For our regular Wednesday evening game Mrs Kobold and I played Torpedoes & Tides. I wanted to try one of the new scenarios in the book, and she was happy to give it a go because it features the naturalist Peter Scott.
It's an action from 1943 in which two steam gunboats from Scott's flotilla encountered a couple of German S-boats . In order to play it I had to make a couple of steam gunboats. So here's HMS Grey Owl and HMS Grey Wolf.
Thursday, 26 March 2026
Grey Christmas
Monday, 23 March 2026
Torpedoes & Tides - Encounter
I'm running a game of Torpedoes & Tides on Thursday, so I thought I'd better refamiliarise myself with the rules.
I set up the basic encounter scenario from the rules in which three British MGBs take on two German S-Boats. The S-Boats are faster and tougher, but the British have an edge in quality and are smaller.
As every the two forces approached each other in the darkness under the cover of blinds.
This was a fast and furious action. It was pretty much decided by the first few shots, with the British rolling a string of sixes to inflict useful damage on the Germans. German shots were nullified by the British boats being smaller targets.
The Germans lost one boat damaged and fled, and one sunk. All of the British boats had taken light damage, and one fled the action.
Friday, 20 March 2026
Mockern 1813
Last night we played a game of Valour & Fortitude, which I am assured was an action at Mockern in 1813, part of the Battle of Leipzig. This was a rehearsal for a slightly larger game that some members of the club are putting on next weekend. Ralph adjudicated, Caesar and Dave took the small French defending force and Peter, Stuart and I handles the Prussian attackers.
The actual game will have a wider table and a few more battalions in play, as well as more objectives, forcing the French to make decisions about how much to defend.
Wednesday, 18 March 2026
Torpedoes & Tides Has Been Released!
Regular readers of this blog will know that last year I was involved in playtesting a WW2 coastal forces game called Torpedoes & Tides. Written by Thomas Brandstetter, they started out as a three-page set of variant rules for Galleys & Galleons, but quickly grew into their own thing. Late last year Ganesha Games offered to publish them, and they've now been released.
Obviously I'm going to give them a big thumbs up because I helped playtest them and contributed a few ideas to the rules as well. The game does a nice job of translating the G&G mechanisms to WW2 coastal forces, and the rules give fast fun actions that are not overly burdened with technical details or onerous bookkeeping. They emphasis the chaos and confusion of fast-moving fights in limited visibility.
Aside from the rules, which cover all the basics as well as fun stuff like rockets and minefields, the book has four generic scenarios covering the types of missions that small craft would have engaged in, four historical scenarios based on these missions and guidlines for setting up your own missions. It also has around 150 vessel profiles for most nations that operated coastal craft and includes a narrative campaign system.
Available from:
Lulu (in a range of options)
Ganesha Games
Wargames Vault
Tuesday, 17 March 2026
Balloon Busting In 'Spandau & Lewis'
They are inspired by THIS THREAD on the Wings Of Glory Aerodrome, which whilst set up for a specific set of rules has some great bits and pieces for WW1 air gamers. Anyway, fire up your engines, put on your goggles and check that the rockets are strapped to your wings. We're going balloon busting!
Setup
Position 2-3 balloons within 12” or so of the opposite baseline. There should be about 12” between each balloon.
If the attackers are Allied and will be using Le Prieur rockets then you need to determine the facing of the balloons which is dictated by the wind. The balloons start the game facing the Allied baseline (the west, from which the prevailing wind blows). Then roll 4D6. Each roll of 1 or 2 rotates the balloons 45 degrees anticlockwise. Each 5 or 6 rotates them 45 degrees clockwise. Obviously each roll of 1 or 2 negates a roll of 5 or 6 (and vice versa).
(If the Germans are attacking and you need to know the facing of the Allied balloons then they should start facing the Allied baseline. But the Germans didn’t use rockets.)
Place 4 altitude markers next to each balloon.
Attacking Balloons
Balloons are static and can take 24 hits. They generally have two crew and count as a large target. Test for criticals as normal. Crew hits will affect the observers in the basket. Engine hits will automatically cause the balloon to catch fire.
In addition, after any attack on a balloon roll 2D6. If the hits came from a machine gun firing regular bullets take the highest score. If the hits came from Le Prieur rockets or from a machine gun firing incendiary ammunition take the lowest score. If the score of the selected dice is equal to or lower than the number of hits inflicted by the attack then the balloon catches fire.
As soon as a balloon catches fire and at the start of each subsequent firing phase roll a D6 for each balloon that is on fire. On a 4+ it explodes and is destroyed. Any plane within 2” of an exploding balloon takes a 3D6 attack, with a 6 scoring a hit.
Lowering Balloons
At the end of any turn in which a balloon has an enemy aircraft within 6", the ground-crew will try and pull it down. Roll a D6 on the table below; if the score for the year is achieved then one altitude marker is removed. When all four markers are removed then the balloon has reached the ground and can no longer be attacked. The rolls are:
1914-15 - 6
1916 - 5+
1917 - 4+
1918 - 3+
(The technology for lowering balloons progressed throughout the war, with the balloons being pulled down by hand at first, then teams of horses, then steam-engines and finally by petrol-driven winches. By the end of the war the balloon could be pulled down in minutes)
Anti-Aircraft Fire
If a plane (regardless of nationality) is within 6" of a balloon it is subject to AA fire, which takes place before regular shooting. This consists of a 2 dice attack on the aircraft, with a 6 scoring a hit. Criticals are tested as normal, but structural hits score an additional 1D6 damage. The attack is reduced to a 1 dice shot if the target is within 2” of the balloon or is a friendly aircraft.
Le Prieur Rockets
Certain Allied aircraft carry these weapons on their outer wing struts.
Rockets fire at close range only (up to 3"). They are treated as normal gunnery, and get the regular deflection modifiers for shooting into the balloon's front or rear arc. A plane has two volleys of rockets; you can fire one of them or both. The red dice for a single volley hits on a 5+, whilst that for a double volley hits on a 4+. White dice shoot with a -1.










































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