Wednesday, 27 September 2017

BATTLEFLEET WORLD WAR TWO

NAVAL WAR GAMES RULES 1939-1945

BASED ON BATTLEFLEET GOTHIC PUBLISHED BY GAMES WORKSHOP AND WRITTEN BY ANDY CHAMBERS

TURN SEQUENCE


THE MOVEMENT PHASE
THIS IS WHEN A PLAYER MOVES HIS SHIPS.

THE PLAYER BEGINS BY REMOVING ANY SPECIAL ORDER MARKERS PLACED LAST TURN ( EXCEPT BRACE FOR IMPACT WHICH REMAINS FOR THE REST OF THIS TURN)

NEXT, THE PLAYER MOVES HIS MODELS ONE AT A TIME. HE ALSO MAY TAKE COMMAND CHECKS TO MAKE SPECIAL ORDERS AT THIS TIME.

NOTE THAT SHIPS MUST MOVE AT LEAST  AT HALF THEIR SPEED WHEN MOVING IN THE BATTLE ZONE.


THE SHOOTING PHASE
THE PLAYER MAY SHOOT WITH HIS MODELS.


THE ORDNANCE PHASE
BOTH PLAYERS MAY MOVE TORPEDO AND AIRCRAFT MARKERS WHICH WERE LAUNCHED DURING THE SHOOTING PHASE OR ARE STILL IN PLAY FROM PREVIOUS TURNS.


THE END PHASE
BOTH PLAYERS MAY ATTEMPT TO REPAIR CRITICAL DAMAGE AND THE PLAYER WHOSE TURN IT IS MAY REMOVE D6 SPLASH MARKERS.



THE MOVEMENT PHASE

THE PLAYER MOVES HIS MODELS ONE AT A TIME AT A DISTANCE BETWEEN HALF AND FULL ALLOWANCE.

MEASURE ALL MOVES FROM THE TIP OF THE BOW.

ONE INCH MOVED ON THE TABLE REPRESENTS 2 KNOTS OF SPEED.

TURNING

A CAPITAL SHIP (BATTLESHIPS, CRUISERS AND CARRIERS) MUST TRAVEL 4 INCHES FORWARD BEFORE MAKING A TURN OF UP TO 45 DEGREES.
AN ESCORT VESSEL MAY TURN UP TO 90 DEGREES WITHOUT HAVING TO MOVE FIRST.
 


SPECIAL ORDERS

TO PUT A SHIP ON SPECIAL ORDERS A COMMAND CHECK MUST BE MADE.
EACH SHIP HAS A RANDOMISED LEADERSHIP VALUE (LD) DECIDED BEFORE THE BATTLE.

ROLL 1D6  1   UNTRIED LD6
                2-3  EXPERIENCED LD7
                4-5  VETERAN   LD8
                 6    CRACK   LD9

TO TAKE A COMMAND CHECK ROLL2D6 AND IF THE SCORE IS EQUAL TO OR LESS THAN THE LD VALUE THEN THE CHECK IS PASSED.




SPECIAL ORDERS:

FULL STEAM AHEAD - ADDS 6 INCHES TO SPEED, THE SHIP MAY NOT TURN AND THE SHIPS FIREPOWER IS REDUCED TO  HALF.


COME TO NEW HEADING - A VESSEL MAY TURN TWICE THIS TURN BUT THE SHIPS FIREPOWER IS REDUCED TO  HALF.


LOCK ON - REROLL MISSES WHEN SHOOTING BUT THE  SHIP MAY NOT TURN.

RELOAD ORDNANCE - SHIPS START THE GAME WITH ORDNANCE READY BUT ONCE USED THIS ORDER IS NEEDED TO LAUNCH ORDNANCE AGAIN.


BRACE FOR IMPACT - THIS ORDER IS ONLY USED DURING THE ORDNANCE PHASE OR DURING THE OTHER PLAYERS TURN. A SHIP GAINS A SAVING THROW OF 4,5 OR 6 ON A D6 AGAINST ANY HITS SCORED ON IT BY THE ENEMY.  THE SHIPS FIREPOWER IS REDUCED TO  HALF AND THE SHIP MAY NOT USE ANY SPECIAL ORDERS NEXT TURN.

IF A SHIP HAS SPLASH MARKERS IN CONTACT IT SUFFERS A -1 MODIFIER TO ITS LEADERSHIP RATING.



