Fleet Scenarios post them here

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rcbecker1
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Fleet Scenarios post them here

Postby rcbecker1 » Thu Jun 10, 2010 1:59 pm

Im seperating the Actions. ***updated 6/10/2010***
Operation Harpoon (1942) Skirmish

East

British Forces: Force X
HMS Cairo (D87): C-class - light cruiser
HMS Bedouin: Tribal-class, destroyer
HMS Marne: M -class, destroyer
HMS Matchless: M -class, destroyer
HMS Ithuriel: I –Class , destroyer
HMS Partridge: C –Class , destroyer
HMS Blankney: Hunt Class Escort Destroyer
HMS Badsworth: Hunt Class Escort Destroyer
HMS Middleton: Hunt Class Escort Destroyer
ORP Kujawiak: Hunt Class Escort Destroyer
(6) MGB’s

Merchantmen
Troilus: Cargo ship -from Britain
Burdwan: Cargo ship -from Britain
Orari: Cargo ship-from Britain
Tanimbar: Cargo ship- from Holland
Chant: Cargo ship- from the USA
Kentucky: Tanker - from the USA


Italian Forces: 7th Division
RM Eugenio di Savoia: Condottieri class - light cruiser
RM Raimondo Montecuccoli - Condottieri class - light cruiser
RM Alfredo Oriani: Oriani Class destroyer
RM Ascari: Soldati Class Destroyer
RM Ugolino Vivaldi: Navigatori class Destroyer
RM Lanzerotto Malocello: Navigatori class Destroyer
RM Premuda: The Dubrovnik (later Premuda and TA 32) was a destroyer built for the Yugoslav
2x Ju 87: dive-bombers
3x Ju 88: bombers
3x SM.79: torpedo-bombers



Background
Harpoon left Gibraltar on the 12th June 1942, comprising six merchantmen (Troilus, Burdwan and Orari from Britain; Tanimbar from Holland and the Chant and the tanker Kentucky from the USA) carrying a total of 43,000 tons of cargo and oil. They were escorted by an anti-aircraft cruiser (HMS Cairo), nine destroyers, a fast mine-layer (HMS Welshman[3]) and smaller ships. Distant cover was provided by the battleship HMS Malaya, aircraft carriers HMS Argus and Eagle, cruisers HMS Kenya, Charybdis, Liverpool and destroyers


The first Italian air attacks, on the 14th, sank one freighter, the Tanimbar, south of Sardinia (torpedo-bombers SM.79). The cruiser HMS Liverpool was damaged and towed back to Gibraltar by HMS Antelope, under aerial attacks, arriving there on the 17th. Later on the 14th June, the covering force also returned to Gibraltar, just before the Strait of Sicily.[5] On the same day, the fast minelayer HMS Welshman was detached and traveled to Malta alone, where she delivered some cargo, then sailed back to strengthen the convoy's escort on the 15th.


Next day, the 15th, the now lightly defended convoy was subjected to a coordinated attack, near Pantelleria, by Axis aircraft and the ships of the Italian 7th Division (cruisers Raimondo Montecuccoli, Eugenio di Savoia and destroyers Ascari, Oriani, Malocello, Premuda and Vivaldi), commanded by Vice-Admiral Alberto da Zara.
The five fleet destroyers in the convoy escort made a smokescreen and attacked the Italian squadron but the Tribal class destroyer HMS Bedouin and the P class destroyer HMS Partridge were hit by gunfire from both Italian cruisers and disabled. In return, the Italian destroyer Vivaldi was struck by her British counterparts and caught fire, but was taken in tow and saved by the Malocello and the Premuda.[6] Then both fleets broke the engagement.
The end of SS Kentucky, in flames after being hit by a 6 inch salvo from Italian Cruiser Montecuccoli. Later she was torpedoed and sunk by the destroyer Oriani.
Three more merchantmen (the 10,000 ton tanker Kentucky, Chant and the freighter Burdwan) were disabled by air attack, abandoned and later sunk by gunfire and torpedoes from the Montecuccoli and the destroyers Ascari and Oriani. The Chant had already been sent to the bottom by aerial bombs when the Italian squadron found her still smoldering wreckage site.
The cruiser HMS Cairo and the minesweeper HMS Hebe also received hits from Italian gunfire.]
Partridge was recovered and even tried to tow Bedouin, but then the Italian cruisers with two destroyers reappeared; the tow was cast off, leaving the Bedouin adrift.
Partridge managed to withdraw and head back for Gibraltar, but Bedouin, already shattered by at least twelve 6" shells plus several near misses and listing heavily, was finally sunk by aerial torpedoes. Twenty-eight of her crew died and more than 200 were taken POWs
Another Regia Marina 7th Division victim: The crippled destroyer HMS Bedouin was finished off by an aerial torpedo from a Savoia-Marchetti SM.79 bomber.
In the evening of the 15th, the surviving ships ran into a minefield off Malta. Two destroyers HMS Badsworth and Matchless and another freighter (Orari) struck mines there and were damaged, while the Polish destroyer (ORP Kujawiak) sank after midnight.
Just two of the original six merchantmen reached Malta, the Orari and Troilus, the former losing some of her cargo due to the mine explosion. HMS Hebe also struck a mine and suffered further damage, but after a month in dry dock she was seaworthy again.
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rcbecker1
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Postby rcbecker1 » Thu Jun 10, 2010 2:00 pm

The Attack on Espero
Assault against an Italian convoy by British cruisers while it was carrying units of black shirts from Tarento to Tobruk.

