tag:blogger.com,1999:blog-50091544039386422522024-03-05T11:42:23.899+01:00Call to ArmsMy miniature wargaming blogEcclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-5009154403938642252.post-203778556213466422016-05-01T20:42:00.002+02:002018-04-10T10:34:16.045+02:00Battle Report - May 1942; Southeast of the Jomard Passage<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><br />
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<b><span lang="EN-US" style="mso-ansi-language: EN-US;">May 1942, Southeast of the Jomard Passage, Coral Sea.</span></b><br />
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Played using the Naval War ruleset from www.naval-war.com<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"> </span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">After a night of bad weather the morning breaks for the carrier Shoho and her heavy cruiser escort. The original fleet composition of four heavy cruisers and destroyer escort has been thinned during the activity of the past evening and night. Kako and Furutaka have been detached to support the port Moresby invasion fleet who have reported an enemy fleet approaching them, possibly containing enemy heavy cruisers. The destroyer escort is close by after having investigated an alleged submarine contact during the night; thus, the Shoho, escorted by the heavy cruisers Aoba and Kinugasa are awaiting further orders in anticipation of the Port Moresby invasion.</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Suddenly, as the weather clears the Japanese scouts report an enemy contact to the south: capital ship, small escort. It seems the Americans have suffered from the same bad weather during the night, scattering their forces. Further reports confirm that it is a Yorktown class fleet carrier, escorted by two destroyers. Seeing a window of opportunity, the Japanese Rear-Admiral orders a course-change towards the reported enemy position. If the Americans can be caught by surprise, a great victory can be won!</span></div>
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<a name='more'></a></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Order Of Battle:</span></div>
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<span style="color: white;"><b><span lang="EN-US" style="mso-ansi-language: EN-US;">Japan</span></b></span></div>
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<span style="color: white;"><b><span lang="EN-US" style="mso-ansi-language: EN-US;">USA</span></b></span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Officer</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Rear Admiral</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">15 pts</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Officer</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">Captain</span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">5 pts</span></div>
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<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Core Fleet</span></b></span></div>
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<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Core fleet</span></b></span></div>
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<tr style="mso-yfti-irow: 3;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba-class CA</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">51 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">USS Yorktown</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;"><span style="mso-spacerun: yes;"> </span>- 3x Wildcat</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;"><span style="mso-spacerun: yes;"> </span>- 3x Devastator</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;"><span style="mso-spacerun: yes;"> </span>- 6x Dauntless</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Yorktown-class CV</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">82 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 4;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Kinugasa</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba-class CA</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">51 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">USS Hammann</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Sims-class DD</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">19 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 5;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Shoho</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- 1x Zero</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- 1x Claude</span></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- 2x Kate</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Shoho-class CL</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">36 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">USS Phelps</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Porter-class DD</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">20 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 6;"> <td colspan="3" style="background: rgb(192, 0, 0); border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 232.2pt;" valign="top" width="310"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Close support</span></b></span></div>
</td> <td colspan="3" style="background: rgb(31, 56, 100); border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 232.2pt;" valign="top" width="310"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Close support</span></b></span></div>
</td> </tr>
<tr style="mso-yfti-irow: 7;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Mutsuki</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Mutsuki-class DD</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">18 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">USS San Francisco</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">New Orleans-class CA</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">48 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 8;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Uzuki</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Mutsuki-class DD</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">18 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">USS Morris</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Sims-class DD</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">19 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 9;"> <td colspan="3" style="background: rgb(192, 0, 0); border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 232.2pt;" valign="top" width="310"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Distant support</span></b></span></div>
</td> <td colspan="3" style="background: rgb(31, 56, 100); border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 232.2pt;" valign="top" width="310"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Distant support</span></b></span></div>
</td> </tr>
<tr style="mso-yfti-irow: 10;"> <td style="border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 83.4pt;" valign="top" width="111"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">G4M ‘Betty’</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.2pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">2 flights</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">10 pts</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 99.25pt;" valign="top" width="132"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">PBY ‘Catalina’</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 3cm;" valign="top" width="113"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">1 flight</span></div>
</td> <td style="border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">6 pts</span></div>
</td> </tr>
<tr style="mso-yfti-irow: 11; mso-yfti-lastrow: yes;"> <td colspan="2" style="background: rgb(192, 0, 0); border: 1pt solid currentColor; padding: 0cm 5.4pt; width: 182.6pt;" valign="top" width="243"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Total</span></b></span></div>
</td> <td style="background: rgb(192, 0, 0); border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 49.6pt;" valign="top" width="66"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">199 pts</span></b></span></div>
</td> <td colspan="2" style="background: rgb(31, 56, 100); border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 184.3pt;" valign="top" width="246"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Total</span></b></span></div>
</td> <td style="background: rgb(31, 56, 100); border-color: currentColor; border-style: none solid solid none; border-width: medium 1pt 1pt medium; padding: 0cm 5.4pt; width: 47.9pt;" valign="top" width="64"><div class="MsoNoSpacing">
<span style="color: white;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">199 pts</span></b></span></div>
</td> </tr>
</tbody></table>
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<br />
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 1</span></b></h2>
<span lang="EN-US" style="mso-ansi-language: EN-US;">As the Japanese ships alter course and increase their speed, a PBY appears on the horizon; it seems that their approach didn’t go unnoticed. The scouts report that the American carrier has launched a strike heading their way; Battlestations!! The Japanese Rear Admiral orders Shoho to launch her A6M2 and A5M fighters to put up a combat air patrol to intercept the American strike.</span></div>
<div class="MsoNormal">
<br />
</div>
<div class="MsoNormal">
<b>Game report</b></div>
<div class="MsoNoSpacing">
<b><i><span lang="EN-US" style="mso-ansi-language: EN-US;">Direct activations</span></i></b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown launches strike of 2 wildcats, 3 Dauntless dive bombers and 1 Devastator torpedo bomber</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Shoho launches CAP of 1 flight of A6M2 Zeroes and 1 flight of A5M Oscar’s</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Japanese Cruisers move at flank speed towards Yorktown group</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- The American player calls in his distant air support on a 4+, which succeeds, the PBY arrives </span></i></div>
<div class="MsoNoSpacing">
<b><i><span lang="EN-US" style="mso-ansi-language: EN-US;">Indirect activations</span></i></b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown group moves at slow speed</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- The Yorktown strike group flies to within striking distance of the Japanese Squadron </span></i><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><i>- PBY flies to join the Yorktown strike group</i></span></div>
<div class="MsoNoSpacing">
<br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 2</span></b></div>
<div class="MsoNoSpacing">
As the Japanese squadron awaits the arrival of the American air strike further news arrives: Mutsuki and Uzuki have returned from their submarine chase and ask for orders. They are informed of the great prize that sails nearby and fire up their boilers to get in range of the helpless carrier. Maybe not so helpless as she seems, the American carrier is aware of the new danger that draws near and launches a second strike heading towards the incoming destroyer squadron.<br />
<br />
Then the American bombers arrive! The combat air patrol tries to intercept the incoming bombers but is itself intercepted by the escorting wildcats. A fierce dogfight ensues, but the Claudes are driven off by the escort. The Zeroes are more lucky and shrugg off the attacking Wildcats. With the path to the enemy bombers wide open they attempt to intercept, but alas too late, the bombers have already started their dives and AA-fire is all that stands between the incoming bombers and the Japanese squadron. The fierce anti-aircraft fire seems to be effective, downing the attacking Catalina but despite these efforts the Dauntlesses press the attack and bombs rain down on the Kinugasa, blowing a boiler and ripping open plates on her hull causing her to list due to flooding.<br />
<br />
The first blows have been dealt, but the Japanese are still relentlesly closing on the Yorktown...<br />
<br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span></b><br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Game Report</span></b><br />
<br />
<br /></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- San Francisco and Morris arrive for US, Uzuki and Mutsuki arrive for Japan</span></i></div>
<div class="MsoNoSpacing">
<b><i><span lang="EN-US" style="mso-ansi-language: EN-US;">Direct activations</span></i></b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown strike targets Kinugasa, the CAP is repelled, one wildcat breaks off. AA fire downs the PBY and forces two Dauntlesses to break off. The american player orders Press The Attack, Japanese disruption is ineffective. The bombers proceed to damage kinugasa, causing flooding and engine damage reducing her speed</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Japan moves DD squadron towards Yorktown group</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown launches second strike of 1 Wildcat, 3 Dauntless and 2 Devastators</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Aoba and Kinugasa move at Yorktown group as fast as possible</span></i></div>
<div class="MsoNoSpacing">
<b><i><span lang="EN-US" style="mso-ansi-language: EN-US;">Indirect activations</span></i></b><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Second strike moves towards Mutsuki and Uzuki, leaving one wildcat as CAP</span></i><b><i><span lang="EN-US" style="mso-ansi-language: EN-US;"></span></i></b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- First strike returns to Yorktown, cannot land yet because of the launch of the second strike</span></i></div>
<div class="MsoNoSpacing">
<b><i><span lang="EN-US" style="mso-ansi-language: EN-US;">End phase</span></i></b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Fighters land on Shoho</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Kinugasa takes more damage from flooding after failed dmg control attempt</span></i></div>
<div class="MsoNoSpacing">
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 3</span></b></h2>
<span lang="EN-US" style="mso-ansi-language: EN-US;">Reeling from the blow of the first American airstrike the Japanese squadron braces itself for the second onslaught as they steam towards their target. Unbeknownst to the Japanese, a rainsquall obscures another danger; an American heavy cruiser has heeded the calls of the endangered carrier and is moving on a course to intercept</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;">...</span></b><br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span></b> <span lang="EN-US" style="mso-ansi-language: EN-US;">Still, against expectations, the air stays clear... No bombs, no air alarms, no cracking of machine guns and crashing planes, what happened to the American planes that scouts reported? The answer comes crackling in on the radio, Mutsuki and Uzuki have been attacked! The Americans deemed the fast sailing destroyers a greater threat than the cruisers and redirected their strike to them. Without air cover, it would have been a tough gauntlet to run for the two small ships with not much else than their speed to evade the American bombs and torpedoes. Evasive action by Mutsuki saved her from the worst. Nevertheless, she fell out of formation due to fires blazing on her deck, the crew desperately trying to keep the it from consuming their ship. Uzuki emerged unharmed and relentlessly continued the pursuit.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">The time bought by the destroyers is dearly needed by the crew of Kinugasa, still fighting against the surging waters flooding their ship. The Shoho launches a new CAP, this fight is far from over... </span><br />
<br />
<b>Game Report</b><br />
<b><i>Direct activations</i> </b></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Shoho relaunches her CAP </span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Second strike hits Mutsuki, Mutsuki evades but still takes damage from an american torpedo. Fire started</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Mutsuki breaks off</span></i><br />
<i><b><span lang="EN-US" style="mso-ansi-language: EN-US;">Indirect activations</span></b></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Fighters from Shoho move to cover the two cruisers</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;"> </span></b></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown lands first strike</span></span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US" style="mso-ansi-language: EN-US;">- Second Yorktown strike returns but cannot land yet </span></span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US" style="mso-ansi-language: EN-US;">- Kinugsa repairs engine, still cannot contain the flooding so takes further damage </span> </span></i></div>
<div class="MsoNoSpacing">
<i>- Mutsuki rallies and contains the fire</i></div>
<div class="MsoNoSpacing">
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 4</span></b></h2>
</div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Suddenly gun splashes start to bracket Aoba with frightening precision, the American cruiser has emerged from behind the rainsquall and has opened fire. Crew rushes to battlestations and the ship starts immediate evasive action. Still, the American fire is accurate and hits one of the AA mounts on Aoba. The Japanese do not keep silent and open fire on the San Francisco, Aoba straddles the cruiser on her first salve and scores a lucky hit, setting a fuel line on fire.</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">In the meantime reports start coming in from all sides. The fighters report sightings of a new strike incoming from the enemy carrier while the Uzuki starts to run a gauntlet of American fire trying to get close to the Yorktown, which is slowly turning about to move away from her attackers. Uzuki launches a first bank of Long lances towards the USS Phelps, who takes evasive action, and Hammann. Phelps is hit in the stern, blocking her rudder. In response, a hail of fire is put on the small Japanese destroyer, who emerges damaged, but still afloat and penetrating the American formation.</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">Mutsuki is also trying to rejoin the battle after putting out her fires. Alas, she is too far from her companion to offer any assistence.</span><br />
<br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Game Report</b></span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b><i>Direct activations</i></b></span><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- San Francisco uses radar fire control to directly range in on Aoba, still only causes one damage and reduced AA because of Evasive maneuvers </span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown launches Third strike</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- </span><span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba hits a fuel line on SF, starting a fire</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Uzuki launches a torpedo bank at the two American destroyers</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Indirect activations</b></span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown's second strike loiters because of the third strike launch</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Phelps takes a long lance in her rudder, almost sinking her</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- The American destroyers and Yorktown's secondaries open up on Uzuki, failing to sink her </span></i><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><i>- Mutsuki tries to rejoin her squadron</i></span></div>
<div class="MsoNoSpacing">
</div>
<div class="MsoNoSpacing">
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 5</span></b></h2>
