Friday, 12 July 2024

Boating with Julian: trying out "It's Warm Work"

Julian devised a beaut little scenario for us to try out the rules "It's Warm Work".

English at left, nearest camera, Spanish on the right. Both are in a good position with respect to the wind, which is blowing down the floor boards, towards the viewer.

A Spanish squadron detached from the transport ships that they were escorting to try to prevent an advancing English squadron from intercepting and capturing the precious cargo. The floor in Julian's wargame room became the ocean for this one, providing handy parallel lines that made assessment of wind direction a 'breeze'. Each side had six ships, but the Spanish had more firepower# which would be off-set, in some way, by superior English crews.
#474 total Spanish guns v 366 for the British, of which 366 and 264 respectively were in the ships' broadsides.

Julian sent me the rules to read prior to the game. I skimmed through them. They are clearly laid out, well written and seemed simple, but for some reason did not inspire. I was not sure why. Perhaps it was the skim-read? He had the same impression, but was also not sure why. We'd find out soon enough once we put them into 'action'!

It took only until the second turn for us to realise what it was; they are simplistic, rather than simple.

The squadrons came into action on the second turn. Moving second, I turned the Spanish squadron to starboard and drove them at the English line, attempting to cross their 'T'.

Movement is alternating. At the beginning of the turn, each side rolls a six-sided die, high roll moves second. Ships' speed is determined by position to the wind and is divided into three possible 'points':
i) full movement with following wind (90º–150º or 210º–270º),
ii) reduced movement (7/10, 5/8 or 4/6 of full, so average ~65%) if running (wind at 150º–210º) or into the wind (>90º to 135º), and
iii) no movement at 45º or closer to the wind (i.e. 135º–45º).
Ships may make one turn of up to 45º and must move at least 1" after the turn.

This all seems pretty good and is common to rules for Napoleonic naval. The template for the wind gauge is attractive and simple to use.

Wind guage template from "It's Warm Work".

The problem comes with the detail. Ships can move up to their maximum allowable distance (in inches) according to the position relative to the wind and type of ship. From fastest to slowest, these are: i) sloops or frigates, ii) ships of line and iii) slow ships—"...include cargo or troop laden ships, large East Indiamen and any older worn ships". A ship must move forward at least 1". Straight forward and seems okay.

Except, "a ship must move forward at least 1"". Clearly, the crews on these ships are so talented that they can adjust sail from, say, fighting sail to minimal sail or storm sail in an instant. Then back again, if needed? Ah, of course, time is an illusion and no more so than in wargame rules, so the adaptable movement is purely a way to manage time and to remove any problems needing to determine whether a ship could have fired as it moved past another. Of course, that ship was also moving, but we don't know that yet, since we have alternative movement. Okay, it is a simplification and mechanic to prevent us having to plot moves, determine time in firing arc, or such. Perhaps, I can live with it. For a few more turns at least. 
 
The lead ships in each squadron exchange broadsides: Spanish fired first and had better luck with hits to each English ship targeted.
I laid out all of the 'smoke', so the photos don't indicate the order of firing in the game.
Three hits on the frigate Sybille (top of photo) produced a critical hit. A roll of '2' meant rudder damage.

As with movement, each side rolls a die at the beginning of the firing phase. This time the high die roll goes first, which is a 
clever little mechanic. Ships may fire at a target in range and within their broadside (a zone bordered by an imaginary line 90º drawn from bow and stern respectively). The trouble is, firing is not simultaneous, so firing first means that you inflict damage before the other mob get to fire. I'm not keen, but will accept it as a way of dealing with the alternate movement.

Once again though, the devil is in the detail—and this diablo has multiple horns.

Firing is carried out by rolling a number of dice equal to the ship's current fire value, read from the strength track (see below). Hits are scored on 6s if long range, 5s and 6s if short range and 4s to 6s if raking. The other side gets to roll a die for each hit and 'saves' on 6s. English ships get to re-roll one fire die that initially missed.

Each ship is described by a strength track. Larger ships begin with higher numbers (5s or 6s) and have more 'spots' on their track, e.g. 6-6-5-4-4-3-2-1 for 'Santissima Trinidad'. Smaller ships begin with lower numbers (3s or 2s) and have fewer 'spots', e.g. 2-2-1 for the Spanish frigate 'Ninfa'. So, at full strength, 'Santissima Trinidad' rolls six dice, Ninfa two.

If a ship receives a hit and is not able to save it, one of the 'spots' on the strength track is crossed out and the next number on the track becomes the ship's fire value. Once half of the numbers on the track have been crossed out, the ship's maximum speed is reduced to half.

