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"AAR: Cape Spada - and a few observations on VaS" Topic


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Bozkashi Jones15 Mar 2015 3:02 a.m. PST

Having received and painted up some ships for the Med, young Henry and I played out Cape Spada last night. As number 1 daughter was on a sleepover at a friend's it was a nice change for a bit of father/son bonding over the deep blue tablecloth.

Hen decided he'd be the Italians (best national anthem and cool barber's pole stripes to make the ships look pretty) and I accepted my commission to represent the British and Commonwealth forces.

Set up was fairly straight forward; on a 5' x 3'6" table in 'portrait' format I set up my destroyers in two columns of two – Hyperion and Ilex heading SW and Hasty and Hero heading S. HMAS Sydney and HMS Havock were to arrive on move 5 on a throw of 6, move 6 on a throw of 5 or 6, etc.

The Italians set up mid way along the western edge. They had a choice of fighting or exiting the SE corner to safety. Naturally, young Henry followed RAdm Casardi's example and decided to engage; his cruisers were set up pretty aggressively heading NE.

The first move was a little surprising; Henry won the initiative but decided I should move first, so I moved one column S to get behind the Italians and cut them off from safety, while the other headed off W. The Italians surprised me though by splitting their forces; the Bande Nere heading N and the Colleoni heading E. I was out of range at this stage and the destroyers were impossible to hit, so we played on.

In the next few moves I swung Hasty and Hero back around to the NW while Hyperion and Ilex closed with Bande Nere, my intention being to overwhelm Bande Nere, get a quick kill and then withdraw to the N to wait for the Sydney.

The plan worked better than expected; Ilex did receive some damage but the British destroyers proved virtually impossible to hit while taking evasive action: Henry needed 6s to hit but due to the evasive action these had to be re-thrown, needing a 6 again. This, if my probability mathematics is correct, means he had a 1 in 36 chance for each gun – pitiful odds!

Colleoni was out on a limb to the S and Bande Nere isolated in the NE corner, when Ilex and Hyperion swung round at around 6" range to present their broadsides and fire their torpedoes. I didn't even need to work out Hyperion's – Ilex's torpedoes did more than enough damage to leave Bande Nere sinking.

Henry felt at this point that the game was up; turning Colleoni to the SE under cover of smoke he retired as HMS Sydney arrived with HMS Havock (a lucky throw of '6' for me). I was far too far North to stop him so the remaining Italian cruiser was able to escape.

In the post battle analysis I was really impressed to hear Young Henry recognising his mistakes; he had split his forces whilst I was able to concentrate mine.

That said, I think we were both surprised by how powerful destroyers are in VaS: when weaving they are nigh-on impossible to hit, even at close range, and the punch they pack with the torpedoes is truly brutal. I'm not sure how convinced I am by this; torpedoes stand a very good chance of hitting which I am not sure is reflected in what I have read of historical actions.

All in all though, good fun and a nice chance for me and Young Henry to throw some dice, which is the whole point. We will refight this action – though Henry has elected me to be the Italians next time!

Equal speed, charlie london

Jonesy

Only Warlock15 Mar 2015 4:04 a.m. PST

Torpedoes are definitely the weakest point of the rules. The Japanese ability to reload during battle truly breaks the rules.

If you can find the "Manley" annotated rules notes his modifications go a long way toward refining the rules to make them more balanced.

I do enjoy playing VaS, particularly the easy Carrier rules.

fantasque15 Mar 2015 5:43 a.m. PST

You need to run a steady course to set a firing solution to launch torpedoes so Destroyers should be able to make evasive manoeuvres OR fire torpedoes in a turn – not both.

Bozkashi Jones15 Mar 2015 11:15 a.m. PST

Fantasque – quite right; I used evasive action to get close and then stopped when launching.

That said, looking at the rules I would have just been required to re-roll any hits which, against a target of the size and broadside on, would have been 4s or more. With 9 attack dice between Ilex and Hyperion (5 and 4 respectively) I would have four or five hits. Even having to re-roll I'd still be expecting 2 or 3 hits. For a fairly 'light' light cruiser this would pretty much be curtains, as indeed it was.

I don't really have a problem with this sort of hit rate (although, as I wasn't taking evasive action, my hit rate was too high I reckon), it's just that to get that close I'd expect to lose at least 1 destroyer.

It was a fun game; just my observation would be that destroyers are too difficult to kill and torpedoes have too high a hit rate.

It would be interesting to see how the Battle of the Barents Sea would work out – I suspect Sherbrook would do very well, even without being able to use 'dummy' torpedo strikes!

Having played some enjoyable actions using VaS – River Plate twice and Denmark Strait – which have had fairly satisfactory results, I feel that maybe they are better for cruiser and battleships actions.

And Warlock – thanks for the tip; I'll see if I can find the Manley annotations you suggest – cheers!

David Manley15 Mar 2015 12:38 p.m. PST

link

Hopefully some useful stuff for you there.

"The Manley Annotations" sounds awfully formal, or perhaps the title of a thriller :)

Blutarski17 Mar 2015 5:31 a.m. PST

….. It's a new Clive Cussler page-turner, based upon a handsome and dashing naval architect who works for the MoD. First Cussler book to have a complete ship data sheet appendix.

;-]

B

Bozkashi Jones17 Mar 2015 1:35 p.m. PST

Thanks for the link David, and next time I'm at an airport I'll pick up the new Cussler…

mind you – a complete ship appendix? Really? Surely there must be a supplement somewhere?? ;-)

Actually, Young Henry is demanding a rematch – but with me as the Italians

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