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.
Q3 C4 - Slow, Large, Large Calibre, Secondary Armament C2, Unarmed (Stern)
Here they are, since the models are new.
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.
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 Germans made good use of starshells to illuminate the Russians, and managed to score hits on all three gunboats. Volga was soon battered ...
The Russian vessel was badly damaged by this stage, but kept up a steady fire on the minesweeper, damaging it again.
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.

















































