Sunday, 15 December 2024

Gus Murchie Memorial Christmas Game 2024 - What a Tanker!


The close of another year of wargaming in the Devon Wargames Group, sees the club celebrating all that's best in our hobby by gathering for our final meeting of the year with our club big-game, the Gus Murchie Memorial Christmas Game, named in honour of a former club member who passed away far too early and who epitomised the passion and full-on love for wargaming.


Those of us who knew the man would also know that Gus joins us in spirit whenever we get together for a big-game; and I know that he, being a keen WWII buff, would have thoroughly enjoyed this year's effort.


Our rules for the game were What a Tanker! (WAT) from the Too Fat Lardies which is unashamedly a fun take on WWII tank combat and a perfect set of rules for use with the large club game we intended, where all participants were engaged in the day playing together rather than our more normal menu of multiple different games.

The cats are herded as Mike R. lays out the set-up and play arrangements for our multi-table, six player-teams, 'What a Tanker!' Xmas game.

However organising a big-game in a club now with some forty full and associate members who may want to attend and play takes a bit of organising in terms of getting the terrain and figure collections together from club members, to sorting out whose coming and then organising the play arrangements, with this aspect of the annual Christmas gathering referred to jokingly, but emphasising the organisational skills required, as 'Cat-Herding'.


As we all know 'Cometh the Hour, Cometh the Man' and step forward Mr Mike R. who put his hand up at the October Club AGM and volunteered to take on the task to herd the cats for this year's game, with some help from veteran WAT players such as Nathan and others, and as was proved, 'A Volunteer is worth Ten Pressed Men' with messages on the internal club forum flying back and forth sorting out who had what, who was bringing it to club, and who was playing, together with a full briefing on arrival, sorting all the attendees into Allied and Axis tank teams, each of three players commanding a tank on the table, that saw us sat down playing in next to no time.


Forum briefing was very helpful in laying out the game plan as illustrated in the sample below by Mike setting out the plan together with help from Nathan and Mark and giving an idea of what went into it beforehand:

'. . . There will be a mechanism (a random selection mechanic tbc) which will mean that if you have a powerful tank (e.g. Panther) you will only get a fixed number of kills with it before you need to change it in a central pool for another tank at random (could still be another Panther, I suppose).

Victory points - as per Nathan's most excellent suggestion - will be based on the points value of your kill. So, if two 12pt Shermans decide to gang up on a 19pt Panther they could get those points for their faction between them, for instance.

Tank dashboards will be pre-filled, and damage tracked on a dice. That way the dashboards can be re-used all afternoon. To make use of the dashboards, each player will need to bring a tape measure, at least 10 dice and four counters (these can be tiddlywinks, buttons or whatever).

A list of which tanks need to be brought by those who have offered will be posted in the next couple of days. (I'm on it, Mark C!)

I will try and arrive by 0930hrs on the day. If I'm late, or anyone else gets there early, we need the pool table as the 'tank pool' (pun inadvertent - see what I did there?!) and four 6x4 tables set up around the hall, please.

There will be an O Group meeting at 1050hrs at which time people will be allocated to their teams. First game (teaching) will kick off 1115hrs. Should be done by 1300hrs. Break for 30 mins, then resume by1330hrs or before, for games of about an hour each. Aiming to be done by 1630hrs. . . '


The terrain and models available from club members meant that we had enough stuff to populate four very different six foot by four foot tables, with three being played on at any one time, and tank models to spare to allow players, having lost a vehicle to have the choice to respawn onto the table with a randomly selected new vehicle or keep the one they had lost previously.


The play on each table was overseen by Mike who called out the time remaining to play as the respective teams attempted to grab points for their respective alliances by knocking out enemy vehicles of getting within six inches of the objective point at the close of the game, before getting an overall state-of-the-game sitrep from Mike and then relocating to a different table against different opposition to start another game.



