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| Dutch Fleet Moving into Combat Range. |
This Wednesday we participated in a playtest of a set of home rules with a working title of Fletcher. The designer took some very complicated systems and reduced them to quick and easy to use. This included ship status printed on the bases, ranging sticks that accounted for most modifiers, a damage system that was narrative as opposed to mechanical. This later part is best thought of as Free Kriegsspiel. With nearly forty ships on the field commanded by only seven players we achieved over ten turns of action with plenty of results. Overall, as a group we had a good time,
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| The Japanese have not Gotten Away Unscathed. The Lead Cruiser Has Taken Some Serious Damage and They Have Already Lost a Number of Destroyers, Including One to Their Own Fleets Torpedoes. |
Dutch gunnery was highly effective accounting for three Japanese destroyers sunk and three others seriously damaged. The Japanese were fully focused on the US Fleet and never fired a shot at the Dutch. Overall, the two sides each seemed to give as much as they got. A really good time and very interesting rules. I look forward to playing them again.



Always hard to get a good naval game I think, the rule systems can really bog you down but this seemed to give a good game, I like the ships with the status on their bases.
ReplyDeleteThat was one of the key things, along with the range sticks that speeds up play. The math parts are covered well by these, and you get to concentrate on sailing and playing.
Deletelovely sized game, your ships are lovely.
ReplyDeleteThank you. The Dutch colors are very garish, but apparently accurate. All these were painted by the game master.
DeleteSounds like fun was had. What do the pieces of scotch tape indicate?
ReplyDeleteThe tape is the torpedo launch markers. They are left at the spot of launch and are measured turn by turn until they sink or hit something.
ReplyDeleteGreat looking ships! I think this is the first time I've seen Dutch ships for the Pacific?
ReplyDelete