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.