[FT Historical] Full Steam Playtest Report (Long)

1 posts ยท Sep 17 1998

From: Allan Goodall <agoodall@a...>

Date: Thu, 17 Sep 1998 03:02:10 GMT

Subject: [FT Historical] Full Steam Playtest Report (Long)

Hi, gang.

As some of you know, I've been writing a set of pre-dreadnought era
rules using Full Thrust as the basis. I've been interested in the period for a
while, and my order of 1/6000 scale (that's right one to six thousand!)
ships has just arrived at my local miniatures store. I found myself alone last
weekend and so I conducted a playtest of my rules. I thought you might be
interested in the playtest report.

RULES

I won't go into them here in any detail. I'll have a copy of the rules in Word
and PDF formats when I'm done (for free download, of course). If anyone is
interested in playtesting these rules, I will gladly send all that I have
written so far. If you are just interested in the rules for the sake of
curiousity, or to play at a later date, I ask that you wait until I have the
rules finalized. Please e-mail me (and NOT the list) if you want to
playtest the rules.

Unlike some other "Full Steam" attempts, I have based my rules on the FTFB
rules: 6 arcs and the new "beam" weapon symbols being the main things I took
from the Fleet Book. The other major change is that I adapted the movement
rules from General Quarters.

Most of the ships had 12" main guns and 6" secondaries, the only exception
being the Peresviet (Russian battleship) with 10" main guns. 12" guns acted as
class 6 beam batteries. That is, they roll 1 die at extreme range, and 6 dice
at close range. For the purposes of playing on a tabletop, each range band is
6", NOT 12". So, 12" guns have a range of 6/12/18/24/30/36 inches doing
6/5/4/3/2/1 dice in damage. Therefore, 10" guns have five range bands,
while 6" guns have three.

Torpedoes were fired using my own cobbled together rule. Torpedoes hit on a 6
at 4" to 6" and hit on a 5 or 6 at 3" or less. On a hit, 18" torpedoes do 3d6
damage while 14" and 15" torpedoes do 2d6.

Destroyers were lumped together in flotillas, similar to fighter squadrons in
FT. They each have one Anti-Torpedo Boat Gun per ship factor, but they
didn't come into play. The Russian ATBGs did come into play. They hit on a 6"
at 4 to 6" and a 5 or 6 at 3" or less. If they hit, they rolled a die that is
read like a beam weapon, subtracting that number of destroyers from the
flotilla.

Larger calibre guns could fire at destroyers, but each gun had to fire at one
specific destroyer (in other words, to attempt to kill 6 destroyers you needed
to fire 6 individual guns) and there were some nasty modifiers that the ATBG
ignored. Since each destroyer is considered to have one hull point, any hit
from these guns destroys one destroyer in the flotilla.

This brings me to the modifiers. I won't go into detail, but they allowed for
things like being the second or subsequent ship firing on a target, destroyer
squadron evasive manoeuvres, and coal smoke interference (not many modifiers;
just enough to give a feel for the period). They subtracted from the number
needed to hit. Normally 4 and 5 do 1 point of damage, and 6 does 2 points of
damage. With a -1 modifier, a 4 becomes a 3 (thus a miss), a 5 becomes a
4,
and a 6 becomes a 5 (doing only one point of damage). 6s still allowed
rerolls, though and the rerolls were NOT subject to these modifiers (well,
with an exception that I won't get into).

Ships were designed as historically presented. Each main and secondary gun
battery was represented. Smaller batteries were factored into ATBGs. Each ship
had 1 hull box for every 200 tons of ship, giving an average of 50 to 80 hull
boxes. This is pretty large, which I discuss more fully later. Each gun tube
rolls the number of dice as listed above. Ships lost speed as they lost rows
on the hull box part of the ship design sheet, but otherwise the threshold
rules applied. I haven't finished my critical hit rules yet, so I didn't try
any out. This made for a spartan, but easy to play game.

SCENARIO

The scenario was reasonably large. The Japanese had 5 pre-dreadnought
battleships in a line at about 50" distant to the Russian line. They comprised
one division with the ships (in order) Asahi, Mikasa, Hatsuse, Shikishima, and
Fuji (5 of her 6 battleships). Four flotillas of 6 destroyers were in support.

On the other side of the battlefield were two Russian divisions. A division of
battleships: (in order) Peresviet, Pobieda, Imperator Alexander III, Borodino,
Orel; and a division of light cruisers: Pallada, Aurora, Diana, and Novik. The
cruisers were armed with 6" guns exclusively.

