| Strategy
In 'Crusier Warfare'
By Doug McNair
July 2006
As I’ve been assuring my wife for
years, just because you’re paranoid
doesn’t mean they aren’t really
out to get you. Such a world view is of no
greater value anywhere than in Great
War at Sea: Cruiser Warfare.
In this giant game of cat and mouse, the
entire world (literally) is out to get Admiral
Maximilian Graf von Spee’s cruiser squadron
and a few other German commerce raiders scattered
around the globe. And as in Bismarck,
our upcoming game of World War II commerce
raiding, the Germans have little chance in
battle against the combined naval might of
the Allies. They must master the art of “hit
him where he ain’t” to win the
game.
But unlike Bismarck, Cruiser Warfare
is played on a global scale, so factors
like running out of fuel take on a much greater
importance and give both players a completely
different set of challenges from any other
Great War at Sea or Second World
War at Sea game.
German Strategy The
only way German ships can escape the Allies
for good is by making it all the way back
to Germany. This is nearly impossible since
the Allies can blockade Germany and put powerful
ships on station in the straits that the Germans
must navigate to get home. Any time German
and Allied fleets make contact, Allied numerical
superiority will almost always give them the
advantage in surface combat.
To win, the German player must have all
his fleet counters disappear from the map
right away through use of the Raid mission,
then lose their pursuers by moving out to
desolate, storm-prone ocean wastes with little
commerce. Once the Allies have lost the German
scent and moved away, the German raiding fleets
can reappear, mounting hit-and-run missions
in dense Allied shipping lanes.
In particular, the Germans should never
stray too far from Tasman Sea, the Bay of
Bengal, the Bay of Biscay and the Labrador
Sea. Allied Imperial Convoys form up in these
areas on a random basis, and each transport
in such a convoy is worth 10 victory points
for the Germans if sunk (they’re worth
from 3 to 5 VPs to the Allies if they make
it to their destination). Since the Allies
won’t know when such a convoy will form,
the Germans should try to be in a position
to pounce on the convoy formation areas and
sink the transports before the Allies can
bring in a strong escort to protect them.
With all this hit and run activity, the
Germans will burn a lot of fuel, and the Allies
will have little trouble putting ships on
station outside the four German coaling ports
on the board. The German player will have
to carefully select the areas where his Etappen
(Naval Supply) service places secret coal
reserves.
But the small number of German raiders works
to the German player’s advantage when
it comes to re-coaling, because each merchant
prize has from one to six coal boxes on board,
and the raider can rob the prize of its coal
before scuttling it. This is of particular
use to lone raiders, which can net enough
coal from a single raid to keep going for
a long time, making a visit to port for coal
unnecessary for them in most circumstances.
Finally, the Germans have to play a cold
game of numbers to win. The Germans should
do the most raiding with their least valuable
ships, drawing Allied attention toward them
while keeping valuable German capital ships
concealed. In particular, the Germans should
take advantage of the Armed Merchant Cruiser
rule (12.7), which lets them convert merchant
ships and gunboats into cheap but effective
merchant raiders. AMCs are worth only 4 or
5 VPs on average, but they can sink merchant
shipping just as effectively as more valuable
ships like cruisers. The German player should
roll to create AMCs every turn, and when he
does create one it should go straight into
the Allied shipping lanes and rack up VPs
quickly so that when the Allies sink it, it
will have already sunk enough merchant ships
to give the Germans a net VP gain.
Allied Strategy
The longer the Germans are allowed to remain
at sea, the more VPs they’ll accumulate
through merchant raiding. The key to Allied
victory is constant, aggressive pursuit of
the Germans with every Allied ship that’s
not on station.
Deciding
how many ships to put on station and how many
to put into intercept fleets is important,
because a strong blockade at Cape Horn, Good
Hope or the Narrows can keep the Germans bottled
up in a particular ocean area or keep them
out of another. But the more ships the Allies
put on-station, the fewer they’ll have
available to pursue the Germans into their
hunting grounds or escort the valuable imperial
convoys. Mastering this balancing act is key
to bringing the Germans down quickly so they
can’t run away with the game over the
long term.
