Last Updated
Mon Nov 15 19:48:03 PST 1999
Voters = 9

IRONCLADS VOTING RESULTS:
Voters, By Period - ACW Coastal - Gulf of Mexico


Favorite Rules
rulespercentage
Smoke on the Water56%
A Hotter Fire11%
Battlefleet11%
Iron and Fire11%
The Ironclads11%

Rules Regularly Played
rules played regularlypercentage
Smoke on the Water67%
Iron and Fire22%
A Hotter Fire11%
Battlefleet11%
Hammerin' Iron11%
The Devil at the Helm11%
The Ironclads11%

Number of Rules Regularly Played
number of rules played regularlypercentage
1 rules played67%
2 rules played22%
3 rules played11%

Rules Tried
rules played at least oncepercentage
Smoke on the Water78%
Age of Iron56%
Hammerin' Iron44%
The Ironclads44%
The Devil at the Helm33%
Battlefleet22%
Iron and Fire22%
A Hotter Fire11%
Perfidious Albion11%

Number of Rules Tried
number of rules playedpercentage
3 rules played78%
4 rules played22%

Voters, By Experience
level of experiencepercentage
Up To Ten Years44%
Up To Twenty Years33%
Twenty Years or More22%

Voters, By Region
regionpercentage
North America56%
Europe44%

Voters, By Setting
usual game settingpercentage
At the local club56%
At the local game store22%
With a friend or two22%

Number of Armies
number of armies owned or usedpercentage
2 army/armies38%
3 army/armies25%
1 army/armies13%
10 army/armies13%
13 army/armies13%

Armies Owned/Used
armies owned or usedpercentage
United States of America100%
Confederate States of America88%
Japan38%
Austria25%
China25%
France25%
Italy25%
South American25%
Spain25%
Turkey25%
United Kingdom25%
Germany13%
Russia13%

Periods Played
periodpercentage
ACW Coastal - Gulf of Mexico100%
ACW Coastal - Atlantic89%
ACW Riverine - Other89%
ACW Fortress Bombardment78%
ACW Riverine - Lower Mississippi78%
ACW Riverine - Upper Mississippi78%
ACW What-if78%
ACW Blockade67%
ACW Amphibious Operations44%
ACW Commerce Raiders44%
Spanish-American War44%
Austro-Prussian War33%
South America22%
What-If/Fantasy22%
Crimean War11%
Japanese-Chinese War11%
Russo-Japanese War11%

Number of Periods Played
number of genres/periods playedpercentage
8 periods22%
10 periods11%
12 periods11%
16 periods11%
5 periods11%
6 periods11%
7 periods11%
9 periods11%

Scales Used
figure scalepercentage
1:60067%
1:1200 and 1:125056%
1:240022%
15mm11%
1:300011%

Number of Scales
number of figure scale(s) used
(per person)
percentage
1 figure scale(s) used44%
2 figure scale(s) used44%
3 figure scale(s) used11%

RECENT BATTLE REPORTS
Alan Saunders

Setting: The Upper Mississippi

The Confederates were attempting to move the recently built ram, CSS Eastport, from the main Mississippi to the safety of a tributary where it would be covered by friendly batteries. Escorted by two cottonclad steamers it attempted the run upriver. A small Union squadron rushed downriver to stop it, consisting of the USS Cairo (Armoured Gunboat), USS Tyler, USS Conestoga (Timberclads) and the USS Queen City (Tinclad).