As a comparison, the Battle of Tsushima---the largest battle of the
pre-dreadnought era---saw the Japanese with four battleships (all of the
above except for Hatsuse), 10 armoured cruisers, 16 protected cruisers, and
the equivalent of about 10 destroyer flotillas. The Russians had 9
battleships, 8 armoured cruisers, 7 protected cruisers, and 4 destroyer
flotillas.

The wind was diced for, and was coming from the direction of the Japanese,
giving them a slight disadvantage (as it happened, however, the Japanese
managed to maneouvre so that coal smoke wasn't an issue). The Japanese ships
proceeded directly at the Russians, with the flotillas arcing off at an angle
to the right. The Russian line proceeded straight ahead.

No damage was done for 3 turns as the ships advanced. Speeds were 7.5" per
turn for the destroyers, but the battleships were at 4.5" (except for a couple
of Russians at 4") and the cruisers travelled at 5" per turn. This allowed for
a fair amount of manoeuvre before contact.

On turn 4 the Russians hit the Asahi for 6 points of damage, while the
Japanese failed to hit the Russians (an ahistorical outcome if ever there was
one!). The Russians moved their cruiser division off at an angle, anticipating
the Japanese to try and cross the Russian "T". If successful, the cruisers
would cross the Japanese "T" from behind as both lines engage. This type of
tactic is difficult to pull off, though. Due to line-of-sight rules, if
the cruisers stuck to close the the battleships, the Japanese could force the
cruisers to screen the battleships. To prevent this, the cruisers departed the
main battle line in a long sweep around the Japanese. In fact, this was a
sound strategy but one that never quite came off. In retrospect, holding the
cruisers in behind the battleships would have allowed them to break off to cut
off the Japanese more effectively.

On the following turn, the Asahi takes more damage, a whopping 15 boxes from
accumulated hits on this turn. She's now hurting with hardly any Russian
damage to show for it. The destroyers aim at the Russian ships, taking only
minor damage from the long range guns. Evasive manoeuvres save the small but
fragile boats.

The turning point in the game came on turn 6. The Japanese angled to port
while the Russians---gambling on the Japanese' intentions---moves
straight ahead. The Japanese had crossed the Russian "T" first. The angled
turn masked the Shikishima and Fuji, preventing them from firing, but brought
the Asahi, Mikasa, and Hatsuse into broadside fire on the Russians. The
Russians had misjudged the range and figured that a turn wouldn't come until
next turn. It would be a costly error. The Asahi takes another 8 points of
damage from accumulated fire, but the lead Russian battleship, the Peresviet,
takes 29 points! In one turn the Japanese had made up for the Russians'
suprisingly good rolls.

The destroyers weren't so lucky. Small calibre guns hit them as they made
their torpedo run (preventing evasive manoeuvres) and two flotillas were sunk.
This turns out to be mostly from a poor reading of my own rules, that made the
ATBGs a little too powerful... :-) Even still, it outlines the danger of
small destroyers trying to take on a line of battleships.

Elapsed time: 2 hours, 15 min. of real time.

The Russians turn, but their curve was still at a disadvantage to the
Japanese. On the following turn, the remaining flotillas fired torpedoes. One
flotilla completely missed. The second fired 5 torpedo salvoes, hitting with
two. Imp. Alex took 19 points of damage. Broadside fire sunk the Peresviet and
put Pobeida in jeopardy. The Japanese, meanwhile, made a beautiful move that
masked the badly damaged Asahi from the Russians. However, this brought more
fire down on the Hatsuse who now had two Russian ships firing broadsides at
it.

The turning battle continued, with both fleets coming nearly parallel.
Imperator Alex. is sunk, as is Pobeida. Hatsuse was badly damaged, while
Mikasa lost a 12" turret and a couple of 6" mounts to threshold checks. The
destroyers, their tubes now empty, rush off the battlefield. No longer a
threat, they are left alone.

On turn 9, Hatsuse succumbs and starts to sink. This left a hole, exposing
Asahi. Borodino took multiple broadsides and sunk as well. The cruiser
squadron charged forward but it's arrival was too late to save the Russians.

On turn 10, Asahi sunk with combined damage from the Orel and the cruisers.
Orel is sunk by the Japanese, the Fuji being virtually untouched.

In spite of the smaller calibre guns, close range makes all the difference.
Shikishima, badly damaged by the Russian battleships, takes damage from the
three lead cruisers and sinks. The cruisers, however, are no match for the
remaining Japanese ships and try to break off the engagement.