THE SHOOTING PHASE

ONE INCH ON THE TABLETOP REPRESENTS 500 YARDS. MEASURE ALL RANGES FROM THE TIP OF THE BOW TO THE TIP OF THE BOW ON EACH MODEL.


ROLL 1D6 PER GUN ELIGIBLE TO FIRE( IN RANGE AND LINE OF SIGHT), SCORE 4,5 OR 6 TO HIT.
GUNS HIT ON A SCORE OF 3,4,5 OR 6 AT A RANGE OF 12" AND UNDER.
SHOOTING AT SMALL TARGETS SUCH AS ESCORTS HAS A MINUS 1 MODIFIER.
GUN RANGES
ULTRA HEAVY GUN 16"+           60" RANGE      3 DAMAGE POINTS

HEAVY GUN   11"-15"                 48" RANGE     2 DAMAGE POINTS

MEDIUM GUN  8"-10"                 36" RANGE      1 DAMAGE POINT

LIGHT GUN  LESS THAN 8"        24" RANGE      1 DAMAGE POINT    NB. MAY NOT DAMAGE/HIT BATTLESHIPS OR
                                                                                                             BATTLECRUISERS

TORPEDO                                 30" RANGE     1D6 DAMAGE POINTS    NB. SCORE 6 TO HIT WITH EACH TORPEDO.

FLAK                                         6" RANGE     * SPECIAL SEE THE ORDNANCE PHASE

DAMAGE

WHEN A SHIP IS DAMAGED NOTE THE NUMBER OF HITS IT HAS TAKEN ON THE SHIPS ROSTER.

WHEN A SHIP LOSES ALL ITS DAMAGE POINTS IT IS OUT OF ACTION AND MUST ROLL ON THE CATASTROPHIC DAMAGE TABLE TO DETERMINE ITS FATE.

CRITICAL HITS
ROLL 1D6 PER DAMAGE POINT INFLICTED ON THE SHIP AND SCORES OF 6 ROLL 2D6 ON THE FOLLOWING TABLE:

SCORE        EXTRA DAMAGE                   RESULT
2 - 5                     0                      MAIN GUN TURRET  DAMAGED - MAY NOT FIRE UNTIL REPAIRED.

6                         1                       RUDDER DAMAGED - NO TURNS MAY BE MADE UNTIL REPAIRED.

7                         0                        FIRE! - ROLL TO REPAIR IN THE END PHASE IF IT IS NOT PUT OUT THEN 1 POINT OF         
                                                     DAMAGE OCCURS AND THE FIRE KEEPS BURNING.

8,9                         1                        BOILER ROOM DAMAGED - THE SHIPS SPEED IS REDUCED BY 6" UNTIL REPAIRED.

10                        0                        BRIDGE SMASHED - REDUCE LD BY 3, THIS MAY NOT BE REPAIRED!.
 
11                      D6                      HULL BREACHED - MANY CREW ARE INJURED.

12                     2D6                     BULKHEADS COLLAPSE.

NB. ESCORTS THAT SUFFER ANY CRITICAL HIT ARE DESTROYED!.




SPLASH MARKERS

WHEN SHIPS ARE FIRED ON SOME OF THE EFFECTS ARE SHOWN BY SPLASH MARKERS, THESE ARE PLACED IN CONTACT WITH THE MODEL SHIP WHEN A HIT IS ABSORBED BY THE SHIPS ARMOUR.

THEY ARE NOT REMOVED TILL THE END PHASE AND SOME MAY REMAIN INTO SUBSEQUENT TURNS.

THEY REPRESENT SOME OF THE MAYHEM INVOLVED IN A SEA FIGHT AND TEMPORARILY BECOME PART OF THE BATTLEZONE.

EFFECTS OF SPLASH MARKERS

A SHIP IN CONTACT WITH SPLASH MARKERS HAS ITS MAXIMUM SPEED REDUCED BY 4".
AN UNARMOURED VESSEL TAKES 1 DAMAGE POINT FOR EACH SPLASH MARKER CONTACTED.
A TORPEDO SALVO IS DESTROYED ON A D6 SCORE OF 5 OR 6 FOR EACH SPLASH MARKER CONTACTED.
A SHIP SUFFERS A LEADERSHIP PENALTY OF 1 IF IN CONTACT WITH SPLASH MARKERS.



