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"Victory at Sea - Battle of the River Plate" Topic


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Holden8804 Feb 2007 12:35 a.m. PST

This is a battle report featuring Mongoose Publishing's "Victory at Sea", a WWII naval miniatures game. For this battle we will be re-fighting the famous "Battle of the River Plate". This historical engagement occurred on December 13th 1939 off the coast of South America. It pits the German surface raider Admiral Graf Spee against a trio of British cruisers, namely Ajax, Achilles and Exeter.

As the scenario begins the Graf Spee is steaming towards what she thinks are a light cruiser and a pair of destroyers defending a convoy. She hopes to drive them away with her superior firepower and ravage the convoy, which constitutes a major prize. As the ships closer however Captain Langsdorff soon realizes that he is about to engage three cruisers.

The Admiral Graf Spee confidently steams towards the British ships.

The British have decided to divide their forces in an effort to surround the Graf Spee and cause her to split her fire between multiple vessels. The Exeter with her heavier 8" guns approaches from the enemy's starboard side while the light cruisers Ajax and Achilles stick together on the enemies port side. If any of the British ships can get close enough, they can unleash a potentially devastating torpedo attack. However, the enemy also has torpedoes.

Ajax and Achilles approach the enemy from port

While Exeter moves in from starboard

Turn 1
The Germans win the initiative ( which forces the British to move a ship first ) . The Exeter applies flank speed and surges forward as fast as she can manage. In response the Graf Spee comes about to port in an effort to engage the British light cruisers first. For their part the Ajax and Achilles both steam ahead at flank speed desperately trying to bring the enemy to within range of their 6" armaments.

In the shooting phase the Graf Spee targets the Ajax and opens fire at extreme range. Thanks to her 32+ knot speed Ajax makes for a very difficult target and all of the 11" shells hit the water wide of her.

Turn 2
The Germans win initiative, and once again the British ships all advance at flank speed while the Graf Spee manoeuvres to present a broadside to the leading British light cruiser ( Ajax ) .

Another salvo from both of Graf Spee's 11" triple turrets is directed at Ajax. Although she is straddled and huge columns of water erupt to either side of her, Ajax is spared once again.

The Admiral Graf Spee firing broadsides at the advancing British squadron.

Turn 3
The Germans win initiative again. The British ships continue their advance at flank speed while the Admiral Graf Spee holds its course and runs perpendicular to the British squadron.

The Graf Spee opens fire and this time she finds her prey. The Ajax is hit by several 11" shells one of which strikes an aft gun turret ( X turret ) . The Turret is destroyed and Ajax immediately catches fire. Almost simultaneously Ajax returns fire with her 6" armament which is now just in range. She manages to strike the Graf Spee with her first salvo but only inflicts superficial damage. The Achilles joins in with her own salvo and also scores a hit. One of her 6" shells hits the Admiral Graf Spee's port side torpedo deck and causes heavy casualties there. As a result the torpedo launcher is put out of action. Finally, Exeter opens fire with her forward 8" turrets. She manages to score three hits which cause light damage.

Damage control parties aboard Ajax desperately battle to put out the fire on the upper deck, but the flames spread out of control and the ship quickly becomes crippled. All of her turrets are abandoned and her spotter plane is ditched overboard to prevent it from exploding. She still has her torpedoes though.

Aboard the Graf Spee, the port side torpedo mount is quickly re-manned and is ready for action.

The Ajax blazes out of control while the Exeter continues to advance.

Turn 4
The Germans luck holds and they again win the initiative. While the Exeter and Achilles continue to close at high speed the Germans decide to try something sneaky. They pump oil into their engines and lay a carpet of thick obscuring smoke behind them as they veer off to port. This will conceal them from the Exeter's guns while they deal the rapidly closing Achilles. Ajax in her crippled state has slowed considerably, but she continues to close on the Graf Spee.

