Tuesday, November 26, 2013

BatRep: The Fair Isles Dash (Kingdom of Britannia vs Prussian Empire) (Hurricane Season)

So Graham decided he wanted to try one of the Missions from the Campaign Book: Hurricane Season.  Unfortunately for him, the only mission we could do was Scenario 3 ‘cause that’s the only one we both had fleets for!

The mission is based on the actions of the “Baiting Force” – code named “Battle Group Michael”.  Michael was to distract the English fleet from engaging the main Prussian Force that was sent to support their Japanese Allies in their attack on the Caribbean islands.  As a result, rather than rolling for objectives, the scenario states the objectives for each fleet.  The Prussian force, consisting of 2 Naval Forces and an Air Force, was to go from the Western side of the board across the table and exit one of the 2 Eastern corners.  Obviously, the British objective was to stop them!

The game is played on a standard 4’ X 4’ table, with a 2’ long island or peninsula protruding less than a foot in to the middle of the southern edge and a smaller 12” long by 6” peninsula poking in on the northern edge.  The Prussians made a secret roll and noted that the North East corner was “Exit Zone Eins” while the South East corner became “Exit Zone Zwei”.  This information wasn’t given to the British – forcing them to protect both corners.  The importance of this was because Zone Zwei offered more points per escaping ship than Zone Eins.

Rather than counting Victory Points, we used “Campaign Points”.  For the British, Smalls were worth 1 CP each and Mediums worth 2 CPs each if “Lost” (sunk, captured or derelict).  Large and Massive were worth 3CP if crippled, 6CP if destroyed or derelict and 9CP if captured.  Smalls were worth 0CP and Large or Massive ships were worth 6CP if they escaped off Zone Eins.  Smalls were worth 1CP and Large or Massive ships were worth 12CP if they escaped off Zone Zwei.  Mediums were worth 2CP out both zones.
To complicate matters, the scenario specifies the deployment of each “Force”.  The Prussians start the game with only the Air Force on the table.  The Naval Forces come on the table during Turns 1 & 2.  The British have a similar issue, though 1 force coming on the table is just a flight of 4 Tiny Flier Tokens.  And if were weren’t confused enough, we decided to add the Weather rules (also from the same Campaign Book).  The game ends at turn 8 – regardless what was still on the table.

Deployment was easy.
The Prussians deployed their Air Force (Schnellgeschwader Bruning):
Schnellgeschwader Bruning
  • 1 Sky Fortress (with a flight of 5 Fighters leading the Airship)
  • 2 Bombers
All Flying “Obscured”

The British deployed their First Force (1st Patrol Group, 3rd Battlesquadron):

1st Patrol Group, 3rd Battlesquadron
  • 1 Battleship
  • 3 Escorts
  • 1 flight of 4 Fighters


Turn 1:
We rolled “Storms” for the first turn with a Weather Gauge of -1 (a modifier used for each turn).
Storms meant that ALL models lost 1” movement, All Tokens reduce their movement by ½, Drift movement was increased by 1” and Ordinance Weapons were reduced to ½ dice when attacking Range Band 4!

Per the scenario rules, Prussians start the game with the initiative!

(Not that I really wanted it!)

Prussian Reinforcements arriving this turn (Schnellgeschwader Bavaria):
  • a Battleship (with Tesla Generator) 
  • a squadron of 4 Frigates.


British Reinforcements arriving this turn (3rd Battle Line Group, 3rd Battle Squadron):
  • 1 Dreadnought (!!!), 
  • 2 Cruisers (with Experienced Engineeres) and a Gunship, 
  • 5 Corvettes 

(Graham used Frigates as Proxies as he didn’t have the “real” models).  

Graham also rolled for the 2nd Fighter Squadron (4 Tokens) to arrive this turn as well, beside the Battleship Force.

{Prussian Strategy: I don’t get any points for sinking anything – I get points for ESCAPING!!!  I know which corner gets me the most points, but with that Dreadnought and its support arriving near the South East corner, I need to draw them away if possible.  I don’t want to do it, but I decided to sacrifice the Air Force going for the Northern Corner.  Sorry Skyfortress!}

So, Prussian fighters moved forward 4” (1/2 of 1/2 – no fuel used), to kill an activation.  The dang British spoiled that by moving their fighters a whole 4” towards me. 

