TANG: After Action Reports 2003  TANG logo

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Contact Ryan Schultz, TANG Coordinator: Ryan's address

Tidewater Area Naval Gamers is now (Oct03) two years old. It has been a fast two years. The TANG email list now stands at 41 addresses. We have about 10 active members who routinely attend TANG events. Overall, the state of TANG is very good and I look forward to future growth and more multi-player naval wargame action in the coming year.

Objectives for the New Year

  1. More multi-player naval wargames, to gain a true appreciation for the complexities of warfare afloat.
  2. Search for news ways to grow members. I need your help. Please invite to TANG your history minded friends, friends who are land wargamers, and others who might be interested. Our games are easily learned, low stress, low rule complexity, and there are plenty of helpful players to give a hand and some hints.
  3. Increased emphasis on Close Action, a fascinating game for a fascinating era. I plan on an occasional one day road trip to DC to play in large Close Action events there; a two day age of sail campaign game put on by Albert Parker; and use of miniatures on a hex map to add visual appeal.
  4. Increased involvement from other members. Perhaps rotate the location of TANG events, perhaps ask others to prep games for play.
  5. Play of Great War at Sea series, Bismarck, VITP/WAS, Trireme and other naval wargames on my shelf needing time on the game table.

What are your ideas? I solicit your inputs. 'Gents, it has been a blast to experience this much naval wargaming in the last two years. I never dreamed I would, or could, get this much particiaption. Yet we have so much potential for further growth and new members. I look forward to the new TANG year!





Selected AARs from 2003:

Ironclads: Apr 6
Submarines: Jul 5
Ironbottom Sound II: Jul 12
Close Action: Jul 20
Ironclads: Aug 2
Ironbottom Sound II: Aug 9
Close Action: Sep 14
The Royal Navy: Sep 27
Ironbottom Sound II: Oct 16
Close Action: Nov 2
Ironclads: Nov 16
Ironclads: Nov 29
Close Action: Dec 5

 

Ironclads: Apr 6

Players: Ryan (the Yankees) and Chris (the Good Guys) in Ironclads.
The scenario pitted a Union squadron of four ironclads and three light vessels trying to force its way upriver past Confederate mines, a fort and one heavy ironclad. The Union victory conditions were to exit upriver with at least three ironclads and one light vessel each having less than fifty percent damage. Chris started by deploying the mines (actually two mines and two dummies) in two lines, one opposite the fort and another just upriver, with the intent of forcing the Union ships to pass the fort at point blank range if they wanted to avoid the mines.
The Union commander brought his ships on in line ahead, with one of his toughest ships, Essex, in the lead to draw fire. They headed for the mine-free lane, enduring heavy fire from the fort and returning it with gusto. The fort’s gunners proved luckier, though, disabling Essex; by the time the Union ships maneuvered around the stricken ship, the Conferderate warship was among them with guns blazing in all directions. A very closely balanced battle which could easily have been a Union victory instead. (The memorable event of the day, however, was Ryan’s ships not ramming any mines--Ed.)

Submarines: Jul 5

Just finished a great and pleasant afternoon playing SUBMARINE with Dan K. and Al B. If you did not get in a little wargaming this holiday weekend, shame on you. We played basic rules, the PQ-17 scenario, summer of 1942. 10 merchant ships, including two tankers, in convoy defended by four slow, small escorts. The Germans get one VIIC class and one IXC class.
The German submarines were initially placed either side of the convoy in an excellent attack angle. Early well placed torpedo shots were rewarded with four misses (despite an 84 percent chance to hit each time) - an incredible string of bad luck. The IXC was damaged early in a DC attack, receiving two hits points. Only one more to force her to the surface and another four to sink. Nonetheless the IXC boldly moved into the convoy middle and shot a simultaneous bow and stern salvo at the two most valuable tankers. One exploded in a ball of fire, the second remained barely afloat and DIW. The IXC was crushed in the returning DC attack. The second German sub, the VIIC class, had picked off several merchants in accurate single torpedo sniper shots but it too went under in a late game (turn 21) DC barrage.
Final score was 82 British VP to 65 German VP. A well played, well fought game that really should have been a German victory except for the torpedo misses. This is still the game of WWII SUBMARINE conflict, even after all these years.

