Thursday, 8 May 2025

Damn Battleships Again...again

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.

Thursday, 17 April 2025

1/4800th Russo-Japanese war battlefleets

Well if I'm honest only roughly 1/4800th and vaguely like the Russian and Japanese ships (think of them as caricatures).  On the other hand they are scratch built from cardboard and odds and ends I found in the bits box.  They are a step up from counters (just) and for me are part of a long history of making stuff from layers of cardboard.  It started when I was young (stop laughing at the back there, I really was young ...once) when my then best friend and I were playing a sort of proto-wargame based on a comic strip from the now long defunct boys comic/magazine Ranger.  This was 'The rise and fall of the Trigan Empire' a sort of science fantasy adventure story with some strange looking aircraft involved.  Of course our beloved Airfix didn't make any of these, so we had to make our own.  The first ones were created by my friend and I very quickly jumped on the idea.  Light and Heavy Fighters and bombers soon appeared but we never really came up with anything like a set of rules to use them.

A sample page from the story, the art work was actually pretty good

Over the years I have used the same techniques for any number of things but I have to say that it does work rather well for cheap and cheerful ships or space ships.  I think this is because once you create something remotely resembling a deck plan and give it a bit of texture and height the eye sort of fills in the rest.

The current Russian Fleet

You can see how a bit of texture makes them come alive (Russians again)

Any way, back to the Russo-Japanese war at sea.  Rob of the Cabinettewars blog has been good enough to supply me with his version of Damn Battleships Again as well as his campaign rules and map for that war.  I also have the Hong Kong wargaming society's additional rules some of which will be incorporated alongside Rob's rule additions.  The ships are fairly easy to create although the funnels are a bit fiddly.  Basing is on transparent plastic with some wakes and bow waves added.  I can knock out half a dozen in an afternoon pretty easily (I of course actually mean lovingly craft and not knock out).  Terrain is easy as its mostly sea which is basically flat and blue grey coloured with the odd island or coast line which is more lumpy and green-brown coloured.  You can tell I have studied this stuff extensively can't you?

The Japanese opposition

You can see how crude the models are if you zoom in on the nearest line

So far for the Japanese I have three battleships, one armoured cruiser and three protected cruisers while the Russians boast four battleships, one armoured cruiser and one protected cruiser.  I also have three bases of torpedo boat destroyers currently unassigned.  They may look outnumbered but the Russians have four more battleships awaiting funnels and a coat of paint and hulls for three protected cruisers are cut out and awaiting some superstructure.


Sunday, 13 April 2025

RAF museum Hendon


Albatros DVa.  I started with this image to avoid the next one being the headline

Just back from a week long stint of looking after two of our Grandchildren.  The older of the two decided that he wanted to go to the RAF museum (without any prompting from me I must add).  So last Wednesday after lunch me, my son and two grandsons set off for the short drive from Watford to Hendon.  Well it would have been short had it not been for the small matter of an overturned lorry and a couple of cars all blocking the M1 for almost two hours.  Should have used the A41 I suppose but that was the way the sat nav said was fastest and I wasn't the designated driver for the trip.  

At least we were only in a queue, poor devils in the crash were much worse off

The result being that rather than a leisurely stroll around the museum, which it really does deserve, what we had was more of a fast trot or at least as fast as a five and eight year old can be persuaded to move when there are screens and buttons to press!

The lack of time was a real shame as there is a lot to see and do at the Hendon museum and it has grown since I last visited around 15 years ago.  There is a lot more interactive stuff both linked to the physical  displays as well as standalone stuff.  The later is mostly by the gift shop on the way out.  New from my last visit is the Short Sunderland flying boat, the expanded Second World War display and the World War One section.  A big hit with the tinies was the small airplane themed play park.

Tank buster Typhoon

The museum itself is free to enter, a donation of £6 is suggested, but car parking has to be paid for although coach parking is free.

I managed a few photos but not as many as I would have liked.  I will be going back next time I'm down there with the intention of making a longer visit.

SE5A with an DH4 (I think) hanging partly out of shot

Sopwith Triplane

BE2C slow and stable, so stable it was Eindekker fodder


Wednesday, 26 March 2025

Its DBA Jim...but not as we know it!

