Page 1 of 1

Victory at Sea

Posted: Wed Feb 09, 2022 10:00 pm
by leopard
Have been having a look at the little fleets I have..

Think I can just about run a 2,000 point Royal Navy force, and likely deploy a German one of about 1,000 points (I have about 1,600 of Germans but includes stuff that could never have fought alongside other bits)

both however are seriously lacking in light and medium units with only three destroyers in each.

starting to ponder a 3d printer.. as the cost of additional GHQ stuff is getting silly (basically order circa £100 from the states at a time or don't bother, and then get ~£30 extra in import duties etc) - two orders like that and thats a printer bought, plus I have other things to do with it

like find somewhere to put it

Re: Victory at Sea

Posted: Mon Feb 14, 2022 4:40 pm
by leopard
Had another game, Yamato is nasty nasty and utterly howwid..

that aside, have been looking at the aircraft carrier rules, no I knw Mr C. is a bit triggered by the idea of a carrier in an actual battle, it did almost happen a few times and happened when things went wrong a couple of times too but in general carriers did not actually fight surface ships if they could help it.

the rules actually reflect this, use HMS Ark Royal as an example, its got 15 flights of aircraft, by default the thing is on the table with two flights in the air and can launch or recover one per turn - if it goes directly ahead into the wind which may not be a good idea, but in an 8 turn game say you may get four or five flights in the air.. this seems a textbook definition of "something went wrong", its a 250 point unit that is easy to sink and can't fight much - its exactly what a carrier should be in a surface action, free XP for enemy cruisers..

to use one properly you need to get it into the "deep deployment" area with enough of a scouting ability (10 scouting points or more) that all its aircraft are in the battle and all the scout ships can deploy directly into the battle - to get that scouting ability is likely 12 or so escorts with Radar and a dozen observation aircraft flights and then a bit of luck - in effect at that point you have built the force with probably 750 points of destroyers and cruisers.. and then if the dice are against you have fun with the carrier, on its own, facing the enemy fleet...

tl:dr: I need a lot more destroyers than the three "J" class I have, nice as they are, they are not enough..

Re: Victory at Sea

Posted: Mon Feb 14, 2022 9:36 pm
by Baldie
Seemed to remember a British carrier got sunk by German ships in Norway.
Just checked and it was HMS Glorious that was sunk by Gneisenau and Scharnost so did happen.

Good luck taking on a Kaga class Japanese carrier.

Re: Victory at Sea

Posted: Wed Feb 16, 2022 9:32 am
by leopard
with my luck taking on the Hull trawler fleet would be a challenge

Re: Victory at Sea

Posted: Thu Feb 17, 2022 3:14 pm
by leopard
I won a game

feels wrong..

Nice when HMS Hood can take Bismark out of a game though..

That Said Mr. C. got his revenge.. I'm starting to dislike Mogami class cruisers

Re: Victory at Sea

Posted: Wed Feb 23, 2022 7:08 am
by arif861
victory at sea is the best warlord game we can play, i just started to play it and i love it.

Re: Victory at Sea

Posted: Wed Feb 23, 2022 8:19 am
by leopard
arif861 wrote:
Wed Feb 23, 2022 7:08 am
victory at sea is the best warlord game we can play, i just started to play it and i love it.
its not an amazing simulation and some bits are quite heavily abstracted, but it is a good game, they seem to have got the balance between the two tipped the right way for this one. enjoyed the games so far and not yet had a game where I have thought "there was nothing I could do about that" which is the reason I gave up on "Cruel Seas", here yes dice can screw you, as always, but generally its your own fault for missing something

:)