I went down to the games night at the stains war gaming club last night had two great games of wings of war (must resist new shiny things) and a load of fun! I’ll be off down there again soon.
Off the paint table t his week is a mix of Victorian iron and 17th century elegance.
First is HMS Hotspur a bit off a flop historically but I like her. She was designed as a ram to go in to battle with the fleet but could only make 12.6 kts Warrior made 14 kts….. And no that’s not a turret it’s an armed box with four ports for the one 12in MLR, still an interesting ship.
Next is the HMS Warrior
USS Indian at 1:3000 from NAVWAR, the fist of my US pre dreads. Fascinated by these since I went to the museum in Havana and saw a massive model of the battle of Santiago and had no idea what it was.
And finally a English galley frigate from the late 17th century 1:2400 from tumbling dice. Looking forward to seeing how she works in a game, could be interesting .
Sorry for the absence of posts I’ve been settling in to a new job and off on a few climbing trips so not much time for blogging… but lots of time in the mornings for painting still. Here is a 100 gun late 17th century English ship of the line, 1:2400 by tumbling dice. These are coming together well I’ve got two more ships from this period nearly completed. Which is good as I’m being tempted back in to painting moderns 🙂 and my Romano Brits are also looking at me funny.
I’ve also been busy on my 1:2400 ironclads, finishing off HMS Monarch. HMS Monarch was Reed’s successful fully-rigged turret ship. The arguments surrounding her design led to the catastrophically unsuccessful Captain pushed for by Coles.
Yup I know I all ready have Anglo Dutch wars ships but their all 1:1200 and 1:2400 where it’s at 🙂 plus I’ve turned two of these smaller guys around so far this week, it takes me double the time to get one 1:1200 off the painting table and I’m particularly inspired by the paintings of the massed battles of the period so I’m going for volume of ships, and that’s where 1:2400 wins it for me.
So here is the first ship off the paint table a 70 gun English ship of the red squadron. My force is going to center on the second Anglo Dutch war and I might aim for the order of battle from Lowestoft or at least use that as a guide to the mix of ships the later probably being much more logical and sensible.
As for rules I have tiller and whipstaff from Mr Langton and grate ships by Mr Manley, but I’m quite interested in the concepts in the general at sea set. The idea of using bases of ships as you would in say a land based rules set seems to me a good way of representing the scale of these battles. If anyone has any thoughts on these rules sets that would be interesting to hear.
The beast of the channel fleet, this broadside ironclad was the largest single screw warships built. Unsurprisingly she was considered a bit of a pain to manage under sail.
This model is 1:2400 from good old tumbling dice, as you can see she has bags of character. This project is a bit of a back burner one for me but I’m looking forward to get some French or possibly more realistically Russian (except there aren’t any by TD at the moment) to square off against.
Bit of an update gallery for my Napoleonic and revolutionary wars royal navy fleet. I’ve mostly been painting 74’S so rather than just post lots of the same ship I thought id show the whole fleet as it currently stands. As well as 74’s I’ve also been painting some gun boats (yes you can get them in 1:2400), ships boats, floating batteries, a Martello tower and a light house. The ships and boats are all Tumbling dice the light house and Martello tower are from figure head.
I’ve been mulling over some ideas for the mechanics of an operational scale Napoleonic blockade game. A few ideas have been sparked by a conversation over on TMP, so I thought I would post some of the result here to get some more input.
The game itself will revolve around the blockade of a French port and will be played out using 1:2400 scale ships. The game is on the operational scale and will deal with supply, weather and maintaining or breaking the blockade. One idea that came out of the conversation is supply point’s and the managing of them by both sides. This could provide an interesting driver for this type of game especially when you consider how they get used up and replenished. I think that would make you think about how active you can be as the blockading fleets Admiral, how closely can you press the blockade, when do you take the main fleet off station in a storm to preserve supply points. If the French fleet is in the roads ready for sea and a storm blows up you are going to risk those supply points to keep your fleet on station and the fleet bottled up.
I was thinking of two ways of running the game. The first is as a campaign of linked games using a map to plot the campaign turns. I think this method could run quite smoothly and do what I’m after.
The other idea I had is a bit more experimental and would involve playing the whole blockade campaign on one table, possible in 1:2400 with a big table with a bit of abstraction, a bit like the 3mm and 6mm high level games you see. To stop the game being as dull as a average day on a real blockade I’m thinking of using a game mechanism adapted from the modern naval rules shipwrecked. In the shipwrecked rules you have two time scales in the game, movement turns run until a missile if fired then you go in to a loop of combat turns until this faster paced action is resolved. So using this principle you would have turns of blockade which represents longer periods of time, say a day or quarters of a day where you set stations for ships and move supplies ect, this would go on until a set of combat turns begin. The set of combat turns would kick in when you have a ship to ship action or a raid.
I think this idea would have to be teamed up with a very fast play set of rules for the actual ship to ship actions but could be fun. It could bring in all the interesting factors involved in fighting at sea like tide, whether and supplies. That when combined determine how or if an action plays out. I don’t think this idea would handle a full feet action but it could do the build up to one giving a back ground with a bit of depth. Well this is the initial thought, as it comes together I shall post some progress updates.