Forces British: _VS_ Forces Italian:
1st battle group 1st battle group
CL, Orion DD, Espero-cargo onboard
CL, Neptune Engine trouble -1" move or equivalint
CL, Sydney DD, Zeffiro-cargo onboard
2nd battle group DD, Ostro-cargo onboard
CL, Liverpool
CL, Glouchester

British win: kill all opponents
Tie: Italians escape with at least 2 DD's and have given damage to opponent.
Italian win: All three DD's escape and given damage to opponent.

The British are set up on the long side of the table/map about 12" from the edge and 10" 1st group, 20" 2nd group from the table/map start. The Italians are on the short side of the table/map about 12" in and 12" from the side opposite the British edge. The Italians goal is to escape (opposite side of the table) and save their supply lLaden DD convoy trying to get to Libya. The British goal is to destroy the convoy.
I tend to play on a 4' x 8' table to give you an idea of table size you could adjust layout for WAS map size.
Ray
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Lincolnlog
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Postby Lincolnlog » Sun Jun 13, 2010 10:05 am

Victory At Sea Mini-Campaign

Sink the Bismarck


This is a series of 4 senarios, perfect for a convention event or Saturday club game. It's important the scenarios are played in order. Bismarck carries all damage from sceario to scenario that can not be reduced through damage control.

Scenario 1: Battle of the Denmark Strait (24 May 1941)

German Order of Battle:

BB Bismarck Command 6
CA Prinz Eugen Command 5

Great Britain Order of Battle:

BC Hood Command 5
BB Prince of Wales Command 4

Prince of Wales is -1 on all gunnery roles to simulate trouble with her main turrets, command rating also simulates issues with being fresh from the builders yard.

Background: The cruisers HMS Norfolk and HMS Suffolk are shadowing the Bismarck and Prinz Eugen in the passage between Iceland and Greenland. They have supplied intelligence to the Admiralty, which has allowed the battlecruiser HMS Hood and the new battleship HMS Prince of Wales to intercept the pair of German warships east of Iceland. The hope is to prevent a breakout into the North Atlantic, where Bismarck can devastate vital convoys enroute to England. Vice Admiral Holland plotted an intercept course that set the engagement for dawn on 24 May 1941. Sunset at that latitude was 0151hrs Local Time, VADM Holland intended to engage at 0200hrs. Due to some crafty maneuvers by German Admiral Lutjens, visual contact was not made until 0535hrs at a distance of 34,000 yards. Hood opened fire at 0552 at a range of 26,500 yards.

Set Up: Bismarck and Prinz Eugen will steer a course of about 200’ (southwest), Hood and Prince of Wales will approach from the south and to port steering 290’ (northwest) (Important thing is an intercept angle of 50-90' off of Bismarck's port bow). Both groups are moving at 28kts at the end of turn 0. Set the ships up at 42”, starting time is 0529hrs. Both squadrons must roll to spot after turn 1 movement.

Victory Conditions:

German:

Minor Victory: Sink one of the British capitol ships or make them both withdraw without but unable to continue the campaign.

Decisive Victory: Disengages from the British force without suffering greater than 25% damage, and the loss of no more than 1 main turret, and loss of no more than 1” of speed.

British:

Minor Victory: Damage Bismarck to the point she cannot continue the campaign, without loosing Hood or Prince of Wales.

Decisive Victory: Sink both Bismarck and Prinz Eugen without loosing Hood or Prince of Wales.


Scenario 2: HMS Victorious Air Strike (24 May 1941)

German Order of Battle:

BB Bismarck Command 6

British Order of Battle:

825th Naval Squadron Flying Swordfish Torpedo Planes

The number of Swordfish included will be up to the referee based on various rules interpretations and suggestions. Recommended is at least 7 Swordfish flights.

Background: Bismarck was damaged in the Battle of the Denmark Strait, Prinz Eugen separated and continued into the convoy lanes, and Bismarck began the attempt to proceed to Brest for repairs and refueling. The British decided to attack the Bismarck with an airstrike on the evening of 24 May, in hopes of stopping or slowing Bismarck.