Thus we all participated in three separate games, but all part of the one setup, enjoying our usual Xmas fare of seasonal snacks and cakes brought to the club by members to keep body and soul together as play commenced after a stop for lunch.
 

As you can see here the Allied and German tank pools were organised such that a player losing their vehicle and opting for a random change could simply roll a die and collect their new vehicle from the pool according to the result, placing their former vehicle in its place.



Like me, not everyone was familiar with WAT, but the mechanics of play are fairly intuitive in terms of rolling dice to decide what the options are for ones vehicle from the menu of manoeuvring, spotting and firing choices and the various exchanges of die results on offer to come up with the perfect combination of manoeuvres to create that perfect fire-solution, as players manoeuvred among the various pieces of terrain to shoot without being shot at.

Hey Paul, do you think that's possible?

Fortunately the club is blessed with several veteran's of Her Majesty's Armed Forces, including the World's oldest tank unit, the Royal Tank Regiment, that invented tank combat from its inception on September 15th, 1916 at the Battle of Flers-Courcelette on the Somme, and so we could turn to Paul to rule on any contentious decisions of play.


Whilst not a game pertaining to be a close simulation of tank warfare in WWII, WAT does produce a fun experience capturing some of the tense cat-and-mouse affairs of big tanks stalking one another amid close terrain, all be it without those darned-pesky infantry types getting in the way with all that new-fangled anti-tank capability.



It was interesting to see how commanders of lightly armed, but bigger gunned tank destroyers or indeed the odd Sherman firefly, hovered on the back of the table as their better armoured compatriots sought to close on the enemy, attempting to get into those preferable side on positions, whist the tank-destroyers indulged in their shoot and scoot tactics of popping over slopes, firing and retiring in the same move.



All this careful manoeuvring produced some excellent photo opportunities as the players were induced to opt for the tactics their historical counterparts were forced to use in reality, tactics not always seen in higher command level games, with multiple model tanks cruising across open ground on the table in majestic lines, track to track, instead of the shy debutantes that was a more characteristic way tanks normally presented themselves on a very dangerous battlefield..






Needless to say our day rolled by with much laughter and banter, as the club enjoyed coming together as one, simply rolling dice and having fun.





As our game reached a conclusion with the last three games finished we got a final sitrep from Mike that, unsurprisingly to those of us driving Shermans around on a table full of late and mid-war German kit, showed an overwhelming victory for the German teams, and all that was left to do after packing away the terrain and models, was to wish one and all a very happy Christmas and to look forward to another club year in January.


Thank you to Mike R who I know has received fulsome applause on the day and on the club forum for pulling our game together and to all the members of the club who took part to create the very fun day we had to end our year on.

The club extends season greetings to all that follow our activities here on the blog, and would wish everyone a very Happy Xmas and Peaceful New Year.

See you in 2025

JJ

Saturday, 16 November 2024

The Senussi Little War, Libya 1916 - Fistful of Lead

The little known North African Islamic sect called the Senussi (named after it’s founder Sayed Mohammed Ibn Ali el Senussi).

Stephen H. picks things up from where he left off in March, link below, with another scenario looking at the Senussi Little War in Libya 1916.

Devon Wargames Group - Sanusis Little War 1915

Introduction: 
This is the second scenario we have played based on Robert Giglio’s scenario book “The Senussi’s Little Miniature war 1915-1917”. The scenario concerns the rescue of the crew of H.M.S. Tara from Bir Hakeim, in the Libyan dessert. Until I discovered the Senussi campaign, I thought Bir Hakeim was a battle fought in 1942. I did not know about this small but consequential military action in 1916, where the role of the internal combustion engine was decisively demonstrated.


HMS Tara
SS Hibernia (Captain Gwatkin-Williams) was a ferry across the Irish sea. Requestioned as HMS Tara, she patrolled the coast from Alexandria to Sollum on the Egyptian/ Libyan boarder; for the crew it was a holiday cruise. On the 5th of November 1915, as the Tara approached Sollum, she encountered U 35, enroute to Bardia. A single torpedo sank the Tara and U35 handed over 92 survivors to the Turks. A few days later U35, returning the same way, stopping to bombard Sollum with her deck gun. Cairo decided to evacuate Sollum and news about the Tara’s crew dried-up. 


