Showing posts with label Operation Seeadler. Show all posts
Showing posts with label Operation Seeadler. Show all posts

Friday, 14 December 2012

Operation Seeadler....Part 3


He always runs while other men walk....

Yesterday evening saw me sending to the two commanders the rules governing sailing orders and so no doubt they are now both poring over their respective maps and plotting furiously.

As we are now about to go live in respect of campaign activity the full weight of wartime censorship will come down with a resounding 'thud' as from here on in the action will be covered by Tim Gow on his blog -
Megablitz and More as and when it arises. I will of course be providing prompts at key points of the story but the full history will be drafted by yours truly after the dust (or should that be spray?) has settled.

To borrow the chapter heading from Ian Fleming's Thunderball - 'Fasten your lap strap!'

Tuesday, 11 December 2012

Operation Seeadler....Part 2


KM Prinz Eugen

At the time of writing the two commanders will doubtlessly be poring over the campaign map and thinking great sweeping strategic or tactical masterstrokes - probably with a suitable beverage and a copy of Jane's/Conway's Fighting ships to hand.

While that is going on I have been beavering away on the campaign map movement system and the considerations of running a campaign. The biggest thing for me is in making sure that the respective commanders are of course only aware of that which they should be. This means that much of what goes on will be invisible to them in a 'game mechanic' kind of way. The commanders will only be able to influence that which they have direct control over - or how they react to changes in their situation - good or, more usually, bad. I have always believed that a good umpire is essentially a story director and as such the players feeding into the process should only have to worry about the decisions you would expect their historical/hysterical counterparts to have to make.

The system I am currently refining uses elements of the original 2008 Operation Seeadler campaign with a dash of General Quarters (1 and 2) and more latterly, a sprinkling of ideas from the old Avalon Hill boardgame Bismarck - which incidentally has a very nifty basic tactical combat system that I shall be, ahem, borrowing at some point in the future. At this stage most of the work is done and all that remains is to put the various assorted scribblings into some semblance of order.

This probably seems like a very slapdash approach - using a set of untested rules in a live environment - but the reality is that the respective commanders will only need to initiate their moves and then the action - gently guided by the hand of fate (or the hand of yours truly!) - will unfold.


Monday, 10 December 2012

Operation Seeadler....Part 1

The two commanders have been appointed and the respective briefings for both the Royal Navy and the Kriegsmarine have been sent. The campaign rules will follow on to both sides later this week. Whilst these two worthies are contemplating the strategic situation Tim Gow will be making sure that all the tools are in place in respect of models and ship cards. Everything is proceeding more or less according to plan.

All the while though, the cold, grey, inhospitable wastes of the North Atlantic continue to ebb and flow; oblivious to the schemes and designs of the transient empires of man....


Saturday, 8 December 2012

Thoughts on an Electronic Campaign


The theatre of operations rendered in a suitably abstract style - any similarity to the tactical map used in Axis and Allies: War at Sea is purely coincidental! Note that much of what will feature on the individual players maps is missing - including anything associated with the weather.

Operation Seeadler is a first for me in that I shall effectively be running it via email. That in itself is not so problematic and I know of other gamers that have carried out games and campaigns at great distances and very successfully using such a method or even via Skype, complete with images etc. For me the important thing will be ensuring that the situation unfolds clearly (obviously far less so for the two protagonists!) so that I can not only be confident that the information I pass on to the affected party is accurate but that also - and this is doubly important - when I come to write the after action report I can see what happened and when.

How do I do this?

Well the first priority is making sure that the players are clear on what they are supposed to be doing (the 'how they do it' is their responsibility!) so the individual briefings that set the scene need to clear. I am lucky in that the original version drafted way back in 2008 are still fit for purpose with only very minor revisions required.

The next requirement is having a set of campaign rules that are easy to understand as players should be fighting the action and not the rules. Again, most of what I used way back in 2008 is still perfectly acceptable with but a few revisions needed.

Hand in hand with the campaign rules is of course the method by which the orders from the respective commanders are translated into map moves to be coordinated by the umpire, aka yours truly. I will of course  set down guidelines as to how orders are drafted - hopefully these can have just a sufficient degree of potential ambiguity to make for some interesting umpirical interpretations!

