Saturday, 18 April 2026

Action In The Gulf Of Riga

One thing I've wanted to try with Trpedoes & Tides is a fight between large vessels. Obviously within the scope of the game, large is a relative term (Indeed it's relative to motor launches and gunboats for game purposes). And their stats don't have as much granularity as the smaller vessels. If something's big it's pretty much dangerous and difficult to damage.

Still, his afternoon I gave it a try. I adapted another scenario from 'Clear The Coast, this one being set in the Gulf Of Riga in November 1944.  The Germans are evacuating troops from a peninsula to the north of the Gulf, and have sent in a patrol to sweep for Russian vessels looking to disrupt the evacuation. They come across three Russian gunboats.

Here are the forces.

The Germans have two minesweepers (I used the M1935 stats) and two Verposteboot (I used the Medium Verpostenboot with the 88mm gun for each). 

The Russians have three gunboats. These gunboats were converted from German dredgers and are listed as Moskva class in the rules. In the scenario in CtC they have a different class name, but are still converted dredgers, so I assumed that they were the same. One is armed with three 76mm guns, whilst the other two have two 130mm guns. For game purposes I classed them as the same. 


I changed the stats in the rules slightly to allow for the gunboats' forward armament and the fact that they seem to be very slow indeed (dredgers aren't built for speed, after all):

Q3 C4 - Slow, Large, Large Calibre, Secondary Armament C2, Unarmed (Stern)

Here they are, since the models are new. 


I used the following setup The board is 60cm x 90cm for 50/80/120mm sticks. The long edges are north and south. There is no moon and there are two patches of mist, each places 1D3 medium sticks from the centre of the board in a random direction.  

The Germans are set up in a line heading east with the minesweepers at the front and with 1 x M between each vessel. The stern of the rear vessel is against the west edge, 1 x L from the southern edge. 

The Russians are also in a line, heading west, with 1 x M between each vessel. The rear of the line is against the east edge, 1 x L from the northern edge.

Roll for initiative to see who moves first.

I didn't work out any VPs. In the original scenario it's a straight fight, but I like the idea that the Russians are looking to get past the Germans and get off the western edge to harass German evacuation efforts. However they should have to sink or batter a couple of German vessels before they can score for this. The Germans are just looking to sink the Russian gunboats or drive them off. 

Any vessel can leave the northern edge. However it leads to the Sorve Peninsula, so is risky. Any vessel leaving that edge rolls a D6, subtracting 1 if it has taken damage and subtracting a further 1 if it is battered. On a 1 the vessel runs aground and is lost. 

The Germans can leave the western or southern edge safely. Any German vessel leaving the east edge is lost. The Russians can leave via any edge, but see above for the northern edge. 

Here's the game a couple of turns in, with the Germans bottom-left and the Russians top-right. Nothing is close enough to be spotted yet.


The Volga spotted a minesweeper and opened fire, missing.


The Germans were slow to react and the Bureya now came up out of teh darkness. Its fire hit the bridge of the lead minesweeper. 


All ships were now revealed. To the left the two Verpostenboots were moving to engage the Zeya. One fired a starshell to give the other a better shot. Meanwhile the two minesweepers engaged the Bureya


The Germans made good use of starshells to illuminate the Russians, and managed to score hits on all three gunboats. Volga was soon battered ... 


... whilst Bureya was sunk!


The minesweepers (right) began to turn back into the action. 


Volga was heading out of the fight now, but not quickly. One of the Verpostenboots stayed closing, looking for a chance to finish it off. But the Zeya got in some accurate fire that took out some of the German vessels gun positions, reducing its fire. 


The Volga continued its attempt to escape as the Germans closed in on it. 


A minesweeper sunk it. 


The Zeya had disappeared into the darkness so could revert to a blind. In game terms this means it can move faster, and it quickly homed in on the German's battered V-boat. 


Looming out of the darkness its first shot finished off the German vessel. The V-boats are not large, so are more vulnerable to the Large Calibre guns of the Russians, and can be affected by regular firing as well. 


Out of sight of the Germans the Zeya reverted to a blind again. But the undamaged minesweeper was coming up through the fog. 


It closed in quickly on the Russian vessel in the darkness , revealing it but receiving a damaging shot in return. 


The Russian vessel was badly damaged by this stage, but kept up a steady fire on the minesweeper, damaging it again. 


The minesweeper managed a hit in return, battering the Russian gunboat. 


But its own damaged caused it to collide with the wreckage of the sunk V-boat, putting it out of the fight.