Knowing that at RB4, the ships should be safe, the Prussian Frigates moved forward 12” from the West edge.  The British Battleship and its escorts move forward about 5”, staying hidden from the Skyfortress, behind the island.  Taking a chance, the Prussian bombers dropped from the clouds and fired on the Battleship from RB2, but failed to damage the Warship.  Worse, neither bomber could climb back into the Obscured level.  The 2nd fighter squadron flew 4” onto the board.  The Prussian Skyfortress stayed high, moved forward and still managed to damage one of the Battleship’s Escorts in spite of requiring 6’s to hit.
Next onto the map was the British reinforced Cruiser Squadron.  While their guns were out-of-range, their torpedoes weren’t.  Fortunately for the Prussians, their torpedoes failed to damage anything.

On the other side of the table, the Prussian Battleship activated its Tesla Generator, generating the 1” movement that the ship had lost to the storm.  The Battleship’s movement forward ended the Prussian’s activations for the turn.

With no further reactions possible from the Prussians, the British Corvettes charged onto the board at their maximum speed.  One Corvette managed to make it within Maximum Range of its weapons to a Prussian Bomber and in an incredible feat of rolling single dice, managed to damage the hapless bomber!  Good Shot! 

Finally, the British Dreadnought entered the board, but had to turn north as soon as possible to avoid ramming one of their own Cruisers!  From Range Band 4, with ½ dice, it managed to damage the same bomber that the Corvette had just hit, crippling the Bomber.

End of Turn 1

In the End Phase, there were no Critical effect to fix, so we rolled for the change in Weather.  This time we rolled “Fair Weather” (normal conditions) and decreased the Weather Gauge to -2.

Turn 2:
Once again, the Prussians had the initiative.

All the British were on the board at this point. 

Prussian Reserves arriving this turn (Schnellgeschwader Elbe):
  • 2 Cruisers and 1 Gunship
  • 4 Destroyers


{Prussian Strategy: The British Dreadnought was pointing in the right direction.  Now I had to reinforce the belief that I was going for the North East corner.  This would be the Critical Turn!}

The Prussian Bombers stayed low and moved forward their minimum move, each fired at a separate Escort around the Battleship.  While an Escort was sunk, only the damaged bomber was able to climb once more into the clouds.
Bomber Raid

Angered by the Bombers, one of the British Fighter groups attacked, causing another HP of damage (1HP left) for the loss of 2 of the 4 tokens.  The Prussian Skyfortress moved forward and turned towards the Battleship group, but failed to inflict any damage on the Escort it fired on.  The Bait was set.  Would the British fall for it?

It appeared that they would.  The British Battleship and Escorts moved towards the Prussian Air Force.  AA shot down the damaged bomber with a Crit, while the Skyfortress took a Crit (Raging Fire), then took another Raging Fire because of the Carrier’s Fuel Reserves!  2 Fires in one Volley!!!

The British Retaliate!

Prussian Destroyers moved onto the board their full speed and took a long-range shot at the Battleship’s Escorts, somehow sinking one!  The second flight of British Fighters attacked and damaged the remaining Prussian Bomber for no losses.  The Prussian Fighters attacked the fighters and shot down 1 for no loss in return.  After completing their attack run, the Fighters landed on the Skyship to re-arm and re-fuel.

As if the poor Prussian Skyship didn’t have enough to deal with, the British Dreadnought continued forward and fired all turrets and broadsides at it!  Sadly, the Skyship took another Crit – ANOTHER Raging Fire.  Fortunately, the Fuel Reserves didn’t make it any worse, but the Skyship had 3 Fires to put out this end phase! 

The Skyfortress Burns!

The Prussian Frigates move forward at maximum speed and split their fire between 2 of the 5 Corvettes, but only sank 1.

Prussian Frigates Attack!

The British Corvettes decided to return the favour and charged forward, attacking the Prussian Frigates, sinking 1 and damaging another!

British Corvettes Counter-Attack!

The Prussian Cruisers moved onto the board, behind the southern island and out-of-range to everyone.

The British Cruiser squadron turned north and formed a Line of Battle, then fired on the Skyship, but failed to damage it this time.

In the Final Activation, the Prussian Battleship charged up the Tesla Generator and gained a full 3” movement – making a 10” full move straight ahead.  Sadly, the Battleship’s weapons failed to cause any damage.

In the End Phase, I nervously rolled for the Skyfortress – ALL fires were successfully put out!  The British had no damage to roll for.

