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RE: Alternate Naval Combat - 8/19/2008 12:42:21 PM   
Mardonius


Posts: 654
Joined: 4/9/2007
From: East Coast
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Hello Del:

I can tell you are a sailor. Good show. I, too, come from a naval tradition.

In response to your below quote:

quote:

ORIGINAL: delatbabel

In reality it's pretty much impossible for a fleet to run a blockade without getting spotted and then nailed. If you have sufficient wind and weather conditions to disrupt the blockading fleet (which actually did happen quite a bit) then you also have sufficient wind and weather conditions to make leaving port impossible. If you have good wind and clear weather, then you can leave port easily enough, but every ship within any kind of range is going to see you doing so, and they'll be onto you (as we say down here) like a seagull onto a sick prawn. So naval evasion doesn't really apply to ships in or leaving port, and neither does fog of war.

Your example of Nelson's pursuit of the French is not a particularly good example, as it happened at sea not in port, and doesn't really confirm anything about sizes and locations of fleets not being known (certainly not in port). In terms of fleet strength -- both sides were pretty much exactly sure of the other side's naval strength based on counting the ships that had left port (or counting the ships that were there a week ago and subtracting the ones that were still there), and it was for that reason alone Brueys was running and Nelson was chasing.

In game turns the French got a couple of good evasion rolls in, until Aboukir Bay of course at which point they failed the evasion roll, Nelson got the wind gauge, and then the combat dice favoured the British as well.


I suggest you read John Keegan's "Intelligence in War, Knowledge of the Enemy from Napoleon to Al-Qaeda"
Keegan has a chapter on Nelson's Med campaign that explains that (1) The French did run the British Blockade of Southern France/Coastal Italy and (2) The British had no idea how big the French Fleet was in term sof SOLs, frigates, or transports until they reached Egypt.

Keegan makes it clear that real time intelligence was (and even today, usually is) impossible to get. Yes, you can count those ships or masts in the harbor, but by the time you get news back to the Admiralty or even the squadron flag, things may have changed. Ships may have come or gone, thereby dilluting or negating the value of the intelligence. So even if you have those spies in the harbor, by the time they get the word to you, their information may not yield any real intelligence.

As a minor side note, remember that Brueys had a mission: Egypt. He was not so much running -- an essentially impossible task unless he got lucky -- as he was caravanning and assembling multiple transport fleets from Southern France and NW Italy.

Anyway, it is a great read. There is an audio version too.

And so I once more put forth that it would be an excellent idea to hide fleet values.
Del has convinced me that values should be known at the start. But enhanced evasion/blockade/ limited interception rules are in order.

Semper Fidelis
Mardonius


_____________________________

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(in reply to delatbabel)
Post #: 31
RE: Alternate Naval Combat - 8/19/2008 4:04:36 PM   
Jimmer

 

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I respectfully suggest that it is impossible to create a game concerning the naval war of this period (1805-1815) that is both balanced and historical. To be historical, it would have to allow the possibility of a Trafalgar. In game terms, extrapolated out at roughly the same rate of the current tables, this would require a modified roll of 20 (on a six sider) and -1 (also on a six sider). I seriously doubt anybody would want to play game with such a possible variance in outcomes.

Furthermore, the period did not see navies for different nations all working off of the same tables. GB ruled the waves; there's just no other way to put it. Anything that emulates that in a game is going to be either a-historical or lopsided.

< Message edited by Jimmer -- 8/19/2008 4:05:03 PM >


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Post #: 32
RE: Alternate Naval Combat - 8/19/2008 4:08:13 PM   
yammahoper

 

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EiA isn't meant to be a naval simulation.  Additional naval rules are unecessary.

Now, I have always wanted to try Flat Top.  Is there a PC version?

yamma

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...nothing is more chaotic than a battle won...

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Post #: 33
RE: Alternate Naval Combat - 8/19/2008 4:51:43 PM   
AresMars

 

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I agree with yammahoper once again....

EiA has simple, playable and balanced naval rules (including the options) - why try to reinvent the wheel.