Victory Conditions:

German:

Minor Victory: Looses no speed or maneuverability from the airstrike.

Decisive Victory: Receives no damage from the airstrike.

British:

Minor Victory: Damage Bismarck by causing loss of 1 movement point or maneuverability.

Decisive Victory: Sink Damage Bismarck by causing loss of 2 movement point or 1 movement point & maneuverability.


Scenario 3: HMS Ark Royal Air Strike (26 May 1941)

German Order of Battle:

BB Bismarck Command 6

British Order of Battle:

Swordfish Torpedo Bombers From Ark Royal
HMS Cossack Command 5
HMS Sikh Command 5
HMS Maori Command 5
HMS Zulu Command 5
N-Class Destroyer as the Polish Destroyer Piorun Command 5

The number of Swordfish included will be up to the referee based on various rules interpretations and suggestions. Recommended is at least 7 Swordfish flights.

Background: In the evening of May 26th a Royal Navy PBY Catalina located Bismarck, and an airstrike was launched from HMS Ark Royal. The airstrike attacked HMS Sheffield in error, and there was also problems with the electronic exploders on the torpedoes. Ark Royal launched another Airstrike at about 2100hrs, this time the Swordfish were armed with contact exploders on the torpedoes. After dark a British Destroyer Squadron attacked Bismarck with torpedoes.

Set Up: Resolve Airstrike during daylight. Bismarck is moving along long axis of the table, after dark set up the British Destroyer Squadron in line ahead formation 10” to port of Bismarck, and 20” astern. Bismarck’s crew was extremely fatigued, so they sight the destroyers on a 6+. The destroyers sight Bismarck on 4+ since they have a general idea where see is.


Victory Conditions:

German:

Minor Victory: Looses no speed or maneuverability from the airstrike.

Decisive Victory: Receives no damage from the airstrike.

British:

Minor Victory: Damage Bismarck by causing loss of 1 movement point or maneuverability.

Decisive Victory: Sink Damage Bismarck by causing loss of 2 movement point or 1 movement point & maneuverability

Scenario 4: Death of a Giant (27 May 1941)

German Order of Battle:

BB Bismarck Command 6


British Order of Battle:

BB Rodney Command 5
BB King George V Command 5
CA Norfolk Command 5
CA Dorsetshire Command 5


Background: On the morning of 27 May, HMS Rodney & King George V from the Home Fleet cornered the Bismarck, thanks to reduced speed and the inability to maneuver. Bismarck was sighted at 25,000 yards. The British opened fire just before 0900hrs on the 27th.

Set Up: Bismarck Is moving Northwest, Rodney and King George V are moving Southwest directly bow to bow at 38”. Norfolk and Dorsetshire are in line behind King George V. British Squadron is not required to maintain formation and the ships may maneuver independently. Both fleets must roll to spot after Turn 1 movement.


Victory Conditions:

German:

Minor Victory: Lasts 10 full turns.

Decisive Victory: Last 10 full turns and sinks at least 1 British Ship or is able to break contact

British:

Minor Victory: Sink the Bismarck without loss of allied ship

Decisive Victory: Sink Bismarck without loss of allied ship before turn 11.


Campaign Victory Conditions:

German Player:

Minor Victory: 4 x MV or 1 DV + 2 MV or 2 DV
Decisice Victory: 2 x DV, + at least 1 MV

British Player:

Minor Victory: 3 MV or halts the campaign by scenario 3
Decisive Victory: Halts the Campaign at Scenario 1, or 1 DV and 2 MV
Last edited by Lincolnlog on Sun Jun 13, 2010 3:58 pm, edited 1 time in total.
rcbecker1
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Postby rcbecker1 » Sun Jun 13, 2010 2:34 pm

Awesome Dude glad to see your imput the scenarios are great with the imput you set up except im lost on the (course of about 200’,) your an old school naval player arent you. How do I acheive this.

I f you handle Torps this way I think it works better.

End Phase
a) Torpedoes
(a) Launch & Resolve Attacks
1. Attack die modifiers
• +1 to fire at targets beam
• Re roll successful attacks if evasive action was used.
(b) Resolve Damage
1. Damage die modifiers
• +1Weapon has AP
• +2Weapon has super AP


Torpedo Belt All ships are treated as having armor of 2 against torpedoes, unless they have the Torpedo Belt" trait.
Torpedo Belt trait allows it to use its normal Armor Value against torpedoes or mines.

Idea from David Manley, I like this better.
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Lincolnlog
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Postby Lincolnlog » Sun Jun 13, 2010 3:56 pm

Yeah, guilty as charged. 'Harpoon' going way back to 1st addition. But working navigation angles was something I picked up in the service (not the Navy).