End of Turn 2

Rolling for weather, we once more rolled Fair Weather, but Weather Gauge increased to -1

Campaign Points:
  • British:  3 CP       (1 Frigate and 1 Bomber.  The Skyfortress was not crippled at this time.)
  • Prussia: 0 CP



Turn 3:
Neither side gains reinforcements for the rest of the game.

PE won the initiative again.

Prussian Frigates started things off to the tune of “Use It or Lose It!”  Charging between the British Corvettes, the Frigates Crit a Cruiser (Fusion Leak) and damaged 1 Corvette, then successfully left another Corvette as a Derelict.

Prussian Frigates Break Through the Line!

The larger of the British Fighter Groups attacked and damaged the Skyfortress, finally crippling the Great Airship!  The Prussian battleship turned slightly to Starboard, hugging the Island on the south.  The Battleship’s turrets critted the British Gunship (Fusion Leak) and sank 2 Corvettes using broadsides and Tesla Weapons.

Prussian Battleship makes its presence KNOWN!

The British Battleship steamed straight south towards the Prussian Battleship.  The British AA caused a Crit on the remaining Bomber (Raging Fire – what is it with Raging Fires today???) and caused another HP damage on the Skyfortress, but British torpedoes failed to damage the Prussian Battleship.

British Battleship tries to cut off the Prussian Escape!

Prussian Destroyers moved forward and commenced a Pack Attack on the British Battleship and managed a Crit (Hard Pounding – 5AP left).

British Cruisers commenced a hard turn to Port.  In a single round of shooting, the Cruiser Squadron sank 1 Destroyer, damaged another, shot down the last Bomber and crippled a Frigate!  OUCH!!!

The British Cruisers strike EVERYWHERE!

The Prussian Cruiser Squadron advanced and turned around the end of the island, heading East and fired on the Battleship but failed to damage the British ship.

The British Dreadnought activated.  Graham wanted to turn to starboard, but I pointed out to him that he wouldn’t complete a 180 in 1 turn and the 2” minimum movement would probably take the British Monster off the table, so he was forced to turn to Port instead.  All turrets and broadsides fired on the Skyfortress and the airship suffered a Crit (Nav Lock + Raging Fire due to Fuel Reserves) followed by another HP loss – leaving the Skyfortress with only 1HP left!


Knowing they were doomed, the Prussian Skyfortress launched their Tiny Fliers rearmed as Dive Bombers, and moved forward at maximum speed at the Obscured level (though the Raging fires ensured that the airship was not obscured).  Greedy British fighters immediately pounced on the Skyfortress but failed to damage the brave airship.  As the final activation, the lone British Corvette moved towards the Skyfortress and successfully sank a Destroyer, but failed to damage the Skyfortress.

The Skyfortress survived the turn with only 1 HP left!

Skyfortress - Damaged, Burning, but ALIVE!!!

In the End Phase, the Skyship fixed their Navigation Lock, but gained another Raging Fire token!  (As I typed this report and compared photos, I realized I hadn’t been taking off AP due to Raging Fire Crits!  Only when I failed the Raging Fire Rolls!  Ooops!)

On the British end, the Gunship failed to repair its Fusion Leak but the Cruiser repaired its Engine Damage.

End of Turn 3

Once again, we rolled Fair Weather for the next turn, and the Weather Gauge was again -2

Campaign Points:
British:  7 CP       (1 Frigate, 1 Destroyer,1 Bomber destroyed.  The Skyfortress was crippled.)
Prussia: 0 CP

Turn 4:
Once again, the Prussians won initiative!  British weren’t doing well at all with initiative!

The Prussian Battleship activated its Tesla generator and again, got a Maximum Boost of speed.  Racing down the island coast, the Battleship managed to damage a British Cruiser as it sailed past.

The British Battleship turned and fired on the Cruiser Squadron, Critting the Gunship (Systems Failure) and damaging 1 Cruiser.

British Battleship targets the Prussian Cruiser Squadron

The Prussian Cruiser Squadron formed a Line Of Battle as they sailed around the corner of the southern island, turning their guns on the British Gunship and sinking it!

The British Cruisers attempted to repeat their performance from last turn.  When the smoke cleared, the Cruisers had failed to damage the Battleship or the Skyfortress, but did succeed in critting a Cruiser (Hard Pounding – 2 AP left), plus an extra HP damage to the same Cruiser.

