From: Allan Goodall <agoodall@a...>
Date: Fri, 28 Mar 1997 21:14:34 -0500
Subject: Age of Iridium Summary - Final Commentary - 6/6
First, if anyone would like to see maps of the battle please e-mail me and I can send them to you. I have pictures, in GIF format, for every turn of the game. BATTLE COMMENTARY One of the Tsarist players said that it was a pleasant change to see a game won more by tactics than luck, and I must concur. If anything, the Nipponese had the best luck (causing Khalkin Gol to strike with one threshold check, Shinome's improbable resistance under exceptional fire, several bad minesweeping rolls). The Tsarists didn't so much win as the Nipponese lost. The Tsarists' play wasn't what I would call brilliant. This isn't a slam; they were never put in a position where they COULD be brilliant. They were competent and made few errors, which was all that was necessary to win. I will say that the Tsarists were the best organized of any team I've ever seen in any PBEM or PBM game. They never missed a turn since their admiral had default orders for every ship. I'm not sure I'd encourage this in the future (a few players felt out of touch with the game since all they had to submit for orders was "me too") but it certainly gave the Tsarists an edge. This, more than the Tsarists' actual maneuvering, won them the game. On the other hand, the Nipponese were hurt with a poor initial setup, which was exacerbated by communication problems. This could have been fixed, but I think the Nipponese were too focused in pulling their fleet together. If you are ever looking for reasons why you don't split up your force if you can at all help it, this was it. However, in the face of this adversity I wouldn't have been surprised to see the team break up and lose interest. That wasn't the case. The Nipponese never gave up hope even when they themselves were unhappy with their own setup. I really must commend the Nipponese for never giving up and playing the battle to completion. I still think that the Nipponese might have been able to pull off a win. The turning point was on turn 4 when the Nipponese realized that the cruisers weren't going to get out of range in time. Instead of turning and running, which split the group even more, I think that they may have been better aiming the north fleet right at the Tsarists. This was potentially suicidal, but could reap HUGE benefits. Half the destroyers had pulse torpedoes, and the other half had seven C batteries. That's a lot of firepower. I think they would still have lost their cruisers, and maybe all of their destroyers, but they could probably take out one or two of the battleships on their own. With a little luck, half the Tsarist capital ships could have been destroyed or struck in that one, grand sweep. That would have gone a long way towards balancing the scenario. Any survivors would be able to fly through the other side of the minefield, where they could join up with the battleships. This is just my personal thoughts. It's also possible that they wouldn't have done any appreciable damage while losing their destroyers as well. I would unhesitatingly play a game with any of these players, and would happily include them in any game I run in the future. There was a very real feeling that the Nipponese did not play up to their potential and would like a rematch. SCENARIO COMMENTARY The purpose of the scenario was three fold. First, I wanted to run a large game that would be next to impossible to play on the tabletop. Second, I wanted to try a game that used rear facing arcs. Finally, I had an idea for a game based loosely on the Russo-Japanese war. The ship designs were less than optimal. I based them roughly on pre-dreadnought designs. The ships are long and thin. The major batteries have three firing arcs, but the other ships have either one or two arcs only. Battleships were based on A batteries as the primary weapon and C batteries as secondary. Cruisers were armed with B and C batteries, and destroyers had only C batteries. This doesn't produce the best possible ships, but it created some interesting tactical problems. These ships require more thought than, say, a fleet of three-arc A battery ships. Both sides were given only partial information on the other side's technology. The Tsarists had shield technology and submunition packs, while the Nipponese had anti-shield technology (pulse torpedoes) and enhanced sensors. This meant that the Tsarists had an edge in long range gunnery duels and the Nipponese should prefer a close-in battle. The sun never entered into the game in any real tactical sense. My original supposition for the scenario was that the Nipponese would try to hem the Tsarists in between them and the sun. This would force the Tsarists to close range or try to fly right through the Nipponese, thus nullifying their long range advantage. If they didn't close, the risked damage from solar radiation. Once through the Nipponese fleet, they would have to turn around, preferably in the middle of a minefield. I expected a short, bloody battle with the Nipponese sitting in broadside formation as the Tsarists ran directly at them. The two fleets would pass through each