The Aurora is sunk on turn 12. On turn 14, the Pallada falls victim to the
Mikasa. Novik leaves the board but the Diana is sunk on turn 15 by Fuji.

Game over. Winner: the Japanese, but it's a very costly victory. The Japanese
lose 3 battleships with one badly damaged, and over half their destroyers. The
Russians lose all but one, small cruiser.

Elapsed time: 4hours, 40 minutes of real time.

CONCLUSIONS

Somewhat surprisingly, the game works! It is playable and not radically
removed from history. While in a game with that much dice rolling luck is a
part of it, the game was won quite soundly by the side with the better
tactics. The Japanese would have done better, too, except that for
experimental reasons they activated the destroyer flotillas early in the turn
instead of activating a battleship. The result was an ineffectual torpedo run
(usually with the flotilla mauled) with the Russians firing a broadside back,
badly damaging the Japanese battleship.

However, there are some issues that I need to resolve:

The biggest problem was the length of time to resolve fire. This is due to the
number of dice. The largest ship, at close range, would fire 4 12" guns and 7
6" guns, for a whopping 45 dice! Half way through (time wise) I experimented
with cutting the number of dice rolled in half. For instance, at close range
6" guns get three dice each. Five individual guns would roll 5 x 3 dice, which
I halved to 7.5 dice. The half dice was diced for (roll a 4-6 to get the
actual die) but could get away with being rounded down I suppose. Batteries
with two guns would roll one die instead of two. Likewise, I cut the number of
available hull boxes in half (1 hull box representing 400 tons). It took over
2 hours to get to turn 6. Turn 7 took an hour on its own, including attacks on
the flotillas. However, turns 8 through 15---all of which involved
gunfire---took just an hour and twenty minutes.

Dividing the number of dice in half is somewhat cumbersome. It works, but not
as well as I'd like. What I'm planning on doing is flipping around the results
so that a 1 does 2 points of damage and gives a reroll, and 2 and 3 gives one
point of damage. This allows me to have turrets of two guns roll d6s and
turrets of 1 gun roll d12s! This is a bit of a compromise. The Japanese ships,
with lots of single 6" gun mounts, will still roll a lot of dice, but the
Russian ships with their 6" gun turrets with two guns per turret will resolve
fire more rapidly. And, of course, there will be fewer dice to roll when
firing 12" broadsides.

Movement was not written. On the other hand, movement wasn't simultaneous,
either. Basically I planned out the movement for each fleet, then moved the
ships accordingly. Writing orders would have slowed down the game (though
orders are generally written for the entire division) but actually moving the
ships would have been faster.

Torpedoes were a little under powered. Leaving the torpedo rules as is should
work well with the fewer hull boxes. I will also allow rerolls for torpedo
damage, allowing a good torpedo hit to sink a ship.

The 6" guns were very powerful. Too powerful, in fact, against the
battleships. Checking some sources and other rules, I have decided to half the
amount of damage done by smaller calibre guns fired at the battleships, except
at short range.

These rules actually give a nice feel for the differences in the ships. One of
the problems with General Quarters is that some of the numbers are so
abstracted that many of the ships seem to be equivalent on the game table when
there were real differences in battle. These rules show more of those
differences. However, a comparison with other rules sets shows a disparity
between them and Full Steam. Full Steam is 2 to 3 times more deadly than
General Quarters. That is, it takes two to three times as many turns to
destroy a ship in GQ as Full Steam. At the same time, General Quarters removes
guns on ships about twice as fast as Full Steam. In other words, Full Steam's
guns are much more powerful and the ships hold onto them for longer.

To account for this, I'm upping the speed of the ships slightly. This will
make a game turn in Full Steam represent 1.5 times as much "real time" as a GQ
turn. I will also give ships one hull box for every 300 tons of ship. To make
ships lose their guns more readily, I will give ships 6 rows of hull boxes,
instead of 4. This means fewer hull hits before a threshold. The ships will
tend towards floating wrecks, which is more realistic.

I still have to implement the critical hit rules. This will allow for jammed
rudders, bridge hits, and the occasional magazine explosion. This will speed
the game up and add much needed "chrome."

I need to add rules for the time it takes a ship to sink. 1D6 turns should be
sufficient. Until that time, the ship is still on the board and other ships
risk colliding with her, and she blocks line of sight. Speaking of which, I
will add rules for collisions, ramming, and running aground.

Rules need to be conjured up for crew quality. This isn't necessary for pick
up games, but IS necessary for historical games. The Japanese were far
superior to the Russians.

I hope you found this interesting. I'm still looking for playtesters if anyone
is interested.