So, we have two of my greatest dislikes: rolling handfuls of dice and saving throws. While these do not appeal, it is the oversimplifications and missing details that detract for me. Without any defensive factors, it is as easy for a frigate or sloop to inflict damage on a large ship as it is for another ship of the line. Sure, the latter will throw more dice, but these are independent events, so it's a 1 in 6, 2 in 3 or 1 in 2 chance for each if firing at long, short or as a rake respectively. Then there are the more subtle problems: a ship has either broadside loaded at any stage, damage to rigging, hull or crew losses are all morphed into one, hits to rigging are especially abstracted with no effect until a ship is a half strength, then a halving of movement. A ships defensive value and firepower are all convoluted into a single number, which may be a clever game mechanic, but is far to simplistic for mine.

Let's get back to the game and see how these mechanics performed.

We pick up from where the Spanish had cut the English line.
Moving second, Julian manoeuvred the English squadron to engage the Spanish along the line,
...but the Spanish got to fire first, inflicting some more damage on the ships of the line, while a broadside on poor 'Sybille' turned her into a fire-ridden wreck. 

The English returned fire. This time Julian's rolling was better and my saving worse, so it was the turn of the Spanish ships to receive hits. This included the 'travesty' of the two hits inflicted by the little 52-gun 'Iphigenia' on the mighty 'Santissima Trinidad'. 

Being in a better position with respect to the wind, the English began to pull away from the Spanish squadron and were also able to bring more ships to bear on the leading Spanish. 
Only two Spanish ships got to return fire, producing little additional damage. 

The commander of the English squadron had decided to break off the action (you simply move, no orders/signals required), the rear-most ships loosing off a parting shot.
Final long-range firing from each side, with a little bit of damage, but more as a kind of fond adieu (or should that be a 'pluck yew'?). 

The bulk of the English squadron sailed away to fight another day. Needless to say, Admiral Nuisance will have to 'dance a merry dance' for the Lords of the Admiralty. 

It was an enjoyable game. Easy to pick up and fast-paced. The luck began with me and then swung more towards Julian, so losses were about equal in the end.

Strength tracks for the English (above) and Spanish (below) showing the damage (in colour). The Spanish had an advantage in points due to total number of guns and of broadside. 


Julian had said that these rules are popular. I can understand why. If you want a fast-paced game with a friend or a few friends, pushing boats around (almost at will), with plenty of rolling of dice and a clear outcome in a handful of turns these are for you.

If you are interested in Napoleonic naval warfare and want a game that is a representation of it, that is challenging and provides insights or is thought-provoking about the period then, like us, these are not for you.

So, "Grand Fleet Actions in the Age of Sail" remains the best of the lot that we have tried as a sufficiently simplified and detailed set for a large fleet action with multiple players. These appear to enable a game that is a reasonable representation of action at sea in the golden age of tall ships.

That said, there are two more sets, that I am aware of presently, that I'd like to try: "Admirals" and "Action Under Sail". These are more and much more detailed than "Grand Fleet Actions in the Age of Sail", respectively. I expect that they are more likely to suit me than Julian (or other players in a multi-player game). Julian is happy to indulge me in this, but we'll give them a go chez moi. I have French ships nearly completed, but some building and painting of British ships is required.


8 comments:

  1. Age of sail games, especially for fleet actions are hard to satisfy ease and detail requirements. Good luck in your search.

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    1. Grand Fleet Actions in the Age of Sail is so far the winner. It has the right balance between elegance and complexity.

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  2. That is a nice summary James, and the rules appeared to give a decent enough game. We have been playing Black Sails recently and I was pleasantly surprised with them. Ships which are upwind get to go first and the movement and firing descends in that order, with ships being able to opportunity fire as they pass or are passed.

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  3. I have only played a few naval games but none of them really "grab" me, to be honest. I just find changing wind direction and restricted ability to maneuvre irritating - maybe I would enjoy these simplified mechanics better!

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  4. What scale are the ships?
    I have those rules but have never played them. I admit they didn’t grab me either. I’m starting to prefer Age of Sail games that use a grid / hex map or games that use some sort of preplot for movement. 😀

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    1. These are Sails of Glory 1/1000 ships, which have the great advantage (for me) of coming ready-painted. The range is pretty good too, though we had to kit-bash the Santissima Trinidad.

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  5. It was a great game. I agree with everything James has written about it. Grand Fleet Actions in the Age of Sail is so far in the lead for future major actions for me - and I think James too!

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  6. An enjoyable narrative, and always interested in reviews of Age of Sails rules. Finding the right balance is tough.. and right obviously varies considerably by player!

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