other in a bloody melee and the Nipponese would eventually have the sun to their rear. This would give them the advantage for removing critically damaged ships. In fact, at one point I thought that the Nipponese might be far too powerful. I would like to try this scenario again sometime, with both sides knowing what they have to expect. I would probably eliminate the reinforcements since they added nothing to the game and make the scenario too complicated. I might also give the Nipponese battleships level 1 shields. The third possibility is to eliminate the minesweepers. Finally, the minelaying cruisers didn't do much at all to the scenario, so I'd probably replace them with something more potent. PBEM COMMENTARY I made a mistake during the game. In turn three or four I accidentally gave the Nipponese turn results to the Tsarists. I asked the lurkers what I should do about this and they all agreed that I should make it up to the Nipponese. Giving them some reinforcements was the consensus. I gave them an extra ship, which was the first through the jump point. This was to compensate them for the mistake I made; in the end the ship had no effect on the battle. The other reinforcements were planned from the beginning. I used a random method, chosen by the players, for determining the composition of the reinforcing squadron and the turn they appeared (one on turn 9, the other on turn 12). Mines are a pain in e-mail games. In a tabletop game it's relatively easy to figure out which ship is first to detonate the mine and whether or not the minesweeper would get to the mine first. Since I was using an automated system for resolving movement, I had to calculate by eye the ships that would be within range of the mines during the turn. I have since come up with an algorithm that could make this calculation, so I intend to add it to my e-mail resolution program (when I write it :-) ). For PBEM purposes I assumed that every ship within range of the mine during that turn has a random chance of being hit by it, but minesweeping occurs first. This gives strange cases where a group of ships could fly through a minefield with the minesweeper at the BACK of the fleet, but it worked in the context of the game. I would probably use simultaneous fire in the future. Sequential fire works fine, but it adds a fair bit of work to the turn resolution. It also doesn't add much to the game. I prefer sequential fire in face-to-face games since it adds some tactical complexity, but in an e-mail game you have to preplot the fire order before you see movement and combat results. The extra complexity doesn't gain you much. FULL THRUST COMMENTARY I noticed a few things about Full Thrust in this game. Sensors don't seem to have much of an effect. I gave the Nipponese better sensors with the assumption that they would be able to pick off the minesweepers before the Tsarists hit the mines. In all honesty, I haven't found sensors to be of much use. Sure it's nice to know what you are up against. In most games, though, you don't get a useful scan until you are within range of the weapons anyway. Perhaps if there was a system that could hide the class of the ship and only enhanced or superior sensors could penetrate it, there would be a reason to have sensors in the first place. In retrospect, I'd probably dump the sensor rules for the next game. Rear arcs proved interesting, but probably because the ships weren't optimum designs. Broadsides were powerful, when the occurred. Interestingly, the Nipponese southern fleet swung in behind the Tsarist fleet at one point. This maneuver would have been devestating in regular Full Thrust. In this case, the Nipponese had a slight advantage. Both sides had two A batteries that they could bring to bear, but the Nipponese also had pulse torpedoes. Without artificial constraints on weapon arcs, though, rear arcs would pretty much eliminate the need for tactics. The fleet morale rules worked quite well. My flagship rule (giving each player a personal flagship that would never strike) meant that each side would always have one ship per player unless the ships were destroyed. This is quite useful in a multiplayer game. I wouldn't recommend the fleet morale rule for small engagements as it makes it too easy to eliminate a ship, but in this large fleet engagement I thought it added to the game. It might also be an idea to add it in campaign games. I might try to simplify the rules around prize crews and capturing the ships. It was kind of neat seeing a struck ship revert back to its original side. I would just like to simplify the mechanics, if that is possible. CONCLUSION Once I've got an automated e-mail resolution program, I'd like to run this scenario again. I might make it smaller, though, or at least run it with fewer players. I had 19 people sign up for the game and eventually went through each one as the game progressed. Maybe shrinking down the scenario would be helpful. It might also be possible to play the same scenario with fewer people. In closing, I enjoyed running the game and had a lot of fun. Hopefully the players did as well. I would like to thank everyone who played in the game. I greatly appreciated it.