(in reply to yammahoper)
Post #: 34
RE: Alternate Naval Combat - 8/19/2008 5:21:05 PM   
Mardonius


Posts: 654
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quote:

ORIGINAL: yammahoper@yahoo.com

EiA isn't meant to be a naval simulation.  Additional naval rules are unecessary.

Now, I have always wanted to try Flat Top.  Is there a PC version?

yamma



Dear Yamma:

You are right, EiA is not a naval simulation. But neither is it a military (meaning ground forces) simulation.

Empires in Arms is, per the AH book "a strategic and diplomatic game for up to 7 players that covers the Napoleonic wars from 1805 unitl 1815. " Naval power is an intrinsic and essential part of this definition.

Avalon Hill thought it a good idea to refine the naval rules, witness the General Magazine articles that ammended them. So why not consider an OPTION for EiANW? Seems hasty to dismiss it out of hand.

And even without such a refined naval combat system, there should be enhanced evasion and interception rules, to reflect the uncertainty of warfare.

best,
Mardonius

(in reply to yammahoper)
Post #: 35
RE: Alternate Naval Combat - 8/19/2008 5:25:51 PM   
Mardonius


Posts: 654
Joined: 4/9/2007
From: East Coast
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quote:

ORIGINAL: Jimmer

I respectfully suggest that it is impossible to create a game concerning the naval war of this period (1805-1815) that is both balanced and historical. To be historical, it would have to allow the possibility of a Trafalgar. In game terms, extrapolated out at roughly the same rate of the current tables, this would require a modified roll of 20 (on a six sider) and -1 (also on a six sider). I seriously doubt anybody would want to play game with such a possible variance in outcomes.

Furthermore, the period did not see navies for different nations all working off of the same tables. GB ruled the waves; there's just no other way to put it. Anything that emulates that in a game is going to be either a-historical or lopsided.



Hi Jimmer:

Good points and true. I would ask you to remember that it was not that long before our period that a French Fleet did defeat a British Fleet (Battle of the Virginia Capes off Yorktown). Also, during our period individual French ships in Fleet Engagements did give worse than they got (see http://www.wtj.com/archives/lucas_01.htm ). I have a painting of the Redoubtable on my wall at home.

Designing and playtesting a system would be essential before any implementation.

best,
Mardonius

< Message edited by Mardonius -- 8/19/2008 6:33:04 PM >

(in reply to Jimmer)
Post #: 36
RE: Alternate Naval Combat - 8/19/2008 6:08:24 PM   
RayKinStL

 

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quote:

ORIGINAL: delatbabel

The problem with adding fog of war for fleets to the game, regardless of the historical accuracy, is that the game becomes very short and brutal. France loads its ports up with a fleet and a corps each. Britain doesn't know the sizes of those fleets, and so stacks essentially random ships into fleets in the blockade boxes. France tries a blockade run on each port, one or two (the one which France has actually stacked large numbers of ships into the fleets) succeeds and Britain is over-run by French troops in Jan 1805. Rinse, lather, repeat. Game over essentially as the allies on the continent can't fight on without British money. This is obviously a highly ahistorical situation -- it never happened and never really could happen, for various reasons.

Several issues need to be considered:

* The British navy had a pretty good idea of French ship dispositions in the Atlantic ports. Sail a few sloops close enough in to shore and count the masts. Out in the open waters of the mediterranean or the open seas fog of war may well apply (and in those cases the evasion rules pretty much cover it), but in terms of counting the masts in Le Havre or La Rochelle, it was simple enough.

* The game doesn't really allow fleets to "react" to blockade runs as actually happened in period. In reality, the RN didn't have a lot of ships on blockade duty. It had a number of small, fast, light, and easily manouverable frigates, sloops and cutters mostly manning the blockade, and a set of signals that allowed the bulk of the navy, stationed in the channel or at Spithead, to react quickly to any attempted blockade run. The process of a large ship leaving port is a difficult and time consuming one (from the time you start sending monkeys up the mast to cross the yards, which in itself is easily spotted from offshore), and a fleet stationed a few dozen miles away can easily be across the port leads before you actually get underway in any serious numbers.