Achilles becomes the new target of the Graf Spee's 11" turrets and she is immediately hit several times. Her superstructure suffers some damage and her starboard torpedo mount is put out of action. Exeter attempts to pick out the Graf Spee through the thick smoke but most of the shots miss wildly. Then the British luck begins to change. An 8" shell from Exeter hurtles its way through the smoke and slams into the superstructure of the Admiral Graf Spee. The shell punches through the pocket battleships armour and explodes below deck causing a multitude of casualties. The confusion and carnage that follows shatters the morale and efficiency of the remaining crew ( dropping the Graf Spee's command rating from 4 to 3 ) .

Meanwhile the crew of the Ajax continue a losing battle against the raging fires that threaten the entire ship.

The Admiral Graf Spee makes smoke and shifts its firing onto the Achilles

Turn 5
Once again the Germans win initiative. While the Achilles draws closer on the Graf Spee's starboard rear quarter, the Graf Spee continues to belch thick smoke from its stack as it turns sharply to starboard in an effort to avoid the pursuing Exeter. Exeter follows the Graf Spee but at the last minute demonstrates her agility and turns sharply in order to present her broadside to the enemy.

The Graf Spee targets the Ajax and cripples her with a series of hits with her main armament ( knocking out her forward turret, her remaining torpedo launcher and her spotter plane ) . The Exeter also suffers some minor damage at the hands of the Graf Spee's secondary guns. In return, the Achilles scores a few hits with her remaining turrets and secondary armament. Then the Exeter opens fire with a full broadside of six 8" guns and all her secondary batteries. The resulting damage cripples the Graf Spee. Her main guns are knocked out and her flight deck sustains heavy damage with a floatplane stored there being destroyed.

The crew of the Ajax are forced to abandon ship as the fires on board rage out of control and consume the entire vessel.

Turn 6
In the final turn of the game, the British at last win the initiative. The Graf Spee has only one hope. They must disengage from battle and make for a neutral port to make repairs. To this end, the captain orders flank speed and the Graf Spee surges away in an attempt the leave the battle area ( i.e.: the board edge ) . The Exeter is in hot pursuit but is careful not to draw too close. She knows that the enemy still has the capability to launch torpedoes. The Achilles veers away slowly, her rate of turn and speed severely reduced in her crippled state.

The Exeter opens fire at the escaping enemy and scores multiple hits with her primary and secondary armaments. The Graf Spee is shaken by the salvo and multiple fires erupt onboard. She keels over drastically and begins to sink. All hands abandon ship and the battle is concluded.

The Graf Spee moving at flank speed away from battle with the Exeter in pursuit

The final fate of the Admiral Graf Spee

Aftermath
The burned out hulk of the Ajax is eventually towed back to the nearest harbour ( Montevideo ) and salvaged for scrap metal. The Achilles barely manages to make her way to Montevideo under her own power where she is eventually repaired and made sea worthy again. The Exeter ( which has sustained almost no damage ) is joined by the cruiser HMS Cumberland and together the pair is sent back into the Atlantic to hunt for more raiders.

Final Tally
Graf Spee – Sunk
Casualties – 481

Ajax – Burned Wreck
Casualties – 294

Achilles – Crippled
Casualties – 177

Exeter – Very slight damage
Casualties – 0

aka Mikefoster04 Feb 2007 10:03 a.m. PST

Very Nicely written.

The Lost Soul04 Feb 2007 12:20 p.m. PST

Very nice report. About the VAS rules -- do the rules break down the combat results into the same detail as your report? For example, when Graf Spee's fire hits Ajax X turret and Ajax catchs file -- are the combat results from the game that specific? If so, VAS sounds like a great game. How would VAS do for Pacific (USN v. IJN), including carrier-based and land-based air operations (eg, Coral Sea, Midway, Eastern Solomons)?

The G Dog Fezian04 Feb 2007 12:35 p.m. PST

VaS can generate the results described above and does a nice job with surface actions. I've not tried them, but the ASW rules look very clean as well.

