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"The Fog of Naval War?" Topic


6 Posts

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619 hits since 10 Feb 2008
©1994-2026 Bill Armintrout
Comments or corrections?

Saladin10 Feb 2008 7:21 p.m. PST

Are there any rules sets that try to model the command control and fog-of-war problems of naval warfare? (Or suggestions on how to handle that?)

Ric Raynor10 Feb 2008 7:33 p.m. PST

Battleship? :)

Joe Legan10 Feb 2008 7:35 p.m. PST

The Referee's guide for Command at Sea has some great rules for Fog of War and Command and Control. Think the concepts are exportable and the guide is not that expensive.

Joe

hindsTMP11 Feb 2008 5:28 p.m. PST

I have found it useful to copy ideas from boardgames, such as SPI's old "Flight of the Goeben" boardgame. It used a 3-tiered search mechanism which was a nice compromise between practicality and true hidden movement. (One could always rationalize the information given away during searches as being due to radio intercepts, random sightings by neutrals, etc.) It felt right, and no referee needed.

CharlesRollinsWare14 Feb 2008 7:39 a.m. PST

Saladin;

About once every two-years (it takes a long time to schedule a whole weekend for us old married guys with diverse jobs) a long time group of friends of mine get together and use modified CV/Flattop rules to fight a Pacific carrier battle. Each Task Force commader has his own map, and sits in a separate area. There are separate task force commanders for each side and, most importantly, a judge. The judge handles everything and disseminates know (or believed) information to each commander individually.

Each commander is also required to plan his activity well in advance, and must use written "doctrine" that is based on actual USN/IJN doctrines in the 1942 period. All movement is plotted in advance and if changed, nothing away from the Task Force (i.e., aircraft) are aware of it unless radio silence is broken.

While it is extremely time intensive (takes all of a whole weekend to play), it has lead to wildly realistic battles where, often, at key moments neither side had a clue what was actually going on. No one that has played one of these finds the results of 7 May 1942 in the Coral Sea very strange anymore.

I have also played Fletcher Pratt naval miniatures battles, specifically Java Sea and a couple of fantasy engagements, where a small group of judges did all the actual laying of shells and torpedoes outside the presence of the players, and the individuale ship commands sat in separate areas and were not allowed to talk – only to write radio messages that may, or may not, get through. Orders were written several turns in advance and damage results were, often, very disconcerting.

I recall specificly when the second ship third ship in a line of five suffered a severe hit forward that opened her bow to the sea and drastically slowed the ship. The commander behind him, told that he was suddenly gaining on this ship, waited several seconds before ordering a turn and, suddenly careening in front of a destroyer that was way to close aboard the main line, was rammed full in the engine room. The resulting confusion turned a sure fire winning situation into a losing one.

In another engagement, a night destroyer battle, when elements a one force decided to change course without informing the rest of the force, three of four ships were torpedoed by their own side which was, shall we say, a tad disconcerting!

In the night action, commanders of each division were in different rooms with only the models they could see. The judges had the actual batle in a separate room.

Mark E. Horan

Rev Zoom15 Feb 2008 10:06 a.m. PST

SPI's old game Task Force had a brilliant fog of war system. Easily adapted to other situations, it is an excellent way of providing scenarios for tactical modern naval battles. Best of all, no judge is required. However, having one is a plus and really adds to the "feel". It provides what Mal Wright calls "the fear factor".

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