"ASSAULT ON ALBION" - UNTERNEHMEN STüRZEN- OCTOBER 2014

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"ASSAULT ON ALBION" - UNTERNEHMEN STüRZEN- OCTOBER 2014

Postby david frampton » Wed Mar 19, 2014 7:18 pm

Please move items relevant to Scarborough - October 2014 here
Last edited by david frampton on Tue Aug 05, 2014 12:41 pm, edited 2 times in total.
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"ASSAULT ON ALBION" - SCARBOROUGH GERMAN ORBAT - OCTOBER 20

Postby david frampton » Wed Mar 19, 2014 7:20 pm

The Germans attacked Scarborough, Hartlepool and Whitby in December 1914. This act has inspired an Aeronef game which is planned for October 2014. A second and more ambitious game will be a true clash of the Titans - an Aeronef version of the Battle of Jutland, which is planned for January 2015. Please put Jutland related items on the Jutland page.

The following is the German Aeronef ORBAT for Scarborough & Hartlepool. I have used the names of the original Naval vessels involved for gaming flavour. The original formation names have been changed as the German vessels divided up from their initial flotillas/squadrons and also sent several ships back to Germany, so these did not participate in the 1914 raid. Also, the game we are demonstrating will significantly differ from the 1914 attack as the German plan was to lure a portion of the British battle fleet out to sea and destroy it with superior forces "over the horizon". Our game will feature a direct assault on the British Isles with the use of an integrated Land Ironclad attack in the Scarborough area. More Aeronef vessels can be added to the ORBAT to get a larger game as participants see fit. Please feel free to add comments and suggestions on formations, ship types to be used etc.

"ASSAULT ON ALBION" - SCARBOROUGH – UNTERNEHMEN “STüRZEN”

Scarborough Force
Derfflinger, Von der Tann - Battle Cruisers
Kolberg - Light Cruiser (Strassburg, Stralsund & Graudenz allocated to force, but did not participate), Kolberg went to Flamborough Head to lay mines.

Hartlepool Force
Seydlitz, Moltke - Battle Cruisers
Blucher - Armoured Cruiser

1st Torpedo flotilla (Jon) ALL destroyers/torpedo boats returned to Germany and did not participate)
[/i]3 x stand with 3 Tb's per stand so each flotilla has a total of 9 models
9 x VAN-2005 Yarhisar class Fast Torpedo Dig

9th Torpedo flotilla (Jon)
3 x stand with 3 Tb's per stand so each flotilla has a total of 9 models
9 x VAN-2005 Yarhisar class Fast Torpedo Dig

Support Vessels
2 x VAN-2013 Abdulmecid class Fighter Carrier - refitted as TB reload vessels
2 x VAN-2011 Sakarya class Destroyer - acting escort for the above

Battle Fleet "Over the Horizon"

1st Battle Squadron
1st Flotilla

Friedrich der Grosse (Flagship)
Ostfriesland, Helgoland, Thüringen, Oldenburg

2nd Flotilla
Posen, Westfalen, Rheinland, Nassau

2nd Battle Squadron
1st Flotilla
Preussen, Hessen, Lothringen, Deutschland

2nd Flotilla (David)
Hannover, Pommern, Schleswig-Holstein, Schlesien (All Schleswig-Holstein Dig DNs)

3rd Battle Squadron
Prinzregent Luitpold, Kaiser, Kaiserin, Konig Albert, Grosser Kurfürst

3rd Scouting Group
Roon, Prinz Heinrich ROON is a wingcraft carrier

4th Scouting Group
Munchen, Stuttgart, Danzig, Stettin, Frauenlob, Hamburg, STUTTGART is a wingcraft carrier

Five Torpedo Boat Flotillas:

1st Division
1st Flotilla
,
Light Cruiser Rostock
G39 (leader), G40, G38, S32

2nd Torpedo Boat Flotilla
S53 (leader), V71, V73, G88, S54, V48,G42

Third Torpedo Boat Flotilla
G11 (leader), V2, V4,V6,V1,V3, G8, G7,V5, G9,G10

2nd Division
4th Flotilla
Light Cruiser Regensburg
B98 (leader), G101, G102,B112, B97, B109 B110, B111, G103, G104

5th Flotilla
G41 (leader), V44, G87,G86, V69, V45, V46,S50,G37


AERONEF ADDITONS

Wingcraft Carriers & Land based Fliegertruppen des Deutschen Kaiserreiches (including Riesenflugzeug Geschwader)