Initially, the crew were kept as Turkish POW’s in Bardia. Captain Williams was offered internment in Austria but he preferred to stay with his crew. A Turkish doctor treated the Tara’s injured crewmen, but he had neither medicine or surgical instruments. The Bedouins had looted the pharmacy at Sollum before the Turks could secure it; the seriously injured crew men succumbed.

'SS Hibernia (Captain Gwatkin-Williams) was a ferry across the Irish sea. Requestioned as HMS Tara'
Editors note - I recognised the description from Stephen's account of HMS Tara having visited the memorial to her at Holyhead Fort, Anglesey in the Remembrance Garden there, back in 2021, as mentioned in my post about our visit to Anglesey in 2021.
JJ's Wargames - North Wales Border, 2021

Bir Hakeim
As the campaign progressed the crews of the Tara and of another ship sunk by U35, HMT Moorina, were marched to the oasis of Bir Hakeim in the Libyan desert; there the prisoners suffered greatly from lack of food and illness. The war had disrupted the movement of camel caravans, so food was in very short supply. The crew were put to work cultivating crops but, in the meantime, lived on a diet of snails. This was not a deliberate act of cruelty, as the oasis farmer and the guards lived on a similar diet too.

Captain Williams had given his word to the Turkish commander of Breda, Nuri Bey, not to escape so long as he and his men were correctly treated. As the crew’s situation deteriorated Captain Williams used his celestial navigation skills to escape and tried to reach Solum, unaware that it was no longer in British hands. Captain Williams was re-captured by the Turks and returned to Bir 
Hakeim.

There seem to be two accounts of how the British came to learn of the prisoner’s whereabouts and it possible both are true. One is that Captain Williams wrote to Nuri Bey about the prisoners’ conditions, but the Arab courier delivered the note to Solum, reoccupied by the British on 14th March 1916. Another is that Captain Williams, during his escape, came across an abandoned car. Realising that it was an unusual sight in the desert and that it might attract the attention of passing British troops, he left a note in the car.

Where is Bir Hakeim?
Both Captain Williams’ notes were addressed from Ber Hikim but nobody in the Western Frontier Force (WFF) knew where Ber Hikim was. Bimbashi (Major) Leopold Royle of the Egyptian Coastguard asked amongst the Arabs. An aged Arab named Ali or Achmed (depending on the source) said there was a place called Bir Hakeim and that he had been there once when a youth. Based on Achmed’s information, Bimbashi Royle estimated Bir Hakeim was 120 miles away. The Bimbashi had once journeyed about 80 miles in the same direction and said the going should be good. The Duke and the Bimbashi now came up with a daring plan.

Bir Hakeim was the site of an abandoned Ottoman Turkish outpost; the Roman’s had an outpost there too. The best English translation I can get for Bir Hakiem is “up-standing well”, because the well was built on the top of a mound. The well had to be constantly cleared of rocks and over the millennia the well mouth was atop of a considerable spoil heap.

The Rolls Royce Armoured Car
Initially the technologically savvy Navy introduced armed cars.

Rolls Royce Royal Navy Car circa 1912.

In 1913 Rolls-Royce won the eight day, 1650 mile alpine touring-car trials hands-down, with a more powerful model of the Silver Ghost, the Alpine Eagle. In 1914 The Admiralty specified a turreted armoured car, to be built on the Alpine Eagle. Initially deployed to France, the ever more sophisticated trench works meant the need for armoured cars declined; the force was transferred to the army and sent to Egypt.