However despite command issues caused by its damaged bridge the other minesweeper was now back in the fight, and its shooting finished off the Zeya


So the Russians lost all three gunboats, whilst the Germans lost a single V-boat and had a minesweeper disabled by a collision with wreckage. All in all a fairly convincing German win. 

After a slow start the Germans got in some really good shots early on, which damaged teh Russians beyond the point of recovery. After that it was really about the Russians trying to stretch out the fight on teh hope the damaged Germans would do something bad. Which they did. But it wasn't enough. To be fair, in their eagerness to turn back into the fight the Germans came close to a couple of friendly collisions, avoided only by a careful choice as to which vessel to move first, and through not failing activation rolls. 

Still, I don't think that the balance is too off. If I feel the Russians are hard done by I may upgrade their vessels from Slow to Short, to give them more flexible movement. I'll certainly be playing this one again. 

Friday, 17 April 2026

Back To Frostgrave

We played a four-plyer game of Frostgrave yesterday, using our Diet Frostgrave rules. These are designed to give a quicker game with four players: each warband is limited to a wizard and an apprentice and four soldiers, and there are only two phases to a player turn - Wizard Phase and Everyone Else. I think the GP costings of the warband are reduced as well but I've not read the rules so I'm not sure exactly what the changes are there. 

Anyway, Ed set up a lovely section of city for us to explore. There were four items of treasure up for grabs, and wizards and apprentices could gain wisdom by drinking from the fountain in the centre of the board as well. Drinking was OK. Falling in wasn't. Falling in was Very Bad. 


I ran a similar warband to my first game last year. I had an illusionist, Fabulina, with her new apprentice (the previous one died), an archer and a couple of kobold thieves. Instead of an armoured swordsman I opted for a barbarian. Here's Fabulina.


And here she is with the barbarian and one of the thieves wandering through the city. 


I'm not sure what Ed was using but his group covered their flanks with magically generated walls. 


My apprentice and the archer took up positions atop a building (left), whilst Fabulina and the barbarian headed for the fountain. A kobold thief had already grabbed a treasure chest and was dragging it back to the start line. 


When you grab treasure in Frostgrave it can cause wandering monsters to appear. They appear randomly, which is why a ghoul popped up right on my kobold's escape route.


Fabulina cast her trademark Transpose spell, swapping the positions of the ghoul and the kobold. THis allowed the barbarian to charge in.


The ghoul killed the barbarian, leaving Fabulina in close proximity to an angry ghoul. 


However Caesar had an archer on a nearby building so a quick transpose put Fabulina on the building and the archer in the path of the ghoul. 


However the swift archer ran off, and the nearest treat the ghoul could see was my apprentice atop a building. An apprentice who was very surprised to see a ghoul clamber over the edge and attack him. 


So another transpose swapped the archer with the apprentice. 


The archer killed the ghoul. 

Meanwhile my kobold had got the treasure off the table. 


At this stage I decided that it was unlikely that I was going to get a drink from the fountain, since there were a lot of people around it intent on killing each other and anyone else who appeared. However Fabulina did magically push one of Caesar's soldiers into the fountain. A well that is clearly marked 'Do Not Fall Into This Fountain As Exposure Will Cause Weird Magical Death'. The soldier suffered the advertised Weird Magical Death. 


Anyway, things wound down after that, and the survivors of each warband headed home. A few peripheral incidents though ...

My archer lost his bow to a decay spell. So he headed across the rooftops towards Ed's archer intent on taking his bow. He won it after a brutal knife-fight atop a rickety ladder. 


Ed's warband was seriously mauled by a wild dog that turned up close by. 


And my apprentice sneaked back for a quick drink from the fountain and was shot in the back by Caesar's much transposed archer. 


Anyway it appears that future games are going to be part of a linked campaign, so we tested for all kinds of post-game stuff. I got a decent experience total from casting spells, but missed out of the big points from the fountain. I picked up a few coins from the treasure and some robes that will protect someone from arrows. So that was nice. It also turns out that my dead barbarian and dead apprentice were just mostly dead, and a quick miracle sorted them out ready for the next adventure. 

Everyone else got money and nice toys as well. 

Sunday, 12 April 2026

U-Boats Off Messina

Based on a recommendation in the 'Torpedoes & Tides' rules I picked up a copy of Pat Hreachmack's 'Clear The Coast', which is a collection of over 30 WW2 small ship action scenarios, many of which are adaptable as scenarios for T&T. At our club the other weeks we'd been discussing how submarines might fit into the game. Given the small time-scale of the actions the answer is really 'they mostly wouldn't', but one of the scenarios in 'Clear The Coast' features them, and I thought I'd have a go at adapting it.