If the Germans do a good job of evading
the Allies and start racking up substantial
VPs, the imperial convoys give the Germans
a good shot at retaking the lead from them.
The Allies should keep powerful forces in
the Labrador Sea, the Bay of Biscay, the Bay
of Bengal and the Tasman Sea, waiting for
the convoys to form. Once a convoy is formed
the naval forces there should be assigned
to escort it, so that if the Germans are so
insolent as to attack an imperial convoy they’ll
be sent to the bottom with dispatch. Such
insolence is not to be dismissed out of hand
— at 10 VPs per transport, the imperial
convoys are mightily tempting to merchant
raiders.
Game Summary
Here’s what happened in a recent game:
German Setup
Admiral Graf Spee decides to start his cruiser
squadron as far away as possible from the
Allies. He leaves Capt. Müller and his
squadron consisting of the Austrian ship Kaiserin
Elisabeth, the cruiser Emden, and an escort
of several gunboats to fend for themselves
at Tsingtao. Spee starts the game way out
east in the Solomon Islands, with nobody but
the Australians anywhere nearby.
Farther
to the east, the cruiser Leipzig also starts
far away from Allied interference, in the
Gulf of California. But across the isthmus,
captains Köhler and Ludecke are all but
trapped in the Gulf of Mexico, and their light
cruisers (Karlsruhe and Dresden) will be sunk
shortly unless they can break out into the
Atlantic, past the quickly converging British
and French forces there. Karlsruhe is a fast
ship and stands a decent chance of outrunning
a weak Allied patrol, but the slower Dresden
may have no choice but to make for the stormy
but well-trafficked Caribbean, and hope for
bad weather to conceal her from the Allies
while she makes a few quick kills.
In similar circumstances is the light cruiser
Strassburg, which starts all but surrounded
in the Bay of Biscay. She would have no trouble
running for Germany, but that would just put
her out of action and leave the Royal Navy
free to abandon the North Atlantic and seek
Germans elsewhere. Rather than running away,
Strassburg would be better advised to run
north, making some quick kills in the Western
Approaches and then entering the stormy Denmark
and Davis straits. Once there, the weather
will hopefully keep the Allies away until
an Imperial convoy from the Labrador Sea tempts
Strassburg back south again.
The gunboat Eber starts on the west coast
of Africa in the Gulf of Guinea, outside the
German port of Yaounde. The German player
should sail Eber south to the stormy Antarctic
to avoid detection, and then once he makes
a successful Armed Merchant Cruiser roll he
should convert her to an AMC and immediately
head for the rich Allied commerce lanes at
Rio de la Plata and Brazil.
Captain Looff on the light cruiser Königsberg
starts directly across Africa from Eber, in
the Mozambique Channel. There are plenty of
British forces in the area, so he should also
head toward Antarctica and lose himself until
an Imperial convoy forms in the area, or until
the Allies leave the rich merchant lanes around
India, Indonesia and Australia unguarded.
But he should avoid raiding in the Dutch East
Indies, since that would just awaken the sleeping
Dutch, whose slow but powerful fleet could
blow him out of the water at long range with
their Primaries before he could escape.
The German rolls a 4, just barely failing
to convince Italy to abandon neutrality and
join the Germans. So, the German player will
not get the use of the armored crusier Marco
Polo. But then he rolls a 9 and finds that
the Etappen have done an excellent job stashing
coal around the world. He decides to place
his secret coal reserves in Coronel, Hawaii,
the U.S. West Coast, the Gulf of Alaska, the
Windward Isles, Rio de la Plata, the Philippine
Sea, the Dutch East Indies, and the Arabian
Sea.
Allied Setup
The Allies have forces everywhere, and they
will be getting more as soon as Japan declares
war. The vast majority of the Japanese ships
have to stay in home waters, so they may as
well be placed on-station. The Allied player
reserves two fleet counters for the Japanese
ships that can move as desired, and then decides
which of his remaining forces to place in
fleets and which to put on-station. He ends
up starting ships on-station in the Caribbean,
the Western Approaches, Madeira, the Narrows,
the Cape of Good Hope, and the South China
Sea.