The plot map has been drafted (again, this is the 2008 version slightly updated) and I plan to save a copy of this on a move by move basis in order to be able to follow the course of events as they unfold. The map is a very stylised view of the North Atlantic with a grid of offset squares to regulate movement. The original was set up using Excel (with which I am fairly comfortable using) and works for this kind of recording very nicely. In fact, the use of offset squares featured in the old Avalon Hill boardgame Bismarck and also as the tactical battle map for Axis and Allies: War at Sea. My plan is for the two commanders to send me their orders, I will then update the master map and return them a copy of the map with their latest positions plotted. This will also contain details of any contacts.

That takes care of the strategic side of things but what about when the shooting starts? Well, as mentioned previously, the tactical games will be run by Tim Gow and will be using his 1/1200th scale models and Fletcher Pratt rules. I will need to tie up with him how the strategic and tactical turns dovetail but that should not be to problematic.

I mentioned some time ago (around about SELWG if I remember correctly) that I had acquired a large chunk of 1/4800th C in C ship models for both the RN and the KM and so I fully intend running this campaign as a solo exercise once the models are ready (bear in mind that I will not be taking delivery of these little beauties until December 25th!) but with a different set of rules. Using 1/4800th scale ship models with Fletcher Pratt rules would be a challenge but is not one I should care to undertake!

Given the time of year and the pressing commitments we all seem to have I expect that this will not really get properly underway until the new year but it will certainly give all the participants something to think about in the meantime.

Friday, 7 December 2012

Operation Seeadler


KM Bismarck - mad, bad and dangerous to know....;-)

Way back at the end of 2008 PB (pre-blog) I devised and ran a very successful club night mini-campaign based on a German breakout into the North Atlantic during 1941. The game was run using Axis and Allies: War at Sea 1/1800th scale models and rules and was great fun to both fight and organise. Essentially the operation was a beefed up version of the Bismarck chase although with a few changes due to model availability (or lack of, as we had no Repulse and Renown at the time).

Well, after a long and complicated email exchange with Tim Gow, of Megablitz and More fame the decision has been taken to run the operation again, only with several rather novel features.

To begin with, yours truly will assume the mantle of overall umpire for the strategic side. In a nutshell this means devising the operation and collating the map moves from the two commanders. I will adjudicate contact and sighting reports, control the weather and generally play the part of the God of War. Mr Gow has a rather more challenging role in that he will responsible for setting up and running the resultant actions using his 1/1200th models where applicable and with Fletcher Pratt being the rules of choice. Between the two of us we will then report the actions on the blog while I will be recording the whole 'back story' for publication after the operation has drawn to a close. If the last time this was run is anything to go by then it will be a tale of near misses and of ships that pass in the night, or even that of  tale you will be able to tell your grandchildren, and mightily bored they will be....;-)

The action will be taking place in Tim's neck of the woods (aka Yorkshire!) and so at this stage my involvement will probably be entirely electronic in nature.

There will be the occasional post on this project but they will obviously be subject to wartime censorship.

I was very fortunate in being able to find some of the key files from the original campaign (especially the map!) and so this new version will be largely similar in concept to the first version - the main difference being that the ships are rather more aligned to their historical counterparts - simply because Tim's collection of models for the period is rather substantial.

The Bismarck operation has probably been gamed to death and so the casual reader could be forgiven for thinking that this will be just another rehash of a well-worn theme. To a point that may be true but for me the big attraction of running this operation is the perennial wargames standby of  'what if?' It is also a very challenging operation to run from both sides as follows:

  • The Germans are outnumbered and have to avoid action where possible
  • The Royal Navy has a lot of sea to cover and has to ensure that should they find the Germans they are in the position to be able to do something about them.
I have always really enjoyed unbalanced scenarios as they really make you think about what you want to do and how you should be doing it and for this reason I am really looking forward to running this. I should also point out that for reasons that will become obvious in due course essentially this operation is the naval equivalent of the old school playground game of British Bulldog.

My thanks to Tim Gow for indulging me in my latest bout of insanity!