* The process of leaving port, especially when there is a blockade to run, is actually quite difficult. It's a complex enough procedure in a modern sailing vessel which has a diesel engine down below, but trying same in a 17th / 18th C line of battle warship, with no engine and no oars, takes some serious skill. More importantly, the wind needs to be blowing exactly the right way, and except in the case of the Mediterranean and Baltic ports, tides have to be judged. So in reality a blockading fleet knows pretty much exactly when (time and date) a blockade can potentially be run at various ports, and be standing off at those times, while conserving sail and energy for the times when a blockade run isn't a possibility. In a good number of the French ports depicted on the map, notably those along the Atlantic coast south of Brest, those conditions of favourable wind and tide often didn't eventuate for months at a stretch. The British almost never blockaded La Rochelle -- the Atlantic winds and Bay of Biscay sailing conditions usually did that job for them.

* Finally, even given the right conditions of wind and tide, a fleet leaving port is seriously at a disadvantage to a blockading fleet -- more than the "auto wind gauge" allowed by EiA would suggest. In simple terms, each ship leaving port has to expose itself to a broadside, initially a bow rake and then, assuming the blockading ships have enough windage to come about, secondly up the stern, to pretty much the entire blockading fleet. If you've got even a moderate number of line of battle ships ready on the blockade, only the heaviest of your blockade running ships are going to survive that to actually make it into battle.

In reality it's pretty much impossible for a fleet to run a blockade without getting spotted and then nailed. If you have sufficient wind and weather conditions to disrupt the blockading fleet (which actually did happen quite a bit) then you also have sufficient wind and weather conditions to make leaving port impossible. If you have good wind and clear weather, then you can leave port easily enough, but every ship within any kind of range is going to see you doing so, and they'll be onto you (as we say down here) like a seagull onto a sick prawn. So naval evasion doesn't really apply to ships in or leaving port, and neither does fog of war.

Your example of Nelson's pursuit of the French is not a particularly good example, as it happened at sea not in port, and doesn't really confirm anything about sizes and locations of fleets not being known (certainly not in port). In terms of fleet strength -- both sides were pretty much exactly sure of the other side's naval strength based on counting the ships that had left port (or counting the ships that were there a week ago and subtracting the ones that were still there), and it was for that reason alone Brueys was running and Nelson was chasing.

In game turns the French got a couple of good evasion rolls in, until Aboukir Bay of course at which point they failed the evasion roll, Nelson got the wind gauge, and then the combat dice favoured the British as well.


Holy hell, Del. Did you really know this all off the top of your head? If you did, that is quite impressive!

I did like the suggestion of Fleet strength being known off-the-bat and then hidden.

(in reply to delatbabel)
Post #: 37
RE: Alternate Naval Combat - 8/19/2008 7:48:16 PM   
Soapy Frog

 

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I think just reverting to the proper EiA OOBs, using heavy ships only (in max 30 ship fleets), and changing heavy ships costs and build times to the proper 10$/12 months.

There were Advanced Naval Rules published in the General and those would be cool to have too, but I really think that to START with, just the proper EiA rules/OOBs/costs will do.

(in reply to RayKinStL)
Post #: 38
RE: Alternate Naval Combat - 8/19/2008 7:57:13 PM   
KenClark

 

Posts: 87
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The basic EiA naval rules were, sadly, garbage.  They make naval battles boring, and a numbers exercise.  I have played quite a few EiA games, and no-one ever used the basic rules because of this, either they used the General's advanced naval rules or a similar home-brewed system.  I am not against simplifying some of the more chrome-y HARM aspects (transport fleets are a joke) but that being said the original EiA rules weren't much better, if at all better, than what we have now.

(in reply to Soapy Frog)
Post #: 39
RE: Alternate Naval Combat - 8/19/2008 11:48:51 PM   
yammahoper

 

Posts: 231
Joined: 4/23/2004
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quote:

ORIGINAL: Mardonius


quote:

ORIGINAL: yammahoper@yahoo.com

EiA isn't meant to be a naval simulation.  Additional naval rules are unecessary.

Now, I have always wanted to try Flat Top.  Is there a PC version?

yamma



Dear Yamma:

You are right, EiA is not a naval simulation. But neither is it a military (meaning ground forces) simulation.

Empires in Arms is, per the AH book "a strategic and diplomatic game for up to 7 players that covers the Napoleonic wars from 1805 unitl 1815. " Naval power is an intrinsic and essential part of this definition.

