| Strategy
In '1898':
The Battle for the Philippines
By Doug McNair
May 2006
As promised in my last article on the Battle
of Manila Bay, today I turn to the Great
War at Sea: 1898 operational scenario
which looks at what would have happened if
Admiral Montojo had not meekly gone back to
Manila Bay and waited for the end when he
found that his planned defenses at Subic Bay
were not there.
If the admiral had been a more creative thinker,
he would have realized that sending his barely-seaworthy
fleet into the maze of the Philippine archipelago
would give them a shot at evading the U.S.
Asiatic Squadron while continuing to pose
a threat to U.S. invasion plans. This could
have slowed the planned American invasion.
Much more importantly, it would have allowed
Spain to continue showing the flag in the
Philippines and thus continue her bid to get
other European powers to side with her in
the war.
Spanish Strategy
In Operational Scenario #7: The Battle for
the Philippines, the Spanish player starts
in the same place (Cavite, or Manila Bay)
with the same dilapidated fleet as in Battle
Scenario #1. Three Spanish ships are dead
in the water at Cavite, and the rest are Speed
1 Slow. All Spanish ships have only one gun
each, and all but two of those guns are mere
tertiaries. Most Spanish ships have torpedoes,
but most of those are the less-accurate hull-mounted
variety. Finally, the entire Spanish fleet
is so un-seaworthy that they can only travel
in coastal zones during the entire scenario.
So . . . Spanish prospects seem pretty bleak
against the Americans, whose ships outgun
them, are faster, have no limitations on where
they can go, and start only two sea zones
northwest of Cavite. But this is deceiving.
The Spanish don’t have to sink the Americans
to win — all they have to do is survive
to remain a threat to American invasion plans.
For this reason the Spanish player gets the
VP value of each Spanish ship that has escaped
the Americans at game’s end (just as
in the Manila Bay battle scenario).
And the Spaniards can scatter their fleet
and send them island hopping, forcing the
Americans to split their forces and pursue.
The Spanish player should put more than one
ship into one of those scattered fleets, making
it a shell game for the Americans to determine
which of the four mobile Spanish fleets is
the stronger one, and giving the Spanish a
chance to hit the thinly-spread Americans
on equal footing when they do make contact.
Failing that, Spanish honor demands that a
lone ship contacted by Americanos must rush
them boldly with gun blazing and torpedo at
the ready. God willing, a lucky shot may grant
her victory.

American cruisers Boston (left) and
Baltimore (right), 1890, by Fred S.
Cozzens.
American Strategy
The Americans have a good shot at catching
any Spaniards that try to bypass them going
north. And while any southbound Spanish ships
have a head start on the Americans, the Philippines
don’t go on forever. Sooner or later
they’ll have to head west, east or north,
and the Americans should put their fleets
in strategic locations to wait for them.
In particular, the Americans should send
one or more fleets up around the north end
of the island of Luzon and then down the east
coast. This will let them close the vise on
any Spanish ships that run to the south end
of Luzon, through San Bernardino Strait and
up the east coast while being pursued by other
Americans from the south.
But in all cases, the Americans must not
sacrifice their firepower advantage —
they must make sure that each of their fleets
has a gunnery strength of more than one (the
gunnery strength of any lone Spanish ship
they'll meet).
RULES NOTE: I usually make GWAS games
hotter by allowing fleets to roll for contact
when they enter a zone an enemy fleet just
left. But in this scenario, the Americans
are so close at start and the Spanish are
so hemmed in that they’d have a very
hard time breaking out of Cavite if I ran
the game that way. Therefore, I strictly apply
the rule saying fleets only roll for contact
when they both end up in the same zone or
both pass through the same zone or zone boundary.
Also, to make the dead-in-the-water ships
less of a turkey shoot, I give Cavite two
primaries for shore batteries, just as I did
in Battle Scenario #1: Manila Bay.
Game Summary
Here's what happened in a recent game:
Spanish Setup
The Spanish start at Cavite (Zone V9 on the
west coast of Luzon on the U.S. Navy Plan
Orange map). They split their ships into
five fleets, with Fleet 1 being the three
dead-in-the-water ships Castilla, Velasco
and General Lezo (one secondary, two
tertiaries and two torpedoes between them),
and the other four fleets having one ship
each except Fleet 2, which has the cruisers
Reina Cristina and Isla de Cuba
(one secondary, one tertiary and two torpedoes
between them).