Obliging Austrian assists the Rolls-Royce team

Major Hugh Grosvenor, The Second Duke of Westminster
Hugh Grosvenor was stationed in South Africa when his grandfather died. Returning to Britain, the new Duke resigned from full-time army service, to live the life of one of the world’s richest men. The Duke pursued his many passions, one of which was automobiles. At the outbreak of The First World War Hugh Grosvenor joined the army and took his Rolls-Royces with him to France (as you do). When the armoured car force was transferred to Egypt and Libya, The Duke was put in charge where he exhibited skill and dash, being awarded the DSO and promotion to Colonel.

Initially the use of the armoured cars was limited as rain had turning the desert surface into a muddy slurry, but when the desert dried out it became favourable for motorised operations. After the Turks evacuated Sollum and the Duke got his armoured cars though Halfaya Pass (Hellfire Pass), he was able to demonstrate their potential. Authorised to pursue the retreating enemy force into Libya with “reasonable boldness” his force swiftly overtook the Turkish/Senussis forces; The Duke’s armoured cars attacked their camp and roundly defeated the enemy. Thereafter the Senussi forces retreated into the desert and the threat from Libya was eliminated. With the information about the crew of HMS Tara, another opportunity to demonstrate the potency of mechanised warfare had arisen.

Major Hugh Grosvenor DSO, Cairo March 1916

Following his earlier success, The High Command needed little persuasion when The Duke proposed a mechanised force to make a lightning strike at Bir Hakeim. The Duke proposed a strike force of six Rolls Royce armoured cars and six armed Ford Model T trucks. Following behind would be a second force of supporting vehicles, ambulances for the rescued crew etc. At a steady 30 miles an hour, the column would reach the objective in four hours, rescue the crewmen and return the same day.

Private Samuel Rolls, Army Service Corp
S.C. Rolls (not to be confused with C.S. Rolls of Rolls Royce fame and no relation) was a mechanic from Coventry. Rolls was rejected by the Yeomanry because he could not ride a horse or shoot, so he joined the Navy’s armoured car force. Initially deployed to France, Rolls drove staff officers to and from the front line. In 1914/15 the trench network was poorly developed, so it was a hairy existence as the cars were often caught in enemy fire.

Transferred to the Army Service Corp and then to Egypt, he was initially the driver for The Duke of Westminster in Libya and then to T.E. Lawrance (Lawrance of Arabia) in the Hedjaz. Lawrance wrote about him ”our strongest and most resourceful man, the ready mechanic who largely kept our cars in running order”; I don’t think there is much more to add.

I recommend Samuel Rolls book “Steel Chariots in the Desert” in which he relates his adventures in both Libya and Arabia – a cracking story of adventure and daring-do.

Raid and Rescue at Bir Hakeim
The motorised column left Solum on the 17th March 1916 at 3am, expecting a four-hour run to Bir Hakeim at a steady 30mph. Private Rolls lead the way in the armoured car “Blast”. Achmed the guide sat uncomfortably in the back, as this was his first car journey. Next came The Duke driving his own Rolls Royce “Command Car” with Bimbashi Royle and Esmi the Egyptian interpreter; the rest of the force followed on behind.

At first things were uneventfully and progress good, but then the going became rocky, shrubby and with a series of ridges; the column slowed to negotiate the obstacles. At the top of each ridge Rolls would stop and Achmed would scan the horizon, looking for the “up-standing well” before indicating to go on. After more delays it was past midday and Esmi was accusing Achmed of lying or being lost. Still the Duke persisted and the column moved forward until the next crest, where the argument between Achmed and Esmi would resume. Finally, Achmed pointed into the distance saying he could see Bir Hakeim, but straining their eyes and focus their binoculars, no one else could see anything. The Bimbashi assured the Duke that Bedouins were renowned for their acute eye-sight. The Duke ordered the support vehicles to stop, climbed into “Blast” and ordered the attacking vehicles to deploy for action.