August 1914, Turn 1
Weather, etc.
The German player rolls a 3 on the Storm
roll, and storms hit areas that are normally
tranquil. He then rolls a 5 and successfully
converts gunboat Eber into the armed merchant
cruiser Cormoran, before it even leaves port.
The Allied player rolls a 6 on the Imperial
convoys table, getting a result of “We
Stand on Guard for Thee.” Per the table,
he rolls 3 dice for a result of 8, and eight
fast Canadian transports will start in the
Labrador Sea and head across the Atlantic
to the Bay of Biscay. Each will be worth 5
VPs to the Allied player if it gets there.
Allied Fleet 4 is already in the Labrador
Sea, so they’re immediately assigned
to escort the convoy, and the Allied player
plots the convoy to move through the Davis
Strait, Western Atlantic, Eastern Atlantic
and Bay of Biscay sea zones.
Then the Allies roll a 5 for Japanese entry
into the war, and they do, taking the last
two Allied fleet counters and putting massive
fleets on station in the Yellow Sea and the
Bonin Islands (where the Germans will obviously
never go). Three old Japanese cruisers start
in the South China Sea, and the armored cruiser
Idzumo starts on the U.S. West Coast. These
latter ships can move freely. Finally, the
Allies create the armed merchant cruiser Empress
of Russia, and put her on station at Hawaii.
Movement and Search
Allied fleets fan out to search for Germans
(the Allied player does not have to preplot
movement of his Intercept fleets in Cruiser
Warfare), and then the German player moves
his fleets per his preplotted movement for
Turn 1. Leipzig moves to Hawaii and disappears
from the board, the newly-created AMC Empress
of Russia on station there failing to contact
her. Strassburg moves north to the Western
Approaches, and is quickly spotted by the
armored cruiser Sutlej and the three protected
cruisers on station there, which roll successfully
to attack at night. The AMC Cormoran disappears
into the South Atlantic, Captain Looff on
Königsberg does the same in the South
Indian Ocean, and Admiral Graf Spee disappears
eastward into the Phoenix Island zone.
Captain
Köhler aboard Karlsruhe tries to break
out of the Gulf of Mexico and into the Outer
Banks, where he runs straight into the armored
cruiser Suffolk and the light cruiser Bristol,
which fail to attack him at night (he’ll
fight them during the day, where he has a
chance to get initiative and run away). Captain
Ludecke aboard Dresden decided to stay in
the Gulf of Mexico to draw fire away from
Köhler, but the three British armored
crusiers that go into the Gulf fail to spot
him, and he disappears from the board. He
may decide to sneak out quietly, letting Köhler
get all the attention instead . . .
Finally, Kaiserin Elisabeth and Emden (in
one fleet) and the German gunboats (in another)
exit the rapidly-filling Yellow Sea and head
for the Philippine Sea, where a squadron led
by the pre-dreadnought battleship Triumph
contacts the gunboat fleet but not Müller’s
ships, which disappear from the board. Triumph’s
captain rolls successfully for a night action,
meaning the gunboats will have a shot at a
torpedo run, but not much else . . .
Raiding
With Admiral Graf Spee’s fleet offboard
but just one zone to the south, the captain
of the Leipzig decides to draw attention to
himself and away from Spee by raiding Allied
merchant shipping around Hawaii. But he rolls
a 1 and fails to locate any merchants. AMC
Cormoran also fails to locate any merchant
ships and stays offboard. Leipzig in the Western
Approaches does better, rolling a 3 and sinking
two VPs worth of merchants before she’s
spotted by the British ships on station, but
Karlsruhe rolls a 1 and fails to find any
merchants before she’s spotted by Suffolk
and Bristol. All other German fleets wish
to remain offboard and do not raid.
Combat
Western Approaches: The speedy Strassburg
runs into four slow British cruisers at night.