Ironbottom Sound II: Jul 12

Yesterday four brave TANG gamers (Joe C., Kevin T., Chris D., Ryan S.) battled off Guadalcanal in play of IronBottom Sound II. The scenario pitted a larger American force of four cruisers, five DD's against a Japanese force of three cruisers and two DD's. The Americans were handicapped by a half fire power rule throughout the game.
The opening American shot caused the Japanese flagship cruiser to explode and sink -- what a way to start the game! ("Doctor Six strikes again!" -- Ed.)As expected, a short range, furious night action then developed. Japanese Long Lance Torpedo salvos went wide of the mark despite some hopeful IJN anticipation. The Americans, in a key mid-game deicision, split their attacking battle line and attacked from two different directions. The American cruiser line slowly demolished the remaining Japanese cruisers while the American DD's kept up a steady fire. End game saw another Japanese CA and DD turn into burning wrecks while only a single American DD went to Davy Jones' locker. A well deserved American win.
IronBottom Sound II is a blast to play. Simple, fun, yet some unique night action rules like alternating gunnery attacks rather than the usual simultaneous exchange of gunfire really spices things up. In addition, we added a special radio communication rule. 10 word messages may be exchanged prior to the plot phase, but on a d6 5 or a 6 the message was corrupted. If corrupted a d10 roll was the word position not received (a 2 every second word, a 3 every third word, etc.) Way cool.

Close Action: Jul 20

Our first play through of Close Action, the follow on age-of-sail game to WS&IM, was a big success today. Chris D., Dan K. and I played a three player action of four very poor quality Spanish frigates taking on a well crewed British 64 gun ship-of-the-line (scenario 5). A very interesting study of quality vs. quantity. The British SOL closed the rear of the Spanish line, dishing out punishment with its large broadsides. The Spanish line reversed, one ship fouling the big British beast. Game ended with the British ship finally unfouled but surrounded by the Spanish foe.
The game was really a learning scenario for all of as we grappled with the new rules and game mechanics. Some very cool and nice new features. Crews now take morale checks as they, and the ship, take damage. Marines are now included. Gunnery has changed greatly from WS&IM though the end result was much smoother play - the pre-game ship log prep has increased. All in all, an excellent upgrade to WS&IM. I am excited to try this game again!

Ironclads: Aug 2

Played TANG member Kevin T. in an interesting game of IRONCLADS yesterday -- scenario 4D, CSS Alabama Vs USS Kearsarge. Kearsarge, unlike previous playings, tried to stay at some distance from Alabama, using her powerful 11 inch and bow pivot rifled gun to cause slow, but steady, damage.
Alabama could only reply with a single midships 110 Lb Blakely rifle. A very fine gun to be sure but only a single shot in return for 3 Union each turn. The elite Kearsarge crew (+2 to hit DRM) helped promote hits on the Alabama, while Alabama's average crew did not help at long range (0 to hit DRM). A few close calls, including one four hex range stern rake on the Kearsarge, did not stem the tide of mostly careful Union play. On turn 17 the Alabama, on fire, no steam power, and only half her crew left, raised the white flag. A well earned, clever Union win.
We did play this one with the optional "Alabama has bad powder" rule -- a 33 percent chance each shot is relatively ineffective (no penetration possible) -- but this seems to not have altered play much. Also of note is the careful, and powerful, tactic for the Union to alternate firing of the big 11 inch Dahlgrens. Since it takes two turns to load these beasts it means one Dahlgren firing each turn. Worked well in this game. I have played this scenario over a dozen times and have always enjoyed it. I'd play it again in a heartbeat. It is just way cool moving Civil War era ships around on a map.

