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This topic contains 6 replies, has 3 voices, and was last updated by  Terence Harris 2 months, 3 weeks ago.

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  • #122460

    Terence Harris
    Participant

    My group played a game of Naval Command yesterday, which turned out really fun. The scenario was an island assault, Marine Nationale vs PLAN. Each fleet was 2000 points, with no ships launched after 1980, and the objective was to land more ground troops on two islands in the center of the table than the other side. The French fleet was centered around an Ouragan LPD, escorted by a Colbert CG and two Tourville FFGs, with an Agosta SS to round things out. The Chinese group was centered around two Type-72 Yukan LHAs, escorted by a Sovremenny DDG, two Type-53H FFGs, and one Type-37 Hainan.




    I thought I had the upper hand when I detected his Sovremenny fairly early, and crippled it with a spread of Exocets from my Colbert before it could get a single Sunburn off and also secured one of the objective islands with helicopter-deployed troops, but best laid plans, and all that. I still needed to kill those Yukans before they buried the other island in troops. So I clear out the blocking Hainan, dart my Super Frelons in to lock on the lead troopship…and can’t make a damage roll to save my life. SEVEN Exocets it took to send that thing down! All of them locked on, only one got shot down, I just couldn’t sink the danged thing! All the while, it and its sister ship are spewing out landing boats. In the end, it came out a draw, with each of us in possession of one island.

    This was an awesome game, with tense moments one after the other the whole time. I swear, I spent the last three turns just a die roll or two away from victory.

    #122466

    Thomaston
    Participant

    Intersting scenario. I’ve never played that rule, any review? What was your thought on it?
    How complex was it compared to Shipwreck?

    Nice miniatures where did you get the French ships? Very sharp markings.

    Tired is enough.

    #122469

    Terence Harris
    Participant

    It’s a very fun ruleset. Best thing about it is that it remembers that it’s a game, not a simulation. It gives you the feel of naval combat, but doesn’t try to drown you in details and reference charts. I’d say it’s less complex than Shipwreck, but they’re within spitting distance of each other. There are a few gaps in the rules(we had to piece together the stats for the landing craft and helicopters from various tables instead of having it in one place), but one thing this really has over Shipwreck: It actually tells you what aircraft are armed with(well, the carrier-based ones. Land-based ones are still SOL). It’s always been a pet peeve of mine when a game gives you stats for planes, and stats for weapons, but does not say which weapons said planes carry. As far as I’m concerned, any unit that requires me to pull out Jane’s or look up Wikipedia to use is not usable.

     

    The French ships are from Shapeways, specifically “Amatuer Wargame Figures”. Thank you very much on the markings, those are hand-painted!

    #122480

    Thomaston
    Participant

    Turned out I have an old version of the game. Never played it though. I think the ship stats on the website is fro a different version.

    Will you be posting more AAR?

    Tired is enough.

    #122490

    Terence Harris
    Participant

    Whenever we play more games, sure!

    #122511
    MattH
    MattH
    Participant

    Interesting looking game. I haven’t done any modern naval since the 80s, but I’ve been toying with getting back into it at some point. It’s cool that there are now several lighter rule sets available than we had back then, and I’ve got both Naval Command and Shipwreck on my radar. I’m also quite drawn to Age of Missiles which looks a bit like a slightly more sophisticated take on the old Seastrike.

    What ground scale are you using and how big a table do you need?

    #122519

    Terence Harris
    Participant

    Naval Command plays at 1cm = 1 nautical mile. We usually use a 4’x6′ table.

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