An interesting video of the decommissioned USS Thach being fired at with torpedoes and missiles during a live firing sinking exercise as part of RIMPAC 2016.

Interesting from a wargamers perspective to see the real effects of modern guided missiles and torpedoes.

Interesting to note that despite the massive effects of the weapons hitting, the ship stays afloat and relatively intact demonstrating that despite the lack of armour on modern ships they still have a high capacity for damage.


Action in the South China Sea AAR

This is my second AAR using my new “Naval Command” rules. The scenario was a simple seek and destroy mission with a task group of three US Navy ships searching for two Chinese destroyers on patrol around a group of disputed South China Sea islands.

All ships were positioned as blinds including four merchant ships that were controlled by the player commanding the Chinese fleet.

The game began with both sides launching helicopters. The US fleet managed to identify a number of merchant ships and one detection without visual identification. The Chinese also detected a US ship but it’s helicopter was not close enough for a visual identification. The rules of the scenario stipulated that due to the high concentration of merchant shipping in the area ships could only be fired on if they were positively identified visually.


A US helicopter detects merchant ships


The third turn saw a US helicopter visually identify one of the Chinese destroyers before being shot down by its air defence weapons.

During the following turn a Chinese helicopter was able to identify one of the US frigates. The frigate attempted to shoot down the helicopter but only managed to drive it off. At this stage the Chinese ship was still hidden behind an island preventing the US ships carrying out a missile attack.

Turn 5 saw the US ships launch more helicopters, one in an AEW role, the other on a strike mission with the visible Chinese destroyer as its target.

By the sixth turn both the Chinese destroyer and one of the US frigates were in a clear line of sight for missiles. The Chinese had the initiative for the turn so attacked first firing a salvo of 8 SSMs.

Two missiles made it through the frigate’s defence, causing 12 damage points meaning the ship now had major damage.

The US strike helicopter then made an attempt to act tack the Chinese destroyer but was shot down by the ships air defence weapons. The damaged US frigate then fired all 8 of its Harpoon SSMs with 3 making it through the destroyers defences causing major damage.

During the next turn the other two US ships closed in on the damaged Chinese destroyer and using their SSMs destroyed her.

The next turn was the final turn. The remaining Chinese destroyers tried to head for the US ships but it was too little too late as the islands prevented ir from finding any viable targets.

Overall the scenario worked well. The density of the islands provided plenty of opportunity for ships to hide and avoid detection. The merchant ships also brought a good level of uncertainty into finding the enemy ships.


Naval Command AAR

Last night at the Minehead wargame club I ran a game using my new Modern Naval rules “Naval Command”. It was a good chance to give the rules a further test run and highlight any amendments that need to be made.

The game began with two opposing carrier taskgroups (Russian and British) cautiously sailing towards each over. The Russians were first to launch AEW helicopter gaining some vital early detections of t eh British Fleet. This allowed the lurking Oscar class submarines to launch a devastating missile attack on the British carrier, blowing her out of the water.

The game continued with exchanges of missile fire causing severe damage to both fleets. The lack of a pre-planned scenario did however lead to the game ending in a draw as both sides ran out of available missiles.

Overall a fun game was had by all participants. My rules seemed to work pretty well, a few tweaks will need to be made but nothing major, I will update the updated rules to the downloads page in due course.

Many thanks to the players of the game Paul and John.

Cold War Commander – Soviet Attack!

Last night at the Minehead wargames club I put on a game of Cold War Commander. The scenario was set on the West German border sometime in the early 80s and involved the soviets making their initial advance on the border.

The soviet armoured force rapidly advanced towards the border with the T72s taking up firing positions while the infantry in their BMPs brought up the rear. British armoured infantry made an initial advance to take up positions in the village at the center of the table but came under heavy soviet tank fire losing two FV432 APCs. Meanwhile the Chieftain tanks advanced on both flanks with one formation crossing the open fields to the South and the other entering the industrial area to the North where they came under heavy fire from the soviet T72s.

The soviet advance was halted by the arrival of British aircraft and a series of devastating artillery barrages from the British 155mm artillery guns. Meanwhile failed command rolls meant that the Soviets failed to successfully request their air and artillery support. The damage from the British artillery was followed up by heavy fire from the Chieftain tanks, knocking out a large section of the soviet force pushing the Soviets past their  break point and winning the battle.

This was only my second time playing these rules and I can defiantly give them a thumbs up. I especially like the command and activation system as it can provide for some difficult tactical challenges especially when your units fail to move when ordered, accurately simulating the chaos of  a real battle.

A fun game was had by all and id like to give my thanks to the Minehead wargames club and my opponent Mark (who took control of the Soviets) for an excellent game.



Cold War Commander rules used for this game

The Future of NATO

I’ve just been reading an interesting article on the BBC news website about the up coming NATO summit to be held in Warsaw (ironic as the city once lent its name to NATOs enemy the Warsaw Pact). The article discusses NATOs reaction to the latest perceived threats from Russia.

With increasing NATO deployment across Europe, especially in Poland and the Baltic states some would say that we are edging ever closer to a new “cold war”.

From a wargamers perspective the situation in eastern Europe provides a number of  ideas for game scenarios in which possible future conflicts could be gamed. It prompted me to start working on some modern scenario or campaign ideas involving a conflict between Russia and NATO somewhere in the Baltic states using my 6mm cold war miniatures and rules.

Nato flag