I have always had an interest in Naval Warfare – when I
first got into miniature wargaming in a serious way some of the first models I
got were 1/2400 ships. At the time there were several people in the club into naval
gaming and we played a variety of different games: WWI fleet actions, big WWII
battles, smaller actions from both wars and some Napoleonic Naval. We used a
variety of rules from General Quarters to Command at Sea to Seekrieg and a homebrewed
mix of Seekrieg and Command at Sea. As people moved in and out of the club and
interests changed naval games fell mostly to the wayside.
I gave some thought as to what I wanted out of a naval game
and realized I was more interested in smaller ships such as destroyers so I picked
up a few 1/1200 miniature ships as well as some 1/700 models and looked around
for some rules but never really found anything that made me bring the ships to
the table.
Unsurprisingly, when Warlord Games announced Cruel Seas last
year I was interested. I wasn’t sure I wanted to spend the money but when Mike
told me he had pre-ordered the starter set, I agreed to split it with him and paint
up the Germans. We played 2 games at the club and decided to buy the German and
British fleets. I played with the “larger” ships that came with the German box last
weekend and that played well.
I really like this game and the models. I think it evokes
the speed and chaos of a duel between these small ships, there are enough
important decisions to be made that it is not decided completely by luck but at
the same time there is not much that is tedious in the game. The miniatures are
really nice and the choice of scale (1/300) is very good for ships of this size
– and lends its self to creating some interesting terrain which is something
that is often missing in naval games. Having said that, I will go into a bit
more detail with some of the components and ideas in the game but even though I
have a few issues in some areas I would still recommend the game to anyone with
an interest in World War 2 naval gaming.
Miniatures
In the starter set I got 4 plastic German Torpedo boats (2
earlier S-38 and 2 later S-100). The boats went together well and look really
good when they are finished. I was a little annoyed that there really was no
choice in the armament – there was choice on the data card but there were no
extra guns on the sprue. Warlord has since announced a weapon set for each
nation which has a selection of weapons which could be used to have some variety
but after playing a few games I am not sure that it really matters that much (although
the metal guns from the weapon set have crew which I think does improve the
look – if I were to get more S-Boats I would buy the weapon set just for that
reason.
The British got 6 Vosper MTBs in the starter set and they
look good as well – I am not sure what choices they have for weaponry but there
is a weapon set for the British as well. The Tanker hull was apparently a bit
warped when it arrived but Mike straightened it out in some hot water and it
looked good when I saw it on the table.
In the German fleet box, I got another 4 S-Boats as well as a
Vorpostenboot flakship and an M-Class minesweeper. Both of the larger ships
were resin hulls with metal details. They both went together well and there
were no real problems with assembly – there were some ladders that could be cut
up and added to the flaskship but it was not really clear where they should go,
so I didn’t bother with them.
There are a large variety of camouflage patterns that you can
find to paint the ships. Ed actually painted the ships for me. He said that
they painted up really well and there were lots of details to paint up but they
still painted relatively quickly.
There is a good breadth of miniatures available from Warlord
with fleets from Germany, Britain, Italy, the US, the USSR and Japan though the
number of ships for each nation is on the small side. And weirdly, given that
the Italian navy had quite a large range of smaller vessels, 2 of the Italian
ships are actually German (the Motozattera is a German lighter and the Marinefahprahm
is a FlaK lighter).
For some more variety there are some 1/300 and 1/285 landing
craft from the manufacturers of ground forces in that scale (GHQ and Heroics
and Ross spring to mind but there are others). For larger ships, Warlord
recommends 1/350 models – Trumpeter seems to be the main maker in this scale. I
have ordered a Liberty Ship to see just how fiddly these models are.
I am planning to base the ships – both to provide a bit of
protection to the model but also to have somewhere to put the name or hull
number so that players can more easily keep track of which ship is which
Rules
The rulebook is a bit sloppy and there was a bit of a fuss
about the length of the errata sheet that Warlord released but it didn’t have much
affect on most games (it was mostly about mines and some clarifications). I
think the rulebook does work out of the box but it would have been nice if there
had been a bit more editorial effort – The background information which is
otherwise quite interesting suffers particularly from this
Initiative is determined using the “Bolt Action” method
where one die is placed for each ship on each side in a container and then each
time a die is drawn one ship on that side is activated for moving and firing.