Night combat starts at a range of two hexes,
which puts Strassburg within range of the
British cruisers’ Secondaries but puts
them outside the range of Strassburg’s
guns (which are all Tertiaries). The Brits
score two hits on Strassburg before she can
run away. Both are hull hits, and Strassburg
is immediately slowed to Speed 1 because she
took more than half her hull boxes in damage.
The second salvo destroys all of Strassburg’s
guns, and the third destroys her torpedo mount,
leaving her a hulk. The British finish her
off at their leisure, scoring 12 VPs and burning
half a fuel box in the process.
Outer Banks: The British get the
initiative on Captain Köhler, but since
they’re attacking during the day they
start at a range of four hexes, and since
their largest guns are Secondaries (most of
which are on the slow Suffolk), there’s
no way they can catch Köhler.
Philippine Sea, Round 1: Triumph’s
squadron makes a night attack on the German
gunboat flotilla starting at a range of two
hexes, outside the gunboats’ tertiary
range. They concentrate fire on the boats
with torpedoes, but the first British salvo
misses. The light cruiser Newcastle then closes
range on the sole German torpedo boat with
the gunboats, hoping to destroy her before
she can make a torpedo run on Triumph. Newcastle
once again misses the small, fast boat, as
do Triumph and the armored cruiser Hampshire.
The German torpedo boat then runs straight
at Triumph, daring her to stand fast rather
than flee and lose range on the gunboats.
Triumph stands fast, as does Newcastle, which
can’t afford to close range on the gunboats,
because then she’d be outgunned by a
factor of 8 to 3, with no armor to protect
her from the gunboats’ tertiaries. All
three British ships fire on the TB, but she
weaves and salvo-chases and escapes danger,
and then puts a torpedo into Triumph, doing
two Hull to the old battleship. The three
River-class DDs escorting Triumph reply in
kind, and one successfully torpedoes the German
TB, doing one Hull and sinking her for oneVP.
The British hold position but their fire
from a two-hex range on the gunboats is ineffective.
Triumph has lost half her hull boxes, and
the German gunboats have more torpedoes, so
they vow to avenge their brave comrades and
run straight at Triumph, getting range on
Newcastle in the process.
Newcastle
runs, but Triumph and Hampshire stand fast,
being invulnerable to Tertiaries and keeping
that Damn the Torpedoes attitude so they can
get bonuses to hit for point-blank range.
Hampshire scores two hits and sinks the gunboat
Cormoran (4 VPs), but Triumph scores only
one Hull hit on the gunboat Geier, which has
two Hull and fires her torpedo at Triumph.
She hits and does 2 more Hull, sending the
astonished Triumph to the bottom for 26 GERMAN
VICTORY POINTS! The gunboat crews go nuts,
striking up Deutshland Über Alles and
pouring fire into the River-class British
destroyers (which have no guns of their own).
One takes a Hull hit and goes down, for another
2 VPs for the Germans as the round ends.
Philippine Sea, Round 2: The Germans
get initiative (not surprising, given the
British state of shock . . .), and Hampshire’s
first fire knocks out both of Geier’s
guns, while the gunboats miss the DDs. In
the second gunnery segment the gunboats sink
another DD for 2 VPs, and rather than just
watch the last DD go down, Newcastle moves
into harm’s way to bring her Tertiaries
into play against the gunboats. The 1-Slow
gunboats can’t charge her yet, but they
turn their guns on Newcastle, doing 1 Hull.
Neither British cruiser scores a hit, and
both fire their torpedoes and miss, so Newcastle
flees, not wanting the ignominy of going down
to a bunch of ancient German tubs. The tubs
give chase, with Hampshire and the DDs paralleling
their course, keeping at point-blank range.
The gunboats score another Hull hit on Newcastle,
slowing her to Speed 1, and knock out one
of her tertiaries to boot. Hampshire knocks
out the tertiary aboard gunboat Luchs, but
Newcastle misses. The chase continues, and
on the last gunnery segment the gunboats KO
Newcastle’s only Secondary. Hampshire
sinks gunboat Tiger for 1 VP, and the round
ends.
Philippine Sea, Round 3: The last
two gunboats with guns left, Jaguar and Iltis,
sink Newcastle before she can move (9 VPs).
