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"WWII All at Sea - Small Review" Topic


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gravitypool19 Sep 2014 7:58 a.m. PST

Iīm a longtime lurker who mainly played Pacific games of Victory at Sea, but after repeatedly being frustrated by the invincible destroyers and useless air rules i decided to buy Naval Thunder based on the board comments. However at Wargame Vault this other game caught my eye: WWII All at Sea.

And for less than 10$ i decided to give it a go.

I must say iīm gladly surprised with this ruleset and wonder why people has not commented much about it.

The game is designed to play big fleet battles in smaller surfaces. And does so by using a simple hitting/damage system.

Guns are not detailed on a per turret basis, instead the ships have a Main Battery, and 1 or 2 additional secondary batteries with different ranges and to hit modifiers.
You only roll 1 dice to hit for each battery ( so no dice hoarding is required ) . If you can only fire half your battery ( target on fore or aft ) then you roll 2 dice and must hit with both to cause damage, so lining the enemy on the broadside is the way to go for maximizing your hit chances.

Turrets have a shell rating from E ( worse ) to A ( best ) so when you score a hit, you compare it with the target armor ( who has 3 values for short/mid/long range which accounts for things like unarmored decks ) . If the shell is the same rate or higher it will penetrate causing a random effect. If itīs one step lower, it will not cause damage, but hinder the targetīs targetting.

There are only 4 damage effects ( turrets, comm, buoyancy and engines ) that vary in criticity and are decided on a single d6 roll, so they are easy to remember and you donīt need constant referencing.

Most ships can be sunk in a single hit if you are lucky with the critical roll ( you need a 5 to hit buoyancy ) , but also, it is perfectly possible for a ship ( even a destroyer ) to survive a lot of punishment and still be in the fight by simply not rolling any 5.

Aviation has a hard time going through AA batteries ( they roll tons of dice and remove a flight for every "6" ) , but unlike VaS, if a flight gets through you have high chances of scoring critical hits as their payloads are almost always "A" rated.

I havenīt brought the game to the table yet, but i have high hopes on it. It seems to focus more on the tactics than in the detailed capabilities of the ships yet the ships feel different enough.

The only con iīve found so far is that ships do not have turning ratings. Any ship can turn up to 90° ( this is due to the timeframe of the turn being larger than most of the other games ) . However, any squadron trying to change direction has to check for Comms to see if order is received an no misshap happens.

Also, one of the most amazing points of this system is that the ship stats are condensed in a few lines of text and the author has been through all major and several minor navies of the time. Aside from the major powers you have Argentina, Brazil, Australia, Sweden and many others… If you can name it, the ship is probably there.

Overall i would recommend the game for:
- Those who look to put many ships on the table.
- Those who donīt like too many recordkeeping.

I wouldnīt recommend it to:
- Those expecting a detailed simulation of ship systems.
- Those expecting 100% historical accuracy.
- Those who like throwing tons of dice. ( AA weapons are the only ones who do that )

Iīm reading Naval Thunder now and i have a copy of Battlestations! Battlestations! coming, but so far i think All at Sea has hit my sweet spot for naval ( I play Pacific WWII so i like large fleet engagements )

The ruleset is published by Agema ( agema.org.uk ) and they have a short FAQ on their site. I had some other questions they hastily answered in a few hours, so iīm pretty satisfied with their support.

Anyone else has played this one? What are your thoughts?

Allen5719 Sep 2014 10:19 a.m. PST

I had not heard of this game. Sounds like it might be one I want. How far do ships move in a turn and what is the range of their guns?

My favorite naval game is Analon Hills Victory in the pacific which many do not like as it is very abstract. Really a campaign game rather than a tactical naval game.

gravitypool19 Sep 2014 11:40 a.m. PST

Slow battleships have max movement of 4 inches and fast destroyers top at 8. However combat begins at cruiser speed that is half max speed value.

