/nwg/ - Naval Wargames General

Adjust Your Fire Edition

Talk about botes, bote based wargaming and RPGs, and maybe even a certain bote based vidya that tickles our autism in just the right way.

Games, Ospreys and References (Courtesy of /hwg/)
mediafire.com/folder/lx05hfgbic6b8/Naval_Wargaming

Models and Manufacturers
pastebin.com/LcD16k7s

Rule the Waves
mega.nz/#!EccBTJIY!MqKZWSQqNv68hwOxBguat1gcC_i28O5hrJWxA-vXCtI

>Previous Thread

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Other urls found in this thread:

mega.nz/#!v09GiYAa!udRAo5eHkEz7UW7n6pnDKk4Q29mdVcCfH5dJsNYt3Bs
youtube.com/watch?v=Vppbdf-qtGU&t=42
kbismarck.org/forum/viewtopic.php?t=405#p2775
docs.google.com/document/d/1vcSWgAvO_UkerXAqXHirq21w6T36d2Sl2O9Owi2H9nk
theboardgameshow.com/2015/12/11/a-review-of-they-come-unseen/
youtube.com/watch?v=EV5q_mlhaiM
twitter.com/SFWRedditImages

Defenses of Bermuda 1612–1995 (Osprey Fortress 112)

Due to its location in the western North Atlantic some 600 miles off the Carolinas and halfway between Halifax in Canada and Jamaica in the West Indies, the island of Bermuda was a key naval haven for the Royal Navy over the centuries. It was vital for the Navy first in the development of its American colonies, then during its rivalry with the United States, and finally as allies with the United States. The need to defend its 64 miles of coastline and ports has resulted in the construction of about 50 forts from 1617 to 1945 even though its total land mass is only 20.6 square miles. This led to an incredible concentration of fortifications with 2.5 forts for every square mile. Today, the legacy of these defence efforts remain either as disused structures or parks scattered throughout Bermuda, many of them now popular tourist attractions. Using stunning commissioned artwork and meticulous research, this is the fascinating story of Britain's "Gibraltar of the West”.

mega.nz/#!v09GiYAa!udRAo5eHkEz7UW7n6pnDKk4Q29mdVcCfH5dJsNYt3Bs

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I really like pics of ships sailing close to landforms like that.

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I visited Bermuda when I was a kid. It was awesome. Ran around on the ramparts, pretended to fire the cannon, climbed walls, all that.

That's Ha Long bay in North Vietnam. It was a very good anchoring point (think of a Vietnamese Scapa Flow if you will) and conveniently, coal deposits were found quite early in the colonial French era. It quickly became a regular stopover for Marine Nationale ships.
There are tons of pictures and postcards showing French warships chilling there.

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youtube.com/watch?v=Vppbdf-qtGU&t=42

Standards were easily the sexiest type of battleship, prove me wrong. Protip you can't

>liking short, chubby ships
Uh, yeah. No.

>not liking smoll thicc boats

I prefer slim botes with larg-ish superstructures.

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You talk like a gag and your shit's all retarded.

What would you count a boat armed with a punt gun?

+10 against ducks
You see that Forgotten Weapons video too?

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>+10 against ducks
[faint quacking in the distance]

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I'm really fond of seeing them superimposed in front of structures.

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Back to the question about Lutzow in yellow tops:

I had used a ref image of someone else's model, but couldn't find any other ref images with yellow tops afterwards. But when I was digging, I came across somebody mentioning the turret top colors being related to particular operations, and then I found the following post identifying the yellow as related to Norway. So no proof that she ever wore the yellow, but given that other ships in that operation and that sailed with her did, it seems reasonable to assume she did too. In any case, I kinda like it, so if it's a fantasy scheme it's still staying.

kbismarck.org/forum/viewtopic.php?t=405#p2775

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That makes sense, thank you.

Pic vaguely related to air recognition.

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>tfw your rivers are deep enough to easily support a battleship

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My latest ship already came banana boated, how can I straighten it out? GHQ metal.

A sturdy hammer and a lot of luck

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Maybe contact their support line and see if they'll replace it? If they send you a new one, then you've got fodder for a wreck/stricken marker.