TUBS WIN! Hampshire immediately sinks Jaguar
for 1 VP, and after an unbelievable gunnery
duel, Hampshire sinks Iltis for 1 VP before
the gunboat can sink the last British DD.
Hampshire dispatches the gunless Luchs and
Geier for 5 VPs, but The Battle of the Philippine
Sea will go down in German naval history as
a ringing tribute to the German gunboat fleet.
The turn is over, and the British have scored
25 VPs. But the outnumbered, outgunned Germans
have scored a lopsided victory and 41 VPs
grand total!
August Turn 2
Weather, etc.
Storms hit the Gulf of California, the Azores,
the Arabian Sea, the Dutch East Indies, the
Bonin Islands and the Marshall Islands. Then
the Allied player rolls a 4 on the Imperial
convoy table, and rolls another 4, so that
4 slow transports gather in the Bay of Biscay.
They will be escorted by Allied Fleet 10 (which
is there waiting for them) to the Gulf of
Guinea, where each will give the British player
3 VPs when they arrive safely. This will also
shut down the German port of Yaounde, meaning
German ships won’t be able to coal there
anymore. The Allied player plots the convoy
and escorts to move through the heavily-patrolled
Madeira and Narrows sea zones to get there.
The Allies bring in the AMC Empress of Japan
and put her on station in the dense merchant
shipping lanes at Rio de la Plata, and the
Germans roll a 5 and bring in the AMC Prinz
Eitel Friedrich and place her off the German
port of Rabaul in the Solomon Islands, from
whence she can escape into the Marshall Islands
storms.
Movement and Search
The British move to where they think onboard
and offboard raiders will move. Suffolk and
Bristol move up to the U.S. Eastern Seabord,
which is exactly where Captain Köhler
on Karlsruhe ends up moving, but the British
fail to make contact, and Karlsruhe disappears
from the board. Captain Looff on Königsberg
moves into the Kerguelen Island zone, and
the Royal Australian Navy fleet there fails
to contact him. Müller’s ships
enter the Western Pacific, where the Russian
cruiser squadron fails to contact him.
Then Spee moves to Palmyra, on his way to
the rich merchant lanes on the west coast
of Central America, and the French armored
cruiser Montcalm fails to contact him. Finally,
Captain Ludecke on Dresden sneaks out of the
Gulf of Mexico and into the Caribbean, evading
the British armored cruisers which did not
move out of there this turn, but runs into
the on-station French armored cruiser Conde
and the gunboat Descartes.
Raiding
Köhler has no luck on the Eastern Seaboard
and stays hidden. Neither does Ludecke, who
finds no merchant ships before being attacked
by the French. But AMC Cormoran at Rio de
la Plata does better, scoring two prizes for
2 VP and revealing her location so the Allies
can give chase and draw attention away from
more valuable raiders. Those raiders aren’t
in rich hunting grounds right now, so they
choose not to raid.
Combat
Caribbean: The French make night
contact with Dresden and attack her from a
range of 2 hexes. Dresden is faster than the
gunboat Descartes, but the armored cruiser
Conde can keep up with her. Only Conde has
secondaries, so for the first few gunnery
segments Ludecke can do nothing but wait while
Conde showers him with shot. On the second
salvo, Conde knocks out one of Dresden’s
tertiaries, and then Conde closes range while
Dresden runs. Dresden fires back but her tertiaries
can’t penetrate Conde’s light
armor, and her hull-mounted torpedo just barely
misses Conde on a roll of 5. Conde’s
torpedo also misses, but on the fourth salvo
she does two hull hits to Dresden, striking
her dead in the water. She finishes Dresden
off on the next salvo, scoring 10 VPs for
the Allies.
At the end of the second week of the war,
the British are closing the gap, having scored
35 VPs to the Germans’ 43.
August Turn 3
Weather etc.