Ironbottom Sound II: Aug 9

Chris D. and I squared off to three great matches in about four and a half hours. The first two were playings of Iron Bottom Sound II scenario eight, a 1940 English Channel night action, switching sides after the first play through. Visibility was very limited, only three hexes. A British five destroyer sweep runs head on into three German counterparts.
Victory Conditions require the British to sink or slow any one of the German DD's, else a win for the Huns. Sound simple, right? Well, not so fast. The Germans start in a “Cap the T" position, and are faster, more powerful, and well armed with torpedoes. In our two matches, the British side was forced to thread numerous torpedo salvos while chasing a faster foe. Key to a British win appears to be well placed star shell patterns but give the large map area and German speed this is not a sure thing. In the end, two German wins and lots of fun.
The third match was using the game Destroyer Captain, a cousin to Iron Bottom Sound II, scenario two with a day destroyer action off Lebanon in 1941 between the Brits and Vichy French. This time it is three French destroyers which need to escape from the approaching British four destroyer line—but the French are not as fast or powerful as the Germans from our previous scenario, and more importantly, it is day time. An exciting slugfest chase developed. It looked like all the French ships would escape after an excellent torpedo launch took out a British DD and the map edge was only a few hexes away, but a very lucky critical hit killed the French admiral and forced his ship into a left turn with a jammed rudder for two game-turns. A quick mental VP count showed a guaranteed draw if the remaining two remaining healthy French ships escaped off map and left the doomed admiral's flagship to fend off the attacking British wolves (player’s note: the Brit destroyers had already been pretty well hammered so I was hoping that last DD would make it off the map too. Two more hexes and I’d have made it.) So off the remaining two French DDs steamed in the finest traditions of its navy, and the admiral’s destroyer was finally sunk by the three surviving Brits. The British commander ordered double grog all round—an order which was obeyed a little too enthusiastically by the damage control teams on the Isis. At games end, a seemingly-harmless fire on a surviving British DD just kept steadily burning, with eight (did I say 8? Yes, 8!) die rolls failing to put it out (7.5% chance of this happening!). Eventually all hands were forced to abandon ship, giving the French an additional 10 points for a well earned win. Final score was 24 for the Frogs, 15 for Jack Tar. A very close run affair, indeed. Dang, I want to play this one again.

Close Action: Sep 14

What an afternoon of gaming., with six and half hours of an intense, hard fought age of sail action!
Seven TANGsters showed (Vince A., Dan K., Robert J., Ryan S., Chris D., Kevin T., Rick G.) for play of Close Action scenario 22. This scenario features elite British and American ships battling it out off Sandy Hook in 1812. The Americans get two of the 44 gun super frigates, the unusual carronade armed Essex and the frigate Congress while the British get four excellent frigates including the best of the Royal Navy, Shannon, backed up by the 64 gun SOL Africa. A five Royal on four American match up.
Both admirals, Dan K for the Brits. and Vince A.for the Americans (as a West Pointer he could hardly take any other side) had an excellent "read" on each others plans. The American admiral correctly chose to close quickly, not returning fire, under Plain Sail while the British admiral correctly countered by ordering gunnery to aim high to cause rigging hits on the approaching Americans. As expected the ships furballed into a bruising, hard fought battle, and a wind shift at a critical time made things hairier. The aggressive opening American move resulted in early strikes of two of the smaller British frigates. In exchange, the American 44 gun President was crippled and all three ships ended up drifting in one big fouled mass.
Some expert maneuvering by the remaining American 44, United States, kept the British 64 Africa at bay. Meanwhile, the American Essex and Congress had received substantial damage by coordinated British gunnery. President finally managed to unfoul and was beginning to make her escape as the action all had shifted downwind from her. End game saw the American squadron scatter in all directions to escape and the action was called to an end.
Post game discussion called for a draw as it was likely the British would have caught up with Congress and perhaps President. VP totals, including damage, would have been very, very close. What a game! This has really rekindled my interest in the great age of sail as we had previously played WS&IM to death. Close Action, an obvious descendant of WS&IM, has made exceptional improvements in both historical accuracy and ease of game play.
What I learned:
1. Medium Sail appears to be the best sail setting for combat. Plain Sail can be used to close the enemy line with little real damage, the real disadvantages being the two crew sections required for two turns to lower sails. Key is the timing of the sail change.
2. Those American 44 gun frigates are tough.
3. With seven players and nine ships, almost one player per ship, even simple maneuvers become hard to accomplish - I nearly had a blue-on-blue collision ( would have, except for the bearing off rules) in a simple line ahead as friendly ships adjusted speed.
4. The Close Action log sheets are really designed well and help ensure the game plays smoothly and as quickly as possible. No more WS&IM sheets with 8 ships per page, we are talking a proper one page per ship here.
American MVP: Bob J. for some cool moves by United States while tangling with the SOL Africa. He's a quiet, clever player.
British MVP: Tie with Kevin T. and Rick G, both putting up excellent, hard fought fights with assigned ships in their first ever Close Action game. Kevin and Rick caught on way too quickly --I usually like to pound on easy targets for a game or two and these guys just did not cooperate.
If you did not show you missed an outstanding afternoon of gaming. I hope you feel guilty. Seven attendees at this event ties the highest TANG attendance record (third time we have reached this lofty level).

