two other projects are centred around games that use the Lion Rampart framework. The first employs the ‘The Men Who Would be King’ (TMWWBK) rules, where the idea is to follow the campaigns of Neil’s Blue Caps (The 1st Madras Fusiliers) during the Indian Mutiny/Rebellion. Most of the preparation has been done, so I should be able to play the first game in 2023. The second is to use the 'Xenos Rampant' game to fight an alternative WWII setting, where Dad’s Army takes on Cthulhu-led Third Reich. This is planned for the last quarter of my painting schedule goes to plan.

God’s Scale 2mm.

The next group of projects centres around the 2mm and can be briefly but inaccurately described as Black Powder games. I recently played the Napoleonic corp-level game, Blucher, using card markers, which I found very enjoyable. I am looking at some other divisional/operational rules, and the plan is to play several Peninsula War battles at both the corp (battle) and divisional levels. The first battle on the list is Vimeiro (1808). The second element of the 2mm adventure is the English Civil War and other conflicts from the seventeenth and early eighteenth centuries. I will use the Twilight Rules (Divine Right and the Sun King). The first game will be the Battle of Cheriton (1644), followed by Edgehill (1642). I am also reading about other battles of this era and may try something from the Thirty Years' War or the Great Northern War. One of the Twilight rules is that they are well served with historical battle scenarios.

Naval Wargaming

Naval wargaming is the third main area and a genre often ignored by landlubbers. I plan to use small scales to refight some classic naval actions. The adventure starts with the Age of Sail, with a refight of small engagements after Trafalgar, Cape Ortegal (1805). Ecnomus (256 BCE) will be the ancient venture which will link into my preparations for a1st Punic War or Hellenistic campaign. Last on the list is Cape Matapan (1941) from WWII, a period I have never played before. For each period, the starting point is the rules by Long Face Games.

Workbench

The last area is my workbench, where I have several skirmish games. This range from swashbuckling rules, ‘Flashing Steel’ to the Superhero genre employing Four Color Studios rules. I also want to try out 7TV rules and scenarios because of the excellent narrative element. The last pile on the list is some old Kickstarter board games I need to play or sell. What's familiar about all the games on the workbench, they involve a small number of figures and terrain, which I already have in my collection.
The Brown Book Initiative
Brown Books


Brown Books!

I love to write down ideas and how my thinking on a game develops. This motivates the blog, but I wanted something more spontaneous. So I bought some cheap brown notebooks and labelled them for each project under development. Each book will have my thoughts on the scale, rules, some research and how I plan a game or campaign. These will feed into this blog here, so there is more of a narrative between blogs.
Closing Remarks

Well, it's longer than I thought, and I have bitten off too much, but isn't that what all wargamers do? To this list, I have to add the new shiny rules and figures that appear in 2023, which will distract me in new directions. Already, I heard that the Two Fat Lardies are publishing a western gunslinger skirmish game; now that is a setting I have not tried!

Enjoy your gaming.

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