First, i used the same ratings for all of the battle-cruisers involved in the action . They were given a speed of 4 hexes per turn, a gun range of 10 hexes, flotation value of 12, and a critical point of 4. I also allow capital ships an 'anti- torpedo boat" fire range of 4 hexes. This has no bearing on the use of the main battery.
I restricted the guns on torpedo boats and destroyers to targets of "light cruiser' and smaller classes.
I tried an experimental 'critical damage' rule. It is this. any "6" rolled against a ship is re-rolled. A 1-4 is still two flotation hits. A "5" is one flotation hit and a loss of one gun range/dice. A " 6" is a loss of one flotation factor and a loss of one hex of speed.
The battle opened with the British battle-cruisers gaining on the Germans. the German light cruisers and torpedo boats fanned out to set up a screen.One light cruiser is hit early.
Seydlitz leads the way home, followed by Moltke, Derflinger, and the armored cruiser Blucher.
|"Yes, I have too much stuff on my shelves"|
The light cruisers and torpedo boats form a scrum. The Germans try valiantly to slow down the British ships.
Hit by shells from the German battle line, then torpedoed, HMS Lion sinks suddenly.
Harwich force arrives, to sink or chase off the German predators. Tiger is also hit, while landing shots on Derflinger.
Tiger must leave the action, badly damaged. Harwich force begins to close in on the damaged and slowly moving Blucher.
Princess Royal, New Zealand, and Indomitable continue to pound the German ships.
Blucher slides beneath the waves. She was not fast enough to escape the British, and under-gunned to stand against them.
The British send a late salvo, sinking the Derflinger, as well. The other two German capital ships cleared the bar and escaped.
German losses were severe. One battle cruiser, one armored cruiser, two light cruisers, and seven torpedo boats. The British lost flag-ship Lion, one light cruiser, and three destroyers. Two battle-cruisers and three light cruisers were also severely damaged, and the British would be without them for a number of months.
GAME NOTES. The game was played on a 6x4 foot table. It took only thirty minutes to play out the action.
The critical damage rule worked well in this game, with the emphasis on a speedy get-a-way for the Germans, and a rapid pursuit for the British. Losing a point of speed was fatal to two German vessels.
I cut the number of actual destroyers and torpedo boats in half, and still had a table full of them. Next time I run this one, I will use a 1-3 ratio.
Next Week: A couple of book reviews.