The Royal Navy: Sep 27

The great guns spoke with authority, flame, and fire today as three TANGsters (Chris D., Tom E., Ryan S.) showed for play of THE ROYAL NAVY WWI scenario 8 and scenario 10. Both match ups had the remarkable 1914 German battle cruiser SMS Goeben, with a light cruiser escort vs. two separate British forces. Scenario 8 was two Brit BC's and scenario 10 was four Brit Armored Cruisers. In both hard fought match ups Goeben ended up visiting Davy Jones' locker. In the first one Brit BC Indomitable was very badly damaged but in the return fire Goeben was hit very, very hard - so much so that it gave the victory to the Brits. Goeben probably let the Brit battle cruisers close the range too quickly and, in the exchange of fire, the die fell heavily against the Kaiser's finest.
In the second match up, the German squadron tried to exit the map for a quick win. Initial gunfire was in the Huns favor as the older Brit cruisers were outgunned and outranged. As the forces converged the Brit armored force started to score. German fire had to switch between the four cruisers, attempting to hit the closest or most dangerous. In the end Goeben went under for the combined fire of the four Brit cruisers while all Brit ships had medium to serious level damage taken.
Great, great fun. Of special note is the first appearance of Tom E. who just returned from duty in the Med. He had been on our email list for some time and very much was eager to start participating in our events upon his return. Tom is a serious historian and board naval gamer with a preference for the modern naval but plays all eras. Tom - you're a great player and are more than welcome at all our upcoming events.

Ironbottom Sound II: Oct 16

Three TANGsters showed yesterday for play of IRONBOTTOM SOUND II (Marcellus B., Chris D., Ryan S.) - we played scenario two, a WWII July 1942 Pacific Kula Gulf action. This night battle had a surprisingly at start organized American battleline of three light cruisers and four destroyers engaging an IJN seven ship destroyer squadron. The Americans have the firepower superiority but the Japanese have a night visibility edge (16 to 12 hexes for the USN), more powerful searchlights, and the unmatched Long Lance torpedo.
The opening moves saw three IJN destroyers get too close to the American cruisers, and they were promptly chewed up and sunk. The expected returning Long Lance salvo only slightly damaged a single USN DD. Mid-game saw the powerful American battleline chase down the remaining four IJN DDs. Another Long Lance torpedo salvo of 10 factors only resulted in slight damage to a second American DD. The end of the game saw the Americans in hot pursuit, one more IJN DD slipping beneath the waves, a second barely afloat, and a third on fire. End score was 17 American VP to three IJN VP, an overwhelming USN win. And yes I was playing the IJN in this one.
Lessons learned:
1. IJN need to use all their long range tools in this one (Long Lance torpedoes, superior search lights and, most importantly longer night visibility range). Closer is not better.
2. You need to select the right weapon for the different target type - IJN guns vs American DDs with no armor, IJN torpedoes vs American cruisers. IJN five inch guns (firing only HE) can do little against the USN armored cruisers, although a lucky torpedo can sink one in a single hit.
3. The USN battle line, even with cruisers, is a speedy one. Once within range of the American weapons don't expect to get away quickly.
4. There is little chance to recover from any IJN mistakes in this one.