ARMOUR PLATE

EACH FIGHTING SHIP HAS AN ARMOUR PLATE RATING WHICH ABSORBS A CERTAIN AMOUNT OF ENEMY FIREPOWER.
EACH POINT OF ARMOUR WILL BLOCK ONE POINT OF DAMAGE EACH SHOOTING PHASE, A SPLASH MARKER IS PLACED EACH TIME. ONCE THE MARKERS EQUAL THE ARMOUR VALUE ANY SUBSEQUENT HITS IN THE CURRENT SHOOTING PHASE DAMAGE THE SHIP.



CATASTROPHIC DAMAGE 

ROLL 2D6

SCORE                            RESULT

2-5                            DRIFTING WRECK - THE SHIP DRIFTS FORWARD 1D6 EACH MOVE.
6-7                            BLAZING WRECK  -  THE SHIP DRIFTS FORWARD 1D6 EACH MOVE, ROLL AGAIN EACH TURN.
8-12                          MASSIVE EXPLOSION - THE SHIP IS DESTROYED AND SINKS IMMEDIATELY.



THE ORDNANCE PHASE



LAUNCH TORPEDOES OR AIRCRAFT IN THIS PHASE.
TORPEDOES ARE LAUNCHED IN A SALVO AND MUST MOVE IN A STRAIGHT LINE UNTIL THEY COME INTO BASE CONTACT WITH A MODEL, RUN OUT OF RANGE OR LEAVE THE TABLE, THEY MOVE AT THIRTY KNOTS (15") PER MOVE. SCORE 6 TO HIT WITH EACH TORPEDO.

AIRCRAFT ARE LAUNCHED IN FLIGHTS FROM A CARRIER OR AIRBASE THEY MOVE VERY FAST AND SO ARE PLACED IN CONTACT WITH THEIR TARGET THEY THEN MUST TAKE ON THE FLAK FROM THEIR TARGET. A FRIENDLY SHIP WITHIN 6" MAY ALSO USE FLAK IN SUPPORT OF THE TARGET.

AIRCRAFT CARRIERS AND AIRBASES HAVE A SET NUMBER OF FLIGHTS THAT MAY BE LAUNCHED, WHEN THEY HAVE ALL GONE ON A SORTIE THE CARRIER OR BASE MUST GO ON A RELOAD ORDNANCE SPECIAL ORDER TO LAUNCH ANY MORE SORTIES, LOSSES IN COMBAT ARE DISREGARDED.

EACH FLAK POINT COUNTS AS AN ATTACK ON THE INCOMING AIRCRAFT, ROLL 4,5 OR 6 TO REMOVE AN ATTACKING FLIGHT. FLIGHTS OF AIRCRAFT REMAINING ARE THEN FREE TO ATTACK THE SHIP WITH BOMBS OR TORPEDOES.

EACH FLIGHT ROLLS 1D6 MINUS THE FLAK RATING OF THE TARGET ( NOT SUPPORTING VESSELS) THE RESULT IS THE NUMBER OF HITS ON THE SHIP, ROLL FOR CRITICAL HITS AS FOR GUNFIRE AND TORPEDOES.

ONCE THE COMBAT IS RESOLVED THE AIRCRAFT RETURN TO BASE AND MAY SORTIE AGAIN WITH A RELOAD ORDNANCE SPECIAL ORDER.

OPPOSING FLIGHTS MAY DOGFIGHT AND FLIGHTS WILL CANCEL EACH OTHER OUT eg. 4 FLIGHTS AGAINST 2 WILL REMOVE 2 FROM EACH SIDE AND 2 WILL REMAIN FROM THE LARGER FORCE.

TYPICAL FLAK RATINGS ARE: DESTROYER 1, CRUISER 2, BATTLECRUISER / CARRIER 3 AND BATTLESHIP 4.
CARRIERS USUALLY HAVE 3 TO 6 FLIGHTS AVAILABLE TO LAUNCH.




THE END PHASE



DAMAGE CONTROL - ROLL 1D6 PER DAMAGE POINT REMAINING EACH 6 SCORED PUTS OUT A FIRE OR REPAIRS A CRITICALLY DAMAGED SYSTEM. ANY SPLASH MARKERS REDUCE THE DICE TO HALF.

ROLL 1D6 AND REMOVE THAT MANY SPLASH MARKERS WITH A FREE CHOICE.



Friday, 8 September 2017

BFG

It has been donkeys years since I had a game of Games Workshops Battle Fleet: Gothic so I thought I would give it a run out.

Here are some photos of the action.

