Home Forums General Blogs New blog post after some time off

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  • #151558
    Brian Weathersby
    Participant

    There’s a new post up on my blog. It’s been worked on since October, but has a couple of different topics in it. Fishing trawlers and Falklands ships, with a promise of more sailing ships in the near future.

    https://mymodelsailingships.blogspot.com

    I'm lucky to be here
    With someone I like
    Who maketh my spirit to shine
    --Warren Zevon

    #151602
    Andrew Beasley
    Participant

    Interesting read.

    Having been born in Grimsby (well technically Cleethorpes as that was where the nursing home for the area was), the cod wars had a large impact on family and adult friends in the area (I was 11 at the start of the 2nd war) despite a lot of Grimsby families preferring haddock and the fishing fleet having in-shore ships rather than deep sea trawlers support was to ‘our men and boats’.

    Oddly, the north / south split across the Humber fleets went as far as the local language and cod ‘ead was a local insult (often referring the ‘Ull folk whose accent drops their ‘Hs’ a lot) referring to cod being a bottom feeding fish so it gets all the sh*t to eat compared to higher swimming haddock.

    Small ship games have been a passing interest over the years (since buying a copy of MTB when it came out) but I wonder how the navy ‘size and power’ vs armed trawlers and patrol boats give an interesting game?

     

    #151640
    Brian Weathersby
    Participant

    The quickest answer to your question is that the RN is not able to use much of their power.  There is no actual shooting at each other.

    Longer answer:

    A one-off game lasts 20 turns, and will have a mixture of ships on the board.  Usually, it is several trawlers, being protected by RN ships or (more often) auxiliaries such as tugboats or workboats.  The trawlers are gaining victory points by fishing.  When the Icelandic Coast Guard (ICG) arrives, the British player has to decide if he wants to continue fishing, or start pulling in his nets, which takes several turns.  The ICG attempts to cut the trawl lines and if successful, the British player loses all VP from that trawler.    The RN/auxiliary ships try to protect the trawlers by keeping the ICG away, which can range from simply herding them, or even ramming them to try and keep them away.  You can also use trawlers to try and ram if they lose their nets.  However, if you damage an opponent’s ship so severely that it sinks, then you lose.  As the British player, you must gain at least 20 VP to win in a one-off game.  There’s also a campaign where you have a limited number of ships as either the RN/ICG, so you have to pick your battles wisely.

    Sometimes, you get lucky in a campaign as the ICG and find trawlers with no escort.  Alternately, you as the British might assign trawlers to a fishing area where there are no ICG.  In either of those cases, you automatically earn VP (in this case, Campaign Points or CP but same idea) so there’s no need for a bunch of useless scenarios.  There are even rules for using aircraft.  If you have a scenario during the campaign in an area where you have an aircraft, then your VP are doubled, due to publicity.  Alternately, you could use the aircraft for reconnaissance instead, and have an advantage in setting up your forces for a campaign scenario.  After 20 campaign turns, it’s over and the player with the highest number of CP wins the campaign.

    I don’t think that either of those answers really gives you the full game experience, but now you at least have an idea.  Right now the rules are going for $13.91 US on Wargame Vault, or 10 Pounds.

    I'm lucky to be here
    With someone I like
    Who maketh my spirit to shine
    --Warren Zevon

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