The German player rolls another 4 and the
storm pattern stays the same. Then the Allied
player rolls Jungle Lust on the Imperial convoy
table, meaning 3 slow transports gather in
the Tasman Sea, waiting for a fleet to swing
by and escort them north to the Solomons (there
is no Allied fleet counter available at this
time). The Allies then place the AMC Himalaya
on station in the Tasman Sea, and the Germans
roll a 2 and fail to bring in another AMC
on their side.
Movement and Search
The AMC Cormoran disappears northward into
the Brazil sea zone. Then Karlsruhe moves
into the Western Atlantic . . . and runs once
again into Suffolk and Bristol, which this
time make night contact and will get a shot
at Captain Köhler.
Raiding
Graf Spee ignores the sole Allied fleet
in his zone and starts raiding down the west
coast of the Americas, rolling a modified
4 in Tehauntepec and scoring one prize for
1 VP. Köhler scores another 2 VPs in
the Western Atlantic before Suffolk and Bristol
catch up to him. All other raiders either
fail to find merchants or choose not to risk
revealing themselves.
Combat
Western Atlantic: On the first salvo,
Suffolk and Bristol hit Karlsruhe twice, knocking
out two of her Tertiaries. Bristol closes
the range and knocks out Karlsruhe’s
last Tertiary. But Bristol has only one Secondary,
and Karlsruhe has light hull armor, so if
Karlsruhe gets initiative next round it’ll
be just her and Bristol (Suffolk is Speed
1). But Karlsruhe doesn’t, and over
the course of four combat rounds the British
cruisers sink Karlsruhe for 12 VPs.
With that the British have caught the Germans,
having scored 47 VPs to the Germans’
46.
August Turn 4
Weather etc.
Storms hit Phoenix Island, Easter Island,
Rio de la Plata, the Western Atlantic, the
South Indian Ocean, and the Western Pacific.
There are no new Imperial convoys, the Allied
player places the AMC Empress of Asia on station
in the Bay of Bengal, and the Germans once
again fail to place a new AMC.
Movement and Search
The Allied player places three gunboats
on-station at Cape Horn (hoping Spee won’t
be intimidated by them . . .), so he can put
the British ships on-station in the Narrows
into the newly-freed-up fleet counter and
have them go after Spee. With the North Atlantic
free of German ships, all six British fleets
there head south. The Cameroon Imperial convoy
reaches the Gulf of Guinea, where it will
stay for this and next turn and then be removed
for lots of Allied VPs, as will the Canadian
convoy, which reaches the Bay of Biscay this
turn.
Leipzig moves south from the Central Pacific
and runs into the unscathed but humiliated
Hampshire and her one remaining River-class
DD escort. The British fail to make a night
contact, so they’ll be unable to catch
Leipzig anyway.
Königsberg moves into the Bay of Bengal
and runs into the AMC Empress Asia, but evades
the British 13th Fleet. Then Spee heads for
the Gulf of Panama, where the French cruiser
Montcalm makes a surprise sighting, but fails
to make a night attack.
Raiding
Spee takes three prizes before the French
cruiser spots him (3 VPs), Looff takes two
more prizes in the Bay of Bengal before encountering
the AMC (2 VPs), and Leipzig takes two prizes
as she dances out of Hampshire’s range
(2 VPs).
Combat
Bay of Bengal: Empress of Asia makes
a night contact on Königsberg and attacks
from 2-hex range. Neither ship has Secondaries,
so it takes a while for the range to close.
Königsberg hits first, doing 1 Hull to
Empress of Asia, and with Königsberg’s
superior fire control she finishes off the
AMC in short order with no damage to herself.
The Germans score 4 VPs.
Gulf
of Panama: Montcalm wasn’t expecting
to meet Scharnhorst and Gneisenau all by herself,
and with the 3-hex range for the surprise
sighting she doesn’t have much time
to think about it, as the German primaries
rip through her guns on the second salvo.
Montcalm runs, having suffered two Secondary
hits, and she wins initiative on the second
round, running outside Spee’s sighting
range and escaping.
The Germans take the lead again, with 57
VPs to the Brits’ 47.
August Turn 5
Weather, etc.
Storms hit areas far from the Germans. There
are still no new imperial convoys, the Allied
player places his last AMC in the Gulf of
Guinea, and the Germans once again fail to
create a new AMC.
