After our Roman adventures we headed for modern times and the far north. Chris had a new game. The Cod Wars of the 1970s, between the UK & Iceland. Gosh. That brought back distant memories.
You did read that right. David Manley has published a set of rules/guide, and Shapeways have made the ships.
It took a while for Chris to lay out the terrain. No, only kidding. He took the time cutting out the turning circles.
Here are the trawlers, with their nets out. There were three trawlers, with two RN vessels protecting them, and there were two Icelandic Coast Guard vessels trying to cut the nets and drive the trawlers off.
That's me near the bottom of the picture looping round the back of Phil's Leander class frigate at close to full speed.
Here's fellow Icelander Richard trying to line up a trawler. This was by no means easy.
Having said that, I played a blinder, which was a surprise. I'm usually completely useless at Naval Games and getting the turning right, when you have to write it down beforehand. This picture shows me cutting straight across the bows in perfect position to cut the net as the trawler tries to turn away.
Unluckily I failed the cutting roll, no worries. My trajectory lined me up with the next trawler.
I got her side newts as I rushed past, also ramming her stern and causing loads of damage.
Ripped away the other nets as I turned past her.
Richard succeeded in lining up a ram on the first vessel I had a go at.
And here's me running rings round the Leander.
Phil is quite rightly looking very perplexed. The RN have a really tough job.
You did read that right. David Manley has published a set of rules/guide, and Shapeways have made the ships.
It took a while for Chris to lay out the terrain. No, only kidding. He took the time cutting out the turning circles.
Here are the trawlers, with their nets out. There were three trawlers, with two RN vessels protecting them, and there were two Icelandic Coast Guard vessels trying to cut the nets and drive the trawlers off.
That's me near the bottom of the picture looping round the back of Phil's Leander class frigate at close to full speed.
Here's fellow Icelander Richard trying to line up a trawler. This was by no means easy.
Having said that, I played a blinder, which was a surprise. I'm usually completely useless at Naval Games and getting the turning right, when you have to write it down beforehand. This picture shows me cutting straight across the bows in perfect position to cut the net as the trawler tries to turn away.
Unluckily I failed the cutting roll, no worries. My trajectory lined me up with the next trawler.
I got her side newts as I rushed past, also ramming her stern and causing loads of damage.
Ripped away the other nets as I turned past her.
Richard succeeded in lining up a ram on the first vessel I had a go at.
And here's me running rings round the Leander.
Phil is quite rightly looking very perplexed. The RN have a really tough job.
This is quite close to the end of the game. The last trawler is hauling in her nets and all are heading for home. I lined up a final charge and rammed her. Can't recall if I got the nets, - I think I did.
So, a win for the Icelanders. This is a very tricky game for the RN & the trawlers, and they probably needed to be more aggressive. We were told that if you sank an opposing ship you lost, and we were all a bit shy of full on full speed ramming. However, the vessels were tougher than we thought, and probably most of us could have been more aggressive. Except me. I had aggression turned up to 11.
A very interesting game, with a lot of food for thought. Chris wants to get away from writing orders, and was talking about using the movable hexes like in Hammering Iron II. I think full hex grid is best avoided as it makes lining up attack runs too easy. Chris was also keen on the campaign game in the rules, which hopefully we will try in the future.
Excellent little game.
Looks like a load of fun...hexes sounds like an interesting idea too.
ReplyDeleteHex grids seem to be the "go to" solution for naval games. I quite liked squares done in the style of SPIs Fighting Sail, - 2 points to move orthogonally, 3 diagonal, with 8 sailing directions. The "free hexes" in the style of Hammerin' Iron II works well too.
DeleteI wondered if the Hammerin Iron approach would have worked better with octogons.
ReplyDeletePossibly. Not sure of the impact of them not tessellating. It would be worth a try.
DeleteMy memory of Hammerin Iron (A COW long ago) was that the tessalation aspect didn't matter as they were just a convenient method of avoiding having to measure move distances and turning circle templates. Didn't Hammerin Iron v2 go over to a conventional hex grid?
ReplyDeleteThe only issue would be that there are dead zones where you can't sail, I would guess. You'd need to try it out. And yes, Martin did change to a hex cloth for the latest version.
DeleteI don't think there would be any unreachable zones, rather the eight possible 'areas' into which you could move would overlap.
ReplyDeleteYou are probably right. Be interesting to try.
DeleteBack in the early to mid 1980s, I remember either Mil Mod or Miniature Wargames running a couple of articles on what seems quite a recent conflict, Wargaming The Cod War which you might find interesting to track down.
ReplyDeleteI do believe you are right, although I might plump for "Battle for Wargamers" as the publication
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