Avalon Hill thought it a good idea to refine the naval rules, witness the General Magazine articles that ammended them. So why not consider an OPTION for EiANW? Seems hasty to dismiss it out of hand.

And even without such a refined naval combat system, there should be enhanced evasion and interception rules, to reflect the uncertainty of warfare.

best,
Mardonius


Options are great, no arguement there. I hope for improved AI and LANability options first before adding a bunch of options.

I never liked that you cannot replicate the battle of Trafalger in EiA. Yet the only nation who really uses naval power is GB, and I have never found not having a powerful navy as limiting when playing the other MP.

For really good battle simulations, you have to go with minatures because as you noted, even EiA is not a good battle simulation game, but a game of strategy and diplomacy...with the option for a little butt kicking thrown in.

yamma


_____________________________

...nothing is more chaotic than a battle won...

(in reply to Mardonius)
Post #: 40
RE: Alternate Naval Combat - 8/20/2008 1:23:57 AM   
delatbabel


Posts: 1252
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From: Sydney, Australia
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quote:

ORIGINAL: Jimmer
I respectfully suggest that it is impossible to create a game concerning the naval war of this period (1805-1815) that is both balanced and historical. To be historical, it would have to allow the possibility of a Trafalgar. In game terms, extrapolated out at roughly the same rate of the current tables, this would require a modified roll of 20 (on a six sider) and -1 (also on a six sider). I seriously doubt anybody would want to play game with such a possible variance in outcomes.


Trafalgar is a classic example of what happens when you get

(a) serious sailing crews vs part-timers or lubbers. The British, even when press-ganging crews, tended to take crews from the merchant marine and other nautical professions, and trained them to the point where they knew how to sail a boat. The Spanish and French tended to take crews from either the army, or off the land. Cape St Vincent was a classic case of this as well -- the British crews were 100% marine trained, the Spanish crews were anything up to 90% first-timers. I recall from reading about it somewhere that one of the Spanish ships captured during that battle still had tompions in the cannons along one side -- left there by crews who basically had no idea how to fire a gun.

(b) wind gauge going to the British.

(c) superior naval tactics going to the British.

Trafalgar was essentially a blockade run. Although the battle didn't really occur in the Cadiz "blockade box", the positions and dispositions of the fleets were essentially a set-up by the British caused by them allowing the Spanish and French to get far enough along the coast so that the British fleets could get around the outside of them, leaving the Spanish and French on a lee shore. This is one of the things that will tend to happen to fleets leaving port into the face of a blockade -- the blockading fleet not only has wind gauge at the point of interception, but also sufficient sea-room to manouver the blockaded fleets into any position it likes, pretty much ensuring a massacre.

I'd be happy enough with rules that allowed fleets manning a blockade box to stomp all over fleets leaving a blockaded port -- as this is pretty much what's going to happen every time. If you reversed the positions and dispositions of the fleets, for example if Nelson was leaving Gibraltar and that was blockaded by the Spanish and French, the outcome of the battle may have been different.

If you look at the major naval engagements that were at sea during the period, that did not begin with or eventuate from a blockade run, the only one I can think of off the top of my head (I'm sure there were others) was the 1st June. Even though that was a pretty impressive victory for the British, it didn't have the same lop-sidedness of Trafalgar even though the British did have the wind-gauge and a clear tactical advantage from the start of the battle. I'm sure you could concoct rules that allowed for both results within the same framework.

quote:


Furthermore, the period did not see navies for different nations all working off of the same tables. GB ruled the waves; there's just no other way to put it. Anything that emulates that in a game is going to be either a-historical or lopsided.


True -- however EiA isn't a game about sea battles, it's about control of Europe. In overall game terms, France can afford to surrender the advantage at sea to the British, and still win the game.


_____________________________

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Del

(in reply to Jimmer)
Post #: 41
RE: Alternate Naval Combat - 8/20/2008 2:35:29 AM   
gwheelock

 

Posts: 563
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From: Coon Rapids, Minnesota
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quote:

ORIGINAL: Soapy Frog

I think just reverting to the proper EiA OOBs, using heavy ships only (in max 30 ship fleets), and changing heavy ships costs and build times to the proper 10$/12 months.