No it's Phil Barker's 'Damn Battleships Again' a pre-dreadnought naval ruleset using some DBA mechanisms.  I was rooting around following links from wargaming websites and I came across a set of AARs for a Russo-Japanese War (1904-05) naval campaign using these rules and my interest was triggered.  The rules were drafted around 2003 but never made it to a final publication and it seems almost everyone who used them had house rules.   Now naval wargaming is an area I have dabbled in once or twice over the years but without ever finding a set of rules which really grabbed me.  Typically this time around I have found a set that seem like they may actually be interesting enough to make me play a naval game but they are twenty plus years old and not fully finalised!  What was worse was that at first I couldn't find a copy anywhere.  Then I found a post with a link to the Internet Archive's Way Back Machine where I was able to see a copy of the rules and another link to the Wargames Society of Hong Kong with their house rules and amendments.  Of course I immediately started thinking about what changes I might want to make!

Damn Battleships Again (lets call it DBSA for short) is a deliberate attempt to create a simple set of pre-dreadnought naval rules.  To do that they assume that all ships of the same type are identical.  Which to be fair is not too wide of the mark.  Warships are split into battleships, three classes of cruiser, submarines, torpedo boats and torpedo boat destroyers.  There are also armed merchant cruisers and raiders which are classed as cruisers plus some merchant ships.  Each warship has four arcs of fire forward, aft and port and starboard broadsides.  They have a single combat factor which reduces with range and for larger ships can split fire between two arcs but at reduced effect.  Combat is resolved in the usual DBA way by comparing attacker and defender dice rolls.  Unlike DBA there are step reductions showing levels of damage but no recoils or flee outcomes.

The Hong Kong society additional rules assign individual factors to ships rather than have all battleships and cruisers given the same stats.  They also add torpedo gun boats (the precursor to torpedo boat destroyers) and allow capital ships to fire torpedoes.  There are combat deductions for three or more ships firing at the same target to simulate difficulties working out fall of shot for individual firing ships, changes to torpedo attack rules and the interestingly named 'Windy Corner' rule.  Windy corner is the point where a group of ships in line astern turn in sequence on reaching the point where the lead ship turned.  shooting at ships passing through that point is not subject to the multiple shooter deduction as fall of shot isn't as important when targeting an area rather than a single ship.

So I have a set of rules that look interesting but no ships; what to do?  You know the way I think.  I have cardboard, plastic broom bristles, clear plastic sheet and glue, lots and lots of glue, result teeny tiny ships!

Trial run.  It's more of a marker than a model

I'm aiming for 1/4800th scale or there abouts.  The models will be a very rough approximation of the ships they represent but the prototype is good enough for me purposes.

With a ruler to show the size I'm working at

That model is the IJN battleship Mikasa.  Armed with a pair of twin 12" guns in turrets fore and aft and 14 x 6" guns in barbettes and deck mounts.  On top of which (like all capital ships of the period) she mounts multiple smaller calibre quick firing guns as defence against torpedo boat attack.

The tactics of the pre-dreadnought period are interesting.  Other than a straight stand up fight with other major warships attack by a swarm of torpedo boats was the biggest risk to battleships and cruisers.  The initial defence was to have a lot of smaller guns to lay down a hail of fire before the torpedo boat reached firing range.  as torpedoes improved that firing range increased from a few hundred yards to over a thousand yards.  The solution moved to having small fast boats tasked with destroying torpedo boats further out first torpedo gun boats and then the torpedo boat destroyers.  The torpedo boat destroyer also replaced the torpedo boat in the attack role and hey presto the destroyer was born.  Torpedo boats became an obsolete concept until the advent of fast patrol craft like MTBs, MGBs, PT boats and of course the E-boat in the Second World War when the wheel once again turned full circle.  Modelling those little beasts is going to be a bit of a challenge!




Friday, 7 March 2025

Megalomania strikes again!

When I first started to collect 6mm BCW troops the plan was to play Marston Moor using the Forlorn Hope rules.  I don't think I really had a grasp on how large the armies would need to be to do that!  The plan stalled for various reasons, but as a result I had a decent number of Scots Covenantors both painted and lurking in the lead pile awaiting attention.  I also had a number of Highlander and Irish figures which are now just screaming Montrose at me!  That would have the advantage of needing rather less units for the actions from the 1644-45 campaign in Scotland than Marston Moor would require and gives a use for all those Hodden Gray hordes!  With that in mind I painted up some of the lead mountain refugees as O'Cahan's and Laghtnans Irish regiments, using some IM Irish pike and shot castings I found in the depths of the lead pile.  Yes it's a new rabbit hole to go down folks!