Of course the first thing I needed was a couple of submarines. Theses were made in a hurry, and I want to redo them at some stage although you all know that I will probably never get around to it. 

So it's the night of 12/13th July 1943, and two U-boats are slipping through the Straits of Messina between Sicily and Italy, heading south. They are on the surface, but once they clear the narrows they can submerge.


But with Germans ships slipping through the straits on a regular basis, the British are waiting for possible targets. Three Vosper MTBs are lurking in the darkness.


OK, here's the scenario.

British - three Vosper 73' MTBs. These are MTB 81, MTB 77 and MTB 84 (see rules for stats)
German - Two U-boats (U 375, U 561). I'll post their stats below.

All crews on both sides are Q3.

The board is 60cm x 80cm (if using 50/80/120mm sticks). Short edges are North and South. The east edge is coast. Aside from that there is no terrain or mines. There is a partial moon to the South*.

All vessels start on blinds.

U-561 starts with its rear edge against the northern edge of the board, 1D3 x L from the East edge. U-375 is 1 x M directly in front of it.

One British MTB starts 1D3 x L from the western edge and 1D3 x L from the eastern edge facing West. The other boats are placed each side of it facing West and 1xS away (so they are in line-abreast).

Roll for initiative.

And that's it. I haven't worked out VPs for it, but obviously the British are trying to sink one or both U-boats, whilst the Germans are trying to get them both off the South edge with no, or minimal, damage. The British mustn't lose any boats. The Germans can only exit via the North or South edges, whilst the British can exit from the North, South or West. However if a boat exists the West edge roll a D6. If it scores equal to or less than the number of hits the boat has taken, then the boat is considered lost to Axis shore defences. Anything hitting the East edge runs aground and is lost. 

Here's how it ended up for me, with the U-Boats heading straight for the British boats. The British got the initiative.


Their line swung around to investigate the contacts, and immediately spotted U-375. 


U-375 fired a starshell at the British blinds ...


... and this enabled U-561 to spot and fire at one of the British boats (MTB 413 in this scenario. My boats have fixed labels and I wasn't changing them). The shot, from an 88mm deck-gun, came close but not close enough. 


MTB 413 swung around and fired torpedoes at the lead U-Boat, but missed.

(After playing my campaign it was exciting to have 73' boats with four torpedoes!)


Distinctly unorchestral manuevers in the dark, as everyone's activation rolls failed dismally.


U-561 fired again, and a shell smashed the bridge of MTB 430. 


The U-boats began to head south as fast as they could go. MTB 413 lined up another shot. It was at the stern of U-375, but at least the target was silhouetted against the moon. That was enough. BOOM! The U-boat began to sink, and not voluntarily. 


MTB 413 now had no torpedoes left but closed with U-561 looking to supress the gun-crews and make it easier for the other two British boats to make their torpedo attacks. MTB 430 was suffering obvious difficulties from its damage, but MTB 414 was now coming up after having lost contact with the action earlier. 


Another near miss as U-561 kept up a steady fire. 


However fire from MTB 430 caused the German crew to dive for cover. MTB 414 made its approach. But the German crews were still fighting hard, and managed to score a hit on the approaching MTB. The British boat caught fire. 


As the fire reached the bridge the captain ordered the torpedoes fired. Through the smoke and flames they were overjoyed to see the second U-boat heel over and start to sink.


So both U-boats were sunk. The British suffered bridge hits and light damage on two boats, with one of them also having fire damage as well. Overall it was a pretty successful attack for the MTBs though.

Here's the stats I used for the U-Boats:

Q3 C3 - Short, Large, Over-Gunned, Large Calibre, Unarmed (Stern), Secondary Armament (C1)

These are boats with a 88mm gun on the front deck. In fact around July 1943 these were being removed in favour of more AA-guns abaft the conning tower. The original scenario states that it's not clear if either of the German boats had had this refit. The author suggests maybe rolling a 50/50 chance for each boat. With the refit the stats would be:

Q3 C3 - Short, Large, Under-Gunned

Note: In theory a sub should also have the Torpedoes trait, but within the context of any scenarios likely to feature one I think they're probably irrelevant. Add them as you wish. 

So what happened historically? The two sides discovered each other when U-375 almost collided with MTB 81. MTB 81 realised there were two German boats present and got in a torpedo shot at he second, U-561, sinking it. The other two MTB chased after U-375. One had a torpedo misfire and the other simply missed. U-375 submerged and escaped.

*The scenario says a partial moon, but doesn't specify the direction. I used THIS SITE to determine its direction. 

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