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"Nimitz : scenario for Cape Esperance" Topic


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901 hits since 21 Sep 2023
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Comments or corrections?

Personal logo foxbat Supporting Member of TMP22 Sep 2023 2:58 a.m. PST

Hello, I'll be introducing several players from the club to this set of rules next month but I've never played it yet…
I intend to use the Cape Esperance battle as the main course, and the Straight of Denmark as the aperitive (idea is to set the basics with game 1, and introduce torpedoes and night fighting with game 2)
Not sure about my work yet, so I'll be grateful if you take a bit of time to review my work and suggest what could be improved. Thanks in advance

Cape Esperance
link

Denmark Straight
link

text is bith in French and English.

Dave Jackson Supporting Member of TMP22 Sep 2023 5:39 a.m. PST

So…I have seen a few reviews of the rules and have considered them. What do you like about them?

Personal logo foxbat Supporting Member of TMP22 Sep 2023 6:22 a.m. PST

I still need to test them, as I said, but Mr Mustafa has a good reputation. They also seem to play easily and still retain enough "chrome" not to be bland.

Shagnasty Supporting Member of TMP22 Sep 2023 8:36 a.m. PST

Good choices for introductory games! I'm happy with GHQ 3 but give "Nimitz" a try.

Fitzovich Supporting Member of TMP22 Sep 2023 9:55 a.m. PST

The scenarios look nice. I believe that you will enjoy the rules as I have found them to be excellent.

IainJL23 Sep 2023 8:19 a.m. PST

I like these rules and have played Savo Island with them. They are a lot simpler than many other sets and that comes with some drawbacks. On Savo because of the sight rules (I.e. in a certain range you can just see) its really hard for the Japanese to sneak through the pickets depending where they are on their patrol pattern (I played historical). I think you would need a scenario rule or just accept the rules as they are and that this makes the US player more competitive. In my game the Japanese won but were pretty badly mauled. The US could have claimed a PR victory. What is great about the rules is that anyone can pick up and play and have fun within minutes. I've not played the campaign game but I think this is what will make the system. If it is the detail and detailed rules of ship combat you are in to then I'd suggest sticking with GQ but if you don't play a lot or have buddies who don't play a lot of naval these are great.

Tortorella Supporting Member of TMP24 Sep 2023 11:11 a.m. PST

I like them but wish there were some better mechanisms for night actions as Iain has said. Ships tend to get destroyed fairly quickly. The compelling part of these actions is wondering which ships are where.

Personal logo foxbat Supporting Member of TMP26 Sep 2023 6:07 a.m. PST

Thanks for the feedback. Regarding Savo, this is a fairly hard scenario to do whatever rules you use IMO :While the US initially had a clear advantage (44 8" guns to Japan's 34, the 4 Aobas paper thin armour) IJN enjoyed a complete surprise, US dispositions were inadapted to a surface threat, communications were hampered by a squall that blocked view between both naval groups, HMS Australia's absence, Captain Bode of USS Chicago reacted very poorly, lack of US radar proficiency… A free set up will grant the Allies a very good chance to reverse the historical result, but too coercitive rules will kill the fun. Mikawa was competent and extremely lucky that day. 15 months later, the IJN tried another Savo at Bougainville in Empress Augusta Bay in somewhat similar circumstances ( landings and offloading were ongoing). The balance of forces was much better for them then. But the result was very different and they took a beating.
I do intend, if I can garner some interest at the club, to replay all the major surface engagements of the Solomons campaign. But I guess I'll be keeping Savo for last, in the hope to have acquired enough experience in the matter wink

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