If you have been reading the past few posts on the development of a matchbox wargame, you maybe wondering how does it play with the rules. This post is a game report on an encounter between a couple of opposing ironclads as they patrol a tributary of the Mississippi River.
(For details behind the wargame in a matchbox challenge see the blogs Man of Tin and Duchy of Tradgardland.)
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Ironclads steaming down the river. |
Background
Two ironclads are patrolling the winding waters of Silverbend Creek, a serpentine tributary feeding into the Mississippi River. The Confederate ironclad, CSS Thunderforge, is working its way upstream under the command of newly promoted Captain Calder. Heading downstream is the Union ironclad, USS Resolve, commanded by the battle-hardened Captain Barrett.
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The game setup CSS Thunderforge on the left and USS Resolve on the right heading down river. |
Game Report
As the two ironclads round one of the many bends of Silverbend Creek, they come into view of each other. Both ships open fire with their forward cannons, but at long range, neither manages to land a hit. Undeterred, they both press forward, closing the distance to improve their shooting and to inflict damage.
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USS Resolve shoots. A D6-1 and subtracts a further 1 for firing forward. A score of 2 means a range of 2 matchsticks as their gunnery falls short.
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CSS Thunderforge’s shooting is just as poor as both ships close.
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Eventually USS resolve scores a hit which causes crew casualties on CSS Thunderforge. They will no longer be able to affect repairs to their ship. |
As the ironclads closed, the USS Resolve managed to ram the CSS Thunderforge, but the impact failed to inflict any further damage. The two ships pass each other and began turning around for another engagement. During the exchange, the USS Resolve sustained a well-aimed shot that damaged her rudder. However, her crew quickly sprang into action and successfully made repairs.
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USS Resolve rams, but there is no damage.
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On the damage table a second hit to the crew is ignored as the various ship areas can only be damaged once, unless they are repaired. However, crew casualties and hull damage cannot be undone in the repair phase.
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USS Resolve has its rudder damaged. But with a full crew was able to later repair the damage. |
As the battle continued, the USS Resolve landed several direct hits, damaging the CSS Thunderforge’s guns and boiler. Both crews by this time had suffered significant casualties, leaving them unable to carry out repairs.
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Both ships turn to engage in battle again. USS resolve is now on the left and CSS Thunderforge is on the right.
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CSS Thunderforge is suffering a number of hits and damage. |
Leveraging her speed advantage, Captain Barrett on the USS Resolve orders another ramming attempt, which is successful, inflicting damage to the enemy’s rudder. Captain Calder, realising the severity of the situation, ordered his crew to abandoned ship as it slowly begins to sink.
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A second ram by USS Resolve sees the enemy ship sink. |
Wrap Up
The damage rules assign hits to various areas of the ship, such as the boiler, rudder, and hull, creating a more narrative approach to the game, rather than simply tracking damage until a limit is reached and the ship is eliminated. The rules allow the effects of damage to influence play, such as limiting movement if the rudder is hit or reducing speed when the boiler is damaged. While damage can be repaired providing there is a full crew, but crew casualties will stop repairs from being made. This approach helps with the storytelling aspect of the game, which helps create interest when there are only a small number of ships involved in a game.
Fantastic little game Peter!
ReplyDeleteThanks. It worked out quite well.
DeletePeter -
ReplyDeleteI reckon you have established the playability credentials for this incarnation of the 'Game in a Matchbox!'
Cheers,
Ion
The game took about 5 minutes to setup and 15 minutes to play.
DeleteLooks like the trial game went very well!
ReplyDeleteI was happy with the result. I have learned from previous games the width of the river needs to be about 5 matchsticks wide, anything narrower and movement of the ironclads is restricted.
DeleteGood stuff Peter ⚔️⚔️
ReplyDeleteThe narrative sounded realistic and I reckon you can be proud of your efforts with not only the game but also fitting it all into such a tiny little matchbox 😉
Cheers,
Geoff
I am now at the stage of just tidying up the game and writing the rules onto the matchbox cover to save space.
DeleteNatty little action - looks like you've met the challenge.
ReplyDeleteThanks. The challenge is almost complete.
DeleteYou have completed the challenge absolutely brilliantly, well done sir, top notch!
ReplyDeleteJust a few things to tidy up now.
DeleteWow! This was a great take on the 'Wargame in a Wee Matchbox Challenge'!!
ReplyDeleteThank you. It has been a fun project to do.
DeleteA smart little action and an interesting concept in gaming.
ReplyDeleteA very interesting challenge set on the blog Duchy of Tradgardland.
DeleteExcellent result Peter! Great game with plenty of interesting action in it.
ReplyDeleteThe game played well. I need to try again with 2 ironclads per side.
DeleteSuch creativity, hurrah! Terrific game.
ReplyDeleteAlan Tradgardland
Thanks. The challenge has certainly kept me entertained.
DeleteSo simple but so effective:)!
ReplyDeleteIt was a quick and enjoyable game.
DeleteThat seemed to play out very well Peter. Lovely wargame that makes for good story telling. Challenge well met I think.
ReplyDeleteThank you. Having worked through these rules with a few games I am very tempted to take the damage approach and use a variation of them in my Mech games.
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