Uzuki reports that she has penetrated the enemy formation and is now approaching the Yorktown, enemy fire is intense but the confused Americans can't seem to hit the nimble Japanese hunter as it hunts down its prey. While moving into position for a torpedo attack her little guns start pounding the big carrier, disrupting her air operations.<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"></span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">In the meanwile the Japanese cruisers endure their second air strike, with the CAP desperately trying to keep the enemy planes at bay but with the Claude being shot down and the Zero driven off, the Wildcats make short work of the air cover. The bombers focus on the damaged Kinugasa, and with the Shoho out of AA range and the Aoba having a damaged AA suite, little resistance is offered. The Kinugasa desperately tries to evade, but still takes more bomb hits, setting her on fire, combined with the still ongoing flooding, the captain orders abandon ship, but not before trying to land one last salvo on the carrier on the horizon, an attempt cut short by the impact of shells from the San Francisco which changed its focus from Aoba to the clearly visible burning hulk, finishing off the cruiser before she could fire her last...</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba, now unchallenged repeats her fire on the San Francisco, scoring more hits. The ongoing hits, together with the still uncontrolled fire on board makes the American cruiser break off the action, satisfied with sinking the Kinugasa, but leaving the Yorktown at the mercy of the Japanese ships. </span><br />
<br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Game Report</b></span><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Direct activations</b></span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Uzuki moves within American formation</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Japanese CAP tries to utilize their Veteran Air crews, but the attempt is disrupted by the enemy.</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Claude is shot down, Zero is chased off</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown's third strike hits Kinugasa, which tries to evade, still damaging her and setting her aflame</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Escorting American Destroyers and Yorktown open fire on Uzuki, damaging her, but failing to sink her</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- San Francisco hits Kinugasa finishing her off with radar fire control</span></i></div>
<div class="MsoNoSpacing">
<i><b><span lang="EN-US" style="mso-ansi-language: EN-US;">Indirect activations</span></b><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown under attack by uzuki </span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Aoba repeats fire on SF, hitting some more, SF breaks off</span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>End Phase</b> </span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Due to being under enemy fire, Yorktown can only retrieve 3 flights</span></i></div>
<div class="MsoNoSpacing">
</div>
<div class="MsoNoSpacing">
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn 6</span></b></h2>
<span lang="EN-US" style="mso-ansi-language: EN-US;">The moment of truth! Under a hail of fire the Uzuki has penetrated the American formation and manages to launch her final bank of long lance torpedoes towards the enemy carrier</span><span lang="EN-US" style="mso-ansi-language: EN-US;">. Shortly after the enemy fire takes her toll and abandon ship is ordered.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">The ordeal of the big carrier is far from over, while the long lances speed towards her the Mutsuki has been steaming into the wake of her sister and now threatens to penetrate the American formation for a second time. Desperately a token flight of Dauntless dive bombers is launched and amids bomb splashes and a hail of 5" gunfire the remaining Japanese destroyer is crippled.</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">Aoba is now quickly closing the range and tries to achieve a firing resolution on the distressed carrier, failing to do so... for now</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span> <span lang="EN-US" style="mso-ansi-language: EN-US;">Suddenly a big fountain of water emerges near the stern of the Yorktown, one of the Uzuki's long lances has found their mark, a slight list develops as compartments are flooded and the big ship starts to take on water. </span><br />
<br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Game Report</b></span><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Direct activations</b></span></i></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Uzuki launches last bank of torpedoes</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Destroyers and Yorktown sink Uzuki </span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Mutsuki moves close to the Yorktown</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown launches 3 flights</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Flights immediately initiate attack run, sinking Mutsuki </span></div>
<div class="MsoNoSpacing">
<b>Indirect Activations</b></div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Yorktown takes long lance, resulting in damage and flooding</span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">- USS Phelps repairs rudder </span></div>
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<span lang="EN-US" style="mso-ansi-language: EN-US;">- USS San Francisco fails rally check, leaves the battle area</span></div>
<div class="MsoNoSpacing">
<h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Turn7</span></b></h2>
<span lang="EN-US" style="mso-ansi-language: EN-US;"> It seems victory has slipped between the fingers of the Japanese Rear-Amiral, the USS Yorktown is damaged, but far from crippled. One last chance is to hit her with his 8" guns before the carrier lands and rearms its planes. The resolution has been found and firing has started, the first salvoes are way off target though. Then, the ship is rocked by a terrible explosion, torpedoes! In its focus on </span><span lang="EN-US" style="mso-ansi-language: EN-US;">hitting the enemy carrier</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;"> </span></b><span lang="EN-US" style="mso-ansi-language: EN-US;">one of the escorts has detached itself from the formation and made a torpedo run</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;">. </span></b><span lang="EN-US" style="mso-ansi-language: EN-US;">To late to recognise the danger, the Aoba is hit and compartments on the starboard side are flooded.</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span></b><br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span></b> <span lang="EN-US" style="mso-ansi-language: EN-US;">While not mortally wounded, the damage convinces the Rear-Admiral that this battle is over, he signals the Shoho to reverse course and rejoin the formation, maybe they could be out of the area before the Americans could reorganise their fleet.</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span></b><br />
<br />
</div>
<div class="MsoNoSpacing">
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Game Report</b></span><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Direct activations</b></span><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US" style="mso-ansi-language: EN-US;"> </span></span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US" style="mso-ansi-language: EN-US;">- Aoba fires on Yorktown but can’t find the range</span> </span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"> <i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Phelps launches torpedoes</span></i></span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Indirect activations </b></span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Aoba fires secondaries on the USS Phelps, but misses</span></i><br />
<i><span lang="EN-US" style="mso-ansi-language: EN-US;"><b>End phase</b></span></i></div>
<div class="MsoNoSpacing">
<i><span lang="EN-US" style="mso-ansi-language: EN-US;">- Aoba tries to evade, but is disrupted. Aoba is hit and takes three flooding markers.</span></i></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Japanese forces break off the action</span></b><br />
<h2>
<span lang="EN-US" style="mso-ansi-language: EN-US;">End score US - 14 / JPN - 5 </span></h2>
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Post Battle analysis</span></b><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">I can't seem to win my own game :). Still, the game was very close fought and I enjoyed it immensely. I have been busy the first two turns explaining the game to my opponent and thus forgot to make some important moves myself. I should have initiated evasive action on the air attack on Kinugasa and I should have called in the Betties in the first few turns when I had order tokens to spare. I also could have launched my two Kates using the one excess launch capacity on Shoho during the first turns, forcing my opponent to put some air cover over his own forces. Towards the end of the game my squadrons were so scattered that I could barely scrape together a few order tokens, which severely limited my options.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">I was very pleased to see the improved carrier rules hold up pretty well. I really feared that in this instance with an a-symmetrical setup the Yorktown would hug the edge of the board for most of the game, but deployment restrictions combined with movement restrictions while doing air operations really worked well, the US player really needed to consider fight or flight, since he couldn't do both.The air strikes were scary and damaging, but not crippling, and the logistics of having to balance your launching and landing of aircraft made the strikes effective at the start but gave my opponent problems when all flights returned to ship to land, which was quite interesting. I do wonder what will happen if you try to break the game by fielding 2 or 3 fleet carriers in one setup, it would be interesting to find that out.</span><br />
<br />
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">Things that popped up</span></b><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">The situation arose of having 1 fighter doing an intercept and 2 enemy fighters able to escort</span><span lang="EN-US" style="mso-ansi-language: EN-US;">, we resolved this issue by having one fighter fight 2, which seemed to give a realistic outcome. I'll work this into my last-minute adds to the 1.2 version.</span><b><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
</span></b><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;"><b>Things we forgot</b> </span><br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">I really need to play this game more often :D. I found out that I forgot that my ships had dual-purpose guns, which could have helped out in the AA-battle. Since the most damaging strike by-passed my AA-breakoffs by using 'Press the attack' it wouldn't have made the biggest difference though, although the little destroyers could have used the help there.</span><br />
<br />
<br /></div>
Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com5tag:blogger.com,1999:blog-5009154403938642252.post-14133387989934032912016-04-05T10:51:00.000+02:002018-04-10T10:31:43.312+02:00Building an Airforce...No, I haven't switched games :). But since Naval War also includes air strikes, carrier battles and air combat, it was about time I looked into getting some plane miniatures.<br />
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First consideration would be scale, so I ordered some 1:1800, 1:1200 and 1:600 planes to compare with the 1:900 War at Sea planes.<br />
<br />
Second criteria would be availability and third would be cost.<br />
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<a name='more'></a><br />
1:1800 planes are pretty hard to come by, Mongoose has made a few, but they are on very impractical thick stands which obscure most of the plane and just ruin the look. Furthermore, Mongoose seems to have shelved their naval mini's line for the coming years. So 1:1800 is out.<br />
<br />
1:1200 is readily available, but in my opinion is very, very small. The scale is also a bit too close to 1:1800 (my ship scale) to be able to distinguish the fact that they are actually a bigger scale (leading in my opinion to some confused minds). Also, the small size would in my opinion demand that more planes go to one stand, requiring a couple of hundred planes to stock the 4 carriers I've currently got in my shipyard, becoming pretty expensive. One thing I also noticed is that 1:1200 planes are the same cost or even more expensive than their bigger 1:600 counterparts, which I found surprising, maybe it has something to do with the small buggers being harder to cast or something.<br />
<br />
1:900, the war at sea scale, was my scale of preference. I've already got a pretty big stock of planes from War at Sea, making it a bit of a no-brainer at first. Still, upon close inspection, I still needed quite a lot of planes to fill out my carriers calculating at ratio of 6 reallife planes to one stand. After a few months trying to buy planes on e-bay and the forumini, I kinda gave up on the effort. Some planes are just unobtainable at reasonable prices. Shapeways is a no-go for planes in my mind because the Frosted Ultra Detail, while nice, is too brittle for the little planes, and WSF, while sturdier, is just a pain to paint and with the best efforts will still not look good to me. <br />
<br />
So finally I've ended up with the 1:600 scale, much bigger than I was initially comfortable with... Still, there are some major advantages: They look very recognisable at tabletop distance, which is a plus in my account since I plan to demo the game at conventions etc. They are pretty cheap, and almost every plane possible is available (Still looking for the H8K Emily though).<br />
<br />
I've put in two orders, one with <a href="http://www.magistermilitum.com/" target="_blank">Magister Militum</a> for <a href="http://www.magistermilitum.com/manufacturer/oddzial-osmy-3mm-from-poland.html" target="_blank">Oddzial Osmy</a> aircraft and one with <a href="http://domsdecals.com/" target="_blank">Dom's Decals</a> for some Tumbling Dice planes and some decals. I do have to remark though that the Oddzial aircraft seem to be of a higher quality than the Tubling Dice planes, requiring far less cleanup of moldlines etc. One pretty big downer was that the Tumbling Dice PBY Catalina is barely resembling the plane it is supposed to represent and quite some cutting was nessessary to the mini to make it look a bit better (still too fat though). I plan to put 2 planes on one stand for the smaller planes, and 1 plane per stand for the bombers. I've got a custom order in with <a href="http://www.litko.net/" target="_blank">Litko</a> for flight bases with the name of the plane on it and holes for 2 off-center pegs, quite an investment, but since I'm saving quite some on the planes themselves compared to smaller scales or WaS auctions, I consider it worth the cost.<br />
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Soooo, on to the painting station!!!<br />
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Oddzial Osmy planes<br />
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<a href="https://postimages.org/" target="_blank"><img alt="JPN_CV_Kaga_air" height="480" src="https://s6.postimg.org/ntj02czq9/JPN_CV_Kaga_air.jpg" width="640" /></a><br />
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I'll post my progress both for the planes and the ships as I go along...Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-61478983204412844222016-04-01T10:02:00.000+02:002018-04-10T10:38:39.743+02:00Work, work, work....It isn't easy to make your <a href="http://calltoarmsmwg.blogspot.nl/2015/08/preview-of-naval-war-wwii-naval.html">own miniature naval game</a>. Tremendous amounts of work go into the ruleset itself, but if you want to be able to show the game to anyone you will need a full-blown demo setup. This does not only mean having all your <a href="http://calltoarmsmwg.blogspot.nl/2016/03/how-to-make-your-table-look-pretty.html">gaming aids,</a> dice and rules nicely done and ready, but also means that you will need to be able to field most of the units in the game, pretty scenery and a nice table surface.<br />
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Getting the fleets done is an ongoing process that will probably keep me busy for the years to come. My Britisch and German fleets are pretty extensive by now, so I can field most builds from the Norway OOB. Getting the US and Japan going is the next thing on the list, with Japan being about half done now, still requiring some carriers and the odd battleship and cruiser to be painted.<br />
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My US navy though is in need of a serious building program (Late to the scene as usual USA?). First trip is to my War at Sea box to find anything that is pretty enough to be aquired for the Demo-fleet. Found Yorktown, Lexington (alas with the prewar deck configuration), some DD's, but that's about it (my War at Sea collection isn't as extensive as some of the collectors out there, but I'm also pretty critical about what constitutes a good enough sculpt to be repainted for the demo fleet), so off to shapeways we go.<br />
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The list so far:<br />
<br />
Batch 1:<br />
2x Northampton class CA<br />
2x New Orleans class CA<br />
1x Portland class CA<br />
1x North Carolina class BB<br />
(All Shapeways)<br />
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So far so good, I must admit that although expensive, I really love the Frosted Ultra Detail Shapeways prints:<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4773" height="480" src="https://s6.postimg.org/nnklp8b1d/IMG_4773.jpg" width="640" /></a><br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4775" height="480" src="https://s6.postimg.org/za4pqcych/IMG_4775.jpg" width="640" /></a><br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4774" height="480" src="https://s6.postimg.org/5w8zarvmp/IMG_4774.jpg" width="640" /></a><br />
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<br />
Next on the workbench:<br />
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Batch 2:<br />
Yorktown<br />
Lexington (I'd really loved to have the Shapeways Lexington, but a carrier in FUD is way outside my budget range)<br />
1x Atlanta class CL<br />
1x St. Louis class CL<br />
1x Omaha class CL<br />
2x Porter class DD<br />
2x Bagley class DD<br />
1x Clemson class DD<br />
(All War at Sea sculpts)<br />
<br />
1x South Dakota BB<br />
5x Faragut class DD<br />
2x Mahan class DD<br />
(Shapeways)<br />
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<a href="https://postimages.org/" target="_blank"><img alt="US_Fleet" height="480" src="https://s6.postimg.org/nxdbpiyn5/US_Fleet.jpg" width="640" /></a><br />
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<br />
This should set me up with a pretty workable force for the Coral Sea, which brings me to my next hurdle in getting my demo forces up to speed.....Planes! (or the lack thereof)Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-61766195562598084982016-03-24T12:18:00.001+01:002018-04-10T10:29:33.692+02:00How to make a table look prettyWell, not many updates on my blog lately, but I sure have been busy nonetheless.<br />
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Making a game suitable for demo's involves more than just getting the rules correct. One of the major aspects of getting people interested is giving the game some 'presence' on the tabletop. This gets increasingly difficult when your scale gets smaller. It's easier to make a 28mm game stand out on the tabletop than a 6mm game, but naval games in my opinion take the cake in difficulty to stand out.<br />
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I mean, your scenery is mostly just water, your ships miniatures are very small compared to any other miniatures out there and most of the 'action' is in the roll of the dice.<br />