A bad day for Spain. The Battle of Manile
Bay, 1 May 1898 by J.G. Tyler.
American Setup
The Americans start two sea zones northwest
at T8, and split their ships into five fleets:
1. Protected cruiser Boston and gunboat
Petrel (two secondaries and one tertiary).
2. Cruiser Baltimore (two secondaries).
3. Cruiser Olympia and revenue cutter
McCullough (three secondaries and three
tertiaries).
4. Cruiser Raleigh (three secondaries).
5. Gunboat Concord (two secondaries)
The game starts on Turn 6, the last night
watch of April 30th, 1898, and runs for six
days (36 turns).
Turn 6 — Night
Spanish Fleets 3, 4 and 5 move one zone
west to V8, while Fleet 2 moves northeast
to U9. U.S. Fleets 1, 2 and 5 move southeast
to U8, steaming straight toward Cavite, while
Fleet 4 moves northeast up the coast of Luzon
and Fleet 3 goes southwest to U7.
Turn 7 — Day
Spanish fleets 3, 4 and 5 go south into
zones W7 and W8 between the islands of Luzon
and Mindoro. Two American fleets pursue while
USS Baltimore goes into Cavite and
attacks the dead-in-the-water ships. Baltimore
takes one hit from the shore batteries
as she comes in, losing one secondary gun
and leaving her with just one secondary remaining.
She then steams in through more fire (all
of which misses), fires on the Spanish cruiser
Castilla and knocks out the only secondary
gun the Spanish have. Having steamed past
the range of the shore batteries, she's able
to sink Castilla, General Lezo and
Velasco from outside the range of their
tertiary guns, gaining 10 VPs. She then steams
out through more fire from the shore batteries,
all of which misses.
Directly north of Cavite, U.S. Fleet 1 steams
east and Spanish Fleet 2 steams west, and
they contact each other on the border between
Zones U8 and U9. Combat ensues, with Boston
and Petrel fighting Reina Cristina
and Isla de Cuba.
Round 1: Spain gets the initiative,
and decides to go for a torpedo run since
both Spanish ships have torpedoes while the
U.S. ships don't. It's a 1 Slow dance, but
by Impulse 14 the ships are adjacent to each
other. The U.S. scores one hit on each Spanish
ship, knocking out Reina Cristina's only
gun and doing one hull to Isla de Cuba.
The U.S. ships then move into the same hex
with the Spanish, and Reina Cristina stays
there to try a torpedo run while Isla de
Cuba moves out of the hex. The torpedo
run fails, but Isla de Cuba hits Boston
and rolls a 2, scoring critical damage.
It does two hull and sinks Boston!
Round 2: The Spanish get the initiative.
Isla de Cuba and Petrel blast
away at each other while Reina Cristina
looks on royally. Isla de Cuba finally
KOs Petrel’s gun.
Round 3: Isla de Cuba pursues
the gunless Petrel and sinks her. The
score is now U.S. 10, Spain 7.
Turn 8
The weather stays clear, and the two U.S.
fleets pursue the three Spanish fleets south.
The Spaniards go down both coasts of Mindoro,
with two fleets on the west coast and one
on the east coast. One U.S. fleet follows
down each coast. Isla de Cuba and Reina
Cristina move up the coast of Luzon, and
Baltimore exits Cavite to pursue them.
USS Raleigh (Fleet 4), already plotted
to head north on the coast of Luzon, continues
doing so even though the Spanish are following
them.
Turns 9 and 10
There's more pursuit, and then Isla de
Cuba and Reina Cristina double
back south and slip past Baltimore
on the coast at T9 (Baltimore went
past them to S8, thinking they'd still be
heading north). They thus escape getting caught
in the vise between Baltimore and Raleigh,
which is now heading south on the coast.

Gunboat diplomacy. Boston’s crew
helps overthrow the Hawaiian monarchy, January
1893.
Turn 11
It's now nighttime, and Baltimore
guesses right this time and ends up in Zone
T8 with Isla de Cuba and Reina Cristina.
They make contact, and the gunless Reina
Cristina runs while Isla de Cuba fights
a rearguard action. Reina Cristina
is able to disengage in the dark and move
southeast to Zone U8 (just northwest of Cavite),
but Baltimore sinks Isla de Cuba
with no damage in return. The score is now
U.S. 14, Spain 7.
Turns 12 and 13
Baltimore guesses wrong again and
goes into Cavite, thinking Reina Cristina
would run for the protection of the shore
batteries there. She doesn’t and heads
southwest down the coast, putting two zones
between her and her pursuers. But USS Olympia
and McCullough contact Don Antonio
Uloa in Zone AB6, just off the southwest
cape of the island of Panay. The Spaniards
go for another torpedo run but are sunk with
no damage to the U.S. ships. The score is
now U.S. 17, Spain 7.
Turns 14 and 15
Spanish fleets 3 and 4 have gone as far
south as they can, and must head east or west
now. They both head east toward the San Bernardino
Strait. The Americans pursue.
Turns 16 through 42
Baltimore pursues Reina Cristina
from the north while Olympia and
McCullough come at her from the south.
Reina Cristina hangs around the west
coast of Mindoro, then slips past Olympia
and McCullough going through the
strait between Mindoro and Panay. The Americans
keep going the wrong way and lose Reina
Cristina.
The other two Spanish ships race up the
east coast of Luzon, pursued by U.S. gunboat
Concord, while Raleigh steams
around the north end of Luzon and down the
east coast toward the Spaniards. Concord
is able to get the inside track on the
Spaniards by going out to sea while they're
hugging the coast to the west. She gets into
the same zone with the Spanish cruiser Isla
de Luzon just east of the future Clark
Field, but fails to contact her on two consecutive
night turns. She then zigs while Isla de
Luzon zags, and loses her.
The last chance for contact before the Spanish
escape entirely is with the southbound Raleigh.
The Spanish try to race past her going
north and evade contact. Don Juan de Austria
is successful, but Isla de Luzon is
not and combat ensues just off Tuguegaro Field
in zone S14. Raleigh sinks Isla
de Luzon with no damage to herself.
The last two Spanish ships escape, so the
score at game’s end is U.S. 21, Spain
15. The Americans win, and the invasion of
the Philippines can go forward with little
or no interference from Spain!
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