A ship can be at one of 3 speeds (Slow, Combat, Full) and can
change one level each turn. Turning occurs on each 1/3 of Full speed and at
each increment the ship can turn up to 30 or 45 degrees. The ship must move its
full movement each turn which combined with the turning rules does restrict
movement quite a bit but since there is no pre-plotting it seems to work well –
We have had some interesting traffic jams in our games and collisions in 2 of
them.
For each knot of speed the ship moves 1 cm. Since the torpedo
boats have top speeds of 40+ knots and the larger ships have top speeds between
10 and 20 kts the faster ships really do set the tone of the battle (which is
very appropriate for the game).
The weapon ranges help with this feeling a 20mm gun (one of
the more common calibers) has a range of 50cm so the torpedo boats can move in
and out of range in a single turn. Larger guns have a larger range (and some of
the biggest guns have a minimum range). This works well for the game but I
would have to guess that for these battles in real life the range of weapons
would be more about aiming than the calibre of the gun and most weapons would be
effective as far as the crew could see.
The damage for the different guns also seems a bit arbitrary
but again it seems to work well for the game. Damage ranges from 1d6 for MGs to
8D6 for 4” or greater guns (and mines and torpedoes do 12D6 and 16D6
respectively). The German S-100s have 65 hull points and the Vosper MTB has 40
hull points so it doesn’t take many hits to sink the smaller vessels. There is
also a critical hit system where each 6 that is rolled on a damage die will cause
a critical hit which can do extra damage, start a fire or damage some equipment
on the target vessel.
Combat resolution is straightforward, each gun will hit on a
5 or less with a set of modifiers based on range, crew quality, speed of the shooting vessel and the size and
speed of the target vessel. For the most part these modifier work well for the
game except there is a -2 modifier if the firing ship is at full speed (all the
other modifiers are based on actual speed value not on a speed setting). While
this may make sense for an S-Boat at 42 knots (the bow is so high at this speed
that the forward gun was considered unusable) but it doesn’t make any sense for
a freighter going at its top speed of 12kts. I think I will keep the -1 modifier
for firer at over 30kts and have the -2 for firer over 40kts.
Torpedoes will play a role in most games. Any torpedo armed
ship can launch torpedoes at the end of its movement if it is not moving at
full speed. Then on every following turn before the launching ship moves, the
torpedoes will move 40cm in a straight line. If the torpedo reaches a model
that is not shallow draught you roll to hit and then if it hits roll to see if
the torpedo is a dud. Given the relative speed (and size) of the torpedo boats
to the other vessels, torpedoes are quite effective.
There are also rules for terrain, crew quality, mines and
aircraft. All of these seem simple enough and probably won’t occur in all (or
even most games)
Components
As well as the rules and figures you get some carboard
terrain counters which are good for what they are, wake markers which indicate
how fast the ship is going, ship data cards for each vessel, cardboard measuring
sticks and some plastic splash markers which indicate misses.
The wake markers are attractive and useful but I think I
will laminate them to make them a bit more durable and easier to manipulate
them during the game.
The ship cards are attractive and functional (damage is
recorded by shifting clips on damage tracks on the top and bottom of the card)
but are very hard to read. The font is a little on the small side and the way
the information is arranged is not really super useful. I am tempted to make my
own that are slightly larger with game information about the weapons as well as
firing modifiers directly on the card but, sadly, my graphic design skills are essentially
non-existent so that would not look as good as the existing cards
Scenarios
There are 8 scenarios included in the game. The first 3 are
teaching scenarios and then the last 5 provide particular situations where torpedo
boats would clash such as a convoy battle or one group ambushing another. There
is also a basic crew improvement system that could be used for a campaign but
could also be used to re-create historical crews or provide balance to existing
scenarios.
In conclusion, I think I am hooked on this game but it is
likely to remain a side project type game. I am planning to make some terrain for
the local con, Cangames, in May but I am unlikely to buy any more ships before
then. I have some ideas that would involve landing craft or a sinking larger
vessel but I will put off buying anything for them until the time that I want
to run them.