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I've tried to counter some of the most obvious problems about presentation by making some choices that make the game stand out more on the table. First, I chose to go with a 1/1800 scale, not only because I had some War at Sea collectible miniatures in my collection, but mostly because at this scale the ships are recognisable even from tabletop distances and give some opportunity for some nice brushwork. I've added to my collection with the few releases by Mongoose (which were excellent, too bad they aren't releasing anything untill their VaS2 ruleset is done, which might take a few years still) and patched up the rest with Shapeways, which are excellent miniatures if you don't mind the steep pricetag for the Frosted Ultra Detail material. Next I ordered bases from Warbases.co.uk to match the rest of my fleet with the Mongoose mini's which come with moulded on base.<br />
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<a href="https://postimages.org/" target="_blank"><img src="https://s6.postimg.org/geto9zdup/JPN_CV_Akagi_air.jpg" alt="JPN_CV_Akagi_air"/></a>Looks pretty eh?<br />
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Step two is pimping my counters and gaming aids, something I have been busy with the past weeks. I've included a full set of 2D markers and gaming aids with the game PDF's, but to make it all stand out more I decided to replace the 2D with my own 3D replacements. Which, I might add, is a LOT of work. It pays off though:<br />
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<a href="https://postimages.org/" target="_blank"><img src="https://s6.postimg.org/cupd17hlt/IMG_5190.jpg" alt="IMG_5190"/></a><br />
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<a href="https://postimages.org/" target="_blank"><img src="https://s6.postimg.org/3pcetlotd/IMG_5200.jpg" alt="IMG_5200"/></a><br />
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<a href="https://postimg.org/image/iz7on1uxp/" target="_blank"><img src="https://s6.postimg.org/ru8ixkjq9/IMG_5203.jpg" alt="IMG_5203"/></a><br />
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Step three would be adding to the terrain by making some scenery that has a pretty big presence on the table, things such as a shoreline, rain squalls, archipelago's or shoals or minefields. That will be a bit down the road though since my painting station is already cropped with stuff to paint... more on that later.Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-60347646027250595432015-08-27T12:36:00.001+02:002015-08-27T12:37:33.675+02:00Some more Shapeways!I'm really on a roll here, these ships took some more time because of the wooden decks which required some more detailing.<br />
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HMS Renown (WotC) and HMS Galatea (Shapeways)<br />
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Kirishima (Shapeways)<br />
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<br />
HMS Warspite<br />
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Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-67217718698095578062015-08-23T17:06:00.003+02:002015-08-23T17:15:35.296+02:00New IJN Ships (shapeways)Heyhey,<br />
<br />
Last week I finished up most of the IJN ships I ordered from Shapeways:<br />
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Shoho (WotC repaint), with her escort, Furutaka, Kako, Aoba and Kinugasa<br />
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Furutaka and Kako<br />
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Aoba and Kinugasa<br />
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Myoko and Haguro (scratchbuilt, rebased for the third and hopefully final time)<br />
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Tenryu and Tatsuta<br />
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Yubari<br />
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Yahagi<br />
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Mutsuki class destroyers<br />
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Kamikaze class destroyers<br />
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Enjoy!Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-5243230042616071932015-08-12T10:24:00.000+02:002018-04-10T10:25:30.449+02:00Preview of Naval War, my WWII Naval Miniatures game<div class="ecxMsoNoSpacing">
<span lang="EN-US">So, finally it has come to this point… I’m proud to be able to present to you guys the outline of my own WWII Naval ruleset: Naval War</span></div>
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<a href="https://postimg.org/image/8qxl070f1/" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank"><img alt="Naval_War_Logo" height="299" src="https://s6.postimg.org/tb2eyog69/Naval_War_Logo.png" width="320" /></a><span lang="EN-US">What kind of ruleset is Naval War? Why is it </span><br />
<span lang="EN-US">different from other rulesets? <br />
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<span lang="EN-US"><span lang="EN-US"><i>Naval war is a fast-playing, action packed wargame that will really blow you away</i>… ‘wink’</span></span></div>
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<span lang="EN-US"><span lang="EN-US">...Right, now that we’ve got that over with and further trying to avoid the compulsory superlatives, let me take you on a cruise down the ruleset so you can make up your own mind about what makes this game unique:</span></span></div>
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<span lang="EN-US"><span lang="EN-US">The game is designed to be played on a tabletop, and to be usable for different kinds of scales. The goal to produce a fun and exciting game took precedence over simulating exact ranges and speeds. Abstractions have been made which causes ships to move quite fast compared to most naval games, and at the same time dramatically increases the importance of maneuvering, keeping distance and the effects of squalls, shoals and islands. Movement is measured in ‘Movement distance’ units, this allows the players to tinker with this variable when playing in a different scale. Time is also variable because of the activation mechanic about which I will elaborate more below. These things will probably sound anathema to most hardcore simulation gamers, but in practice it works surprisingly well by allowing players to zoom in and out of different events happening on the battlefield. Still, if your looking for a full-fledged simulation, I think there are much better rulesets on the market for that.</span></span></div>
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<span lang="EN-US"><span lang="EN-US">The core of Naval War is the players’ Command Station. The Command Station is where it all happens, it dictates the flow of the game, decides if lady luck is on your side, annoys your opponent and allows you to outsmart and outmaneuver the enemy fleet. Now how does this work? Every player’s fleet generates a certain amount of Order tokens each turn. An order token allows you to activate a single ship or a squadron of ships (for convenience I will refer to this as a ‘squadron’ from here). When you activate a squadron with an order token you can perform an activation, which could be a maneuver, shooting your guns, launching aircraft from your carrier etc. After this activation, your opponent can activate one of his own squadrons (and so on..). The amount of activations are only limited by the amount of your order tokens and the rule that a squadron cannot perform the same activation twice in one turn. This means that Naval war does not have pre-defined phases of movement, shooting etc. Players alternate their activations during the turn and this opens up a complete new spectrum of possibilities. Do you want to move closer to your opponent first and risk getting shot at before you can, or do you open fire at long range to get in the first shot? Because of the alternate activations, players are non-stop involved in the game.</span></span></div>
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<span lang="EN-US"><span lang="EN-US">On top of this, each nations' Command Station comes with a pre-defined set of orders you can give your squadrons during an activation (or as a reaction to your opponents’ activation). These orders require you to spend order tokens. So you can spend tokens to make your ships move faster than average (Flank Speed!), shoot better than average, or just be more luckier than average. It sometimes even allows you to influence the shooting or movement of your opponents’ squadrons, simulating ‘friction’ and bringing a huge amount of tension to a game. There is a catch however: both activations and orders tap into the same resource which is limited, your order tokens. On top of that, each order outside of the normal activation orders can be acted upon by your opponent by playing disruption tokens, which allow him to influence the chance of succes for your orders, again, simulating friction in command and control during a battle.</span></span><br />
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<span lang="EN-US"><span lang="EN-US">So do you spend your order tokens to maneuver every squadron in your force or do you enhance the performance of individual ships or squadrons, risking that you run out of tokens and that squadrons cannot perform the activations that you want them to? Do you constantly try to disrupt your opponents' actions or do you save up on disruption tokens to mess up his key strategy on the moment supreme? It creates in the game exactly those situations you read about in the battle-reports, leaving the readers wondering why some ships did not perform as they could have in a battle, while other ships seemed to have all the luck in the world on their side taking center-stage (Taffy 3 anyone?). </span></span></div>
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<span lang="EN-US"><span lang="EN-US">Speed of play is another aspect that is taken into account in Naval war, the activations create a tremendous amount of involvement for both players, but on top of that, each activation plays out relatively fast. The D6 is used for most rolls with a single D20 needed for determining hit location. Shooting is resolved by 2 rolls; A combined roll to hit and determine damage location (D6's + D20) and an opposed roll for damage/armor penetration. Torpedo’s work almost the same, but use a template to simulate the spread, and effects are resolved at the end of the turn, allowing for a cat-and-mouse game of ships trying to launch their torpedo’s after their targets activated for movement (so cannot take evasive action anymore) and opponents trying to anticipate torpedo launches or desperately trying to get out of the way once launched. The hit location/system damage chart is the only chart in the game, and since it has only 20 entries (with different entries for torpedo damage) it is quite easy to use thanks to the comprehensive Quick Reference Sheet provided. </span></span></div>
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_5191" height="480" src="https://s6.postimg.org/lbovc4map/IMG_5191.jpg" width="640" /></a><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> </tbody></table>
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<span lang="EN-US"><span lang="EN-US">This brings us to the next subject, damage registration. Naval War uses elaborate ship statcards to represent each ship on the table. In addition to all the general stats of the ship you can mark damage and damaged components. The card will then show the effects on performance because of that damage. No damagemarkers on the table are required, one glance on the unit statcard will inform you of the current status of your ship. Each component and weapon system has a ‘damaged’and ‘disabled’ status, allowing or disallowing damage-control and possible lethal hits to take out complete systems in one go. A command system is also integrated into the damage system and as ships take more damage, the chance increases that they will break off the action.<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFLtk9j4yjSmE9P8MmFXd4uu24oeUC5-Nuba1dc2P4uBOAb090o7ntA2R15mHBR-aecruicr42TkvyNti7ZK3Nvom2SjiwrNmAUkcfsblm05DGBmnUVRwuDqIxa5uSaLCu9vUwM1kK7jo/s1600/Statcards+UK+Norway-page-036.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="456" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFLtk9j4yjSmE9P8MmFXd4uu24oeUC5-Nuba1dc2P4uBOAb090o7ntA2R15mHBR-aecruicr42TkvyNti7ZK3Nvom2SjiwrNmAUkcfsblm05DGBmnUVRwuDqIxa5uSaLCu9vUwM1kK7jo/s640/Statcards+UK+Norway-page-036.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>A typical statcard</i></td></tr>
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<span lang="EN-US"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw5130Qg7QtXbPZuaSwIic1BVn8B6pUtsR_taGaralJ2VuLgaMzZdq0-z6qJd_VAyjLGZO6MjrLM9Rau8UhKZEXfTHf9YjalZ870jdX1dTWsdLYZklZY5uxAztb2JchBBj9d1ULil3vnk/s1600/FL+GE+CL.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw5130Qg7QtXbPZuaSwIic1BVn8B6pUtsR_taGaralJ2VuLgaMzZdq0-z6qJd_VAyjLGZO6MjrLM9Rau8UhKZEXfTHf9YjalZ870jdX1dTWsdLYZklZY5uxAztb2JchBBj9d1ULil3vnk/s640/FL+GE+CL.png" width="421" /></a><span lang="EN-US">Besides the usual historical scenario's Naval War uses a point system to build fleets but does not use unrestricted fleet lists. Order of Battle PDF’s are provided to guide the player in building a fleet inspired by a specific campaign or battle. This will for instance enable a German-navy player to build his fleet from one of the lists in the Norway 1940 Order of Battle to capture the feeling of a fleet that could have sailed in the invasion of Norway. This will make sure that all constructed fleets still have a certain flavor to them.</span></span></div>
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<span lang="EN-US"><span lang="EN-US">To round off my presentation, rules for in-game aircraft, carriers, dogfights and land based air support are present, as are rules for submarines and ASW. I hope that I have sketched the broad outlines of the Naval rule set enough to spark your interest, and also convinced you of the fact that it is an unique game to play!</span></span><br />
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<span lang="EN-US"><span lang="EN-US">Give it a try and download it for free at the website (</span></span><br />
<span lang="EN-US"><span lang="EN-US"><br />
</span> <a href="http://www.naval-war.com/"><span lang="EN-US">www.naval-war.com</span></a></span><br />
<span lang="EN-US"><span lang="EN-US"><br />
</span> <span lang="EN-US">If you do, please feel free to give constructive feedback and suggestions on the forum, they are very much appreciated!</span></span></div>
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Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com3tag:blogger.com,1999:blog-5009154403938642252.post-35429504865120134882015-06-04T10:38:00.001+02:002015-06-04T11:17:43.422+02:00Naval War AAR: Norway 1940Last saturday, I've been able to play another playtest game for my Naval War rules. My opponent has been very kind to write a very nice <a href="http://aaminis.myfastforum.org/viewtopic.php?p=1177168#1177168">battle-report</a> of the encounter; Enjoy!<br />
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* My apologies for the fuzzy pictures, but the lighting was pretty poor for taking pictures.<br />
<span class="postbody"><span style="font-weight: bold;"></span></span><br />
<span class="postbody"><span style="font-weight: bold;">5 April 1940 <br /><a class="postlink" href="https://www.google.nl/maps/@67.2107068,14.0891033,11z" target="_blank" vglnk_1433406855844="20">Saltfjord, Norway</a></span>
<br /><br />During the preparation for the assault on Narvik, the Kriegsmarine high
command receive reports that the British carrier HMS Glorious has been sighted
making emergency repairs at Bodø. Hoping to catch the ship defenseless and
strike a decisive blow, Raeder dispatches Konteradmiral Oskar Kummetz’s I
Kreuzergruppe to the area. His forces comprise three squadrons: <br /><br /><span style="font-weight: bold;">Admiral Hipper</span> (Hipper-class heavy cruiser)
<br />Blücher (Hipper-class heavy cruiser) <br />Lützow (Deutschland-class heavy
cruiser) <br /><br /><span style="font-weight: bold;">Z21 Wilhelm Heidkamp</span>
(Zerstörer 1936) <br />Z10 Hans Lody (Zerstörer 1934) <br />Z11 Bernd von Arnim
(Zerstörer 1934) <br />Z12 Erich Giese (Zerstörer 1934) <br /><br /><span style="font-weight: bold;">Albatros</span> (Typ 23 Torpedoboot) <br />Möwe (Typ 23
Torpedoboot) <br /><br /><a class="postlink" href="http://s264.photobucket.com/user/EvilKobra/media/Naval%20War/20150530_115627.jpg.html" target="_blank" vglnk_1433406855844="21"><img border="0" src="http://i264.photobucket.com/albums/ii188/EvilKobra/Naval%20War/20150530_115627.jpg" jquery1433406855588="3" style="height: 393px; width: 700px;" /></a> <br /><br />Upon arrival at the Saltfjorden, however,
it becomes apparent that the situation is much less favourable than anticipated.
Glorious is nowhere to be seen, and instead a Royal Navy cruiser division
emerges from the fog: <br /><br /><span style="font-weight: bold;">HMS
Devonshire</span> (London-class heavy cruiser) <br />HMS Berwick (Kent-class heavy
cruiser) <br />HMS Sheffield (Southampton-class light cruiser) <br />HMS Galatea
(Arethusa-class light cruiser) <br /><br /><span style="font-weight: bold;">HMS
Janus</span> (J-class destroyer) <br />HMS Javelin (J-class destroyer) <br />HMS
Codrington (A-class destroyer) <br /><br /><a class="postlink" href="http://s264.photobucket.com/user/EvilKobra/media/Naval%20War/20150530_115619.jpg.html" target="_blank" vglnk_1433406855844="22"><img border="0" src="http://i264.photobucket.com/albums/ii188/EvilKobra/Naval%20War/20150530_115619.jpg" jquery1433406855588="4" style="height: 393px; width: 700px;" /></a> <br /><br />Although the German cruisers, and
especially the pocket battleship Lützow, theoretically outgun their British
counterparts, this advantage is soon rendered moot: a large squall is drifting
West out of the fjord, between the Bliksvær and Nordarnøya islands, and hides
the fleets from each other before they can exchange fire. Only HMS Sheffield can
be seen by the heavy cruisers and, with poor visibility and rough seas, the
opening salvoes all miss their mark...</span><br />
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<span class="postbody"><a name='more'></a><br />Meanwhile, the Torpedoboote advance
toward Bliksvær at flank speed, hoping to reach its protection before losing the
squall’s cover. However, a brief clearing in the storm allows Sheffield and
Galatea to open fire on the small ships with their 6” guns, scoring hits that
set Möwe ablaze and knock out one of Albatros’s turrets. <br /><br />On the Southern
side, both destroyer columns race toward Nordarnøya: the British leaving the
cover of the Kjærvær, the Germans hugging the Sørarnøya coastline, both obscured
from their enemies’ cruisers by the weather conditions. Berwick and Devonshire
attempt to use their advanced radar to attack the lead Zerstörer through the
squall, but are unable to obtain a firing solution. <br /><br />As Sheffield,
followed by Galatea, attempts to cut off the German cruisers and cross their T,
an 8” salvo from Hipper tears through its hull and detonates one of the ship’s
torpedo mounts. This results in a massive fire, which threatens to spread to
vital areas of the ship. Unable to press the attack on the Torpedoboote, the
light cruisers duck back into the squall. <br /><br />Likewise, the Kreuzergruppe’s
hopes to drive home this advantage are dashed when, without warning, a swarm of
Swordfish descend on them from the clouds - the Glorious strikes! Even with
assistance from the Albatros and Möwe, the cruisers’ anti-aircraft batteries are
insufficient to repel the massed attack, and both Hipper and Blücher are hit by
aerial torpedoes, suffering substantial -though not critical- damage. And there
is no respite for the three cruisers: scarcely have the flames been put out when
8” shells from the Devonshire and Berwick begin landing nearby, despite the
almost total lack of visibility. The superior British radar fire control is
demonstrated when a shell directly impacts Hipper's Bruno barbette, setting off
an explosion in the ammunition storage which obliterates the flagship in a
