From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Stringbags vs Bismarck - a Fletcher-Pratt Game

[Pre-Cabinette Archives c.2017.]

Again, a bit of ill-health has killed my painting mojo, meaning that topping up the Old-School 25mm Ancients has temporarily come to a halt.  So, taking a leaf from last time I thought I'd knock up a quick post on the next fight in the Bismarck campaign; Ark Royal's strike.  


Unfortunately for this game I was captaining Bismarck and forgot to take photos so I only have a few small thumbnail images that one of the Swordfish players took on their phone.  

As I didn't like the rules for aircraft in Fletcher-Pratt (F-P) I made up my own.  First was the Swordfish movement, the options being shown in the grey box at the top of the play-sheet.

The planes move three times each turn and write their orders by drawing three arrows picked from the options at the top of the sheet.  Essentially, each move segment is a straight line of about 15" (NB: scale is ½" per knot) using one of the arrows with an optional 90° turn to left or right at the beginning, or end, of the move.   This was done to stop the aircraft outmanoeuvring Bismarck too easily.  I made cardboard templates for these move segments to speed play.

The torpedoes were played as per F-P, as was Bismarck except its movement (in only two segments) and its anti-aircraft fire.  For the latter I pinched the approach used in Wings of War as follows:
1). At the beginning of each Swordfish move segment, Bismarck places a number of small flak bursts, about 2" in diameter for its smaller calibre rapid firing guns.  If any Swordfish ends its move with its base overlapping a burst it tests for damage.
2). Bismarck also places a number of much larger, heavier, flak bursts, about 5" in diameter, that remain in place for all three Swordfish move segments but are only active in the second two segments.

So, with these simple rules in place the game cracked on at quite a good pace.  At first, I found avoiding the torpedoes, which were not much faster than Bismarck, quite easy to avoid and no doubt started to get a bit cocky.


But then I got confused about how my own move sequence worked and thought I could quickly cut across the path of some incoming torpedoes.  This was a catastrophic mistake!


What was more, the torpedo struck the stern while I was turning to port.


A quick die roll was called for to test for damage, and the result?  You guessed it, the rudder jammed - just like the real thing.  So, for the rest of the campaign Bismarck would have to perform a port turn at the start of its move and another free turn at the mid-way point.      

And, to rub it in, only one Swordfish got damaged; none were shot down.

So, the next action will be Vian's night attack with the Destroyers, HMS Cossack, Sikh, Zulu and Maori, and the ORP Piorun (Polish).

4 comments:

  1. Sounds like your game worked ok, should try it against HMS Sheffield!

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  2. Would be interesting to see how many hits, in the absence of any AAA, they could achieve. One could introduce a very low chance of one of the torpedoes actually working as intended.
    Unfortunately no one makes a 1:1200 kit of the Sheffield; Airfix made a 1:600 HMS Belfast, if only they had reproduced all their 1:600 warships in 1:1200.
    That would've avoided me having to kit-bash to make a Rodney for the final encounter in this mini-campaign. It would also have provided a Graf Spee, Scharnhorst and a Narvik class destroyer, plus Warspite, Repulse, Manxman, Campbeltown and Hotspur.

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  3. Seems like a simple and fun system but even the best captains can make a mistake!

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    Replies
    1. Thanks, I guess that qualifies me as one of the best captains?

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