I had my first couple of games to learn the new NIMITZ WWII naval wargaming ruleset by Sam Mustafa (Honor Games), trying out my small (57 point) French fleet again various German forces.
The French Fleet and its Opponents
This was just a learning game for me, so my opponent was not really trying to win - just give a sense of how the rules mechanics worked.
I only took these photos of my French fleet's first battle against a Kriegsmarine force consisting of the battleship Bismarck and several destroyers. Against this, I could field my own battleship, the Strasbourg, with the cruiser Jean Di Vienne and supported by five Le Hardi-class destroyers. The French battleship has all it's big gun turrets forward and all it's light guns rearward, so I always tried to manoeuvre to be pointing at the enemy. I kept everything at high-speed to make the ships difficult targets (the one time I slowed my battleship down, it took a telling hit).
The Marine Nationale got the upper hand quickly by eliminating the outnumbered German destroyers, losing one of their own in the process. The Bismarck then began its duel, surrounded by French ships. The Bismarck's armour was proof against most French weapons, and it was able to sink another destroyer and severely damage the Jean Di Vienne before both sides broke off.
The Bismarck surrounded by French ships (CinC French miniatures and 3D printed German). |
The second battle involved the French and Japanese allied together against a combined German fleet. Both sides used their destroyers recklessly as 'shell-magnets' and to get off early torpedo volleys (all agreed this was probably not the way to use destroyers). The action finished before a decisive result, but the Germans were probably winning, because although they lost all their destroyers and had at least one crippled capital ship, they had damaged several enemy and sunk two Japanese light cruisers plus some destroyers.
Rules Discussion
Overall, the surface engagement rules (the Nimitz component) were very good, and everything you expect from a Sam Mustafa game: easy to learn, simple to play, very efficiently and cleanly designed. Everyone had fun and never once needed to check the rulebook. Nimitz was more my style than General Quarters III I previously tried, mainly because of the simple movement mechanics (in GQIII you have to account for every knot of speed and 5 degrees of turn angle).
There are some things that players used to more intricate naval wargames won't like (specifically, Nimitz eliminates fine details of things like ranging-in, spotting/distinguishing fall of shot from multiple firers, and hit location and damage, and it completely ignores anything to do with command and control). However, it is easy to see how these can be eliminated in the interests of speed and simplicity of play while ensuring that the battle still proceeds plausibly (e.g. do ranging shots really matter, when a full volley will almost inevitably follow in a pretty reasonable timeframe?)
The Halsey campaign game
The Halsey component we have yet to try out but it looks very promising. It is a 'campaign' game with a zoomed-out map to cover searching over large distances, aircraft, aircraft carriers, submarines, and all the missions that naval engagements are really fought about, such as convoys, amphibious operations etc. I think an operational-level campaign could easily be accomplished using Nimitz (and Halsey) for the naval and air components and Rommel for the land components, so I will begin to develop some ideas.
Would I house-rule Nimitz? (In short: No (But I might try to write my own system too))
Having played only two games and having done limited research on WWII naval combat, I think it would be greatly premature and unwise for me to actually implement any changes to the rules at this stage. The only things I could think of that I might possibly change would be 1) adding some command & control mechanic (and a 'bridge' critical hit), 2) a negative modifier for multiple ships firing similar calibre guns at the same target (fall-of-shot confusion) and maybe 3) making critical hits to secondary turrets a bit more effectual (it seems unlikely in any given engagement that a ship would ever lose more than one turret - given the very decisive damage results, ships are likely to be sunk well before their combat effectiveness is reduced in this specific way).
Having said all that, I have for a long time had an idea to make something akin to the Mikawa quick battle system, though I was considering using the underrated Axis & Allies War at Sea rules as the basis. My idea would basically be a glorified game of the class Battleships. I will see what I can develop. However, in the mean time, I will be trying to play a lot more Nimitz (and Halsey).