matter of seconds. <br /><br />Though shaken, the Kriegsmarine squadrons continue
their push without delay: in the West, the Torpedoboote dash toward the still
burning Sheffield and unleash two spreads of torpedoes, scoring three hits and
sending the cruiser to the bottom. <br /><br /><a class="postlink" href="http://s264.photobucket.com/user/EvilKobra/media/Naval%20War/20150530_140832.jpg.html" target="_blank" vglnk_1433406855844="23"><img border="0" src="http://i264.photobucket.com/albums/ii188/EvilKobra/Naval%20War/20150530_140832.jpg" jquery1433406855588="5" style="height: 393px; width: 700px;" /></a> <br /><br />In the South, the destroyer column led by
Wilhelm Heidkamp zip across the bow of the British heavy cruisers, whose 8" guns
are still trained on the Hipper's squadron, avoiding their broadside-mounted
rapid-fire secondary guns long enough to get in position for a cross-comb
torpedo attack on the formation. The Royal Navy destroyers concentrate fire on
the Heidkamp, completely razing its superstructure... but not before the first
spread is let loose. Z10 and Z11 quickly follow suit, and chaos ensues as the
Devonshire is torn asunder by two explosions and a hail of 5" shells. <br /><br /><a class="postlink" href="http://s264.photobucket.com/user/EvilKobra/media/Naval%20War/20150530_135816.jpg.html" target="_blank" vglnk_1433406855844="24"><img border="0" src="http://i264.photobucket.com/albums/ii188/EvilKobra/Naval%20War/20150530_135816.jpg" jquery1433406855588="6" style="height: 393px; width: 700px;" /></a> <br /><br />A second wave of Swordfish swoop down on
the Blücher and Lutzow. This time, though, the German cruisers are prepared, and
most of the aircraft are driven off or shot down. Nevertheless, a torpedo
strikes Blücher's bow, causing considerable flooding and knocking out her Anton
turret. Moments later, she is again steaming at full speed toward Bliksvær, her
remaining turrets firing on the distant enemy cruisers. <br /><br /><a class="postlink" href="http://s264.photobucket.com/user/EvilKobra/media/Naval%20War/20150530_141600.jpg.html" target="_blank" vglnk_1433406855844="25"><img border="0" src="http://i264.photobucket.com/albums/ii188/EvilKobra/Naval%20War/20150530_141600.jpg" jquery1433406855588="7" style="height: 393px; width: 700px;" /></a> <br /><br />HMS Galatea emerges on the East side of the
squall to rejoin Berwick, only to find herself in the path of two more torpedo
spreads fired by Z12, and straddled by accurate long-range fire by Blücher and
Lutzow. Desperate evasive maneuvers save the ship, but she is forced to break
off the engagement - as is the lead destroyer Janus, her captain having been
killed by a 5" shell hit to the bridge. Though the two remaining British
destroyers put up a valiant fight against their German counterparts, Javelin
soon takes a hit to her rangefinders which renders her return fire useless, and
she quickly goes down in flames. <br /><br />While this anarchic melee takes place,
Albatros and Möwe, still carrying some torpedoes, finally reach the Bliksvær
islands. As they circle around them, they soon sight their prize - the Glorious
- on the North side, and relay the information to the nearby Lutzow. The British
flagship, threatened by the approaching torpedo boats, a still-unscathed pocket
battleship and the ever-present U-boat menace, has no choice but to order a
general retreat. <br /><br />Despite the tactical victory, however, the loss of
Admiral Hipper and Wilhelm Heidkamp is a severe blow to the Kriegsmarine's
invasion plans. Moreover, the Kreuzergruppe's failure to sink HMS Glorious
demands the commitment of additional forces -including the battleships
Scharnhorst and Gneisenau- to secure the sea lanes. Grossadmiral Raeder is not
pleased...</span><br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-59285166723550618212015-02-11T12:27:00.002+01:002015-06-30T10:47:14.393+02:00Naval War - Designing the gunnery mechanic (part 2)<div class="MsoNoSpacing">
<span lang="EN-US">In the last post, I wrote about the thought process on how to create the gunnery mechanic for my game. We will continue by reviewing the result and see if we can bring it in line with the limitations set:<o:p></o:p></span></div>
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<i><span lang="EN-US">- A ship has a frontal, broadside and rear arc to decide which guns can fire.<o:p></o:p></span></i></div>
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<span lang="EN-US">No problem, this can be modeled by adding a stat to the statcard (which are a given for these kind of games). Still, if I list each gun seperately, it will require quite some downtime to determine which guns can fire together. So I decided to add all the guns of the same type and in the same arc into one profile. For example, Bismarck will have 4 15" guns firing in its forward/broadside arc and 4 15" guns in its rear/broadside arc. This speeds up play, saves a load of space on the statcards.<o:p></o:p></span></div>
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<!--[if !supportLists]--><i><span lang="EN-US">- A roll for hitting, checking on a table the range of the target crossed with the characteristics of the gun. Add- or subtract any modifiers from the modifiers table. The hit percentages are usually lower than can be modelled on a D6, so often a second roll will be needed to roll a ‘7’, ‘8’ or ‘9’.<o:p></o:p></span></i></div>
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<span lang="EN-US">This roll violates the details limitation and the fast play limitation. The addition of a second roll will slow down play by a lot, as will a big table of modifiers and the to hit table.<o:p></o:p></span></div>
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<span lang="EN-US">Are there any benchmarks that I can take inspiration from here? War at Sea uses a fixed amount of dice per gun type, only modified by range. This is an extremely fast way of modelling gunnery, but no distinction is made between front or rear armament, and the mechanic fails when taken out of its gaming environment, so this is not usable. Victory at Sea uses the second roll for 7,8 and 9, but has a nice small table with modifiers, so there might be something useful there. Naval thunder uses a D10, so that takes care of most of the problems, but since I’m stuck with D6’s I wont be able to use anything there.<o:p></o:p></span></div>
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<span lang="EN-US">I started out by abstracting the to hit roll. I removed the table and added a ‘target score’ to the statcard of each ship. These target scores are predetermined by size and speed of the target, so as a general rule, destroyer sized ships will be hit on a 6, cruiser sized on a 5+ and battleship sized targets on a roll of 4+ on a D6. The target score on the card is actually only needed because some classes of ships will not fit neatly into one of those three categories. Usually the target score can be guessed by only looking at the model. So this will make the mechanic fit within the limitations.<o:p></o:p></span></div>
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<span lang="EN-US">The second problem that arises is the limitations of the D6. A roll of 6 gives a 17% chance to hit. Which, in a lot of situations is still a to big chance to hit some small craft like fast destroyers. A second roll will further decrease the hit%, but this is not a good solution in my opinion since I only want one roll. My plan is to ‘wrap’ this second roll into one of the following rolls, more on this later. Bottom line is that only one ‘to hit’ roll is desirable considering the limitations of my design.<o:p></o:p></span></div>
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<span lang="EN-US">Next step is to reduce the table of target score modifiers to a minimum:</span></div>
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<span lang="EN-US">A penalty for smoke/cover<o:p></o:p></span></div>
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<span lang="EN-US">A bonus for shooting at a target dead in the water<o:p></o:p></span></div>
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<span lang="EN-US">In my opinion this is about the minimum basic modifiers needed for play. Some special actions on the command station might be added to this, but since they are on the command station, those come into play very pronounced, so a player does not need to remember anything but these 4. This brings this part of the mechanic in line with the limitations. A player should be able to remember these by heart after only a few shooting activations.<o:p></o:p></span></div>
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<!--[if !supportLists]--><i><span lang="EN-US">- Then roll for armor penetration on a table crossing the armor values with the armor penetration of the shell. A table needs to be referenced to make armor penetration higher at close ranges (high impact), lower at middle ranges and higher again at long ranges (plunging fire).<o:p></o:p></span></i></div>
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<!--[if !supportLists]--><i><span lang="EN-US">- Then roll for damage<o:p></o:p></span></i></div>
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<span lang="EN-US">This part of the mechanic is in my opinion the hardest to model. Since I will probably need a roll for the critical effects I really want to wrap the above into one roll. The first problem to tackle is the penetration vs armor. Some games use a table for this, others like Victory at sea have a fixed armor value with modifiers. I don’t want to use a table and another list of modifiers is undesirable since it will require players to remember two subsequent lists of modifiers. Flames of war uses a completely different mechanic using a formula. This might be more in my line of thinking since it does not require any tables. So I came up with a fixed AP rating for guns and an Armor rating for ships, both listed on their statcards. For every hit, the defending ship rolls a die, he adds the value of each roll to his armor score. For each armor score that is equal or above the AP rating of the gun, the damage is negated. Simple and easy to game if your adding and subtracting skills are up-to-date ;)<o:p></o:p></span></div>
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<span lang="EN-US">However, this leaves the problem of damage. At first, I gave every gun a damage rating, which meant that each hit would cause the loss of a fixed amount of hullpoints. The problem is that this is highly unrealistic even for an abstracted game. This would reduce the damage model to a binary model, either you cause maximum damage, or you don’t. Fact is, that depending on which part of the ship you would hit, damage would vary because armor thickness would vary and a shell passing through the superstructure would cause less structural damage than a hit below the waterline. The first fix would be to vary the damage value. If you change it to a D3 or D6 roll, the desired effect is achieved. It would however, add another roll, which is beyond the limitations set.<o:p></o:p></span></div>
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<span lang="EN-US">The solution in my opinion is to change the sequence. This would require quite a bit of abstraction, but would give a very satisfying result. If you apply the damage score before the armor roll, which would mean that you would roll more armor dice for each high damage hit received, this will take away the extra roll and still give variable damage. So when a ship receives a hit from a weapon that causes 3 damage, you take 3 armor rolls. This will result in anything between 1-3 damage, without an extra roll.<o:p></o:p></span></div>
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<span lang="EN-US">Finally there are the loose ends: Plunging fire and the need to further reduce the to-hit chance of the first roll for small ships.<o:p></o:p></span></div>
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<span lang="EN-US">The first problem can be solved by a simple single modifier: add one AP when firing at extreme range. This might not be the ultimate representation of plunging fire, but it does make long-range fire more effective.</span><br />
<span lang="EN-US"></span><br />
<span lang="EN-US">EDIT: Playtesting for the win!... After playtesting the above mechanic has been changed some more. Since the single modifier was a bit of an odd rule, I changed the mechanic by removing the modifier and replacing it with a change to the armor mechanic. Instead of 1, a ship now has 3 armor values: Deck- and Belt armor, and weak spot armor. Depending on the weapon or distance, a different armor score is used.</span></div>
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<span lang="EN-US">The second is more tricky. Since destroyers usually had no more armor than splinter protection on vital parts, the DD usually ends up with not having to make an armor roll at all, the AP of most shells will be to high for its low armor value to counter in any way. That’s why I introduced a rule that an armor roll of ‘6’ is always a successful save. One could imagine this being a hit doing no damage because it passed straight through the ship and detonated beyond the ship, if it detonated at all. Mechanics-wise, it is just a way to reduce the hit chance a bit further for destroyers. Play testing will show if this is enough to help the fragile destroyers survive a bit more.<o:p></o:p></span></div>
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<!--[if !supportLists]--><span lang="EN-US">- </span><i><span lang="EN-US">Finally roll for critical effects (which usually means a second roll because there are many critical effects to be taken into account).<o:p></o:p></span></i></div>
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<span lang="EN-US">I have one roll left in my mechanic to factor in critical damage. Most games have a trigger (for instance a roll of 6 or 1 on the armor roll) to let a hit cause critical damage. When playtesting I found out that this mechanic is a bit crude since it is usually forgotten (ow, did you remember if that last roll had a 1 in it?) and it does not link with the reality that most hits on a ship would hit at least something beyond general hull damage. Ships were bristling with all kinds of equipment and most hits would at least damage some secondary’s or AA-guns that were bolted down on every spare inch of the ship. So I figured that receiving hits that caused any damage would require a roll on the component damage table. Multiple hits from the same ship will not require more rolls, an abstraction to speed up play (one salvo causing 4 different damage effects would be realistic, but would also slow the game down immensely). Instead, if you score 3+ or 5+ hits, additional effects happen that further increase damage or increase the severity of the effect.</span></div>
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<span lang="EN-US">Furthermore, since the new armor system causes some armor values to be immune to certain guns (while in reality, those guns would still be able to damage the superstructure), I introduced non-penetrating hit component damage. If a ship is hit, but successfully negates all hits by its armor rolls, the ship will still suffer a n<span style="font-family: inherit;">on-penetrating hit effect (possibly starting a fire etc.).<o:p></o:p></span></span></div>
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These tables have been reduced and abstracted to 12 component damage entries, so one roll of 2D6 will cover all possible component damage. This is also having the added effect in that the table is not to hard to remember by heart after a few games.<br />
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Playtesting: After playtesting it became clear that long-ranged gunnery started to do damage from the first attempt on, especially for ships with large amount of guns. This didn't feel very realistic because ships tended to spend some time finding the range first before switching to rapid fire. To simulate the ranging and spotting before a gun battle, I've introduced the "Ranging shots" rule, allowing ships that did not find the range yet only half their total RoF. Subsequent playtests showed that this reduces the amount of first shot damage situations. More playtesting is required to see if this solves the problem or creates new problems by itself.<br />
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So finally, the base mechanic is complete, so finally here a graphic playthrough of a shooting - gunnery activation:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj29qXM_G-kG-1VYB_tH3Qe9TUllGdmrQluebJ2J4H0Hv_8yAH-kebG-T6IR8rgGNpBRo16isI6M2GLpKNkJvnQWqfJeCCC44CfGB2dFL-psplsnIx-txJAibLc9L5cejxk09SWYs7GeX8/s1600/Gunnery1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="528" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj29qXM_G-kG-1VYB_tH3Qe9TUllGdmrQluebJ2J4H0Hv_8yAH-kebG-T6IR8rgGNpBRo16isI6M2GLpKNkJvnQWqfJeCCC44CfGB2dFL-psplsnIx-txJAibLc9L5cejxk09SWYs7GeX8/s640/Gunnery1.png" width="640" /></a></div>
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-81515178605333447482015-02-11T10:09:00.002+01:002015-06-01T12:48:46.311+02:00Naval War - Designing the gunnery mechanics (part 1)<div class="MsoNoSpacing">
<span lang="EN-US">One of
the hardest things in designing a ruleset in my mind is the mechanics.
Designing mechanics is as messy as most of the battles we are portraying and
without any guidance the process really can get out of hand.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">Of course there are the usual brainstorm
sessions first, then the endless writing down of possible mechanics and then
trashing them one by one and starting all over again. There are literally
hundreds of ways of gaming the process of naval gunnery and for every way to do
it there are pro's and cons. It is also very useful to check any benchmarks
already used by other sets and check if they contain anything of value to the
effect your looking for.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3v_ITKn_o-AywIa6HTztWQ9b70wFMdgBUrKBc-RKYsEuMyNEkVimBy9so4Btn8JyzsXNph1O2qezW06aESrRPZ2hYsSZC9nzOQheYD_cJBjavtdoM6EFOb_L5TdzM8620-W3VMuVS2U/s1600/USS_Texas_(BB-35)_broadside.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3v_ITKn_o-AywIa6HTztWQ9b70wFMdgBUrKBc-RKYsEuMyNEkVimBy9so4Btn8JyzsXNph1O2qezW06aESrRPZ2hYsSZC9nzOQheYD_cJBjavtdoM6EFOb_L5TdzM8620-W3VMuVS2U/s1600/USS_Texas_(BB-35)_broadside.jpg" width="308" /></a><span lang="EN-US">So after checking many different approaches and
trashing one idea after another I figured I needed some boundaries set; if you
don’t, you might end up with a mechanic that works perfectly well, but
completely ruins the game because it does not align with the objectives of the
game itself.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">So I
started out by listing my basic game limits:<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US"><b>Medium
amount of detailing<o:p></o:p></b></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><b><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Fast
play<o:p></o:p></span></b></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><b><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Minimum
amount of bookkeeping<o:p></o:p></span></b></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><b><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Involvement
for both players<o:p></o:p></span></b></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><b><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--></b><span lang="EN-US"><b>Mechanics
encourage historic play</b><o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">Then I
continued by elaborating on those basic limits by adding relevant context on
how these principles will influence the mechanic:<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<span lang="EN-US"></span><br /></div>
<a name='more'></a><br />
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US"><b>Medium
amount of detailing</b><o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt;">
<span lang="EN-US">Abstraction is going to be key for my mechanic.
