Sunday, 25 September 2011

Signalling the fleet

I took the Kingdom fleet out for a Jolly Boy's outing against Ben's Prussian Empire this week with mixed success. On the one hand I lost, but on the other I am starting to get a handle on the game now!

Typically I forgot to take my list with me so had to cobble one together when I arrived, so I’ll give you a rundown of the force, but I’m more likely to be accurate with Ben's list!

From memory I had a Dreadnought with two shields, a battleship with one shield and 3 escorts, three cruisers with experienced engineers, 3 destroyers, 4 frigates and 2 scout rotors.

Whilst I took a pounding, at least this time I’d managed to chip through Ben's force a bit more and I think experience will help me coordinate my attacks to a better combination. One of the elements of the game that we are still struggling with is the tiny fliers, and whilst there is still a way to go with them, I think that we are finally getting a bit nearer to understanding how they should be used.

I think that the destroyers, when used correctly shall be a fantastic addition to my fleet but I think I need more than the initial 3! Their pack hunters rule together with their high torpedo attacks will mean that groups of 4 will be more beneficial as I could either use a 4 strong squadron in groups of two against two smaller targets or a single 4 strong combined attack to make the most of breaking through the concussion charges of the larger ships.

I'm still struggling with the larger flyers. I used the Scout rotors last night and whilst they were nippy, there was only one occasion where there spotter rules came in to effect, so unless I learn to get the most out of the mines that they lay, it may be prudent to go back to the heavy bombers and perhaps use both together to try and get a quicker impression of their abilities.

The dreadnought did ok. It didn’t set my world alight (nor Ben’s ships too much!) but I think like the rest of the force I’m still needing to find how best to use him.

I’m struggling the most with the cruisers – they haven’t seemed to do much other than make up points and numbers. Other ships just seem to do their job better. If anyone reading this can give me some pointers especially on these, but really with any aspect, please let me know!

I didn’t use the subs during the battle though I think that I may switch these back in next time as I’ve been having a few thought on how best to use them and so am eager to find out if I am right.

I’ve attached a few photos which Ben kindly sent and shall try and describe what is happening in each.



KoB first turn just moments after the start (hence why the scout rotors are so far on the board!)



Prussian deployment



The end of turn 1 and I think at this point i'd taken out a Prussian cruiser and in return a scout rotor had suffered some damage.


 


Turn 2 and there was only one destroyer remaining for the KoB




Turn 3 and the damage starts to mount up for both sides, though the Prussians are seeming to lead the day!

 
 

You sunk my Battleship!

 
 
 
 

The end of the battle at the end of turn 4. It seemed like days later, but was infact 4 hours after the start!

Undeniably the Prussians had the edge but it hadn't gone all their own way as i'd managed to cause a fair amount of damage (or rather I'd caused more than I thoguht that I would do!) Next time Kaiser Ben! Next time!

5 comments:

  1. I haven't managed to play yet but looking at the book the cruisers confuse me slightly - they seem to be a bit underwhelming at a wide variety of tasks. I'm looking forward to trying some out soon tho - I'll have the money on weds if you guys are coming in?

    Is the hour per turn due to complexity of the rules or just a little unfamiliarity and the normal tendency to natter rather than move or roll? :-D

    Also since we're doing new boards at the club we'll almost certainly do a Dystopian one, since you've played is there anything you guys would comment about the sort of terrain needed? Especially if there's going to be land battles as well.

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  2. i think its a bit of everything. We needed to refer quite a bit and the rules aren't always in the nice structured order GW has got us used to. I think you need to at least start at a smaller level in order to get through a game ;)

    in terms of the boards, i think that it would be best painting them as see and then having modular land be it in terms of islands or a larger land mass.

    I think that it will be important to have a reasonable amount of space between rocks etc particularly in 'sea scenary' as everything uses turning templates and we realised with ben's ships that small gaps cause problems real quick!

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  3. Battle looks good. I'm jelouse I wasn't there to join in. Looks like the FSA fleet is still licking it wounds after the last battle, but hopefully the dreadnought will soon arrive and become the new power in the waters.

    I agree that cruisers at first don't seem to do a lot. But I tend to use them to remove frigates quickly, that we have seen in our few games can really do quite a bit of damage for their size, and to take the odd point off the larger vessels, making it easier for your battle ships and drednoughts totake them out in the later game. Also their AA tends to be useful for me to take out attached flyers so that my rockets can get through.
    Not so useful for the british as they tend to use torps, and their isn't a way I know of to reduce the CC of an enemy ship.

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  4. I was talking about this with one of the guys at the club the other week, Doug, who is really into this.

    Looks like an interesting game and reasonably priced as well, which is a bonus! Love some of the models for it.

    Think I'll be taking it for a spin and may make it my next project after I finish my current FOW stuff.

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  5. Im finding the cruisers quite good to be honest, but this may largely be down to there speed; the prussian reiver class has 10" of move as opposed to 8" for the KoB or FSA. For me they are like destroyers but with enough HP to survive a respectable counter attack.

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