The attack pressed forward and, on summitting the next ridge, lo and behold, the oasis of Bir Hakeim lay before them. The cars accelerated and swept into the oasis. catching everyone by surprise. The guards fled and those prisoners who could walk, gathered around their rescuers. After 135 days of captivity emotions were running high; many of the prisoners wept at their unexpected deliverance. 

Some of the rescuers, on seeing the condition of the crew and hearing of their deprivations saw red and sped off to dish-out summary justice to the captors. Despite the best efforts of the Duke and Captain Williams, the shooting did not stop until all the guards, their families and the oasis dwellers were dead. This was an undeniable stain, on what was an otherwise exemplary operation. With the arrival of the support vehicles the crewmen were fed and loaded into ambulances and trucks for the return journey to Sollom. The news of the crews’ dramatic rescue received considerable publicity in the British press, as good news was in short supply over the winter of 1915/16.

An image from ‘Prisoners of the red desert’ by Capt. Gwatkin-Williams – note the well mound from which Bir Hakiem gets its name.

How the game works and how it was played.
This is a slightly unusual game as it does not have two sides. This game puts the players in the place of the various vehicle commanders and requires them to make decisions as they rescue the prisoners. Apart from terrain obstacles that need to be negotiated, Turks, Senussi or Bedouins, are controlled by the GM, and may or may not appear. 

To complicate matters, since there are no radios, players cannot talk to each other and are limited to a six-word written message per game turn, which would have been made by semaphore in reality. Movement was determined by rolling one or two dice for normal speed, three dice for fast and one dice only for reverse. Shooting and any driving events were determined by rolling a D10 requiring less than the skill factor, after modifiers.


I had organised the game for six players and each one had two vehicles. The forces were: 

1. Duke of Westminster, two RR A/c’s2.
2. two RR A/c
3. one RR A/c and a Ford
4. one RR A/c and a Ford
5. two Fords
6. two Fords


Each force had a stats card showing the skills of the commander, driver and gunners. Mark C drew the card of the Duke of Westminster, so he was in charge. Each turn begins with the players all rolling two D6 to establish initiative and players can pass and then interrupt later. However, when the player who won the initiative moves an event dice roll is made – events can range from nothing happens, vehicle falls into a hole or some enemy troops appear nearby.


The Duke alighted from his Rolls Royce command car and took command of “Blast” with Pvt Rolls at the steering wheel. The Duke positioned himself on the extreme right wing of the attack force with the other players positioned across the long side of the table. 

All that could be seen was the next ridge along with scrub and rocks. The Duke rolled the first dice of the game to establish his initiative followed by the other five players, I can’t remember who won the initiative but being all gentlefolk, the first initiative was passed to The Duke and the advance began. 


The first event roll was nothing and the players all rolled again for initiative and their movement. This time the event was a blown tyre on one of the Rolls Royce A/c requiring three turns to change the wheel. Fortunately, a Ford truck was nearby and diverted to lend a hand so the delay was only two turns. 

As the game progressed turn by turn events stated to pop up, a Turkish machine gun and then a Turkish piece of artillery were surprised and eliminated before they managed to get off any shots, but the attackers luck was bound to fail sooner or later. Some Senussi cavalry put in an appearance and despite getting in a few shots, were soon seen off without any damage or delay to the advance.


Then John won the initiative, and he managed to drive his Ford over the edge of an unseen wadi. Fortunately the Ford managed to survive the experience but was now stuck at the bottom of the wadi.

Then John decided to get out in an equally spectacular manner; he drove to the end of the wadi and making a sharp turn managed to roll the Ford over 360 degrees. By some miracle both occupants were thrown clear but the vehicle was now pointing in the wrong direction. 


While John had discovered the way out of the wadi at one end, at the other end the wadi stretched on much further and blocked the route of Taiwo’s two A/c’s. As Taiwo was trying to find a way around the newly discovered wadi and John had decided to reverse up the next ridge, the event roll produced a sizable force of Senussi warriors in the same wadi. 