There were Advanced Naval Rules published in the General and those would be cool to have too, but I really think that to START with, just the proper EiA rules/OOBs/costs will do.


Its MUCH easier to create an EiA OOB starting with LIGHT ships; all that it would take
is to change the fleet size to 30 & adjust the number fleet counters - 0 Heavy & Transport;
# of light fleets dependant on nationality.

Light fleets already have the correct $/MP costs & build times.

Of course; you would also have to adjust the transport system to be per-fleet instead
of per-ship - but you would have to do that no matter what you based the system on.

(in reply to Soapy Frog)
Post #: 42
RE: Alternate Naval Combat - 8/28/2008 5:19:21 PM   
iamspamus

 

Posts: 433
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From: Cambridge, UK
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I do like the alternate Naval Combat charts from the General. Pick your chits like land combat. I do like the EiH changes, though I prefer v.5 to v.3. Oh well.

People in this thread keep talking about the "impossibility" of escaping a blockade box. Not impossible, just difficult. I think that the example of Napoleon escaping from blockade on the way to Egypt is one and Villeneuve (sp?) escaping on the way to the Caribbean is the other. Basically, it's tough on the ships blockading too. Bad weather, fog and other factors can contribute to breaking the blockade. So, should it be hard to break out of a blockade? Yep. Impossible? Nope.

Regarding ship numbers being known, I agree with the designers. You can move corps around and not really know their strength, but ships/fleets would be much more difficult to keep hidden.

Just my $.02.

M.E. Thanks for the good job. Keep the patches (and variants ) coming.
Jason



< Message edited by iamspamus -- 8/29/2008 1:31:54 PM >

(in reply to delatbabel)
Post #: 43
RE: Alternate Naval Combat - 8/28/2008 5:31:11 PM   
bresh

 

Posts: 936
Joined: 8/8/2005
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quote:

ORIGINAL: iamspamus

I do like the alternate Naval Combat charts from the General. Pick your chits like land combat. I do like the EiH changes, though I prefer v.5 to v.3. Oh well.

People in this thread keep talking about the "impossibility" of escaping a blockade box. Not impossible, just difficult. I think that the example of Nelson escaping from blockade on the way to Egypt is one and Villeneuve (sp?) escaping on the way to the Caribbean is the other. Basically, it's tough on the ships blockading too. Bad weather, fog and other factors can contribute to breaking the blockade. So, should it be hard to break out of a blockade? Yep. Impossible? Nope.

Regarding ship numbers being known, I agree with the designers. You can move corps around and not really know their strength, but ships/fleets would be much more difficult to keep hidden.

Just my $.02.

M.E. Thanks for the good job. Keep the patches (and variants ) coming.
Jason




Hi Jason, where could i get the EIH rules so i could read them ?

Regards
Bresh

(in reply to iamspamus)
Post #: 44
RE: Alternate Naval Combat - 8/28/2008 8:22:22 PM   
AresMars

 

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Bresh,

http://games.groups.yahoo.com/group/eih/

http://groups.yahoo.com/group/eih-files/

This is where you will find EiH rules online...

(in reply to bresh)
Post #: 45
RE: Alternate Naval Combat - 8/29/2008 1:32:00 PM   
iamspamus

 

Posts: 433
Joined: 11/16/2006
From: Cambridge, UK
Status: offline

quote:

ORIGINAL: AresMars

Bresh,

http://games.groups.yahoo.com/group/eih/

http://groups.yahoo.com/group/eih-files/

This is where you will find EiH rules online...



Bresh ... what he said.

AresMars, Thanks.

Jason

(in reply to AresMars)
Post #: 46
RE: Alternate Naval Combat - 8/29/2008 3:26:15 PM   
Jimmer

 

Posts: 1968
Joined: 12/5/2007
Status: offline
By the way, I think the game would be marginally de-balanced by going back to the EiA naval rules but staying with the current map. There are more nations to conquer. So, it requires more naval movement capability to conquer them. Go back to the old rules, and naval powers will find themselves on the losing end of the exchange when it comes to counting up minors taken.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to iamspamus)
Post #: 47
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