If I want to keep the technical details low, I don’t want to let the players go
over many charts or make calculations of impact angle, muzzle velocity and
other details. To reiterate one of the overarching goals: to make a game, not a
simulation.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;"> <b>
</b></span></span><!--[endif]--><span lang="EN-US"><b>Fast
play</b><o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt;">
<span lang="EN-US">Fast play means fast play, resolving gunnery is
going to be one of the key actions players will be performing throughout the
game, so every extra step I add to this mechanic will immediately translate
into much increased gaming time because it will be done so many times during
the game. Key here is dicerolls, every added diceroll is an exponential
increase in the time it will take to resolve the shooting. Another thing is
memory, if the mechanic and all its steps, charts or tables are kept simple,
the players will be able to play from memory instead of having to refer to the
book constantly also speeding up play. Note to self: QRS<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US"><b>Minimum
amount of bookkeeping</b><o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt;">
<span lang="EN-US">This means written orders or noting down targets
are out. Noting damage is somewhat unavoidable with naval ships, so the
bookkeeping besides damage needs to be kept to a minimum or none at all.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US"><b>Involvement
for both players</b><o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt;">
<span lang="EN-US">I think the key for this point is opposing
dicerolls. There is nothing more boring than having your ship shot to pieces
without you being involved at all. Games like Warhammer and Flames of War are
really on to something in my mind by giving you a chance to roll your own armor
rolls. This gives the player on the receiving end some perceived influence on
the situation, perceived because, bottom line, it obviously doesn’t matter who rolls
the dice for the outcome (but in practice, you KNOW it matters ;).<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US"><b>Mechanics
encourage historic play</b><o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt;">
<span lang="EN-US">This will mean some modifiers and limitations
will be needed. Abstractions are ok, but a suspense of disbelief will still be
needed for your mechanic to be accepted by players.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">With
those limitations set, next up is to check what I want to be able to achieve
with my mechanic.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">In the
gunnery process, I want to be able to model:<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">The
shooting process, targets close by are easier to hit, targets further away are
harder to hit.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Rate
of fire should be modeled into the mechanic<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Plunging
fire, some bonus must be accounted for when shooting at long range for hitting
the deck armor with plunging fire.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Fire
arcs. The bearing of the ship must be of influence on the amount of guns I can
use to shoot. It must be possible to ‘cross the T’ of the enemy ship, giving an
advantage.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Armor,
Battleships were obviously better armored than destroyers, and this needs to be
modeled.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Damage,
small shells do less damage than large shells when they get past the armor of a
ship.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Critical
damage. Usually ‘damage’ on a ship had a profound effect on the capabilities of
the ship, damage would knock out turrets, engines, etc. This needs to be
possible (and of course, you must have a chance to hit the main magazine,
resulting in a big BOOM)<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">Finally,
since this I am not a professional game designer, I want people to be able to
pick up the game from a PDF, so I really want to use 6-sided dice, since those
are the dice most people will be having around the house instead of needing to
buy special 10, 12 or 100 sided dice for my game. I realise this is a serious limitation.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">So, with
all the ground work done, I’ve tried to pour all these requirements and
limitations into a mold.<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<span lang="EN-US">At
first, you start out with a diceroll and a table for everything:<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">A
ship has a frontal, broadside and rear arc to decide which guns can fire.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">A
roll for hitting, checking on a table the range of the target crossed with the
characteristics of the gun. Add- or subtract any modifiers from the modifiers
table. The hit percentages are usually lower than can be modelled on a D6, so
often a second roll will be needed to roll a ‘7’, ‘8’ or ‘9’.<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Then
roll for armor penetration on a table crossing the armor values with the armor
penetration of the shell. A table needs to be referenced to make armor
penetration higher at close ranges (high impact), lower at middle ranges and
higher again at long ranges (plunging fire).<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Then
roll for damage<o:p></o:p></span></div>
<div class="MsoNoSpacing" style="margin-left: 53.25pt; mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt; font-stretch: normal;">
</span></span><!--[endif]--><span lang="EN-US">Finally
roll for critical effects (which usually means a second roll because there are
many critical effects to be taken into account).<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<br />
<div class="MsoNoSpacing">
<span lang="EN-US">The
above mechanic violate about every limitation I set before, so this is where
the big scissors come in and the tuning starts….<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<span lang="EN-US"><br /></span></div>
<div class="MsoNoSpacing">
<span lang="EN-US"><a href="http://calltoarmsmwg.blogspot.nl/2015/02/naval-war-designing-gunnery-mechanic.html#more">Click here for part 2 to see how it all turned out</a></span></div>
Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-24854677894717886672015-01-13T12:17:00.000+01:002015-01-13T12:19:40.199+01:00Naval War: Playtest requestsIt seems my posts about my Naval War ruleset have put the project into second gear. I've received several playtest requests by now and I was caught a bit off-guard by that.<br />
<br />
I think most of the ruleset is playable in its current form, so playtesting is something I want to encourage. At the same time, it is most terrifying to have people looking at the rules and cards without me being there in person to explain everything and show the thought process behind the mechanics etc. Of course I hope that they recognize the rough diamond that is in there (in my own humble opinion) and not discard it like a lump of coal (which is also bound to happen because no ruleset can cater to everyone's taste). Still, since I've taken the leap of letting outsiders look at and give feedback about the set, I thought it would be handy to put a little post here detailing the application process.<br />
<br />
Soooo, if you like to give Naval War a try and provide me with some valuable feedback, here's what you need to do:<br />
<br />
<span style="line-height: 22.6800003051758px;">You can send me an e-mail to hjseijm at gmail dot com. In the mail, please tell me some things about yourself, your name, maybe age, country, what miniature games you have played before (if any), and if you have any prior playtesting experience.</span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;">If you want to playtest my set you need to include the following piece of text: </span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;">"I will respect that the ruleset being provided to me by the author (AKA Ecclesiastes) is only for the purpose of playtesting them and offering critiques and comments. The ownership of the ruleset belongs to the author and I will not offer for sale or disclose them to others for the purpose of sale."</span><br />
<div>
<br /></div>
<span style="line-height: 22.6800003051758px;">I have no means of issuing or enforcing an NDA. Still, the rules and addendums are copyrighted and I request that that is respected by everyone that participates in the playtesting.</span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;">I'll then give you access to a shared folder on my Onedrive where I store the PDF's which will provide you with everything you need to play (except ship miniatures ofcourse). I'll also include your e-mail adress on my mailing list to give notice when I've published updates etc. I wont use the e-mail adress for any other purpose.</span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;">I hope that covers it all, I want to say to everyone who has already enlisted for playtesting that I'm honoured that people are interested and willing to invest time in my little rule-set.</span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;">Thanks!</span><br />
<span style="line-height: 22.6800003051758px;"><br /></span>
<span style="line-height: 22.6800003051758px;"><br /></span>Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-33860955828957044672015-01-08T10:35:00.000+01:002015-01-08T10:48:18.644+01:00Naval War: Cruiser action, a battle reportWell, I finally got to some more Naval War playtesting. So for the occasion I made my first Naval War Battlereport!<br />
<br />
The game setting is 'pickup' game, so no historical scenario. This also gives me the opportunity to see if my point values make sense and provide a somewhat even matchup.<br />
<br />
Order of Battle:<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgh99QtaFtLZy9VKGEde5GN08Angnsk_NxfgsTLEE9lyda_7_Xj1MP1XeG7Bofv3Dy2s5dQSeX10yY_pu7TAHkE6eR2xN0tSTMAFCyeGRkwcJmv_3VCvlxRgCqD5W_GKdPLii5ERQJ2EzU/s1600/KM+Admiral+Graf+Spee.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgh99QtaFtLZy9VKGEde5GN08Angnsk_NxfgsTLEE9lyda_7_Xj1MP1XeG7Bofv3Dy2s5dQSeX10yY_pu7TAHkE6eR2xN0tSTMAFCyeGRkwcJmv_3VCvlxRgCqD5W_GKdPLii5ERQJ2EzU/s1600/KM+Admiral+Graf+Spee.png" height="320" width="234" /></a></div>
Germany<br />
<span style="text-align: center;"><br /></span>
<span style="text-align: center;">Officer: Konteradmiral</span><br />
- CA Admiral Graf Spee<br />
- CA Admiral Scheer<br />
- CA Prinz Eugen<br />
<br />
Officer Kommodore<br />
- DD Z-24<br />
- DD Z-26<br />
- DD Z-27<br />
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United Kingdom<br />
Officer: Commodore<br />
- CA Exeter<br />
- CL Leander<br />
- CL Achilles<br />
- CL Neptune<br />
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Officer: Commander<br />
- DD Jervis<br />
- DD Jackal<br />
- DD Kipling<br />
- DD Kelvin<br />
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The mix of forces left the Germans with fewer ships but better range and firepower while the british had more ships but they really need to close the range to win this battle.<br />
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Deployment:<br />
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<a name='more'></a>Turn 1:<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbIwV8CTfsLrC_JwACJzdOgyMbhW8RPQhPaft1UYFWjRspOCy3NYL9lR_-qqmsxzl-0bKh6VwDio21gm0NLtp_TRdwa20hDA9A8NoyK9xt7z7Od167RhNsIQfp5l_I7IECvFnA4ZJZHgk/s1600/Turn1.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbIwV8CTfsLrC_JwACJzdOgyMbhW8RPQhPaft1UYFWjRspOCy3NYL9lR_-qqmsxzl-0bKh6VwDio21gm0NLtp_TRdwa20hDA9A8NoyK9xt7z7Od167RhNsIQfp5l_I7IECvFnA4ZJZHgk/s1600/Turn1.png" height="246" width="320" /></a><br />
Both sides maneuvered to get their squadrons into formation (the deployment zone was a bit cramped due to the size of the table, 140x120cm)<br />
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Turn 2:<br />
The German destroyer squadron headed south in a flanking maneuver while the Graf Spee and Admiral Sheer opened up at extreme range at Exeter, straddeling the ship for minor damage. It was a bleak foreboding though, because the british ships were still out of range and the destroyers were in no position yet to cover the cruisers.<br />
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The German squadrons approaching from the northwest and opening fire<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGcQ3OQjMORQIW2KrI_HSZEhB4tyrNWD_OkP5gvhH8SsTJ7IxI4XBT_bQsQZsco6B3DL56kmm5qlKRANbUrHM9JPninYWh6aM1MbDbHaSs7pOAsbK-ErdicH9aKSOvC-wanLepln21K1w/s1600/IMG_4604%5B1%5D.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGcQ3OQjMORQIW2KrI_HSZEhB4tyrNWD_OkP5gvhH8SsTJ7IxI4XBT_bQsQZsco6B3DL56kmm5qlKRANbUrHM9JPninYWh6aM1MbDbHaSs7pOAsbK-ErdicH9aKSOvC-wanLepln21K1w/s1600/IMG_4604%5B1%5D.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGcQ3OQjMORQIW2KrI_HSZEhB4tyrNWD_OkP5gvhH8SsTJ7IxI4XBT_bQsQZsco6B3DL56kmm5qlKRANbUrHM9JPninYWh6aM1MbDbHaSs7pOAsbK-ErdicH9aKSOvC-wanLepln21K1w/s1600/IMG_4604%5B1%5D.JPG" height="300" width="400" /></a></div>
The British fleet racing to close the distance from the southeast<br />
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Turn 3:<br />
Now steadily closing the range, all three German heavy cruisers upen up with their big guns on Exeter, wracking the ship from head to stern and leaving it a burning wreck. The British destroyers, now finally in position lost their lead ship to enemy destroyer fire and secondairies from the big cruisers. Still they now make smoke to cover the british squadrons.<br />
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Better late than never... the smoke screen is finally up</div>
Turn 4<br />
The British cruisers finally get their bearings on the german destroyer squadron and pummel the lead ship leaving it dead in the water.<br />
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The little british DD's show their teath and start shooting their 5" peashooters at the leading German cruiser, and in a stroke of luck, they set off one of her deck torpedo launchers, starting fires all over her stern.<br />
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The Germans are still focussed at the cruiser squadron though and they do not see the immediate danger they are in.... Still, they manage to fatally hit the second British cruiser with a deadly volume of fire from 11" and 8" guns.<br />
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With the Heavy Cruisers occupied, the British Destroyer squadron seizes the initiative by maneuvering between the two german squadrons. To late the Heavy cruisers notice the danger they are in with the nimble tin cans sailing into torpedo range. Still, not all is lost because the two remaining German DD's try to avert the danger. Throwing all they have at the lead destroyer, guns, torpedo's, all at short range, they blow up the lead British DD in a great ball of fire.<br />
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A very exiting turn indeed....<br />
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Graf Spee with fires of the exploded torpedo launcher at the stern, and burning wreckage of sunk ships</div>
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The DD's speeding through the gap between the German CA's and DD's</div>
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<span style="text-align: center;">Turn 5</span><br />
<span style="text-align: center;">The british player gets the initiative this turn (thanks to the guys at bletchley park doing their jobs), and the remaining two destroyers empty both their torpedo banks at the tight German cruiser column. The Admiral Sheer takes no less than 5 torpedo's to her side and capsizes while Prinz Eugen takes only one out of ten torpedo's (!) fired at her and only suffers some minor fires. </span><br />
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<span style="text-align: center;">Still, this could be the turning point for the British as the German heavy cruisers frantically try to get rid of the two destroyers within their formation, overwhelming them in a sea of 11", 8" and 6" shells and torpedo's from the destroyers. Still, the brave sacrifice of the DD crews opened up a small window of victory for the Britisch as their cruisers now heavily damage Graf Spee forcing her to break off the action and seek refuge in a rain squall, limping away from the battle with a damaged engine and fires still burning on her rear deck.</span><br />
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The DD's are getting pummeled, but Admiral Scheer is a smoking hulk and Prinz Eugen is on fire. Graf Spee limps away in the rainsquall... </div>
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Turn 6<br />
The remaining British cruisers maneuver to cross the T of the destroyer Squadron, trying to take out a DD and the damaged Prinz Eugen to win the battle. But in the chaos of battle the lead cruiser targets the DD instead of the CA! A full broadside and a torpedo spread sends the lead destroyer to the bottom of the sea, leaving the Prinz Eugen intact and the second british Cruiser losing precious time reaquiring a different target. A costly mistake, giving the Prinz Eugen and the remaining DD a perfect chance of finishing up the damaged british cruiser.<br />
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Turn 7<br />
Risking all or nothing, the british cruiser heads for the rainsquall and empties his torpedo tubes to finish off the Prinz Eugen. But alas, all the fishes miss in the rough seas of the squall and now caught between a rock and a hard place, the last british cruiser is sent to the bottom by torpedo's and gunfire....<br />
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A tightly fought German victory. Although at a high cost, with Graf Spee out of the battle, Prinz Eugen heavily damaged and only one destroyer remaining.<br />
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Post Battle analysis:<br />
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I was playing the British and my plan was to use my DD squadron to cover my Cruisers with smoke to close the distance. It didnt work because I sent the DD's in a wide turn to get between my cruisers and the enemy, which took to much time, leaving the cruisers vulnerable to the long range fire of the german 11" guns. I really got a break when I could maneuver my DDs into torpedo range of the cruisers, but it wasnt enough to take them all out of the battle.<br />
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The coup the grace was achieved by the very clever use of the command station by my opponent, making me shoot the wrong target (a DD instead of a damaged Prinz Eugen) at a critical moment. Which resulted in much hilarity.<br />
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Sidenotes:<br />
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1. I need to revise the critical hit chart a bit, especially moving the torpedo bank hit to a 'less probable to happen' tier.<br />
2. I really loved the way my opponent outsmarted me by clever use of his actions, and I also loved the way the activation sequence allowed me to sneak up on the german cruisers while they were occupied with the British cruisers.<br />
3. I'm going to remove the 'short' range bonus on torpedo's. Since short range is 20cm and torpedo range is 25cm it practically always kicks in and it makes the fishes too deadly in my opinion. Really bad dicerolling saved Prinz Eugen this time, but with just an average roll it would have sunk, which is a bit too effective for my taste.<br />
4. I definately need to get rid of the table clutter, since it was a playtest I was still looking for the right markers and we kept the command stations and statcards on the board because we were still learning our stats (by the end of the battle we knew most stats by heart, so its just laziness to have so much clutter on the table, and I had room on the sides to keep the command stations).<br />
5. I need to add a 'filler' action on the command station. Many actions are fun but situational, and in many instances it leaves the player with to few choices to place his order dice. An action that a player can use to put his 'excess' dice is needed. I'm thinking in the way of a reroll action, for instance to allow the rerolling of one die of the players choosing in the shooting phase, or armor save, etc.<br />
6. The battle was very close fought, showing that I might be on the right track with my points formula. Next step is to make forces of a different makup but the same points value and see how they work out (BB vs DD's, etc)<br />
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Thanks for reading if you got this far! ;)Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com3tag:blogger.com,1999:blog-5009154403938642252.post-62774362024934404192014-12-22T14:18:00.000+01:002015-06-02T10:10:27.435+02:00Naval War: Writing my own rulesetWell, as promised in my last post I'm going to try writing some more stuff on my blog.<br />
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Currently I'm tinkering with my own naval rules. I've played War at Sea for quite some time and think it is a fast-paced, entertaining game. It lacks detail, but in some way that exact fact makes it what it is; because a player doesn't have to be concerned with every nut and bolt of his ships the game can work with entirely different mechanics than most naval games to give it its unique touch.<br />
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After War at Sea I've read up on many different rule sets, and in time I've made an observation:<br />
Practically all other naval games (limiting myself to WW2) are trying to be a simulation of sort, some games are more a simulation than others, but most games have put the most effort into modelling the effects of armor, shells, penetration, weather, speed, maneuverability, etc.<br />
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<a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140427_135855.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140427_135855.jpg" height="213" width="320" /></a>Thing is, that amount of detailing also makes the games very predictable, since most ships can't move beyond a couple of inches per turn, shoot with extremely predictable accuracy, can't turn more than a few degrees and all stats of the ships are static, it is impossible to have any aces up your sleeve. That was something that War at Sea excelled at, because of the Special Abilities of each unit, the games became much more unpredictable and much more a game than a simulation. Something that might not be to everyone's taste, but was certainly very satisfying to me.<br />
