Strategy
in Great War at Sea: Jutland
Operational
Scenario #29: Jutland, Part 1
By Doug McNair
August 2007
Now that we’ve published the advanced
airship rules in Great
War at Sea: Zeppelins, the
time has come to tackle the granddaddy of
all Great War at Sea scenarios. The
Battle of Jutland offers both the Allies
and the Central Powers player the chance to
end the Great War at sea in an afternoon,
but winning the game is less a matter of sinking
enemy ships than of getting the enemy to come
out and give battle on favorable terms.
Strategic Situation
The game starts on May 30th, 1916, and runs
for 48 turns. The starting weather condition
is Mist. The German battle plan requires a
scouting force of battlecruisers and light
ships to move at least one sea zone row north
each turn until they reach the coast of Norway,
or until any Allied battleship or battlecruiser
has been spotted in combat. The main German
battlefleet is to follow at a distance, in
hopes of intercepting a British battleship
or battlecruiser squadron that will hopefully
be sent to deal with the German scouting force.
To win, a player must sink at least three
enemy BBs or BCs, score more victory points
than the enemy player, and sink more BBs or
BCs than the enemy player. Any other result
is a draw.
British Strategy
The Royal Navy is far more powerful than the
Imperial High Seas Fleet, and that makes
bringing the Germans to battle problematic.
If the British player simply masses his fleets
into one or two task forces, the German player
will abort his missions and head back for
port, and the game will be a draw.
Similarly, if the Allied player keeps all
his battleships together but tries to hide
them among many small scouting forces blanketing
the North Sea, the German player will just
run for port as soon as one of his zeppelins
spots the main battlefleet. To beat the Germans
the Allied player will have to play a shell
game of the utmost complexity. Royal Navy
forces begin the game at five different ports,
and the British player must keep those forces
separate to entice the Germans into attacking
one of them while not allowing any one task
force to stray too far from its fellows. This
may produce an initial engagement where the
odds greatly favor the Germans, so the British
player must try to damage a few German battleships
and then run.
Meanwhile, the other British task forces must
maneuver behind the Germans so as to catch
any damaged German battleships from the first
engagement and hopefully intercept the entire
German battlefleet as it’s making for
home. British subs and destroyers should harass
the Germans on the way out and back, and the
British should use their reserve force of
old battleships at Sheerness (led by BB01
Dreadnought herself) to finish off any stragglers
that get slowed down by hits in battle or
torpedo runs from destroyers and subs.
German Strategy
Because he’s badly outnumbered and outgunned,
the German player must aggressively seek battle
with a portion of the Royal Navy and then
run for home before British forces can combine
to annihilate him. Fortunately, the Germans
have the perfect tools to make this happen:
zeppelins.
Because the North Sea is a relatively small
theater of operations, just a few zeppelins
on Scout missions can quickly reconnoiter
all approaches to the British coast and report
back on the dispersal of the Royal Navy. Once
a suitably-sized British task force containing
at least three capital ships has been located
by zeppelins, the German battlefleet should
leave port behind a screen of scouting fleets
with three zeppelins along for an Escort mission.
The escorting zeppelins will help the Kaiser’s
battlefleet make contact with the enemy, increase
German initiative, and spot for German gunnery.
The latter will vastly increasing the accuracy
of German gunfire and hopefully allow the
Germans to sink three or more British battleships
quickly and then break off and head for home.
And while this is going on the Germans must
be sure to keep a few zeppelins in the air
on Scout missions at all times, sending more
out as the first wave of zeppelins comes back
for refueling. This will allow the zeppelins
to keep constant tabs on British fleet movements
and hopefully warn the High Seas Fleet of
any British moves to combine their squadrons
into a unified battlefleet.
The main danger to German plans is not the
British, but the weather. Weather conditions
at-start are Mist, and if they worsen to Fog
the zeppelins won’t be able to provide
escort benefits like helping contact enemy
fleets or spotting for gunnery. If they worsen
to Squall they won’t be able to search
for enemy fleets either, and if they get worse
than that the zeppelins will have to abort
their missions and head for home.
So, the Germans have to react quickly to any
worsening of the weather. They should keep
some light scouting fleets in the van to take
over search operations should the zeppelins
have to abort, and the Kaiser’s battlefleet
should be willing to pull back behind the
German coastal minefields if it looks like
the British are combining forces under cover
of bad weather. On the other hand, fresh zeppelins
need to be ready to go once the weather clears,
heading out to scout for any remaining opportunities
to engage a British fleet of the appropriate
size.
Day One: May 30th, 1916
With that, here begins my turn-by-turn replay
of the Battle of Jutland scenario.
Both sides begin with their forces split
into the maximum number of task forces possible.
British ships begin at Scapa Flow, Rosyth
and Cromarty, with reserve forces stationed
at Harwich and Sheerness. All German ships
start at Wilhelmshaven while the zeppelins
begin at Cuxhaven. The Germans deploy sixteen
subs in a patrol line stretching from the
westernmost point in Norway down to the Dutch
coast, with a few more subs stationed at points
forward of the line. The British station their
two subs in forward positions as close as
possible to the German coast.