What ship takes the title of BRRRTbote?
Not weight thrown, but volume of fire...

Probably the USN CAs with autoloading 8" guns.

>Not weight thrown, but volume of fire...
>volume of fire
>not weight thrown

Hands down, the USS Des Moines.
9 x 8in/55cal RF @ 10 rpm (90 shells/min) + 12 x 5in/38cal @ 16rpm (192 shells/min) + 24 x 3in guns @ 45rpm (1080 shells/min) = 1362 shells per minute.

I don't think and other ship, aside from her sisters, has come close to that.

>I don't think and other ship, aside from her sisters, has come close to that.

Worcester-class comes to min, if you only count the main battery. If you include secondaries Des Moineses easily have higher dakka/minute.
>6 x 2 - 152/47 (12 shells per minute) + 11 x 2 - 76/50 Mk 33 (45 shells per minute) + 2 x 1 - 76/50 Mk 34 (also 45 shells per minute) or 144 shells/minute + 1080 shells/minute for total of 1224 shells per minute

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Add scalding hot water and time?

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Oh, lattice masts, how sexy but impractical you were.

you know you love it bby

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Every time I see Vanguard in profile or from the forward quarter, I wish the Brits had kept the no-sheer deck and added a forecastle instead...

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>added a forecastle
That is very expensive from a tonnage point of view, because you have to make sure your bow does not have too muhc negative buoyancy, you have to raise both fore barbettes one deck higher, etc.

And those 'classic' British bows were horribly wet.

>raise both fore barbettes one deck higher
Vanguard sacrificed being able to fire dead ahead to fix the
>British wet bow
problem; I'm just saying that I wish the fix had taken the form of the same leading edge but with a full deck instead of the "kink" at turret A

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What you drew there gives the bow negative buoyancy, it results in a ship that has a tendency to 'dig' into waves.

is non greyscale ok?

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Of course.

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>fjords
m8
that is the paname canal

Not the user you were replying to, but I share his gripe: what about keeping the outer "skin" of the hull but keeping the deck relatively level like pic related?

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That is better, the pic you posted there was in fact the USN's method to make their ships less wet for North Atlantic operations.

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Little update on the RtW2 situation :
NWS just reduced their prices on the original RtW and their Steam and Iron games.
RtW2 coming later this year and there will be a discount for the owners of the original.

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Awesome.

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yeah I know this was a square-on test at very close range but DAMN what a hole.

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The simple fact was that japan could not make armor plate of that thickness.

Fuck yeah, new game time.

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Post more pics.

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I'll get them to you in the morning when I can actually edit them and post in a coherent manner. Excited, it looks like it's going to be a blast once I can rope somebody into playing.

Fun fact: Admiral Percy Scott of the RN tried his damn hardest to bring the Royal Navy out of the dark ages when it came down to gun fire control.

It only took the entire First World War to get anything resembling fire control systems into British warships.

Meanwhile the US took a look at a sniveling man named Sims took the first real step in computerized fire control systems.

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Would anyone like to help me design a game?
docs.google.com/document/d/1vcSWgAvO_UkerXAqXHirq21w6T36d2Sl2O9Owi2H9nk
Its core feature is that you design warships with a CAD program and 3d print them.
I've started with how to find a ship's specifications after printing, but I don't know what else is needed to make a good ship combat game.

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You might not want to model below the waterline, for simplicity's sake...

Why was that? Was it misplaced historical pride in the prestige of Master Gunners and laying cannon?

The changes to gunnery were happening relatively fast at that time, and teh RN was more than just conservative. Many of the Admirals had essentially lost contact to the new realities of naval gunnery, and while they were building those extremely powerful new dreadnoughts, they lacked any kind of idea how to actually fight with those ships in an efficient manner.

Also, the RN at that time had practically no structure inside the Admiralty. It was really a clusterfuck in the 1910s, luckily for the RN they mostly unfucked themselves in the war.