While they only had a 20% chance of a hit the volume for fire directed at Taiwo’s two A/c’s was bound to result in some hits and two were achieved by the Senussis. One hit punctured a tire and immobilised the A/c and the second caused a serious injury to the second car’s driver; Taiwo would have to sit tight and shoot it out with the two Vickers guns.


With the second crest summitted it was time to lay out the rest of the terrain, which was the oasis
itself with the camp site, guards and prisoners. Matt seemed to have difficulty understanding that the
object of the game was to rescue the prisoners and not just machine gun anybody he saw. 

Speeding down the ridge towards the oasis one of his Fords fell into an unseen hole, but luck was on his side as with nothing more than a nasty jolt the Ford bounced out. By now Matt was on the receiving end of a firm semaphore message from the Duke reminding everybody to only specifically target enemy troops and no “spray and pray”. 

More Senussi tribesmen started to appear and a previously unseen part of the oasis campsite was revealed, along with another Turkish machine gun. All the cars were closing in except for Taiwo who, with John, were finishing off the last of the tribesmen in the wadi.


The Duke ordered Private Rolls to accelerate along the top of the ridge line to put himself in a position to either machine gun the wadi or the camp. With a roar from the engine “Blast” surged forward leaving a cloud of dust chocking the second armoured car following behind. The Turkish machine gun in the camp got off a lucky shot at “Blast” and lightly wounded Private Rolls, but being the kind of fellow he is Rolls continued to drive “Blast”. 

At last, the one thing I and been trying to engineer all game might come to pass, a collision between two of the attacking vehicles; between The Duke’s and the following Rolls Royce now enveloped in a dust cloud. But the dice gods would not have it and The Duke now adopted a commanding position on the ridge line, in support of the other vehicles closing in.


By now the Senussi were running out of options and the events roll did not provide them any more reinforcements, so the game was considered over. The only thing to do was to collect up the prisoners, who were relived to be free but not happy at the loss of some of their comrades and to search the camp for any valuable intelligence. 

The search revealed nothing except a tribesman, who had been lying-doggo waiting to stab The Duke, who was despatched summerly. There was nothing further to do other than return to Sollum in time for a hot meal and a sea-bath. Everybody that is except Achmed, who was thinking about the purse of golden sovereigns that awaited him in the commander’s safe at Sollum.

Survivors of HMS Tara after their return to Britain in 1916. Anglesey County Record Office

Thanks to the players. John R, Mark T, Tom, Taiwo, Mark C and Matt. Miniatures from various sources including Minifigs, Old Glory, QRF miniatures.

Sources:
Steel Chariots in the Desert, SC Rolls
The Sanusi’s Little War, R McGuirk
Senussi’s Little Miniature, War 1915-1917 by Robert Giglio
Various internet resources

Stephen H

Sunday, 10 November 2024

Action off Toulon, June 1795 - Kiss Me Hardy

HMS Lowestoffe - Derek Gardner

Kiss Me, Hardy (KMH) made a return to the table at club this month following the completion of my Camperdown collection in October and a warm-up game with it back in March when we recreated part of the battle and the attack by Rear-admiral Onslow's Leeward Division on the rear of the Batavian-Dutch line, link to that post below

The plan and panorama brought to life on the table as the battle commences.
Devon Wargames Group - Camperdown, Attack of the Leeward Division

This time we were playtesting Scenario 21, one of a hundred single-ship, small squadron engagements I have been compiling, with this one taking the players back to the summer of 1795 in the Mediterranean as the British and Revolutionary French navies struggled for supremacy in the Eastern Mediterranean as the latter attempted to frustrate French naval support to their land forces operating against British allies, the Austrians.

William James in his Naval History of Great Britain Vol I picks up the account of this specific action that took place between the two fleets operating bases of Port Mahon in Minorca for the British and Toulon for the French.