It was time to run for the gold!  The Prussian Frigates steamed at full speed towards Exit Zone Zwei, falling short by only 3”.  Next turn they would be off the table for 3 CP!

British fighters attacked the Prussian Dive Bombers, but lost 2 of their own tokens while shooting down only 1 Dive Bomber.

The Prussian Dive Bombers took the opportunity to attack the last undamaged British Cruiser, successfully critting it (Engine Damage) for the loss of only 1 token.

The lone British Cruiser attempted to sink the Prussian Destroyer, but failed to damage it.

The Prussian Destroyers then turned and placed themselves beside the Prussian Cruiser squadron in an attempt to screen the Cruisers from more incoming fire next turn.

The 2nd squadron of British fighters attempted to shoot down the Skyfortress, but instead lost another token instead.

The Prussian Skyfortress turned to starboard, towards the British Dreadnought, hoping to distract the enemy fire.  Sadly, it succeeded.

The British Dreadnought unleashed heck and the Skyship finally succumbed to a double-crit, crashing into the sea in a blaze of glory…

Death of the Heroic Skyfortress

In the End Phase, the British failed to repair any damage though the Prussians were able to repair their Cruisers.

Campaign Points:
British:  10 CP     (1 Frigate, 1 Destroyer,1 Bomber and the Skyfortress (FINALLY!) destroyed.)
Prussia: 0 CP

At this point, Graham realized he had maneuvered himself into a fix.  We still had 3 turns to play but the Prussian Frigates and the Battleship were likely to escape next turn for full points (15CP).  That left the Prussian Cruiser Squadron.  They were screened by the Prussian Destroyers so the British Cruisers had no line of sight to Prussian Cruisers.  The British Battleship was being blocked by their own cruisers and would not be able to turn to present all turrets against the Cruisers; the Battleship would be limited to a trailing game with only 2 turrets able to fire.  Both the Cruisers and Battleship had suffered damage so none of them would be able to put out the firepower Graham figured he needed to stop anything from escaping.  Finally the Dreadnought, fully functional, was too far away and couldn’t fire over their own ships to full effect as their line of sight was completely blocked by the Cruisers AND the Battleship!

I expected to get at least 2 of the 3 Mediums off the table in 2-3 turns, but Graham figured he wouldn’t be able to stop any of them and conceded the game at this point, acknowledging Prussian Victory!

Wow!  Great game!  It’s nice to play a non-standard game once in a while.

So, what did I think of the Scenario?

As to the need to escape off the board, I think this is one of those missions that wouldn’t have worked with another fleet.  Can you imagine trying to get the Russians across the table in 8 turns from board edge to board edge???

At first, I was intimidated by the fact that the British had a Dreadnought and I didn’t.  I knew I had to redirect that firepower where I wanted it to go, but if the British had been a little luckier, that Skyfortress would have been gone by turn 3 and the Dread might have been able to get into a better position to help with the end the game.  I was lucky the Skyfortress lasted as long as it did – pure and simple.

Overall, the game proceeded pretty much as I think we both expected.  Prussians put the pedal to the metal and tried to reduce enemy fire rather than concentrate on sinking anything while the British formed Line Of Battle and shelled everything they could.  While they did get into a “Traffic Jam” at the end of turn 4, I don’t think there was much that the British could have done to prevent it.  The Prussians were piercing the line at that point so it’s unavoidable to have ships get in each other’s way.  If there was anything the British did wrong, I think it was just moving the Dreadnought too far North, but I was baiting him with a Skyfortress there.  If the North corner had been Zone Zwei, I would have gotten 12CP for getting the airship off that corner and still gotten 6CP for the Battleship if it went through Zone Eins.  The only thing I could see that Graham might have done was to park the Dreadnought facing North-South and use it as a stationary fire base.  Doing that would also reduce the total firepower in most instances as well as it would have spent most of the game outside RB1, so it really is a judgment call.

Using the weather rules, both Graham and I were concerned we were give the advantage to the other.  Reality, it only affected 1 turn during the entire game and that turn, it really wasn’t a factor as it was the 1st turn.  I would have to play a few more missions using the weather rules to see if they are something I would want to use more often.


Hope you all enjoyed reading this.  Has anyone else tried playing any of the missions in Hurricane Season?  I'd be interested in hearing your experiences.

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