Movement and Search
The German AMC Cormoran moves to the Gulf
of Guinea, where she fails to contact the
Cameroon convoy. Then the old Canadian protected
cruiser Rainbow moves into the rich American
West Coast sea zone, where she quickly contacts
Admiral Müller’s ships, during
the day. The weak search forces in Spee’s
area back off, waiting for the powerful Atlantic
forces to round the Horn and find him. Spee
disappears into the Galapagos.
Raiding
Müller scores four prizes before Rainbow
finds him (4 VPs), the German AMC Prinz Eitel
Friedrich scores another in Samoa (1 VP),
and Spee scores another in the Galapagos (1
VP). Looff scores two more in the Arabian
Sea (2 VPs), and the other German raiders
opt to remain concealed.
Combat
American West Coast: Müller
gets initiative on Rainbow, but both fleets
are so slow that neither can do much when
starting at long range. It is only in the
middle of the second round that Emden is able
to close range on Rainbow, letting both hit
each other with their tertiaries at point-blank
range. Emden gets the worst of it, losing
two of her tertiaries while knocking out only
one of Rainbow’s. Rainbow’s torpedo
misses, and then Kaiserin Elisabeth moves
into range of her secondaries and fires. More
fire misses except for fire on Emden, which
takes a hull hit from Rainbow. On the third
round, Emden knocks out another of Rainbow’s
guns, but Rainbow knocks out Emden’s
last gun. Then Kaiserin Elisabeth finally
gets Rainbow’s range, knocking out her
last gun and scoring a critical hit, doing
two hull and sinking her for 4 VPs.
The Canadian and Cameroon convoys make port,
and the British player scores 40 and 12 VPs
for them, respectively. The British take a
big lead, with 99 VPs to the Germans’
69.
August Turn 6
Weather, etc.
Storms near German ships are in the Gulf
of California and the Arabian Sea. Then the
Allied player rolls a 2 on the Imperial convoy
table, and rolls another 4 dice to see how
many fast transports will be in the ANZAC
Convoy heading from the Tasman Sea to the
Arabian sea. He rolls very high – 19
transports, which will be worth 5 VPs each
to the Allies if they get there. This is a
very important IF, because the Germans have
at least one raiding fleet nearby and only
AMC Himalaya is in the Tasman Sea to form
an escort. But rather than wait for more escorts
to arrive, they head west fast, hoping to
outrun any Germans following from the north
and east, and hoping the Allied fleets south
of India can sink Königsberg (and anyone
else hidden out there) before she gets to
them. The Germans once again fail to create
any AMCs.
Movement and Search
The Japanese armored cruiser Idzumo moves
north to the U.S. West Coast and makes a daylight
sighting of Kaiserin Elisabeth and Emden,
still raiding there. The Jungle Lust convoy
reaches the Solomons, but Leipzig fails to
contact it. The two Allied intercept fleets
there also fail to contact Leipzig, and then
three British protected cruisers on-station
at Cape of Good Hope make a night contact
with the German AMC Cormoran, attempting to
sneak past them and toward the ANZAC convoy.
Then a squadron led by armored cruiser Minotaur
makes a surprise daylight sighting of Königsberg
in the Mozambique channel, as she is trying
to head south and pick up the ANZAC convoy
as well.
Raiding
Kaiserin Elisabeth picks up three more prizes
before Idzumo contacts her (3 VPs), Spee picks
up another at Coronel (1 VP), and AMC Cormoran
picks up one at Cape of Good hope before the
cruisers pick her up (1 VP).
Combat
U.S. West Coast: Idzumo gets the
initiative on Kaiserin Elisabeth and Emden,
but there’s no damage the first round.
Müller gets initiative on the second
round, and on the first salvo he knocks out
one of Idzumo’s secondaries. Idzumo
then tries to run down the fleeing Emden,
but Kaiserin Elisabeth hits Idzumo twice as
she goes by, knocking out two more of her
secondaries. Now outgunned by the unscathed
Austrian, Idzumo retires from battle.
