WWII Convoy Scenario
Last Post 07 Oct 2008 05:23 AM by Fire Power Dan. 5 Replies.
AddThis - Bookmarking and Sharing ButtonPrinter Friendly
Sort:
PrevPrevNextNext
You are not authorized to post a reply.
AuthorMessages
JustinScottUser is Offline
Founder
Rear Admiral (RADM)
Rear Admiral (RADM)
Send Private Message
Posts:2176
Avatar

--
26 Feb 2007 03:47 PM
(I know I'm simplifying history, deal with it)

During WWII the Allied forces fought to keep the shipping lanes open, while the Axis fought to strangle it.

Setup:

Allied
Warship count: Twice the count of Axis Warships & 1/2 the count of Allied Merchant ships
Merchant ship count: Twice the count of Allied Warships

Axis
Warship count: 1/2 the count of Allied Warships
Merchant ship count: None, or 1-2 raiders that look like the allied merchants...

Rules:

All Allied Merchant ships are to be in the water, circling the pond at all time.


Axis objective:
All Allied merchant ships sunk within predetermined (quick) time table.
At least 1 operational warship, to "defend the motherland".

Allied objectives:
At least 1 merchant ship still operational after predetermined (quick) time table.
At least 1 operational warship, to "protect the queen".

Cheers,
jks
DKM Tirpitz
JohnmCA72User is Offline
Commander
Commander
Send Private Message
Posts:701
Avatar

--
26 Feb 2007 06:30 PM
quote:
Originally posted by JustinScott

(I know I'm simplifying history, deal with it)

During WWII the Allied forces fought to keep the shipping lanes open, while the Axis fought to strangle it.


Good general premise to start with!
quote:

Setup:

Allied
Warship count: Twice the count of Axis Warships & 1/2 the count of Allied Merchant ships
Merchant ship count: Twice the count of Allied Warships

Axis
Warship count: 1/2 the count of Allied Warships
Merchant ship count: None, or 1-2 raiders that look like the allied merchants...


In reality, you're probably going to have to go with whatever shows up on battle day. The 2:1 ratio of Allied:Axis may or may not be what you actually get, but that really isn't all that important. If the teams have advanced notice of the scenario, they can plan & make sure they get enough ships. If not, it's their own fault & they have to deal with it, just like 1:1 navies.
quote:

Rules:

All Allied Merchant ships are to be in the water, circling the pond at all time.
[\quote]
You really should provide something for the cargo ships' captains to do, besides just be bearing fodder. They need a way to win, not just be targets.

What some groups do is set out buoys at either end of the pond. Cargo ships must go once around each buoy to register one "run". Scoring is based on the total number of cargo runs completed.

What I like to do is set up 2 or more ports. Ports are simply areas defined by floating booms, large enough for a few ships to get inside & maybe turn around, with at least 1 gap to get in & out. No shooting is allowed into, out of, or within the port areas, making them safe havens. Cargo ships in port are safe, but aren't earning their keep, which is their incentive to move into harm's way. Objective of those running the cargo ships is to get some number of transits completed, or some amount of gross tonnage "delivered". I like the "tonnage delivered" option best because it gives the most flexibility of how to achieve.
[quote]
Axis objective:
All Allied merchant ships sunk within 10 minutes.
At least 1 operational warship, to "defend the motherland".

Allied objectives:
At least 1 merchant ship still operational after 10 minutes.
At least 1 operational warship, to "protect the queen".


That's not very much time. The armed ships are basically going to get only 1 shot, if that. I like battles that run all day!

JM
Kotori87User is Offline
Rear Admiral (RADM)
Rear Admiral (RADM)
Send Private Message
Posts:2279
Avatar

--
26 Feb 2007 07:01 PM
Justin, 10 minutes is not much time, especially in the Big Gun format. There are some ships that, no matter how much you beat them up, will not sink in a 15-minute sortie, and even among the ships that can be sunk it usually takes most of the sortie to sink. something like what you're suggesting would best be done in a 20 or thirty minute sortie, or continue until either all merchants are sunk or they complete a set number of laps without a time limit.
There are 101 different types of people: those who understand binary, those who don't, and those who just can't count...
JustinScottUser is Offline
Founder
Rear Admiral (RADM)
Rear Admiral (RADM)
Send Private Message
Posts:2176
Avatar

--
26 Feb 2007 08:43 PM
OK... I was more interested in the rest of the scenario; the concept was really to give it a truncated timetable. I modified it to those ends.
Cheers,
jks
DKM Tirpitz
Kotori87User is Offline
Rear Admiral (RADM)
Rear Admiral (RADM)
Send Private Message
Posts:2279
Avatar

--
26 Feb 2007 11:00 PM
A slight variation on that idea, which would be very interesting with my club's current fleet disposition, is battleships and transports vs all others. If even a single transport completes 3 laps around the convoy course (about 15 minutes of straight sailing) then Team Battleship wins, otherwise Team Everyone Else wins. Battle continues until all transports are safe or sunk.

Since the majority of active battleships in the WWCC are Allied (or French) and the majority of active other ships are Axis (or Italian) then it isn't changing history too much, and makes for a wide range of tactics and strategies to employ. It also fits fairly well into the WWCC's sortie-based battling style, so we can try that for one sortie and do regular sorties the rest of the day.
There are 101 different types of people: those who understand binary, those who don't, and those who just can't count...
Fire Power DanUser is Offline
Lieutenant
Lieutenant
Send Private Message
Posts:345
Avatar

--
07 Oct 2008 05:23 AM
There is a new group in Arizona that is just making destroyers,subs,and convoy vessels for next year. I will keep you posted on how this turns out.
You are not authorized to post a reply.

Active Forums 4.1
You must be logged in to use this module.