Close Action: Nov 2

What a great afternoon spent wargaming! Four TANGsters showed for Close Action using ships miniatures to play scenario four from the Rebel Seas module. This American Revolutionary War action has two American ships, including John Paul Jones in Bonhomme Richard, vs. two equal Royal Navy ships. A fifth ship, the Alliance, was nominally American but could be under control of either side, depending on a turn-by-turn die roll. (In the historical action, Alliance's commander was either mad or trying to make sure Jones did not win--he even fired into Bonhomme Richard on occasion). This makes a four player game ideal, as each player has command of a single ship with the fifth ship, Alliance, changing sides at the whim of the die.

Players were Ryan "BOOM" S., Chris "Dr Six" D., Rick "Reverse Tack" G. and Rich "John Paul" K. (and he’s a Brit!)

First play through had each side's ships closing rapidly, maintaining a high sail setting, getting ready for a four ship furball. Alliance stayed a respectful distance downwind. The lead British ship, Serapis with 44 guns, turned into the wind, enticing John Paul Jones in Bonhomme Richard to close. On the following turn Serapis reverse-tacked and raked the approaching John Paul. Can you guess what happened next? (To make it easy, Ryan was commanding Bonhomme Richard--Ed.) Yup, a box cars critical hit, the resulting fire caused an "explode and sink" result! Chalk one up for the Brits.

The second play through was a much tougher slugfest. As the ships closed Alliance played a much more aggressive role for the Americans. Seripas and Bonhomme Richard squared off, while the lesser frigates tangled off to the side. In the lesser frigate battle, the American won by achieving and maintaining excellent rake positions. In the main event, Alliance and Seripas collided and fouled, allowing Bonhomme Richard to close for some deadly stern rakes. Game was called at this point with a definite American edge though not played to conclusion.

Two great plays of a very good scenario from the Close Action American Revolutionary War expansion book called Rebel Seas. The ships are nimble, allowing for maneuvers at key times--a nice change from playing the big, stolid SOL battles. This scenario is on my definite replay list.

Ironclads: Nov 16

Six TANGsters showed (Ryan S., Tom E., Mark W., Steve W., Bob J., Dan K.). We played a wild scenario from the IRONCLADS expansion kit, an 1879 battle between the Peruvian monitor Huscar and single gunboat escort vs a Chilean five ship squadron of two armored frigates and three smaller wooden gunboats. Of special note was the monitor class Huscar armed with five Lay Torpedoes--not the Civil War era stationary mine torpedoes, mind you, but the kind you fire from a tube and they move through the water. The Lay Torpedoes are extremely powerful (50 - 60 flotation damage points on a successful hit) but also erratic (2/3 chance the torpedo goes off course). Victory conditions require the smaller Peruvian fleet to either sink the two Chilean armored frigates or Huscar and escort exit the far side of the map. Chilean forces needed to sunk both Peruvian ships or prevent the exit of Huscar.

Play opened with both squadrons closing at high speed except for two smaller Chilean gunboats which headed for the exit area to act as goal keepers. Initial broadsides were ineffective when Huscar let the first Lay Torpedo fly -- of course it veered off course and of course it turned right, then right again, then left to hit the friendly escorting gunboat -- kaboom! So Huscar was on her own after sinking her escort (yes I was on the receiving end of this torpedo). The only Peruvian hope was for a draw by exiting Huscar off the far side of the map. Huscar came to full speed and made a mad dash through the Chilean blockade of five ships, receiving and giving numerous powerful broadsides. Huscar's topside and turret were completely demolished in the hail of cannon balls, yet she kept on steaming. A Chilean gunboat tried to stop Huscar by colliding and fouling but Huscar simply cut her in half by ramming. The Chileans made one last attempt at board edge, but to no avail. She limped off. A draw!