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So now what? War at Sea has been discontinued for a while although the <a href="http://aaminis.myfastforum.org/" target="_blank">community</a> at the War at Sea forum are doing a terrific job in keeping the game alive, and with it; the only 'gamey' naval rule set I know of.<br />
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So, not finding what I'm looking for in other available rule sets, I've been working on my own set, which is a monumental task.<br />
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First I had to set the objectives; what am I looking for exactly?<br />
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<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Victory%20at%20Sea/20130822_205936.jpg.html" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank"><img alt=" photo 20130822_205936.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130822_205936.jpg" height="240" width="320" /></a></div>
Well, War at Sea was a very fun game, but it lacks in the detail department. But how to increase detail without becoming another simulation? IMO the key lies in the Special Actions, they were the thing that made War at Sea unique and fun, but also made the game complicated for bigger actions. Each ship having at least 2 special rules makes playing larger actions a big game of memory because one would have to memorize and keep track of 30+ special actions. So If I would like to increase complexity by adding a little bit of detail, I would have to reduce the 'downtime' of the many special abilities. From there I started to formulate my objectives:<br />
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- <b>A medium amount of detailing</b>:<br />
I'm not concerned about the water depth, the amount of rudders on a ship or the exact difference between the US 5" guns and the British 5"guns. I am however looking for an amount of detail that lets me 'cross a T', which immediately brings about other details, for to be able to cross a T the game needs to differentiate between forward and rear guns and have a movement system that supports facings.<br />
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- <b>Action and unpredictability</b>:<br />
I want a game that keeps my opponent guessing for my next move and me for his. This requires a bit of leeway to the abilities of ships. As in most games ships operate at the peak of their capabilities during the whole fight (as long as their stats permit it), I will need to 'average' the capabilities of the ships. In that way special actions can be used to make the ships operate at higher speed, greater accuracy, etc, which brings unpredictability and a gaming element to the game. Furthermore a system of command & control needs to be implemented to influence and regulate the capabilities of the ships.<br />
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- <b>Fast play</b>:<br />
An action with just a few ships per side should play out relatively fast, which is, if both players are familiar with the game, about an hour. Larger actions (10-20 ships per side) should be possible within 2 hours.<br />
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- <b>A minimum amount of bookkeeping</b>:<br />
No table littered with counters and no extensive bookkeeping. So keeping track of hullpoints is ok, but writing down detailed orders at the start of the game is a no-go.<br />
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-<b> Inclusiveness for both players</b>: (by lack of a better term)<br />
Players should not be sitting idly during the turn of the other player. There should be dice to roll, anticipation of what he is doing next, and most important, it could be his move any time now...<br />
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I think that's enough for a start. Next post I'll elaborate about the core mechanics I've thought up...<br />
Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-34316605582138247942014-11-19T11:21:00.001+01:002014-11-19T12:52:10.911+01:00Long time no siege...Well, it's been a very long time since I did any constructive posting on my blog. Between the birth of our little girl, the moving to a new house and other private life difficulties, wargaming has taken a back seat for some time now.<br />
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I've been active for a bit in the local Flames of War scene, participating in some tournaments and painting up my americans while all my other miniature interests have been lying low.<br />
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Things slowly start to change though... Since we moved to our new home, I have secured for myself one of our (still) spare rooms to make myself a decent hobby room. Hurrah! Now having finished most of the little bits and bobs around the house, I've found a bit of time to furnish my room with some simple things like a 180x120cm table, a painting corner and some left-over cabinets from our former appartment.<br />
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Also, the miniature companies have not been sitting still. I've recently aquired Gripping Beasts' SAGA; the Crescent & the Cross and going over my medieval miniatures I've already put a small warband together. Furthermore I've spent some spare time at pondering some home-brewn naval wargame rules for use with the terrific Mongoose publishing miniatures (probably the only company that is so slow in releasing stuff that you can concieve and raise a kid and move to another home between their releases.). Maybe more on that in later posts...<br />
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For now, I've aquired a load of excellent laser cut bases and movement trays from <a href="http://war-bases.co.uk/" target="_blank">Warbases</a> on Crisis to rebase my medieval models to be able to use them for both SAGA and Deus Vult. The prime mover here being that I can play SAGA with just a few models while building & painting my army for Deus Vult. So I intend to pick up my blog at the point when I first started it, my medieval miniatures. In the years I've also progressed in my techniques, so a post detailing my new basing method (since the crusades is the period it will be a bit more arid than my other bases) will probably be one of my first posts.<br />
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From left to right my progression in bases, far right my newest laser cut bases with desert basing.<br />
<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Call%20to%20arms/Call%20to%20Arms%20Basing%20Tutorial/20141118_215825.jpg.html" target="_blank"><img alt=" photo 20141118_215825.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Call%20to%20arms/Call%20to%20Arms%20Basing%20Tutorial/20141118_215825.jpg" height="360" width="640" /></a>Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com4tag:blogger.com,1999:blog-5009154403938642252.post-51805610123311969682014-04-27T14:37:00.000+02:002014-04-27T14:39:15.996+02:00Creating an islandSo, I'm currently working on some scenery for my VaS games. This is how it turned out:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCw9Jm6fPCBy2Qx2DHAUabkt87EW8obiqBiyuC44t4sl8EC1FHWY6-mmm3SKN6lbV6HkV_fzYex1ovkkxLptkN-JFjhKIzg4eBaHw8LPR_1Ek0ptaC2qxJcj0ZJtSuOKbhWx4ofGk-TBw/s1600/20140427_135844.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCw9Jm6fPCBy2Qx2DHAUabkt87EW8obiqBiyuC44t4sl8EC1FHWY6-mmm3SKN6lbV6HkV_fzYex1ovkkxLptkN-JFjhKIzg4eBaHw8LPR_1Ek0ptaC2qxJcj0ZJtSuOKbhWx4ofGk-TBw/s1600/20140427_135844.jpg" height="426" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVK5ZaWMKtcJoIRx1Reo0aP27VpqPu77nVc70lYLCqCk0eg8wE9KTVhOR3SpZMOOMur1sYzEavmjMMWSltN-T3vOvBbcoBoBHLky15XG5bn6Fk0ZSwf9k-YeD6C7XuxZPm8ai-ZMK1RY/s1600/20140427_135855.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVK5ZaWMKtcJoIRx1Reo0aP27VpqPu77nVc70lYLCqCk0eg8wE9KTVhOR3SpZMOOMur1sYzEavmjMMWSltN-T3vOvBbcoBoBHLky15XG5bn6Fk0ZSwf9k-YeD6C7XuxZPm8ai-ZMK1RY/s1600/20140427_135855.jpg" height="426" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQiutWR5mYDCJvVW0Nb-24RVx5GB5PX39YBC3bGg68LpvtKb0zDVDfbg30yTYCovwMvL6Zf_bxTq7QjuyL76-TeNFgP3p1KBQfiY8zgZHnWIQWrOoEgQQhBtjVTDGRZm6UN70HWawBoBA/s1600/20140427_135923.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQiutWR5mYDCJvVW0Nb-24RVx5GB5PX39YBC3bGg68LpvtKb0zDVDfbg30yTYCovwMvL6Zf_bxTq7QjuyL76-TeNFgP3p1KBQfiY8zgZHnWIQWrOoEgQQhBtjVTDGRZm6UN70HWawBoBA/s1600/20140427_135923.jpg" height="426" width="640" /></a></div>
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Clicky for a quick how-to:<br />
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<a name='more'></a>The following video inspired me to try their technique, so credits where its due:<br />
<a href="http://www.youtube.com/watch?v=Mpko5rxM9pI">http://www.youtube.com/watch?v=Mpko5rxM9pI</a><br />
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Made an outline of the island that I want in thick plasticcard<br />
<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_132801.jpg.html" target="_blank"><img alt=" photo 20140423_132801.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_132801.jpg" height="360" width="640" /></a><br />
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Then started cutting syrofoam in chunks that would fit on the plasticcard outline<br />
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<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_132857.jpg.html" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;" target="_blank"><img alt=" photo 20140423_132857.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_132857.jpg" height="360" width="640" /></a><a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_132910.jpg.html" target="_blank"><img alt=" photo 20140423_132910.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_132910.jpg" height="360" width="640" /></a><br />
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After glueing everything together and letting it dry I went completely overboard with my exacto knife on the syrofoam :) Note that except for a rough horizontal pattern I did not 'try' to get rock shapes or anything, just let it all go and cut it up till your satisfied with the result.<br />
<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_161408.jpg.html" target="_blank"><img alt=" photo 20140423_161408.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_161408.jpg" height="360" width="640" /></a><br />
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Then covered it with a mixture of wood-glue, sand and black acrilic paint to make sure it becomes a bit sturdy and gets a bit of a grainy texture.<br />
<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_184202.jpg.html" target="_blank"><img alt=" photo 20140423_184202.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_184202.jpg" height="360" width="640" /></a><br />
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After the first coat has dried I made a second run with a spray can of black primer to make sure the black got in every corner and recess.<br />
<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Scenery/20140423_184155.jpg.html" target="_blank"><img alt=" photo 20140423_184155.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Scenery/20140423_184155.jpg" height="360" width="640" /></a><br />
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Finally, after the black undercoats have dried I gave it a drybrush with subsequential coats of dark brown, brown, sand and finally a bit of white.<br />
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Finish up with flocking the piece and voila; a nice island for my sea maps :DEcclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-68343777262232649802014-04-21T17:22:00.000+02:002014-04-22T16:44:21.001+02:00German battleship TirpitzFinally a little update to my blog. I've become father of a cute little girl in the meantime, so hobby-time is in short supply lately :)<br />
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I've recently started painting some of the new <a href="http://www.mongoosepublishing.com/miniatures/victory-at-sea.html" rel="nofollow" target="_blank">Mongoose ships</a>. First one in line is the german battleship Tirpitz. I finally seem to have hit a sweet spot on the bowwave with the water-effects, so I'm quite content how she turned out:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxe7A7j-YXFHf97E9gTtuPZO5Gt4jJ58U1lJjTkXltL5hz4e7uUL9bijBtdb7VX3av_bBouo74XcIdSOUbCjzq33IfUVT6heWrY_EE7AaLTln9Pp79pLOFyF66pGXMgbP-HuMiAuXtvEA/s1600/Tirpitz2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxe7A7j-YXFHf97E9gTtuPZO5Gt4jJ58U1lJjTkXltL5hz4e7uUL9bijBtdb7VX3av_bBouo74XcIdSOUbCjzq33IfUVT6heWrY_EE7AaLTln9Pp79pLOFyF66pGXMgbP-HuMiAuXtvEA/s1600/Tirpitz2.jpg" height="318" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm6DhyphenhyphenCQfdwLoC7k5NmubXXwKoVNTdoZ0nGLS2Fp-6nXA9WaonWJ2Ng_o7Nule-pBLi-0EESHSdEIQDasQAOp0ON15I9_MTK9IwosmaUiYTNk57WG_rqtmGERNlQywxvhzBnk45GSfU0A/s1600/Tirpitz3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm6DhyphenhyphenCQfdwLoC7k5NmubXXwKoVNTdoZ0nGLS2Fp-6nXA9WaonWJ2Ng_o7Nule-pBLi-0EESHSdEIQDasQAOp0ON15I9_MTK9IwosmaUiYTNk57WG_rqtmGERNlQywxvhzBnk45GSfU0A/s1600/Tirpitz3.jpg" height="400" width="377" /></a></div>
<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-5716339064174276252013-08-09T10:13:00.000+02:002015-08-11T11:08:29.430+02:00Review Mongoose Victory at Sea Miniatures<span style="color: #e06666; font-size: large;">NOTE 11-08-2015: It seems that Mongoose hasn't been able to make good on their promises for this line. After 2 years of silence they have slowly pulled their remaining ships from their webstore. No information is available of this line still being continued in one way or another and no concrete news about it has been given by Mongoose for 2 years now. For me this is rather disappointing since I really loved the miniatures and would have endorsed them wholeheartedly if Mongoose would have launched the line. Since it is now 2015, I really have to conclude that Mongoose is not a company that you can rely on to make good on their promises. Alas.....</span><br />
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Hello all!<br />
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<a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/438f5146-430d-4039-ba58-166908f184df.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/438f5146-430d-4039-ba58-166908f184df.jpg" height="119" width="200" /></a>Finally I got my hands on the Victory at Sea ship miniatures from Mongoose Publishing. Ever since War at Sea was discontinued by WoTC I've been searching for nice miniatures in the 1/1800 scale to expand my collection.<br />
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Mongoose had announced their new line pretty short after WaS was discontinued. It took some time though <br />
before they ended up on my desk since Mongoose did not make their release deadlines (still don't, the Denmark Strait set was set for Juli) and it seems to be pretty hard to get my hands on the ships in a FLGS in the Netherlands.<br />
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Nevertheless, I finally recieved my box with the Battle of the river Plate set and it's time for a little review!<br />
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<b>Birth Pangs</b><br />
Unfortunately, that review had to wait... As some of you already know, the VaS miniatures come with a base cast on. I'm not against bases (since I base every ship I paint or build), but the bases of the ships I received in my first set were warped and tilted in such a degree that I had to start my review not with the ships, but with the Mongoose customer service. I decided that I was not going to settle for this kind of quality, even when it only concerned the bases.<br />
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<a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/GrafSpee2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/GrafSpee2.jpg" height="240" width="320" /></a></div>
After a short mail to Matthew I immediately received a reply with his apologies and a few days later replacement ships arrived in the mail. So in all honesty, thats full points for the customer service. It is interesting to note that the replacement ships I got were a different quality/resin casting. Mongoose has recently moved their production facilities to the UK, and it seems the quality improved with the change of manufacturer. The replacement ships I recieved had much better cast bases on them, so I finally could get started!<br />
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<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Victory%20at%20Sea/Ajax1.jpg.html" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank"><img alt=" photo Ajax1.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/Ajax1.jpg" height="213" width="320" /></a></div>
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(after a lot of sanding and adding some plasticcard underneath the bases of my first ships I even got those to an acceptable level, so I ended up with 7 ships in the end)<br />
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<tr><td style="text-align: center;"><a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130803_104209.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130803_104209.jpg" height="480" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The replacement ships had much better bases and were made out of a grey resin</td></tr>
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<b>Packaging</b><br />
I really dont care for packaging to be honest. So for me the most important thing is if it gets me my stuff in one piece. Which it did. The box looks a bit bland with just a photo of the ships on the front. Mongoose could do with a little bit of artwork...<br />
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<b>Sculpts</b><br />
The ships themselves are amazing! I have to admit that coming from WaS with its notoriously bad sculpts <br />
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<tr><td style="text-align: center;"><a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130809_081217.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130809_081217.jpg" height="150" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Spare parts!</td></tr>
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(not all of them) does not give me credit for judging these sculpts, but being an avid scratchbuilder and boasting a pretty high level of detail on my scratchbuilds, none of my own creations come near the amount of detail on these ships. Secondaries, lifeboats and torpedo tubes are clearly visible and highly detailed (the barrels of the small guns are unbelievably thin). The casts are resin and I did not have to remove any flash or strange bulbs. So they were practically perfect casts. Masts, guns and some other parts (like the bridge structure of Graf Spee) were cast in metal and provided on a seperate sprue. It is interesting to note that Mongoose provides one extra sprue of metal parts for each ship in case of damage. Since I had no damaged items that left me with an impressive amount of spare metal 6", 8" and 11" guns... thats scratchbuilders gold! I only found one little flaw in the sculpts: some of the hulls had some kind of 'fingerprint' lines over them that I could not completely sand away. A minor issue though. Another issue is the....<br />
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<b>Bases</b><br />
Yep, I just need to put this in. Being a great fan of basing my ships myself I can see the advantages of producing the ships with cast-on bases. It provides a bit of mass to the little ships, gives a uniform appearance and its handy for gaming purposes. The thing is, I am still not overwhelmed by the quality of the bases. Eventhough the new batch of ships had much better bases than the first, there was still a slight tilt in some of them and sometimes a slight difference in thickness between the different bases. This might not be a bother to most people, it still is to me. If I make plasticcard bases or order my bases from Reacher (my supplier at the AAminis Forum) I am 100% sure they will all be the same thickness. With a little bit of polishing though, sanding the corners of the bases a bit so they become rounded, adding some water effects and a nametag, I find them acceptable. But it still is the difference between 8/10 and 9/10 for me for the minis.<br />
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<b>Unique sculpts</b><br />
There is one other thing I should mention. Since the set included Ajax and Achilles, both Leander class cruisers, it would be logical to include two identical Leander Class sculpts. I noticed though, that both are unique sculpts. There are little differences between both ships that give a nice touch of individuality. I even ended up with 3 unique sculpts because one of the replacement ships I recieved was another unique sculpt. Awesome!<br />
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In the end I am very exited about the Mongoose ships. They are very detailed and I will certainly keep an eye on their product line. To bad they lag behind their production schedule, but for me its worth the wait...<br />
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Some comparison shots with the original WAS minis:</div>
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<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Victory%20at%20Sea/20130814_191010.jpg.html" target="_blank"><img alt=" photo 20130814_191010.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130814_191010.jpg" height="480" width="640" /></a><br />
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<a href="http://s589.photobucket.com/user/Seijmonsbergen/media/Victory%20at%20Sea/20130814_190806.jpg.html" target="_blank"><img alt=" photo 20130814_190806.jpg" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Victory%20at%20Sea/20130814_190806.jpg" height="480" width="640" /></a>Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0tag:blogger.com,1999:blog-5009154403938642252.post-43580533938739587072013-05-24T22:39:00.000+02:002013-05-28T15:59:46.164+02:00Flames of War US Army<br />
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Well, I finally managed to take some photo's of my Flames of War American forces.... Some may be a bit blurry, my good camera is currently in repair, and we haven't got any decent sunlight here in the Netherlands for a while :-( .<br />
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Enjoy!<br />
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Clicky for more pics!<br />
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-13502853608667173562012-12-11T10:32:00.002+01:002016-08-09T10:29:54.207+02:00Modelling water on ship bases<br />
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<div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;">