 The rulebook. The game featured a Chaos force versus an Imperial force, both sides had a pair of cruisers and some escorts.
 My old painted chipboard boards are a bit scuffed but they still look ok to me.
 Chaos Infidel class escorts. Known as the Jaws of Death.
 A pair of Chaos cruisers head either side of the planet. The Rage of Khorne furthest away to the right and the Plaguebearer nearest.
 The Imperial cruisers. Righteous Fury nearest and the Imperious in the distance.
 The Imperial escorts head up the flank behind the asteroid field.
 Under fire!. The Imperious weathers the storm.
 The Plaguebearer sends fighters and bombers to attack the Righteous Fury.
 The Imperial Cobra squadron.
 Passing through the asteroids was a bit scary but they all made it through.
 To ambush the Chaos escort squadron.
 Attack!.
 Away torpedoes!.
 Bombers attack the Chaos flagship but are driven off by flak.
 Two of the three Chaos escorts are destroyed by the torpedo attack.
 A close shave!. You have to be careful where you point torpedoes.
 Another one of the torpedoes that missed the escorts runs into the Plaguebearer  Chaos cruiser close to the planet. This lucky shot takes her last hit point and the cruiser becomes a blazing wreck circling the planet.
 The last Infidel escort harries the cruiser Imperious like a little terrier eventually inflicting enough damage to cripple the vessel.
 The wreck of the Nurgle infected Plaguebearer.
 The Rage of Khorne launches bombers against the Cobra squadron destroying one of them. I was tempted to retaliate but turned about to protect the cruiser Imperious. Do ones duty!.
 So they launched torpedoes at the enemy vessel.
 And blew it to smithereens!.
 At this point the Imperial cruisers were way out of position and they called off the action quite satisfied with the destruction of the Plaguebearer and the Infidel squadron known as the Jaws of Death.
The captain of the Rage of Death heads for home seething.

Thursday, 7 September 2017

Lobositz in 6mm using Commands and Colors

I had a great game today using my modification to Commands and Colors Napoleonics to refight the Seven Years War battle of Lobositz.

 Here is a view of the set up, Austrians at the top and Prussians at the bottom.
 Austrian Croats occupy the Lobosch.
 Austrian Cuirassiers given to me by Richard.
 Much of the Austrian army is behind the Morellenbach.
 The Morellenbach I counted as a fordable river.
 Beverns infantry are tasked with taking the Lobosch.
 The Prussian centre.
 A couple of Richards Russian Generals lead the Prussian cavalry as I was short of Prussian ones.
 Frederick the Great and Field Marshall Keith survey the battlefield.
 A closer view.
 A view down the Prussian line.
 And a view down the Austrian line.
 A Prussian cavalry charge as the Austrians attempt to cross the Morellenbach.
 Hard fighting on the Lobosch.
 Last card of the game!. Played by the Prussians.
 They take the Lobosch.
 And push the Austrians into the Elbe to win the battle.
 The Austrians never really got across the Morellenbach.
And the Austrian centre was very depleted with Von Browne and Count Lacy dead.

A cracking game, for my references I used Keith Flints Honours Of War rulebook and Kronoskaf. here

Tuesday, 5 September 2017

It's DBA Jim, but not as we know it.

Many years ago I was a big fan of DBA, I built up several armies and played using 24 elements per side with some rule changes to facilitate the larger armies.

With my old first edition rulebook tatty and worn I decided to upgrade when the latest edition was published a couple of years ago. I didn't really get on with it however, I adapted it to squares to make it less fiddly here but still struggled to find any enthusiasm for it.

Today I had a bit of a brainwave and decided to draw up a new gridded board. I gave it big 100mm squares so that I could fit units inside and treat the grid square as the element base.

I could only fit 12 squares by 9 onto my 4x3 foot board but it is enough to deploy and manoeuvre 12 element armies like so...

 Gauls on the left and Camillan Romans on the right.
 The rules.
 I gridded the board with small brown crosses to make the grid less obvious.
  View from the Roman lines.
 Some of the hairy Gauls.
The battle gets underway.
And the infantry come to blows quickly due to the shallow board.
The warbands in the second row count as support for the first row.
 A bit of a scrap on the flank. The Roman Generals element was destroyed soon after with a 6-1 roll.
 Some of the Gauls breakthrough while the others get pushed back.
It's down to the Triarii. Who repel the warriors smartly.
But the Hastati and Princeps break and the battle is lost for the Romans.

Not bad, I will play some more of this. I can also use the gridded board to play Hordes of the things without rebasing anything as long as I can fit them in the square.

I may invest in Simon Millers To the Strongest rules which would suit the grid and my collection.

I wonder what else I could use this board for, any ideas are very welcome.