Battle Cruiser Hood:
Scenarios, Part Four
By James Stear
Editor’s Note: This series of Great War at Sea scenarios by Jim “Captain Terror” Stear focus on the British battle cruiser Hood. We hope you enjoy them.
Operational Scenario Two
Hood’s return from the Baltic coincided with the arrival of more former High Seas Fleet ships at British ports, as demanded by the Allies following the scuttling of most of the modern German warships at Scapa Flow the year before. Crewmen from Hood took part in securing several of these vessels on their arrival at Rosyth. Yet 1920 was another turbulent year for post-war Germany, and it’s possible that the transfer of these remaining vessels might not have gone smoothly. With the failed Kapp Putsch in March, and strikes and riots across the struggling new republic during the summer, the door might have been open for more radical elements of the former Imperial Navy to take matters into their own hands and attempt to keep the ships at home. While Allied occupation troops might wearily prepare to advance from the Rhineland to enforce Versailles Treaty terms, the Royal Navy would stand equally ready to enforce those terms on the high seas.
Note: This scenario uses warship pieces from Jutland.
Time Frame: 60 turns
Weather Condition: 1 (Clear)
Central Powers (German) Forces
At Wilhemshaven (B 31):
CL32 Graudenz ‘15
CL33 Regensburg ‘17
6 x V25-class DD
At Kiel (Z 36):
6 x V25-class DD
6 x Tb-class TB
Allied (British) Forces
At Rosyth (R 18):
8 x W-class DD
At Harwich (AC 23):
8 x Admiralty-class DD
8 x Hunt-class MS
At Scapa Flow (K 21):
BB23 Queen Elizabeth
CL24 Cordelia ‘18
CL27 Carysfort ‘18
CL28 Cleopatra ‘18
16 x Admiralty-class DD
Ports: The Central Powers player has the use of all German ports except Memel and Danzig; all German ports are treated as minor ports. The Allied player has the use of all British, French and Belgian ports, plus Copenhagen, Danzig, Memel, Libau and Windau.
Fleets: The Central Powers player may have up to five fleets, including two decoys. The Allied player may have up to eight fleets.
Defiant but Unready: At the start of the game, the Central Powers player rolls one die for each capital ship and CL at Wilhelmshaven; on a result of 1 through 4, the ship is dead in the water (DIW), on a result of 5, the ship is dead in the water but may fire guns, and on a result of 6, the ship may move and fire guns and torpedoes within the limits of the scenario rules.
Malaise of Defeat: All Central Powers BB and CL move at a speed one level less that that indicated on the counter (1 is treated as 1s). For each hit scored by Central Powers BB guns or torpedoes, the Central Powers player must roll the die again. On a result of 1 through 4 the hit is ignored; on a result of 5 or 6 it takes effect normally. Add one to the result of this second die roll if the target is a capital ship. All hull hits against Central Powers capital ships (scored by either player) count double (mark off two boxes instead of one). Central Powers BB and CL may not transit the Kiel Canal.
Big Target: Central Powers ships must direct their primary guns at any Allied capital ships in range, in preference to other targets (exception: ships may direct their primary guns at Allied destroyers or minesweepers if closer).
Versailles Replacements: Allied minesweepers that spend a complete round in the same hex as a DIW Central Powers BB may attempt to capture the BB at the end of the round. At the end of the round, roll one die for a target vessel, adding one to the roll for each minesweeper beyond the first present in the hex. On a result of 6, the BB has been stormed by marines, and is captured by the Allied player. Add one to the result for each subsequent attempt. The ship is considered dead in the water (and cannot fire any weapons) for the remainder of the game.
Death Before Dishonor: The impulse an Allied minesweeper moves into a hex with a DIW Central Powers BB, the Central Powers player may initiate scuttling procedures for the BB. The Central Powers player announces the ship is scuttling, and may no longer use the ship’s weapons. At the end of the round scuttling was declared, and prior to any attempt to seize the ship by the Allied player, the Central Powers player rolls one die; on a result of 6, the ship sinks. The Central Powers player must continue rolling at the end of each round, until the ship has scuttled or has been captured by the Allied player; add one to the result for each subsequent scuttling attempt. Also, after the Central Powers player has announced the intention of scuttling a ship, Central Powers ships with functioning weapons may fire on that ship.
Flagship: Leader Keyes must be placed aboard Hood.
The Allied player receives one VP for each enemy port blockaded by at least one BB or BC, providing at least one enemy BB or B is in the port, each turn. The Central Powers player receives one VP for each primary gun hit scored via bombardment of Danzig or Memel. Central Powers BBs are worth VPs as follows: the Allied player scores 25% of the VP value of each Central Powers BB captured, while the Central Powers player receives VPs for any BB that ends the game in a Baltic German port (100% if not crippled, 50% if crippled). Round any fractions up. The player with the most VPs at the end of play wins.
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