In the month of June Admiral Hotham, while cruising with the British fleet off the Island of Minorca, received intelligence that the French fleet was at sea. To ascertain the fact, the admiral, on the evening of the 23rd, detached the 28-gun frigate Dido, Captain George Henry Towry, and 12-pounder 32-gun frigate Lowestoffe, Captain Robert Gambier Middleton, to reconnoitre the road of Toulon. 


On the 24th, at 4 a.m., latitude 41° 8' north, longitude 5° 30' east, these frigates, standing close hauled on the larboard tack, with the wind at north-north-west, descried approaching them, nearly ahead, the French 40-gun frigate Minerve, Captain Perrée, and 36-gun frigate Artémise, Captain Charbonnier, which frigates, by a singular coincidence, had been ordered by the French admiral to proceed off Minorca, and ascertain the truth of a rumour that the British fleet was at sea.


The action on the 24th June 1795, would see the Minerve and the Artémise engage the frigates HMS Dido and HMS Lowestoffe, resulting in the Minerve surrendering to the British, and her consort Artémise escaping having fled, with the former later commissioned into the Royal Navy as HMS Minerve.
 

The set up for this little fight is recounted in James' history, and the scenario picks up from where the two French ships who had originally run from the encounter, hauled up to await their pursuers, seemingly having observed their inferiority to themselves and confident of a positive outcome in their favour.

Captain Perrée and the 40-gun Minerve leads her consort Artémise with the British seen on the starboard bow.

Thus the British have the wind gauge with both forces on a course to intercept one another and bring on the fight.

Likewise the British are set up in line ahead and at quarters 

For these smaller fights I prefer to use the order cards for each model as well as the standard chit draw mechanism in KMH, that requires individual commanders and their respective models to have course orders issued prior to the activation chits being drawn.
  
The KMH system of issuing an order for the model to travel straight, turn to starboard or larboard or tack, with a face down card only being revealed when a model is activated to move.

This simple system of issuing an order for the model with a face down card directing it to travel straight, turn to starboard or larboard or tack, commits the player to that move without knowing what the opposition has ordered, coupled with the move sequence governed by the chit draw adding yet more uncertainty.

The opposing squadrons, with the French still in line ahead, but with the British now acting independently have moved into gun range and have opened fire. Note the order card for Lowestoffe, the rear most British ship is still face down, she not having moved yet but having fired her bow chasers.

Thus the players find themselves forced to anticipate what an enemy commander will do in the next turn, not knowing who will move first, who will fire first or indeed how far a vessel will travel in a given turn, but instead only having a vague idea of the possibilities to work with, very much like their historical counterparts would have had to contend with during a real sea fight.

The Dido furthest left has managed to position herself outside the arc of fire of the Minerve, leaving the latter to open her account with an extreme-range broadside against the Lowestoffe's rigging, which has returned the salute with her bow chasers.

With the players briefed on the historical setup but not the outcome, the two squadrons contented themselves to spending the first couple of moves moving in line ahead, with the lead ship dictating the course and her consort simply following and maintaining station.

The next turn and Minerve has managed to cross the 'T', now engaging the Dido with a medium-range broadside to her hull and getting a similar salute from Dido's bowchasers.

However on turn three the lead British frigate Dido signalled Lowestoffe to act independently and course orders were issued by the respective players with no coordination permitted between them until they reformed. This happened to correspond with the Lowestoffe coming into the arc of fire from Minerve at extreme range and the Frenchman opted to open a broadside against the enemy frigates rigging, bringing down several spars in the process, prompting return fire from the British bow chasers that missed.

The British have still to move as indicated by their orders cards face down by the models

In the next turn, about twenty minutes into the action, the Minerve managed to cross the bows of the Dido, at medium range this time opting to put round shot in the enemy's hull, again prompting a response from the enemy bow chasers and suffering slight damage in return, with the French opting to stay in line ahead as the British approached bow on.

With Dido now within range to pass between the two French frigates the next turn would be critical as to who got the drop on the other, namely would the Minerve open fire again before the Dido had moved and then move away from a possible stern rake or would the Dido do just that by placing her broadsides against both French frigates in the gap that loomed ahead?

