So I played a test game of DBSA this week using my 1/4800 home made ships. One thing I learned is that naval wargame pictures at that scale are pretty boring...lots of blue and a few tiny ships! So I'm sorry if the pictures don't inspire you. For an opening game I kept it pretty simple and played a fictional River Plate based game set in 1904 during the Russo-Japanese war. One Russian pre dreadnought battleship the Pobeda v a Japanese cruiser squadron consisting of one armoured cruiser the Azuma and two protected cruisers the Kasagi and the Chitose. The Pobeda is escaping from Port Arthur and has been separated from the rest of the Russian force, so is heading south looking for safety in a German naval base. The Japanese squadron has steamed to intercept and delay pending the arrival of heavier elements of the Fleet.
The table is open sea and covers an area roughly 14,400 yards long by 7,000 yards wide (roughly 7 Nm by 3.5 Nm). The two sides enter via the opposite short edges and already have sight of each other's smoke. The Japanese are in line astern. There are four hours until sunset and the sea state is moderate with a moderate breeze from the North West. Each game turn represents 15minutes of action. Shooting into the sunset will be penalised for the 30 minutes prior to sunset (deemed to be shooting into an arc from SW to NW of the shooter's position). The Pobeda needs to exit the opposite short table edge to gain safety the cruisers to inflict sufficient damage and delay to allow the fleet to come up the following day.
The Pobeda enters in the centre of the North edge of the table (a narrow edge) and steams due south at maximum speed. The Japanese enter heading North East also at maximum speed. At this point the range between the lead cruiser (Azuma) and the Pobeda is 11,000 yards. It quickly dawns on me that the range shortens very quickly with the combined closing rate being 2,000 yards a turn if both side head directly at each other. Extreme range for the Pobeda is 6,000 yards while the Armoured Cruiser can also reach out to the same distance the chances of it doing any damage before closing to Long Range of 4,800 yards is slight. The Protected Cruisers have no chance of hitting until within 4,800 yards and ideally would need to be within 1,600 yards to have any chance of damaging the Russian. The tactical position is simple the Japanese need to use their speed to close the range and the Russian wants to keep the cruisers at arm's length.
The range closes until at after 45 minutes steaming at full revolutions the range closes to 6,000 yards and the Azuma open fire, but no hits are observed and the Pobeda's reply is also ineffective. Movement is IGO - UGO but both sides shoot in both players combat phases, with the phasing player firing first. The effect of any hits scored being applied before the second player replies. Torpedo attacks happen in the same sequence but are resolved after all shooting is dealt with as torpedoes take longer to reach the target. . This leads to some interesting manoeuvring to try to cross range thresholds in your own turn so as to get first chance to cause damage at the more effective shorter range!
The Russians now close the range further and initiate a further exchange of fire from 5,100 yards with neither side scoring any hits. The Japanese cruisers, still in line astern close to 4,400 yards for the Azuma at least as the trailing protected cruisers still being out of range. The exchange of fire is now scoring hits but with no damage (I decided that an equal result for adjusted shooting and defence dice scores meant a hit but no significant damage simply to help build a narrative for the game) neither side has their shooting heads on it seems. The Pobeda continues to close and fires again at 3,800 yards on the Azuma, again the exchange of fire has no effect. The Japanese aware that their current course will not close the range enough to allow effective shooting turn towards the Pobeda and fire a salvo at 2,600 yards and hit the Pobeda but again do no damage. The Pobeda returns fire with no effect (I'm beginning to wonder if either side has actually loaded live shells!). The Pobeda now turns away from the approaching cruisers to maintain the range.
As the Russian battleship turns away the Japanese decide to split their squadron to try to hem it in. The protected cruisers make a turn to the west while the Azuma continues directly towards the Pobeda. At 1,400 yards the Azuma opens fire again but the Chitose and Kasugi are still not within effective range as they are over 2,000 yards from target. They fire but don't score any hits. The Pobeda continues to turn away and fires another salvo which hits and finally inflicts damage on the Azuma, the return fire from her also scores hits and causes damage. So both the Pobeda and Azuma are damaged. In the basic rules hits are cumulative, multiple damage results make it easier to score a crippled or sunk result. How easy this is depends on the size of the ship being hit. As with DBA 3.0 rules the adjusted attack and defence dice scores are compared and a defence result of less than the attack score but more than half causes damage or if a third damaged result a crippled result. If the defender is doubled then the target is immediately crippled and if tripled it explodes and sinks. Torpedoes and mines create a greater risk of a straight crippled or sunk result.
Things are hotting up now but the Japanese have to get closer to have a serious chance of any hits doing damage. The damaged Azuma closes to 1,600 yards and scores a second hit, the Pobeda is also getting the hang of things now and hits the Azuma again. All of which means a second damaged result on both vessels. The protected cruisers are closing in too, but at a range of 2,000 yards don't hit the Pobeda. It's a big ask for the protected cruisers as they are on an attack score of zero until they close to under 1,600 yards, the battleship has a defence of four and with no dice adjustments likely, the dice would have to be creating one - six split in favour of the cruisers to damage the Russian.
The Azuma now goes for broke and closes to close range of 600 yards to launch a spread of torpedoes along with her gunnery attack Sadly for the Azuma everything misses, unlike the Russian response which hits and cripples the Azuma. The Azuma is now dead in the water. While this is unfolding the Chitose and Kasagi close to under 1,400 yards and fire a salvo neither scores a hit. The Pobeda now turns into the oncoming protected cruisers while firing a broadside at the crippled Azuma. Hits land and the Azuma starts to sink! The closing act after two and a quarter hours is for the Pobeda to turn further into the path of the protected cruisers and engage the lead ship. The dice are not kind and the leading protected cruiser is crippled. With this the remaining undamaged Japanese cruiser makes maximum speed and passes the Russian battleship heading for safety. The Pobeda in a rare act of gallantry does not fire on the retreating ship or it's crippled sister ship instead opting for a run for safety and neutral German port at Tsingtao.
I quite like the free flow and simplicity of these rules but have a few little niggles that some house rules will easily sort out. These are mainly centred around the damage and crippled status and how they impact on gunnery and movement. I also want to incorporate some of the Hong Kong Wargame Society house rules as well as those from Rob's RJW campaign amendments.