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales21.jpg" style="clear: right; cssfloat: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank"><img alt="Photobucket" border="0" height="133" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales21.jpg" width="200" /></a>Sooo, I got the request to make a little tutorial about how I model the water on my ship bases.</div>
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Its actually not that hard, but putting things in pictures makes stuff much easier to learn and ofcourse its much more pleasing to the eye!</div>
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So while finishing my King George V battleship I used the opportunity to take some pictures while modelling the water effects. Read on for the secret of how to make an awesome ship base!</div>
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So, basics first...</div>
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You'll need a base, which can be anything from wood to clear acrilics (even paper or cardboard if you dont have anything else. I use clear acrilics myself because a transparant base will blend in with the table color (usually blue) better.</div>
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<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=IMG_3326.jpg" style="clear: right; cssfloat: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank"><br /></a></div>
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Furthermore you'll need a bottle of watereffects. I use <a href="http://woodlandscenics.woodlandscenics.com/show/item/c1212" target="_blank">Woodland Scenics Water Effects</a> but there are many different modelling companies that also make a similar product.</div>
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Lastly you'll need some modelling tool and a bit of blue and white paint with a small drybrush.</div>
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So on to modelling your base:<br />
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First you'll need to clean the base and make sure that the bottom of your model is watertight. With that I mean that if you have movable turrets make sure the bottem is sealed by a piece of plasticcard, paper or cardboard so you wont get any of the water-effects into the movable pieces, since it hardens just like glue so you will fix the turrets into place if you dont seal them off.</div>
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water1.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water1.jpg" width="400" /></a><br />
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Next grab your base and cover it with the water effects.<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water2.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water2.jpg" width="400" /></a><br />
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Now use an old brush and 'dip' the water effects so its gets spread out a bit on the base. This breaks up the water effects because it can be quite solid when coming fresh from the bottle.<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water3.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water3.jpg" width="400" /></a><br />
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Next step is brushing out the water-effects on the base. Use long strokes crossing the base, ideally at a bit tilted angle to the horizontal. This way you will make a nice amount of pristine waves that will be suited for our ship to cleave through.<br />
<a href="http://s//s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water4.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water4.jpg" width="400" /></a><br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water5.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water5.jpg" width="400" /></a><br />
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Now place the ship on the base with about 2/3 of the ship on the base.<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water6.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water6.jpg" width="400" /></a><br />
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Now gently apply a bit of pressure on the ship and slide it forward into its final position. This way you will break up the waves you just made and the water effects will form a little bow wave and wake alongside your ship.<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water7.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water7.jpg" width="400" /></a><br />
At this point you can do a minimal bit of moddeling with a modelling tool or a toothpick to pick out the bow waves and rear wake. Let the model dry clear before the next step.<br />
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Water effects will 'deflate' a bit when drying, so the little bow wave that we got at the last step will probably not be visible enough for your (or my) taste. So after letting the base dry we add a little more water-effects to the places we want to emphasise: The bow, the wake and a little on the sides.<br />
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<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water8.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water8.jpg" width="400" /></a><br />
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Now let the model dry again and we can move on to the final step, giving the water a bit of color. I like the effect that my clear base lets a little color through of the playing surface I'm playing on, so I usually dont put to much color into my base. If you have a solid base you might want to use a different approach to painting your base.<br />
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For my bases I start out with a light drybrush of blue. I use a white background so I can make sure I don't put on to much paint (if you paint on a coloured surface you will barely notice the blue paint)<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water9.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water9.jpg" width="400" /></a><br />
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After that I give the base a light drybrush with white paint, and after that has dried I pick out the bow wave and the wake with a little extra white.<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/?action=view&current=Modelling_water10.jpg" target="_blank"><img alt="Photobucket" border="0" height="300" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Waterbases%20project/Modelling_water10.jpg" width="400" /></a><br />
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If you now place the ship on a proper playing surface you will notice the awesome effect these bases create for your model.<br />
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Finally here are some pictures of my models with the water modelled on:<br />
<a href="https://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20Fuso/?action=view&current=IMG_4314.jpg" target="_blank"><img alt="Photobucket" border="0" height="427" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20Fuso/IMG_4314.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20Fuso/?action=view&current=IMG_4307.jpg" target="_blank"><img alt="Photobucket" border="0" height="427" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20Fuso/IMG_4307.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=KGV1.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/KGV1.jpg" width="640" /></a><br />
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com8tag:blogger.com,1999:blog-5009154403938642252.post-78076925591610333522012-09-17T15:06:00.002+02:002013-01-26T15:54:48.914+01:00Building USS TexasIt's that time of year again...<br />
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Ever since I've been playing War at Sea I've been fascinated by the scratchbuilds being made by the <a href="http://aaminis.myfastforum.org/forum65.php" target="_blank">WaS community</a>. Never having tried building man-made structures out of plasticcard (only did some extensive modding on existing ships) I decided to give it a try myself. <br />
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Starting from simple cargo ships I've worked up my game to the first highpoint, <a href="http://calltoarmsmwg.blogspot.nl/2012/07/building-ijn-nachi.html" target="_blank">IJN Nachi</a>. But after Nachi entered my glass cabinet it took almost a year to relight the fire and start scratchbuilding again, this time producing <a href="http://calltoarmsmwg.blogspot.nl/2012/07/battleship-fuso-of-imperial-japanese.html" target="_blank">IJN Fuso</a> and <a href="http://calltoarmsmwg.blogspot.nl/2012/08/hms-king-george-v-and-hms-prince-of.html" target="_blank">HMS Prince of Wales</a>. That was almost a year ago. A year in which I stopped playing Warhammer, picked up Medievals, picked up Flames of War and kind of neglected my Naval miniatures. I think its time to start another project, and since someone has been knocking on my door to do so since the day after I finished the PoW I think it's kind of obvious what the subject should be.<br />
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Soooo, stay tuned for the building of USS Texas... I'll be updating this post as progress is made. Untill now I've only made a post on a project after I've almost finished it but thats not the case here since I'm still building (So in a worst-case scenario I'll blow the whole thing off halfway).<br />
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Update: I finally finished the model, scroll down for the total building process or just enjoy the pics at the end.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas24.jpg" target="_blank"><img alt="Photobucket" border="0" height="425" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas24.jpg" width="640" /></a><br />
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First stages: Printing my plans on adhesive paper and sticking it to plasticcard:<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=UssTexas2.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/UssTexas2.jpg" width="640" /></a><br />
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Since the deck plans only outline the extent of the deck, I made a few adjustments to facilitate the lower levels with the bow section growing wider as you get nearer to the deck. Of all those outlines I'll eventually use only a few, but I print and cut enough of them that I can mix and match to create the hull to my wishes.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=UssTexas3.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/UssTexas3.jpg" width="640" /></a><br />
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Stage 2:<br />
Building up the hull from the different card outlines, sanding and 'plastering' it with putty to create a smooth hull. This prompted my first major problem: In contrast to all the earlier hulls I've made, Texas is the first hull that isn't smooth on the outside. The hull has many different bulges and holes in it. This made the hull very difficult to model and I cut up quite a few of my layers to try modelling all the indentures in the hull.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=UssTexas5.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/UssTexas5.jpg" width="640" /></a><br />
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That how far I've got till now... After the putty has dried some more sanding will be in order. After that I can make a start on the deck by laying the bases of the superstructure and marking the place of the turrets.<br />
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Update 1:<br />
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I've added the base of the bridge section and marked out the places where the turrets need to be. I also cut out some more plasticcard around the hull because the Texas has even more detail on the hull than I first noticed, especially the indenture just below the main deck all the way to the back of the ship was pretty hard to get right.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas6.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas6.jpg" width="640" /></a><br />
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Drilled out the turretholes<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas8.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas8.jpg" width="640" /></a><br />
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And from the bottom I drilled out counterholes with a bigger drill. This way I can make the turrets a bit bigger on the bottom so they will be able to turn but wont fall out or get lost....<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas9.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas9.jpg" width="640" /></a><br />
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Update2:<br />
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Yey, guns all but finished... I used greenstuff to make the sides of the turrets sloped. An experiment which turned out better than trying to sand the slope out of the plasticcard.<br />
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Barrels are brass tubing of 1 and 0.8mm from Albion Alloys.<br />
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<img alt="USSTexas11.jpg " src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/Texasguns.jpg" /><br />
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Some more work done on the superstructure, and guns in place (not anchored yet, for painting purposes)<br />
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<img alt="USSTexas11.jpg " height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USStexas10.jpg" width="640" /><br />
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Update 3:<br />
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Sometimes your just into a certain flow and things go smoothly. So this is an update in a very short time from last one. I finally got over my major 'hump' with this model, the superstructure. Every ship has certain characteristics that make it instantly recognisable, for some it is an oddly formed smokestack, gun layout but usually its the bridge section.<br />
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<img alt="USSTexas12.jpg " height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas12.jpg?t=1353174837" width="640" /><br />
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The Texas has a very unique bridge section because it is not solid. From the side you can just peek through a lot of it, thats something that I wanted to emphasize on the model. Problem is... Photo's of that part of the ship are very scarce, and the linedrawings dont show which part is solid. So I kinda got stuck there.<br />
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<img alt="USSTexas13.jpg " height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas13.jpg?t=1353174837" width="640" /><br />
I finally found some 3d model that I could pivot around to get an idea how it all fits together and I could finally start on that part of the ship.<br />
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A second defining feature of the Texas is its 3-stepped bridge. It took me some time to get it right. I even had to take it apart just before I finished it, bummer, but it happens. I got the proportions wrong and when I compared my result with the line drawings I noticed that the centre of the superstructure was too high and the bridge floors didn't have enough room between them to get that characteristic 3-stepped look.<br />
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Another unique feature of the bridge is the fact that I actually made the front edge of each floor. Usually the thickness of the plasticcard suffices, but since the Texas has solid edges on the front of its bridge floors its a defining feature and I had to find some way to model that. Which I think I managed... with 0.5mm plasticcard.<br />
<a href="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas14.jpg?t=1353174841" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="USSTexas14.jpg " border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas14.jpg?t=1353174841" width="640" /></a><br />
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Finished (after redoing the top part) the bridge, now working on the conning tower:<br />
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<img alt="USSTexas16.jpg " height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas16.jpg?t=1353174844" width="640" /><br />
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Finally added the antennae, so that kind of finishes the front superstructure, on to the middle section! But that's for another day and another update.<br />
<img alt="USSTexas17.jpg " height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas17.jpg?t=1353174847" width="640" /><br />
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Update #4<br />
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Just before the end of this year I've done some more work on the Texas; I've made both cranes and the rear-mast. In addition to that I've added some of the secondary guns.<br />
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<a href="http://s589.beta.photobucket.com/user/Seijmonsbergen/media/Uss%20Texas/USSTexas12-1_zpse57fd482.jpg.html" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas12-1_zpse57fd482.jpg" width="640" /></a><br />
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After that part I encountered another hump in the road: The Texas has a large amount of AA mountings on her deck and superstructure. On most ships the protective shields around them are round and I can model them by cutting slices of plasticcard tubing. On the Texas they have varying sizes and shapes, so I had to come up with a solution. I took a piece of 1mm thick plasticcard and curled it around a toothpick. I fastened the endings with a piece of stickytape and dipped the pick into boiling water. After that I put it in the freezer for a moment to set and voilà: a 'spring' off which I can cut as many protective shields as I want.<br />
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I'm going to add the AA mountings soon, and I'll show another update when their finished.<br />
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<a href="http://s589.beta.photobucket.com/user/Seijmonsbergen/media/Uss%20Texas/USSTexas13-1_zpse5154b0b.jpg.html" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas13-1_zpse5154b0b.jpg" width="640" /></a><br />
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<a href="http://s589.beta.photobucket.com/user/Seijmonsbergen/media/Uss%20Texas/USSTexas15-1_zps5d90d2e4.jpg.html" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas15-1_zps5d90d2e4.jpg" width="640" /></a><br />
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Update 5:<br />
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Almost done with the modelling now:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas18-1.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas18-1.jpg" width="640" /></a><br />
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After the modelling seems to be finished, I apply my basecoat. At this stage I can finally see if all my work has paid off because any uneven surfaces will show. So ofcourse, a lot of corrections had to be made to 'finish' the modelling part because some parts weren't looking the way I liked, especially the hull got some more touchups.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas19.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas19.jpg" width="640" /></a><br />
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Almost ready with her camo-scheme. My client requested a Measure 12 camouflage scheme, so I'm working on that.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas21.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas21.jpg" width="640" /></a><br />
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After this it is time for her base!<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas22.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas22.jpg" width="640" /></a><br />
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And finally the finished ship in all glory:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas23.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas23.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas24.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas24.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas25.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas25.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/?action=view&current=USSTexas26.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Uss%20Texas/USSTexas26.jpg" width="640" /></a><br />
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It was a much tougher project to build than any other ship I've scratchbuilt to this point mainly because of the irregular hull. I'm real glad she's finished because now I'll be able to shift focus to my other projects.<br />
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Still it was an adventure building her and I hope her new owner will like her!<br />
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com3tag:blogger.com,1999:blog-5009154403938642252.post-7265219010985330952012-08-27T09:47:00.000+02:002012-10-08T10:10:41.773+02:00Building a Flames of War ObjectiveSooo, since I like to give all my miniature armies some uniqueness by little conversions, additions and scratchbuilds I figured it would be a good time to do some scratchbuilding for my Flames of War army.<br />
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The subject this time would be making an objective, since my forces were lacking one. Flames of War only specifies the measurements of the base-area an objective need to cover, so there were no limitations beyond that.<br />
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I set my mind to building some sort of radio-station or radar, that would be a nice objective to either capture or defend for my forces.<br />
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After some googling I stumbled upon the following picture:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/?action=view&current=wurzburg_douvres.jpg" target="_blank"><img alt="Photobucket" border="0" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/wurzburg_douvres.jpg" /></a><br />
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That would be an awesome objective to capture; a German Wurzburg Riese (Giant Wurzburg) Radar station.<br />
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<a name='more'></a><br />
Some history snippets from Wiki:<br />
"The Würzburg radar was the primary ground-based gun laying radar for both the Luftwaffe and the German Army during World War II. Initial development took place before the war, entering service in 1940. Eventually over 4,000 Würzburgs of various models were produced. It took its name from the city of Würzburg as the project leader liked geographical names."<br />