For air actions, I have serious reservations about the ability of VaS to model large scale carrier clashes. The limitation on 3 air units attacking any one target in a given turn would appear to bias the results in favor of ships.

Wargamer Blue04 Feb 2007 3:10 p.m. PST

Ooh Rah. If you visit the Mongoose website you can download their free magazine called Signs & Portents. The latest one has a carrier v carrier battle report with photos and diagrams. In fact the last four issues have had some great battle reports, especially one called Tiger by the Tail which is pacific based.

Only Warlock04 Feb 2007 4:41 p.m. PST

We just (an hour or so ago) finished 3 simultaneous VaS battles at the club (Two German vs British and a Large IJN vs USN game.

U.S. Forces were:
BB Colorado
5 Cruisers (Atlantas, Brookylns and a Portland IIRC)
3 Fletcher DDs
3 flights of Devastator Dive Bombers
3 Flights of Wildcat Fighters

Japanese Forces were:

8 Cruisers (Mogamis and Furatakas)
3 Kagero DDs
3 Flights Betty Torpedo Bombers
3 Flights Zero Fighters

Resulted in a decisive Japanese win, with a loss of two of our cruisers. We actually pressed home a Torpedo attack wave of bettys against an American Flak cruiser and crippled it with two torp hits.

The cruisers pounded each other as their lines closed, with the battleship staying Bow-On for most of the engagement, but still near-crippling a japanese cruiser every turn. The American DDs sort-of veered out to the side and swung back in at the end for a last ditch torp attack.

The real killer in the game was the Japanese Long Lance Torpedoes. With the 20" range and slow reloads the Japanese pumping Salvos into the advancing american cruiser line (Although one Brooklyn evaded 11 Torpedoes in one turn)

The end came when the Battleship was Engine-Criticalled which stopped it dead in the water and the Japanese pumped in another 20 Long lance torps from the Kageros and a Mogami and Furataka.

coastal05 Feb 2007 1:28 p.m. PST

Just curious, but how many reloads does the rules allow the Japanese?

The G Dog Fezian05 Feb 2007 4:47 p.m. PST

As. many. as. you. can. fire.

Some DD's can 'reload' and fire torps *every* *other* *turn*.

coastal05 Feb 2007 10:26 p.m. PST

"As. many. as. you. can. fire.
Some DD's can 'reload' and fire torps *every* *other* *turn*."

Really… According the standard references, the IJN DDs that did have reloads (not all were so equiped) carried ONE full reload. And the reloading cycle would have been considerably longer than "every other turn". Which begs the question: Did Mongoose bother with ANY research before dropping this dog on the Market?!?!?

coastal05 Feb 2007 11:14 p.m. PST

"8 Cruisers (Mogamis and Furatakas)"

Nice trick, that, considering the IJN only had 4 Mogamis and 2 Furatakas.

brass106 Feb 2007 12:22 p.m. PST

Some DD's can 'reload' and fire torps *every* *other* *turn*.

Well, they only list two classes of Japanese destroyers in the book and one class (Kagero) gets multiple torpedo salvoes. I'm a bit more concerned by the fact that they list six classes of Japanese cruisers (4 CA, 2 CL) and only the CLs are limited to one salvo; the CAs can fire each bank of tubes every other turn for the entire game, an ability that no other surface ships in the game have (and that none had in the Real World).

My house rule #1 would be: ships with torpedo reloads get a second salvo, reloading to be a Special Action, command check 8, -2 to the die roll if the ship is within enemy gunnery range. That way, no more torpedo-machineguns and no reloading at warp speed while shrapnel is whining around the crew's ears.

House rule #2: when a ship takes a critical hit to its secondary armament, if the ship carries torpedoes, roll 1d6: on a roll of 6, one bank of torpedo tubes is knocked out (ships with a single Port/Starboard listing lose everything).

LT

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