Vessel Real Ship Name Brigade Model
Pre-Dreadnought Pommern Manteuffel
Dreadnought Posen Blucher
Improved Dreadnought (Verbesserte Dreadnought) Markgraf
Battle Cruiser (Schlachtkreuzer) Blucher Moltke
Protected Cruiser (Geschützte Cruiser) Hertha Prinz Heinrich
Armoured Cruiser(Großer Kreuzer) Roon Koln
Cruiser (Kreuzer) Von Dobschütz
Light Cruiser (Leicht Kreuzer) Strasburg Emden
Heavy Frigate (Schwere Fregatte) Wavre
Heavy Destroyer (Schwere Zerstörer) Rostock
Destroyer (TB Flotilla Leader/Zerstörer Führer) Karlsruhe
Destroyer ((Torpedo Boat) Zerstörer Numbered TA-127 or equivalent
Improved Destroyer (Verbesserte Zerstörer) Numbered DA-19 or equivalent
Heavy Bomber (Schwerer Bomber/Riesenflugzeug R Plane Hereward
Wing Craft Carrier (Flugzeugträger) Jade Conversion
Auxiliary Aircraft Tender (Hilfsflugzeugausschreibung) Freighter Conversion


LUFTSCHIFFE TRUPPEN

Dirigible Type Real Name Brigade Model
Dirigible Dreadnought - [color=#FF40FF]Schleswig-Holstein
S Type Dirigible Cruiser - Revell Hindenburg ]
Wing Craft Carrier - Revell Hindenburg Zwillig (twin)
Medium Bomber - Brandenburg
Light Bomber - VAN-901
Heavy Fighter - Seydlitz

Wing Craft Carrier (Flugzeugträger) All Conversions

Real Name
Ferdinand Graf Von Zeppelin
Peter Strasser
Ausonia
Roon

Auxiliary Aircraft Tender (Hilfsflugzeugausschreibung) All Conversions

Real Name
Jade
Weser
Europa
Potsdam
Stuttgart (Lt Cruiser conversion)
Freidrich Carl (Converted armoured cruiser)
Last edited by david frampton on Tue Aug 05, 2014 12:43 pm, edited 24 times in total.
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Re: SCARBOROUGH - BRITISH ORBAT

Postby david frampton » Wed Mar 19, 2014 8:00 pm

BRITISH ORBAT

2nd Battle Squadron

1st Flotilla - All Dreadnoughts
King George V (Flagship)
Ajax
Centurion

2nd Flotilla - All Dreadnoughts
Orion
Monarch
Conqueror

Battle Cruiser Flotilla - all Battle Cruisers
Lion (Flagship)
Queen Mary
Tiger
New Zealand.

1st Light Cruiser Squadron - All Light Cruisers
Southampton (Flagship)
Birmingham
Falmouth
Nottingham.

3rd Light Cruiser Squadron - All Light Cruisers
Antrim (Flagship)
Argyll
Devonshire
Roxburgh.

4th Destroyer Flotilla - All Destroyers
Lynx "364"
Ambuscade
Unity
Hardy*
Shark
Acasta
Spitfire
Blanche
Boadicea

* different class of destroyer to others


Hartlepool Local Defence Forces

Light Scout Cruisers
Forward
Patrol

9th Destroyer Flotilla (-)
Doon
Waverney
Test
Moy

6 Dreadnoughts
4 Battle Cruisers
8 Light Cruisers
2 Scout Cruisers
13 Destroyers


British defensive balloon barrage? See Turkish for war balloon gun platforms

Sound Mirrors – “radar” targets for the land-based planes etc.
Last edited by david frampton on Sun Mar 23, 2014 10:56 am, edited 4 times in total.
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby david frampton » Sat Mar 22, 2014 7:44 pm

Hello Chaps!

I was thinking about the ORBATS, so Jon's text to discuss this was very timely. I fully agree with comments from Robin and Silvio concerning the size and complexity of the forces, as well as the disparity between nations. Please re-read the German ORBAT as I have significantly altered it from the first conception of a "tip and run" raid to it now being a Land Ironclad landing. So...

Our game will significantly differ from the 1914 attack as the German plan was to lure a portion of the British battle fleet out to sea and destroy it with superior forces "over the horizon". Our game will feature a direct assault on the British Isles with the use of an integrated Land Ironclad attack in the Scarborough area. To achieve this, the German player must have local superiority (much like Unternehmen Zeeloewe in 1940) - so, the German forces attack the Scarborough area and we could play the Hartlepool element on a separate table and have the results fed-in to the action further south. The British could have reserve ships "off table" which are steaming at full speed to intercept, however, the landing force will have disembarked before they arrive... possibly... Also, the Kaiser has his land based bombers/fighters (think Luftwaffe 1940!) able to hop over der Kanal to give us a nice Aeronef Battle of Britain (this will also scratch another itch Jon and I have!!). I need some help with using LI and their formations as I have yet to get mine on the table.

Concerning Jutland - while I would love to see 400 vessels on the table, this is impracticable now that the ORBAT for the engagement has been studied. I suggest we each adopt a formation and use our existing models to form it or build up new forces as appropriate/pocket money allows. It also needs to be planned properly - we don't want too linear a table set up as there will be no room for subtlety, flanks etc. I was sort of thinking of doing the initial deployment as a map game. Each agreed Squadron/Flotilla would be manoeuvred on the map until it bumps into something. I would value your thoughts on how to develop this. D
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby miciobello73 » Sun Mar 23, 2014 1:48 pm

Dear all

Just arrived to the briefing, sorry for delay but international matter kept me busy for the last few days. . .
I like the idea of the double engagement to be played in two table, and I think a this point why not going for the full 400 ships pocket money permitting.