Cape of Good Hope: The protected
cruiser Hyacinth opens fire on AMC Cormoran
from a two-hex range, but all her shots go
wide. She closes in and still fails to hit,
but so does Cormoran. Cormoran flees and the
Brits give chase, with the other two protected
cruisers moving at 1-slow to Cormoran’s
1. Cormoran scores the first hit, knocking
out one of Hyacinth’s secondaries. Cormoran
then knocks out another of Hyacinth’s
guns, Hyacinth’s torpedo misses, and
the round ends with Cormoran unscathed and
Hyacinth on her last gun.
The Germans get initiative, and that effectively
brings the battle down to just Cormoran and
Hyacinth. Hyacinth finally gets a hit as Cormoran
is pulling away, doing one Hull. In the fourth
round the Allies get initiative, but that
works to their disadvantage as Hyacinth’s
last gun is knocked out as she closes range
on Cormoran. Cormoran outruns the slower PCs
and escapes eastward.
Mozambique Channel: Minotaur and
her escorts get initiative on Königsberg,
and the light cruiser Yarmouth quickly closes
range and knocks out one of Königsberg’s
guns. Minotaur then closes range and scores
a critical hit on Königsberg, doing two
Hull and striking her dead in the water. The
rest is a formality, and Captain Looff goes
down with Königsberg, for another 10
VPs for the Allies.
The British lengthen their lead, with 109
VPs to the Germans’ 74.
September 1914, Turn 1
Weather etc.
Storms hit the South Indian Ocean, and this
is good for Cormoran, who can use the cover
to sneak past British patrols on her way to
the ANZAC convoy. There are no new Imperial
Convoys, and the Germans fail yet again to
create a new AMC.
Movement and Search
Leipzig contacts the Jungle Lust convoy
at night, but Hampshire and her DD contact
Leipzig. The German player determines that
Leipzig will hit the convoy first, and then
deal with Hampshire.
A British fleet of three armored cruisers
chases Cormoran into the South Indian Ocean,
but she loses them in the storm. The ANZAC
convoy is just east of them at Kerguelen Island.
Raiding
Müller scores two more prizes on the
U.S. West Coast (2 VPs), but nobody else does
any raiding.
Combat
Solomons: Leipzig charges in to attack
the convoy, and finds herself face-to-face
with a powerful escort consisting of the Australian
protected cruiser Encounter, the light cruiser
Sydney, and three Paramatta-class destroyers.
The cruisers have the range on her, but they
miss on the first salvo. Then Sydney and the
DDs close range, interposing themselves between
Leipzig and the convoy. One DD gets a hull
hit on Leipzig, which responds by destroying
the gun of one destroyer (she was hoping to
sink it and prevent a torpedo run). The DDs
hold off on the torpedoes, using them as a
threat to prevent Leipzig from entering the
DDs’ hex and exposing herself to a point-blank
torpedo run. The Australians miss, and Leipzig
fires, this time sinking the DD she de-gunned
earlier (5 VPs). Leipzig then tries to circumvent
Sydney and the DDs, but they charge in for
the kill while Encounter and the convoy move
off. The Australians score three gunnery hits
on Leipzig, knocking out all her guns. Both
sides’ torpedoes miss, and the helpless
Leipzig is sunk by Sydney and the DDs for
8 VPs, and the convoy makes port and gives
the Allies another 9 VPs.
The Allied lead is now 126 to 81. On the
following turns, bad weather dogs the ANZAC
convoy as it heads for the Arabian Sea. This
makes it tough for the Allied fleets converging
on her location to locate AMC Cormoran, but
they do so in the Chagos Archipelagos. The
battlecruiser Australia and the light cruiser
Melbourne catch Cormoran, and on the first
salvo Australia blows Cormoran out of the
water. There’s nothing left to prevent
ANZAC from keeping their appointment at Gallipoli,
and the 19 transports net the Allied player
95 more VPs — a lead which the Germans
cannot possibly match with only the three
cruisers, a coastal defense ship, and a couple
of AMCs that remain to them.
The Allies win!
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