As a note, while ships are at twice the visibility range, the game zooms out to a strategic movement where the ships move double and the game centers on detecting the other fleet to gain the upper hand.

Gun range usually tops around 25 inches for secondary batteries and main batteries can go up to 34 inches on the most extreme ranges of biggest ships (Yamato or Iowa).

John Secker19 Sep 2014 12:11 p.m. PST

Sounds a lot like GQ2, before they started to track every shell.

CraigH19 Sep 2014 1:18 p.m. PST

Thanks for the review – I may have to give this one a try !

BuckeyeBob19 Sep 2014 1:28 p.m. PST

There isn't much on the web about this ruleset, but another review and AAR is here:
link

Another fast-play rule system with similar mechanics and play is Surface Action (free rules found here: link
These are 5 minutes/turn, and 4 different damage effects. Len has a corresponding Aviation segment called Sea Wings on his site too.

I did play GQ 1-2 back in the day. Hard to find this OOP fast play ruleset. Some info including ship's data here:
link

M C MonkeyDew19 Sep 2014 2:28 p.m. PST

They are my rules of choice although I also play Seekrieg V, Battle Stations!x2, and Sea Wars from time to time.

Not mentioned above I think is the battle generation and campaign rules with take up only two pages and yet allow for air and surface searches, submarine action, and of course air strikes and surface actions, varied by locale and year.

All at Sea and the WWI Challenge and Reply are both very inclusive and give plenty of bang for the buck.

Bob

gravitypool20 Sep 2014 5:26 p.m. PST

Well, played my first game today and i'm pretty satisfied with the results. It was a ficticial scenario with semibalanced forces.

IJN was sailing IJN Tone, IJN Fuso and 3 Shimakaze destroyers. While USS was engaging with USS Idaho, USS Augusta and 3 Fletcher class destroyers.

I randomized the entrance of reinforcements at game start. Japanese expected the arrival of IJN Yamato at turn 3 and Americans where less lucky with their rolls and their USS Essex Airstrike would only occur on the 7th turn.

----------
Battle didn`t start well for the americans, Idaho lost half propulsion to a long range shell from Fuso. Japanese guns outranged the Americans, and having reduced Idaho's movement, they easily outmaneuvered the american fleet into a T where they took some serious pounding, that left Idaho immobile.

The shimakaze and fletcher fought bravely on both sides and despite crossing at really close range all of them survived the gunfight to unleash torpedos on the oposing fleet.

While all american torpedos missed due to japanese evasive maneuvers, the IJN managed to hit USS Augusta leaving him dead in the water, near USS Idaho, substaining the continuous fire from Yamato and Fuso.

While some misscommunication pushed the Shimakazes away from the battle, the fletchers made a broadside run against Tone, damagin her guns and engines, while acting as a curtain to prevent Augusta and Idaho taking more damage.

Yamato had been lurking at the edges of the board pummeling the American fleet for afar, out of american range. However, the Americanīs brave resistance payed off when the sky turned dark with American aircraft. Alone and without air support Yamato had to rely only on their AA and certainly she hadn't the gods of dice on her side. She took 11 hits from both avengers and helldivers… The first flights managed 2 hits on her buoyancy and following ones seriously damaged guns and engines. She stood bravely the beating until the 11th squadron scored the final hit in the buoyancy to sink her down the ocean.

Satisfied with having sunk the pride of the japanese navy, the american fletcher squadron flees from the scene, having to surrender the USS Augusta and USS Idaho to the IJN.

Certainly none of the fleets would be celebrating tonight.

Tim White23 Sep 2014 7:29 p.m. PST

I picked this up a while ago but never gave it a try. After reading the basic rules the first thing I did was check out the german ships. I was a bit disappointed to see that they felt the Graf Spee had better deck armour than the Bismark – and that its guns had the same penetrating power. I didn't get much further than that.

Sounds like you aren't having any issues with IJN vs USA though.

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