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So They Come Unseen is the most disappointing porn title ever, but is also pretty neat game built around the idea of hidden movement and a complete lack of luck based elements. Given that I haven't punched my stuff yet, I obviously haven't played, so check out this review for an idea of the mechanics in action. Essentially two early cold war NATO submarines attempt to avoid detection and land commando teams at a number of Soviet Ice Stations in the Barents Sea in order to lower the property value. The Soviet player controls two destroyers tasked with locating and sinking the subs before they can complete their mission. Additionally, the Soviet player controls two cargo ships and a logistics ship. Each ice station holds a given amount of fuel and munitions for the Soviet destroyers that are depleted throughout the game and must be replenished. Destroying an ice station means any supplies present are lost permanently. The cargo ships can be used to shuffle supplies around, or as a means keeping a few reserve supplies constantly moving and relatively safer.

The NATO player has to surface periodically to snort as their battery charge is depleted, making them extremely visible to the Soviet player briefly.

>theboardgameshow.com/2015/12/11/a-review-of-they-come-unseen/

Pic related is the main board, you'll see that it depicts areas with varying depths and a number of locations (Alpha, Bravo, etc) which are potential objective sites for the NATO player, and supply dumps for the Soviet Player.

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The surface vessels are placed on the large main board, while the submarine movement takes place on the smaller hidden board.

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There's a nice little screen that hides the Deep board and the dashboards and trackers for the subs

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The subs and destroyers have individual dashboards that track depth and battery charge and fuel and ammo respectively. These were some very nice, thick stock to rival the stuff FFG usually has in their boxes.

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The quality of the dashboards is extremely at odds with that of the chits and smaller trackers which were printed on very thin cardstock. I may mount mine on matboard sometime in the future, if I ever actually stumble upon that elusive treasure referred to as "time."

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More components. These are of a thicker stock as well. It kind of sucks that there are just tokens for the ships, but pretty much everything is available on Shapeways with the exception of Porpoise-class subs. I plan on using some GUPPY 3 Gatos as a substitute.

Note also that they did provide a healthy amount of spare chits as well as spares of all the ship tokens and the needles for the dashboard gauges.

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The last bit of components are a small stack of cards to determine the four NATO targets out of a possible six, cubes which come into play for depth charge attacks, transparencies that relate to sonar scans, and all the pins for the dials. I thought it was a nice touch that they included a washer to make the pieces rotate more smoothly.

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So that's really it until I get to sit down and actually read rules, play a time or two, and post a report. Chiefly I just wanted us to potentially have something else to talk about.

Have some nuclear depth charge footage as a bonus.

youtube.com/watch?v=EV5q_mlhaiM

Scharnhorst joins the fleet!

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I thought extremely hard about covering mine with flocking. I may still buy a second one and do that, just for shits and giggles.

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Sounds really cool, might be a little before its time but I'd be keen to try it if I had access to reasonable 3d printing in terms of expense and resolution. What's the idea, choose components, spits out a statline and a 3d model?

It would be easier to model, but I think that having the underwater section would add a nice detail that shows what a 3d printer can do.

3d printers are pretty cheap now. I've got a pretty decent printer for about $300.

You design your own ship from the ground up, and its stats are based on its physical properties. You then print it to use as your playing pieces.
So far the only other thing you need are dice to roll for damage, but I'm not sure how to make a good damage model for the game.

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That's pretty cool, and I agree that some basic minis would be way better than those little cardboard chits.

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From a real world perspective, camo like this mistly helps against detection by submarines or ships, from the air it makes very little difference.

On the tabletop, you pretty much look at it from the air, so it may end up looking stupid.

off topic, what kind of scenarios does that get in?

Honestly? I have no idea what the hell I would use it for except maybe with some coastal craft themed rules, or as an objective/ground piece for an air game. I've got other monitors and defense craft and the like that aren't going to see the table in a typical game. Even scratchbuilt some Insect-class for an /hwg/ challenge back before Christmas.

It did occur to me that it might be interesting to treat models like that as a sort of terrain attachment, in that they basically have to operate within a short distance of a shoreline, but gain some sort of compensatory bonus or the like.

I do want to stage a duel between one of the Twins and a Tiger tank like they say happened one day.

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