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"...Even the D model was not accurate enough for direct laying of guns. In order to provide the system with much greater accuracy, the FuMG 65 Würzburg-Riese ("Giant Würzburg") was developed. Based on the same basic circuitry as the D model, the new version featured a much larger 7.4 m antenna and a more powerful transmitter with a range of up to 70 kilometers (43 mi). Azimuth accuracy was 0.2 degrees and elevation 0.1 degree, more than enough for direct gun-laying. The system was now too large to be carried on a truck trailer, and was instead adapted for operation from a railway carriage as the Würzburg-Riese-E, of which 1,500 were produced during the war. The Würzburg-Riese Gigant was a very large version with a 160 kW transmitter, which never entered production."<br />
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Funny fact is that here in the Netherlands, some of the remains of these stations (mainly the concrete bases) can still be found scattered around the countryside.<br />
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So I took up my plasticcard and hobby-knife and set to work. The dish proved to be a bit of a challenge, but I think the whole thing turned out rather well.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/?action=view&current=Wurzburg01.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/Wurzburg01.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/?action=view&current=Wurzburg02.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/Wurzburg02.jpg" width="640" /></a><br />
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And after the paint-job:<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/?action=view&current=Wurzburg03.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/Wurzburg03.jpg" width="640" /></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/?action=view&current=Wurzburg04.jpg" target="_blank"><img alt="Photobucket" border="0" height="480" src="http://i589.photobucket.com/albums/ss333/Seijmonsbergen/Flames%20of%20War/Wurzburg/Wurzburg04.jpg" width="640" /></a><br />
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Another fine addition to my FoW army and my growing list of scratchbuilds :D<br />
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-23816926887234024742012-08-01T10:25:00.001+02:002016-08-09T10:39:39.200+02:00HMS King George V and HMS Prince of WalesSo, for this project I decided that I was going to try to build 3 ships at the same time (big mistake!). And to add insult to injury I also figured I would try a more difficult project than any of my scratchbuilds to date….<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=KGV1.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/KGV1.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales23.jpg" target="_blank"><img alt="Photobucket" border="0" height="458" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales23.jpg" width="640"></a><br />
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<a name='more'></a><br />
So, 3 KGV classes, schale 1:1800 it is then. As you can see things started out pretty well, I managed to find a blueprint, scaled it down and made a jig to trace the hull parts.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=IMG_4275.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/IMG_4275.jpg" width="640"></a><br />
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After putting the hull parts together and raising the bow a bit with modeling putty (green stuff).<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales01.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales01.jpg" width="640"></a><br />
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Next step was the bridge, on advice of another modeler (thanks Roberto) I printed the scaled down outlines of the bridge sections on some adhesive paper and put that on my plasticcard, I could now cut out pieces more precise that I would have been able using a jig.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales03.jpg" target="_blank"><img alt="Photobucket" border="0" height="427" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales03.jpg" width="640"></a><br />
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Which immediately led to my first mistake, I glued part of the bridge structure to far back. I would take a while though to notice it, so it wont be corrected till some pictures and stages later.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales02.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales02.jpg" width="640"></a><br />
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Next I drilled the holes for the main turrets and started work on the superstructure behind the bridge…<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales04.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales04.jpg" width="640"></a><br />
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Next were the rest of the main turrets, at which point I realized that building 3 ships at the same time meant that I also needed 3 times more barrels and turrets… I needed a break after cutting and modeling that amount of little barrels!<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales05.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales05.jpg" width="640"></a><br />
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Now things started to get ugly. I thought modelling 9 turrets with 30 main guns was bad…. now try the secondary armament! That would amount to 24 little turrets and 48 minuscule guns :S<br />
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That’s when I decided to mothball one hull for the time being, that was just to much for my poor eyes….<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales06.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales06.jpg" width="640"></a><br />
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Some more superstructure added and a comparison with her War at Sea sister (some of the worst sculpts of the set according to many players)<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales07.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales07.jpg" width="640"></a><br />
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A closeup showing the secondairy armament and some more work on the superstructure, added cranes and smokestack.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales08.jpg" target="_blank"><img alt="Photobucket" border="0" height="427" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales08.jpg" width="640"></a><br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales09.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales09.jpg" width="640"></a><br />
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Added more details, the first ship is as good as finished now, ready for her paintjob…<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales10.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales10.jpg" width="640"></a><br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales11.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales11.jpg" width="640"></a><br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales12.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales12.jpg" width="640"></a><br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales13.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales13.jpg" width="640"></a><br />
<br />
After putting hull #1 (going to be the Prince of Wales) in her ground colors I finished up hull #2 (King George V)<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales14.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales14.jpg" width="640"></a><br />
<br />
The PoW in her nice camo scheme (surroundings for scale, she can fit on my hand):<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales15.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales15.jpg" width="640"></a><br />
<br />
A close-up<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales16.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales16.jpg" width="640"></a><br />
<br />
Time to finish her main battery:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales17.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales17.jpg" width="640"></a><br />
<br />
And finally, after quite a few weeks of modeling and painting, finished the PoW<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales18.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales18.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales19.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales19.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales20.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales20.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales21.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales21.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales22.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales22.jpg" width="640"></a><br />
<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=HMSPrinceofWales23.jpg" target="_blank"><img alt="Photobucket" border="0" height="458" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/HMSPrinceofWales23.jpg" width="640"></a><br />
<br />
Now some may wonder what happened to the KGV, well, she’s still sitting on my desk unfinished because the amount of work it took to finish the PoW drained a lot of morale on doing the same stuff twice. One day I’ll finish her too.<br />
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The Prince of Wales was also the first (and till now the only) scratchbuild I ever sold, so it is currently being cared for somewhere across that big ocean. It is quite satisfying that someone rates your work so high he is willing to go to lengths to get some of it. The original idea was to build 3 ships and sell 2. Eventually I’ll finish my own copy but I think it will be long before hull #3 will ever be finished.<br />
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Another lesson learned :D<br />
<br />
Update!<br />
<br />
I finally got round to finishing KGV (with a little incentive of the lads at the <a href="http://aaminis.myfastforum.org/sutra871051.php#871051" target="_blank">AAminis</a> forum doing a competition)<br />
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So here she is:<br />
<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=KGV3.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/KGV3.jpg" width="640"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=KGV2.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/KGV2.jpg" width="640"></a><br />
<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/?action=view&current=KGV1.jpg" target="_blank"><img alt="Photobucket" border="0" height="426" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/Building%20KGV/KGV1.jpg" width="640"></a>Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com3tag:blogger.com,1999:blog-5009154403938642252.post-530778093074003132012-07-30T09:29:00.000+02:002016-08-09T10:32:40.464+02:00Making camouflage nettingOk, this blog entry I will explain how I made the camonetting on my Flames of War tank destroyers, its quite simple actually but it is a very cool addition to a mini.<br />
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The finished mini:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00059.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00059.jpg" height="480px" width="640px"></a><br />
<br />
Click on 'read more' for the tutorial and feel free to leave a comment!<br />
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<a name='more'></a><br />
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First things first, to make camonetting you will need:<br />
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- A mini; In my case a M36 Jackson<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00047.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00047.jpg" height="300px" width="400px"></a><br />
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- Some bandage, the clue here is to get a bandage with a nice wide structure, don't use any elastic bandage or fancy coated or double woven stuff, just the most simple (and cheap) is best for this. I believe that in English you call this bandage 'Gauze bandage' (correct me if I'm wrong though)<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00048.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00048.jpg" height="300px" width="400px"></a><br />
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- PVA glue<br />
- Water<br />
- Paint (green, brown and black in any combination that looks good. For tanks that are not green like the US tanks you might want to switch the colors to the palette suitable for your own color scheme)<br />
- An old brush that can be used to put on glue, so dont use your best brushes for this job.<br />
- Some paper towel<br />
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For the extra mile is is also nice to have some sort of branches (I use dried Teloxys aristata known as 'Seafoam') and some flock to resemble leaves and foilage to put some branches into the camonet.<br />
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Step 1:<br />
First step is to cut out a piece of bandage to fit over the area you want to cover, this can be the gun or parts of the turret or hull.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00049.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00049.jpg" height="480px" width="640px"></a><br />
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Step 2:<br />
Make a mixture of water with a little bit of PVA glue and some black or brown paint. (about 10/2/2 rating) Soak the piece of bandage in it and lay it on a paper towel for a few seconds so it can lose the most of the excess moisture. This is important to make the bandage flexible but be careful to not put a fully soaked bandage on your model because it will then be covered with watered down PVA glue, something you definately don't want!<br />
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Step 3:<br />
Now make a mixture of PVA, paint and a little bit of water (2/2/1 rating) and put the bandage on the spot you want it to be. Now use a brush to carefully 'dot' the paint/pva mixture on the net to fix it into place and paint it at the same time. Again be careful to not soak the bandage so much that it will overflow on the rest of your model.<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00051.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00051.jpg" height="480px" width="640px"></a> <br />
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Step 4:<br />
The easiest step! Just watch the paint and glue dry.... (or do something useful instead)<br />
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That finishes the camonet part, if you want some foilage on it, just glue some branches to the net, tip the tops of the branches with PVA-glue and sprinkle some foilage over it. Its very important that the camonet itself has dried up or else you will have foilage all over it.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00052.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00052.jpg" height="480px" width="640px"></a><br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00056.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00056.jpg" height="480px" width="640px"></a><br />
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And the finished M36:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/?action=view&current=DSC00059.jpg" target="_blank"><img alt="Photobucket" border="0" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Tutorials/Camonet/DSC00059.jpg" height="480px" width="640px"></a><br />
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Hope this is usefull for some of you!Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com4tag:blogger.com,1999:blog-5009154403938642252.post-35938941108710313542012-07-26T11:26:00.003+02:002016-08-09T10:34:54.288+02:00Uss San FranciscoThis ship was not a scratchbuild but rather a mod of one of the WAS mini's in my collection. I've tried to bring the model to life by adding the camo, some more deck clutter, antennae and the floatplanes.<br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/?action=view&current=SF8.jpg" target="_blank"><img alt="Photobucket" border="0" height="426px" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/SF8.jpg" width="640px"></a><br />
<br />
More pics after the link, clicky!<br />
<a name='more'></a><br />
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The original, with all the little plasticcard bits added and ready for painting:<br />
<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/?action=view&current=IMG_3829.jpg" target="_blank"><img alt="Photobucket" border="0" height="480px" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/IMG_3829.jpg" width="640px"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/?action=view&current=SF5.jpg" target="_blank"><img alt="Photobucket" border="0" height="426px" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/SF5.jpg" width="640px"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/?action=view&current=SF7.jpg" target="_blank"><img alt="Photobucket" border="0" height="426px" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/SF7.jpg" width="640px"></a><br />
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<a href="http://s589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/?action=view&current=SF4.jpg" target="_blank"><img alt="Photobucket" border="0" height="426px" src="https://i589.photobucket.com/albums/ss333/Seijmonsbergen/Projects/USS%20San%20Francisco/SF4.jpg" width="640px"></a><br />
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Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com2tag:blogger.com,1999:blog-5009154403938642252.post-77201438457909658742012-07-25T14:06:00.000+02:002018-04-06T15:48:58.859+02:00Battleship Fuso of the Imperial Japanese NavyThe IJN battleship Fuso (1:1800) was my second scratchbuild project, finished in November 2011 and just in time to enter the 2011 Forumini Golden Battleship competition; winning 1st prize.<br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4314" height="427" src="https://s6.postimg.org/t69olzjdt/IMG_4314.jpg" width="640" /></a><br />
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You can check out the building process after clicking:<br />
<a name='more'></a><br />
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The original War at Sea model:<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4251" height="480" src="https://s6.postimg.org/q9vud6sbl/IMG_4251.jpg" width="640" /></a><br />
It suffered from a bad superstructure (especially at the back), and silly turrets, so I rebuilt her as she was after her 1944 refit.<br />
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I was contemplating rebuilding this model completely from scratch, but after I took the measurements I noticed that the hull is exactly as it should be, so no point building a new hull when I can use the old.<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4254" height="480" src="https://s6.postimg.org/8vbm4wv6p/IMG_4254.jpg" width="640" /></a><br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4256" height="480" src="https://s6.postimg.org/6pcpwo2ch/IMG_4256.jpg" width="640" /></a><br />
Stage one is done now, cleared the 2 front barbettes, relocated both center turrets and moved the rear turrets slightly to match the original better.<br />
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Raised the hull for a bit so the model won't 'drown' in the water effects later and which gives the ship a little more 'umph'.<br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4260" height="426" src="https://s6.postimg.org/6o2s390ip/IMG_4260.jpg" width="640" /></a><br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4261" height="426" src="https://s6.postimg.org/ful2qj5r5/IMG_4261.jpg" width="640" /></a><br />
Pagoda mast!! I already noticed some small things (radar is a bit crooked, fixed that later) I'm also going to add the rangefinders, searchlights and other small stuff later when I'm a bit further down the line...<br />
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Guns and turrets; later on in the project I’ve replaced the styrene gun barrels with barrels made from brass tubing, giving a way better effect.<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4262" height="427" src="https://s6.postimg.org/mjrm6jr35/IMG_4262.jpg" width="640" /></a><br />
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Turrets mounted and midcastle partly done now, I still need to put the searchlights on the platforms, but that will come later...<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4264" height="427" src="https://s6.postimg.org/5uq6amuht/IMG_4264.jpg" width="640" /></a><br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4265" height="427" src="https://s6.postimg.org/qdl2fp8f5/IMG_4265.jpg" width="640" /></a><br />
Still not quite finished on the details though, boat coverings incoming, just as some more deck clutter.<br />
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<a href="https://postimages.org/" target="_blank"><img alt="IMG_4269" height="427" src="https://s6.postimg.org/qmin5ml7l/IMG_4269.jpg" width="640" /></a><br />
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Only some minor adjustments to be done before she is ready to paint, of course a floatplane will be added, but I needed to search for some thinner plasticcard to make it.<br />
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Almost finished painting...<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4273" height="426" src="https://s6.postimg.org/eafqs4xcx/IMG_4273.jpg" width="640" /></a><br />
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Here you can see all 4 types of armament on the Fuso, the 14", the 6" and the double and triple mount AA...<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4272" height="266" src="https://s6.postimg.org/m6vmmmjfl/IMG_4272.jpg" width="400" /></a><br />
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Thanks to Reacher from the Aamini forum for providing the base for the model!<br />
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Finished!<br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4312" height="427" src="https://s6.postimg.org/ilzr3eew1/IMG_4312.jpg" width="640" /></a><br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4313" height="427" src="https://s6.postimg.org/vovdmo541/IMG_4313.jpg" width="640" /></a><br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4314" height="427" src="https://s6.postimg.org/t69olzjdt/IMG_4314.jpg" width="640" /></a><br />
<a href="https://postimages.org/" target="_blank"><img alt="IMG_4307" height="427" src="https://s6.postimg.org/4ytov6ktd/IMG_4307.jpg" width="640" /></a><br />
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<br />Ecclesiasteshttp://www.blogger.com/profile/15359944681141168630noreply@blogger.com0