Captain Towry takes full advantage of the fortunes of war to stern rake Minerve at short range 

Britannia would not be denied and Captain Towry took full advantage of the opportunity as his 'move' chit came out before that of the Minerve to reveal his orders to move straight ahead, soon followed by his 'fire' chit which found the British frigate squarely across the Minerve's stern gallery in a perfect position for a stern rake duly delivered at short range, leaving the French man on a strike test to go with the damage done to his hull. 

Artémise fires of her starboard battery of guns against the fast approaching Lowestoffe causing a small fire to go with the damage inflicted.

Meanwhile the Artémise following in her wake made a ineffectual attempt to support Minerve by firing her bow chasers against the Dido, but made much better use of her starboard battery of guns as she loosed off a medium range barrage against the fast approaching Lowestoffe that caused a small fire on board the British frigate.

The game was producing swings of fortune in each turn as each side strove to get into a commanding position and pull the fight in their direction, with the larger French ships relying on their greater size and ability to soak up punishment to outweigh the better fighting attributes but less sturdy British opponents.

The Minerve is adrift, top left, having struck last turn and the Lowestoffe, closest to camera, has just fired a point blank broadside into the larboard quarter of the Artémise knocking out all the remaining guns on that side and bringing down the Frenchman's mainmast with a devastating critical hit result

The next turn, with our battle closing in on an hour of hard fighting, provided the first indication of who would get command of the situation as the Minerve looking to continue the fight but required to check her morale after being stern raked by HMS Dido faced a 'strike test' chit early in the move.

The damage had been chastening but not overwhelming and the Minerve with her large crew and hull still had a positive morale rating of 75%, meaning any die score at or below that number would keep her in the fight, that was until the dice settled at the bottom of the tower to reveal a score of 77% and thus she hauled down her colours to await a British boarding party.

Captain Charbonnier and the Artémise are assailed from both sides as the Minerve having struck drifts close by impotently. 

Captain Charbonnier aboard Artémise was stunned to see his comrade haul down his colours and, making preparation to abandon the fight and attempt to flee the table, was assailed from two directions as the Dido grazed his starboard bow and fouled his ship, and the Lowestoffe, having extinguished her fire poured in a devastating broadside at point blank range on her larboard quarter knocking out her remaining larboard guns and bringing down her mainmast in the process.

The resulting boarding action initiated by Charbonnier seemed to be the right response as his crew narrowly won the first attempt to get over the bulwarks of the Dido and take the fight to the British, but in the next two rounds of combat they were driven back by the Dido's and on to their own lower deck as the Lowestoffe kept up a remorseless barrage on her defenceless larboard side in support of the melee that had its inevitable result as the Artémise hauled down her colours with her morale rating reduced to a mere 25% of its original rating.

My two new Turner Miniatures 3D printed French 40-gun frigates Virginie (right) and Coquille (left).
JJ's Wargames - French 40-gun Frigate Virginie
JJ's Wargames - French 40-gun Frigate La Coquille
The next time I run this scenario I aim to do it with more appropriate models.

This scenario produced the game I had hoped for with two evenly matched sides pitching the larger or equal French frigates against two similar or smaller but better quality opponents and giving me the opportunity to run out my two new Turner Miniatures 3D printed French 40-gun frigates Virginie and Coquille for the first time, but sadly with the Coquille and my two British imposters, as I am still to build my new 32 and 28 gun British opponents and a French 32 in post 1794 colours which are in the shipyard as I type.

All the models are kitted out with Warlord Games, Black Seas boats, masts, sails and in some cases figureheads.

Capture of La Minerve by Thomas Whitcombe

Thanks to Ian, Gavin and Paul for producing a very entertaining and well played game, with bags of drama and laughs, and with Gavin and Paul new to the club and to Kiss Me, Hardy.

JJ