Turn 1
The German scouting force, divided into three
task forces, leaves Wilhelmshaven and heads
north. Zeppelins L11, L13 and L14 all leave
Cuxhaven with scouting missions, making best
speed for the enemy. British fleets fan out
from their bases.
Turn 2
The weather improves to Clear, and the zeppelins
continue onward at top speed. The scouting
force heads generally northwest, and one of
the task forces is spotted by a British submarine
three zones northwest of Wilhelmshaven, which
reports that the force is composed of eleven
light ships. Given the likelihood that many
of them are destroyers, the sub decides to
let the fleet pass unmolested. Another German
scouting fleet passes through the sub’s
patrol zone undetected. The German battlefleet
fans out from Wilhelmshaven.
The northern British forces generally steam
northeast, with some task forces from Scapa
Flow and Cromarty congregating in the firth
between the two ports. The task forces out
of Rosyth form a patrol line and begin steaming
eastward in orderly fashion, while another
task force steams out of port behind them.
Turn 3
The weather stays clear, and the zeppelins
move west toward the advancing British patrol
line from Rosyth. The German scouting forces
fan out behind them, with one fleet moving
northwest while the other two steam northward.
Three task forces from the battlefleet steam
east along the coast toward Cuxhaven, while
the others form a patrol line of their own
north of Wilhelmshaven. All avoid the British
sub.
The patrol line out of Rosyth sends its flanks
northeast and southwest while the center keeps
steaming east, and the slower fleet behind
it steams southeast along the Scottish coast.
The fleets south of the Faeroes converge while
others keep mingling in the firth between
Scapa Flow and Cromarty. The British patrol
line is about to come in contact with the
zeppelins.
Turn 4
Clear weather prevails as twilight approaches,
and seven German fleets head generally northwest
toward the Brits while three others move adjacent
to Cuxhaven. Most British fleets steam generally
northeast, successfully staying outside zeppelin
range for the first day.
The three zeppelins remain to the south and
try to scout the fleets out of Rosyth, but
the Rosyth fleets largely fake-out the zeppelins,
with Fleet 3 not moving while zeppelin L13
flies around its zone but not into it. Zeppelin
L11 flies south of Fleet 3 toward the British
coast (the direction Fleet 3 had been moving).
The zeppelins get only an approximate read
on Fleet 3, which the British player reports
has fourteen ships.
Since the zeppelins didn’t fly into
Fleet 3’s zone they can’t get
a read on its ship types. But zeppelin L14
to the north does better, flying by British
Fleet 4 and reporting that it has 7 ships,
and then flying directly into the wake of
Fleet 2, meaning the British player must report
accurate numbers and ship types for it. The
report comes in that Fleet 2 has eleven light
ships. So with evening falling, all the Germans
know is that the three fleets in the British
van have somewhat in excess of twenty ships
between them, but so far they haven’t
spotted any British BBs or BCs.
Turn 5
Night falls and the weather stays clear, but
zeppelins can’t search for enemy fleets
at night. So the fleets out of Rosyth steam
eastward toward the Germans, with the exception
of Fleet 2, which reverses course and steams
northwest (the zeppelin sighting must have
spooked it). The northern British fleets keep
to the north, steaming eastward toward the
Norwegian coast.
The German scout fleets advance cautiously,
coming close to the lead Allied fleets but
not making contact. The three fleets that
were steaming eastward arrive at Cuxhaven,
and the other four German fleets also move
cautiously northward, with the British sub
northwest of Wilhelmshaven failing to contact
the German fleet that enters its zone.
Zeppelin L11 stays put near the British coast,
hoping to get sightings of British fleets
as she makes her way back to base tomorrow,
while L13 and L14 head northeast into the
path of any British fleets that move in the
direction of the Germans tonight.
Turn 6
The weather turns misty, and the German scout
fleets continue cautiously northward. Three
zeppelins at Cuxhaven take Escort missions
and move out with the fleets that arrived
last turn, and the remaining four German fleets
spread out into a patrol line running west-southwest
to east-northeast. Zeppelin L11 remains on
station by the British coast, but L13 moves
five zones northeast so it can pass back southward
through the British fleets on its way home
tomorrow, and L14 moves three zones northwest
to the edge of its range, hoping the bulk
of the British northern fleets come to her
before she has to turn back south.
Two forward British fleets southeast of Rosyth
steam into or through the same zones with
forward German fleets. They all fail to make
contact in the dark, with one British fleet
just barely missing the northernmost German
fleet in the newly-encroaching mist. The northern
British fleets move generally southeast, but
most of them stay outside the maximum range
of the zeppelins currently in the air.
So, with dawn about to break on the second
day of operations, the advance fleets from
both sides have bypassed each other in the
dark, and nobody has spotted an enemy capital
ship. That could all change very quickly come
morning, unless the encroaching mist foreshadows
worse weather to come. What will the dawn
reveal? Tune
in next time and find out!
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