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"Old Salts AAR" Topic


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©1994-2024 Bill Armintrout
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FlyXwire18 Jan 2019 8:09 a.m. PST

We tried out Fitz's "Old Salts" variant to Cruel Seas yesterday. First mission priority – getting seating as close to the head as possible (note sign – we are old salts after all). :)))

We played an escort mission – "get the tanker through" with 3 S-38s covering 1 armed tanker vs. 3 Vospers and a Dog boat (in two flotillas). The game was meant to test out augmented torpedo rules, which rank the damage dice to the caliber of the warhead, and with dud rolls broken down into specific time periods of the war.

Here's the prize as she lumbered forward, escorted on her flanks and front (but stay tuned) -

Turning to engage the British attack on their port side, initially the Germans held the advantage – the S-Boots begin slicing into the approaching enemy MTBs -

However, the advantage did turn, with the Brits reacting quickly (and getting subsequent and early turn activations)…..and then launched their torpedoes.

Not utilizing the plastic plume markers with this rules variant, we did find a good use for them anyway – as geysers marking successful torpedo strikes (3 in all)! Harry, a US Navy veteran himself did not appreciate the final devastating roll, and his "salty" bubbled to the surface while his tanker headed into the watery depths -

The game lasted a bit longer than previous plays, this perhaps due to the mod's reduced damage factoring, and I think this promotes more maneuvering action too.

Fitz will likely fill in his impressions of the game play here also.

All in all, the Old Salts did have a whale of a time!

Fitzovich Supporting Member of TMP18 Jan 2019 8:48 a.m. PST

Good AAR FlyXwire! The session did prove to be a very interesting one along with what I thought to be a nice walk through of the Old Salts Variant. Using the laminated ship data cards and dry erase marker method that FlyX suggested we were able to put the cards into racks for the players keeping damage totals & critical hits hidden from the enemy. The reduced damage method seemed to go well & kept the boats in the game longer, although 2 did become hulks and hence a menace to navigation as 1 Vosper discovered as it collided with a sinking S-38. The torpedo rules seemed to work well, which is if you contact something, it hits with only a Dud roll (based on years as mentioned) between you and less water tight integrity. We also used modified turning radius in which small craft could turn at 3rds of their movement (whatever speed it was) and the poor tanker being large could only turn at half. Another Mod is to allow players to fire their guns before movement and after each segment of moving.

lincolnlog18 Jan 2019 11:16 a.m. PST

Dave, wish I could have been there!

FlyXwire18 Jan 2019 1:22 p.m. PST

Bob, as you already know, Cruel Seas is a keeper!

We'll be doing a monthly, but daytime game day "campaigning" with it, that may spawn some interesting scenarios we could feature at future, weekend events too.

daveshoe18 Jan 2019 10:23 p.m. PST

Does the Old Salts variant have rules for visibility?

With the bigger table, it seems like you would want to have some sighting rules.

Dave

Bozkashi Jones19 Jan 2019 3:09 a.m. PST

I love that tanker!

Fitzovich Supporting Member of TMP19 Jan 2019 3:21 a.m. PST

daveshoe,
Yes, there are rules for sighting and for semi-hidden movement. We really didn't want to get into those for this event as there was enough to cover with the revised tables and changes to turning. Generally visual range is limited to 100cm, ship movement (and speed), search lights, star shells and weather can affect all that either positively or negatively. I didn't want to get real detailed in visibility as it seems most games will be conducted on small tables and will be within visual ranges.

Joe Legan19 Jan 2019 7:29 p.m. PST

Sounds like you had a blast!
Bravo

Joe

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