Two of the three Irish Brigade regiments plus some Highlanders

Of course that hasn't stopped me drooling over Marston Moor!  I need to organise my troops so I may as well use the Orbat for Marston Moor for that, don't you think?  I'm not overreaching honest!

Byron's Royalist Cavalry Brigade  (poor iPhone image soz)

I'm working on a rough (very rough if I'm entirely honest) 200 men per full base or 100 for a shot half base (as seen in the Irish Brigade).  I'm making no attempt to show proper pike:shot ratios as those differed across the period of the war.  Instead I will have a note of the actual number of pike and shot for each unit for use in combat calculations.

The rebasing project has also set me on a path looking for a set of BCW rules that is flexible on unit sizes versus the actual number of men in the original unit.  I suppose I could adapt my own set or use 'In Deo Veritas' but my curiosity has been peeked by the 'For King and Parliament' rules and you can never have enough rules; right?  Reviews online seem positive but what does the assembled brains trust think of these rules, anyone played them?

Wednesday, 19 February 2025

Irregular Miniatures 2mm and 6mm ranges update

Some good news to share.  Things have moved on at Irregular, Ron has retired at the grand old age of 98 after a mere 44 years of building up the business, Lawrence and Tara are moving on and Ian and Anne have decided to concentrate on the 10 mm to 54mm ranges.  The 2mm and 6mm ranges have been taken in hand by Nas Bat an ex-Irregular employee who will take on casting and handling orders for those ranges.  He currently has the 2mm moulds and some of the 6mm ranges.

More information at IRREG-2mm 

Wednesday, 12 February 2025

Painting Irregular Miniatures Covenantor shot

So far so good with regard to 2025 and painting, my mojo remains intact and shows no signs of wandering off on vacation again.  Painting Scottish Covenantors is fairly quick compared to the ancients I have been doing where there is a lack of uniformity.  Mostly its a case of give them a coat of Hodden Grey and pick out a few details and done.  The problem is I'm running out of Scot's infantry until Irregular reopen sales of 6mm figures or Ian Kay takes pity on me.  Still I have lots of other BCW 6mm to paint so all is well.

Hodden Grey...it's grey but what shade exactly?

So what shade of grey was Hodden Grey.  The answer is that isn't the right question!  Hodden Grey was a type of cloth rather than an exact shade.  It was made by mixing the wool of one dark fleece with wool from about a dozen white ones.  Now as white and dark cover a multitude of sins when it comes to sheep the resulting colour would vary from a neutral mid grey through to grey with a brown tinge!  which is nice when mixing paint shades as it is very forgiving.

For these I primed white and gave a thin wash of black ink to bring out the detail and a bit of pre-shading.  Bases got a coat of Vallejo Khaki as it is a good match for my basing sand and then it was time to slap on a coat (and britches) of grey.  This was literally a slap on job as at this stage accuracy doesn't really matter.  Dotting in the faces and hands and a dark brown for the muskets, a pale blue for the bonnets and a mix of red brown for hair and the job is almost done.  Last pick out some straps and scabbards in a light brown and a few lower legs in a contrasting colour to high light the hose (hoes?  long socks).  Once that's dry (a matter of a couple of minutes with acrylics) a coat of satin varnish for protection and a wash of Agrax Eathshade.  I leave them upside down on the painting sticks balanced between two paint pots to get the ink to pool where shadows would naturally be and then lastly a touch of silver where gun barrels can be seen and a bit of the light blue to ensure the bonnets 'pop'.  All done in under an hour if you ignore drying times.

The Irregular figures paint up well and have the advantage of being available in individual strips (or will be as and when they come back on the market).

These will be joining Crawford Lindsey's regiment

The castings have improved a lot over the years from the original dolly peg style figures and are not far behind Baccus now in terms of quality.  I emailed Ian Kay about filling the gaps in my project and he has said he hopes to be more organised in about a month's time and to ask again then, which sounds promising.  So for now it's on to some Scottish Lancers as the next units.