However, the important thng is the approach angle should be about 50-60". I will edit the scenario. Thanks for the torpedo entry. I can't get to your new cheat sheet it's password protected. If I PM you can you e-mail it to me?
rcbecker1
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Postby rcbecker1 » Sun Jun 13, 2010 4:03 pm

I just fixed it
Ray
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kamenski
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Re: Fleet Scenarios post them here

Postby kamenski » Wed Jul 05, 2017 10:00 pm

I try a home made scenario constructed as Rule book scenarios : (sorry for my poor english)


Landing

Fleets: Players have five Fleet Allocation Points and choose their fleets freely. In a Priority Level: Patrol game, the attacker will also choose two MTP patrol ship points from the Motor Torpedo Boats chapter (PT boats, LCP/LCVP, LCM; only). For every increase in Priority Level above Patrol, he receives another two MTP patrol ship points. At Priority Level: War, fleet would therefore have ten MTP patrol ship points. The attacker may have minesweeping vessels. The defending fleet must have at least three points of Shore Batteries, may use mine fields as described in the appropriate chapter, submarines, and land-based aircrafts; the attacker may not.


Pre-Battle Preparation: The defending player deploys his entire fleet excepted for subs no more than 12” from its defending edge which is considered to be the beach. The attacker then deploys his entire fleet excepted for subs between 24” and 36” from the defending edge. The minefields may only be deployed in the Neutral Zone.

Aircraft: Carriers in the attacker’s fleet may start with all of their flights in the air at the start of the game. Carriers in the defending fleet may start with only one of their flights in the air at the start of the game. Land-based aircraft, if present, may be used as normal.

Conditions: For landing operation it is assumed that it’s on daylight and clear weather

Scenario Rules: The Splitting Fleet Allocation points rule from "Order of Battle" supplement doesn’t apply. Players may split their allocation points as they wish according to "Victory at Sea" Rule Book. Shore batteries guns under 6” may be used as AA weapons with a range of 8”. Guns strictly under 10” may split their fire on multiple targets as soon as these targets are designated before rolling AD.

Game Length: The game continues until all the LCP/LCM ships have either been destroyed or have landed.

Victory and Defeat: This scenario uses Victory Points to determine who wins. The attacking player gains a two point bonus for every LCP/LCVP, LCM landing on the beach. The defending player gains a two point bonus for every Landing Craft he destroys.
If the Landing Crafts make a tactical withdrawal, they are considered to be destroyed with regards to Victory Points – if the attacker manages to land, he will have done a great deal of damage to the defending player’s occupation of that region of the globe.


(I didn't manage to post deployment scheme)
kamenski
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Re: Fleet Scenarios post them here

Postby kamenski » Wed Jul 05, 2017 10:15 pm

Another one to use a big number of subs in one scenario


Wolf Pack

Fleets: The defending player has five Fleet Allocation Points, and choose his fleet freely. In a Priority Level: Patrol game, the defender will also have three civilian ship points chosen from the Civilian Shipping Chapter ("Victory at Sea" Rule Book or "Order of Battle" Supplement). For every increase in Priority Level above Patrol, he receives another three civilian ship point. At Priority Level: War, fleet would therefore have fifteen civilian ship points. The attacker has five Fleet Allocation points and must have at least 70% of it constituted by submarines vessels in terms of Allocation points, not in numbers of ships. Neither fleet may use land-based aircraft.

Pre-Battle Preparation: The defending player deploys up to 3 allocation fleet points and all the civilian ships, in the deployment zone, except for subs which may be treated according to the rule. The attacker then records in which 12" square his subs are, on a paper sheet. The Subs will then be revealed as normal during the game. The surface ships are then placed on the table.

Aircraft: Carriers in the attacker’s fleet may start with all of their flights in the air at the start of the game. Carriers in the defending fleet may start with only one of their flights in the air at the start of the game.

Conditions: Roll a die. On a five or more, the battle takes place using the Bad Weather rules. Roll a second die. On a six, the battle takes place using the Night Battle rules

Scenario Rules: At the start of turn 6, the defender player roll a die, he must roll a 5+.On a successfull roll, he may add the ships he didn't deploy at the beginning of the game. These ships enter from one of the defender table edge. The defender is not required to move all his ships on the same turn, but they must be moved on from the same edge on the further turns. On a failed roll, he may re roll next turn with a +1 cumulative bonus.

Game Length: The game continues until one side have left the table, or all the Civilian Ships have either been destroyed or have left the table. On turn 12 the attacking player must start withdrawing through one of his edges.

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker will gain a five points bonus for every civilian ship he manages to completely destroy. The defender gains a five points bonus for every civilian ship he manages to move off the exit edge marked on the map. For the purposes of tactical withdrawal, the short edges are considered to belong to the defender while the long table edges belong to the attacker. The withdrawal of any attacking ship doesn't give any victory point to the defender.


Deployment is the same as "Convoy Duty" excepted for Defender Deployment zone which extend from defender exit edge by 36" and 12" from each large edge

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