What a game. Very, very intense action as each hit or wrong move could have tipped the game one way or another. Each side seemed to alternate having an advantage. The game could not have been any closer as one more turn of combat would have probably stopped Huscar from making good her escape. Simply awesome. A very wild scenario!

    What I learned:
  1. Lay torpedoes are powerful but steer an erratic course. Like many new weapons its primary battlefield effect is on threat rather than actual performance and use.
  2. Monitor class ships are tough, very tough. Even though her turret was demolished, the ship could not be stopped.
  3. Don't forget to ram. Ramming can accomplish in one turn what gunfire takes many to do. Big holes in hulls works wonders.
  4. Speed and mobility are keys to survival. Without it, your opponent can pick the range and area to attack - often in a blind zone from effective fire of your defending guns. Jackie Fisher is right as far as this game is concerned!

Of special note was Mark "Enchilada" W. and son making their first appearance at a TANG event. They both played exceptionally well and are welcome back to any and all future events. I was very happy with the large attendee turn out today!

Ironclads: Nov 29

Dan K. and I played an awesome game of IRONCLADS -- a modified 1862 Fort Henry river scenario. This action pits four attacking Union ironclad "Pook's Turtles" with three supporting wooden gunboats against the Confederate 11 gun Fort Henry supported by some torpedoes (mines in modern parlance) and the ironclad Eastport. Objective is for the Union squadron to get five of the seven ships (three ironclads and two gunboats) past the fort.

Without going in to all the detail of the action (i.e., Ryan lost--Ed.) let me just provide some highlights and lessons learned:

Eastport proved the key piece by taking on the entire Union ironclad squadron, including ramming and fouling. Her damage was light to moderate until the end when a very lucky critical hit blew Eastport sky high and caused an adjacent Union ironclad extensive collateral damage. In the end, even though Eastport was in ironclad heaven, the Union failed to achieve its objective, with a crippled squadron, three sunk ships, and Fort Henry largely untouched. The Federals will have to regroup and take Fort Henry another day! Dang, this was fun!

Close Action: Dec 5

Four TANGsters (Kevin T., Chris D., Josh D., Ryan S.) for play of Close Action scenario 3 "Capture of the Alexander". This action pits two good British 74s against five French 74s of average to poor quality. One of the Brits, however, is Alexander, a very slow sailer. We had one player take the British SOLs and the remaining three players divide the five ships of the French squadron. We used my rebuilt GHQ miniatures on a blue hex map. This provided for me quite a visual treat!

Action opened with the strung-out French squadron pursuing the Brits in a broad reach. The Brits maneuvered cleverly, sailing Alexander downwind and Canada close hauled to join the initially separated British ships. Alexander was now protected but Canada was now the target of three French ships. The French swooped in at high speed and a three-way collision looked to be in the offing, but through undeserved luck they ended in line ahead with two of the three raking the hapless Canada. Two masts fell while the hull was pounded down two complete sections. Canada dished out the broadsides as well but the damage was divided among the numerous French attackers.

Game ended on turn nine after three hours of play, with the issue still in doubt. It was a probable draw with a slight French lead. French forces had only lost two masts in the fleet, but several sips had more sections about to go; Canada was wounded but not yet close to striking, and Alexander and her pursuers had finally beat back up wind to join the fray at game's end.

    What I learned:
  1. Jibing is so much easier than tacking. With jibing you keep your speed up, allowing for sustained rapid movement. A tack puts you to 0 MP coming out of the turn.
  2. 74 SOLs are tough ships, able to dish out and take considerable punishment. This was a switch from our previous Close Action events which had frigates and corvettes with much more fragile hulls compared to a 74.
  3. I can go through a scenario without my ships causing a collision.
  4. I can go through a scenario without my ships blowing up from a critical hit.
  5. No matter how clever you think your Close Action move plot is, the opponent has done something just as clever.