The USS Cairo wandered off round a small island and effectively put itself out of the game. The USS Conestoga ran too far ahead of the rest of the Union force and was rammed and shot to pieces by the Confederates. The USS Queen City and USS Tyler made a bold attelpt to intercept the CSS Eastport, but couldn't penetrate its armour. One Confederate cottonclad was sunk, but the other limped to safety, and the Eastport exited as well, slightly damaged. The Union lost the USS Conestoga, and the USS Tyler and Queen City were both badly damaged. [25 Apr 99]

Steve Flack

Put on as a participation game at convention. Set on the Mississippi at Vicksburg, with Union ships having to run past batteries and confederate ships [2 Apr 99]

john mcbride

Used SMOKE. Did DuPont's attack on Charleston, had about a dozen players, almost one per ship. More-aggressive-than-historically Union was able to get NEW IRONSIDES and two PASSAICs across the rope obstruction and destroy PALMETTO STATE and CHICORA, so US won. Next time I'll either make it harder to get across the rope, or give Rebs a couple of torpedo launches to supplement their ironclads. [2 Apr 99]

Bert Razenna

Our last game was a freelance ocean going ironclad experimental skirmish. We have been working on an improved set of house rules for the big European type ironclads because we are not happy with any of the off the shelf rules. Smoke on the Water is the set we are using as a starting point, but it might not be recognizable when we are done. The fight was 6 ships to a side, all pre-1880 masted ironclads. One ship (Gloire) was lost outright to ramming. The rammer (Temeraire) got rammed in turn (by Affondatore), then struck on a morale role triggered by the Capt. being killed. One ship was lost to a fire that started from an exploding gun, SotW allows mishap to quickly grow to catastrophe with fires. Three other ships were sunk from being hammered by gunfire. Another ship was lost from a combination of being hammered and a catastrophic misfire that immolated it. And one ship blew up from a magazine hit. The game lasted 18 turns. A lot of time was wasted firing the smaller guns, mostly at funnels since the smaller guns could not hurt other parts of the ships.

We try to play as close to history as possible, but there are all those grand ships that were never used in action, so we have to do freelance games. The Ironclad Period focuses on the ACW, which is not fully applicable to the large European type ironclads. While it is fun to tinker with rules, we would rather be able to work with rules that started out closer to what we wish to game with. [27 Mar 99]

George Soika

A hypothetical battle with several Union ships attempting to run up "the river" past obstrucions and assorted Confederate ships to destroy naval bases. Two Union vessels needed to exit the far side of the table - one monitor made it while another almost did when a lucky shot exploded her magazine.

I want to get a copy of Smoke on the Water when I can find one, as they are the first rules that have made the period really worth gaming in. [27 Mar 99]

David Manley

Last game was an ACW riverine solo - Union force player controlled, Confederates controlled by the game system. Last game against an opponent was the Battle of Round Island (RJW) run as a playtest for "Fire When Ready" (due out May 1999) [27 Mar 99]

Michael Llaneza

Dusted off my old copy of Yaquinto's Ironclads. Taught two people, with the assist of a fourth who had played before, the rules in half an hour. A small squadron action with 6 ships took three hours to play, and everyone had a blast. Even me, who lost his monitor to a spar torpedo (curse those Rebs). [26 Mar 99]

Robert Eldridge

The last ironclads game I ran was a "demo derby" at the local hobby store featuring six of the best Confederate Ironclads against six Union Ironclads. The rules used were "Smoke on the Water" and the ships were 1/600th scale Thoroughbred miniatures. I had 6 players a side and more clamoring to get in the game. The Union side included the USS Atlanta, the USS Roanoke (in three turret monitor guise), the USS Nahant, the USS Canonicus, the USS Onondaga, and the USS Winnebago. The Confederate side included CSS Texas, CSS Tennessee II, CSS Richmond, CSS Atlanta, CSS Arkansas, and CSS Virginia. The game was a chaotic slugfest greatly enjoyed by all. Some of the highlights included the USS Atlanta ramming and capturing the CSS Virginia, the CSS Richmond passing completely through the Union fleet and returning unharmed, and the CSS Tennessee being forced to surrender by the combined gunfire of the USS Roanoke and USS Onondaga. The Union won the game, having sunk one Confederate ironclad and captured two, while suffering no losses. [26 Mar 99]

Wayne Pocock

US forced performing blockage duties of S Carolina coast, are surprised by CSS High Seas fleet IE ship built by European powers and never delivered. Using Smoke on the Water. [26 Mar 99]