I've come up with a set of rules to play out naval engagements. Previously I've been using Inter Arma d8 Naval (I think it's available in the Rules page), but the time has come to make something new.
Anyway, the Jackewlinese Royal Navy, after the previous tactical victory over the Veudeni Navy, became aware of more Veudeni troop movements and moved to intercept.
They had a pair of dreadnought battleships and three semi-dreadnoughts. The Veudeni fleet also consisted of a dreadnought battleship, a battlecruiser and three semi-dreadnoughts. Both fleets were therefore limited by the lower speed of the non-turbine driven ships.
The Veudeni fleet begins a turn to close the range. I house ruled that the semi-dreadnoughts cannot fire their secondary armament to extreme ranges.
The Veudeni capital ships make a dash for it, leaving the semi-dreadnoughts behind.
The first Veudeni salvoes begin finding their mark.
In turn, the Veudeni battlecruiser is within effective range of the enemy fleet now, but the rest of the ships are not, so it takes concentrated fire, receiving multiple hits and near misses.
The first two Veudeni ships have to slow down to wait for the others, and the second dreadnought enters effective range.
Due to both fleets being led by the more modern ships, now the Jackewlinese semi-dreadnoughts take enemy fire from the two 12-gun enemy ships.
However, their secondary batteries soon join the engagement, and the three ships together manage to sink the enemy flagship.
A 10- and 8-gun broadside from the Jackewlinese capital ships begins to tell on the rear of the Veudeni line.
However, the Jackewlinese are now exposed to enemy fire as well, and the two leading ships take multiple hits.
The most damaged ships fall out of line to increase the range, while the rest steams on. They can still unleash a broadside each to aid the others.
The second Veudeni dreadnought suffers a critical hit and is destroyed. The rest of the fleet makes a run for it.
The Jackewlinese fleet, with its many ships heavily damaged, does not pursue. Sinking two modern enemy ships wile losing none is a good trade-off for them.
This game was a good introductory one, the rules worked well, and the large living room floor allowed for some actual naval tactics to be deployed. I'm still working on the rules however, so I will most likely not release them for a while. Prepare for a larger battle report however!
No comments:
Post a Comment