What I mean is the scenario of Hartlepool is perfectly playable alongside the second engagement and maybe a 3rd, where the Germans main aim is to land a force on the British territory , but we don't know which is the objective, it may be Hartlepool, Scarborough or another town, they can decide where to attack and we can plot 3 tables where we will meet once we are able to spot them not before.
The Germans off course can replay historically or alter the past to get the objective.
In this case we can also play in this way attributing points for different objective achieved, like 1 point to attract 25% of the British fleet from the area of the main landing, 2 point to land LI on British land , another 2 point to capture objective on land like towns or railways intersections and so on.
This is an idea to develop not just a way things will be.
Hope my addition to the preparation of the game is useful.

Silvio
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby Stormrider » Mon Mar 24, 2014 9:10 am

I had a post written yesterday but life got in the way of me finishing it :( In the meantime it seems Silvio has said pretty much what I was thinking.

Phase 1

3 tables - Scarborough, Hartlepool and Whitby

British defending each table with a token force which the British commanders can allocate from a "Defence Pool"
Germans attacking each table with a scouting party which the German commanders can allocate from a "Scouting Pool"
The main bulk of both forces are held back.

I recommend we spread the tables as far apart as we can, so players can only get a vague idea of how each other is doing. Players can request or offer assistance from other towns by sending a ship off the side edge of the board with a pre-written message. Lets say that message arrives 15 minutes later?

British briefing: British towns are under attack by German forces, repel and destroy them. Reinforcements are available from HQ (by sending back a ship with a written message, delay applies) but should only be used if the situation is dire. (Note: unavailable during Phase 1, anyone requesting HQ reinforcements in Phase 1 is to be mocked heartily :P)

German briefing: Scout the British towns and find a likely beachhead for invasion. Once a beachhead is established send word to the main fleet (by sending back a ship with a written message, delay applies). Any German ship directly over the town (say 6" square marker on this map?) will reveal the composition of the defending ironclads (as the nef, small defensive force).

Requires 6 players, or some serious multi-tasking.

Phase 2

The Invasion!

The Germans must select a town to invade based solely on information which has been sent back (or the lack of it!). We then move tables together to make a "zoomed in" map of the town and the Germans deploy everything, even Ze Kitchen Zink! The British are then heavily advised to call for reinforcements from both other towns and HQ. If the town being invaded has no defenders, assume that civilians are leaping onto bicycles the deliver the message! This gives the Germans a few turns to maneuver to the beach before the British arrive.

The British arrive!

Any German ship reaching the coast can spend 1 turn stationary (tricky if we use the acceleration/deceleration rules!) dropping whatever Ironclads it has onboard (to be worked out). I suggest we just balance the arrival of the British/Germans to keep the battle going.

Meanwhile overhead the nefs are still fighting and may bomb the ironclads (or shoot in the case of monitors).

Torpedoes

I've written some new torpedo rules based on our discussions last time.

Ships have a number of salvoes (reloads) as written in their rules.
Ships may fire 1 salvo per turn only.
Each salvo fires a number of torpedoes. (We need firmly established tube numbers for each ship class, or just use a default number like 5)
Torpedoes have a maximum range of 10.

Draw a straight line from anywhere in the front arc of the firing ship to the maximum range.
A wise commander will cover as many enemy ships with this line as possible, and avoid his own ships!
Enemy and friendly ships are both viable targets!

Starting with the nearest ship under the line, roll 5 dice. The torpedo hits the target on a 6.
Any successful hits inflict D6 damage to the target vessel.
Any torpedoes which failed to hit then attempt to target the next ship in the line.
The process is repeated until all torpedoes hit or there are no targets remaining.

------

Ship A fires his salvo of 5 torpedoes, ships B, C, D and E are under the target line. Ship C is a friendly ship!

Ship A rolls 5 dice and scores 1 6 against ship B. This does 4 damage (D6).
Ship A rolls 4 dice and scores 2 6's against ship C. This does 9 damage (2D6).
Ship A rolls 2 dice and scores 1 hit against ship D. This does 2 damage (D6).
Ship A rolls 1 dice and scores 0 hits against ship E.
1 Torpedo sails past, hitting nothing...

A very successful firing but doing more damage to friendlies than the enemy!

A lucky hit will do 5D6 to 1 ship (ouch) and with ~5 dice the odds are that something will hit, plus the tactical aspect of improving your chances by looking for clusters of enemy (encouraging people to spread out).

Here endeth the wall of text.
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby inrepose » Mon Mar 24, 2014 1:33 pm

My thinking would be to try and reduce the potential for massive dumping of ships on the table. It is great playing a massive game but something more decisive and objective focused would be great.

I especially like the potential for points to be provided based on a bombing run. If perhaps 6 or so key bombing targets were pulled together for the Nef to attack they could drive the game toward an objective. Perhaps the Germans have some specific bombing ships that they need to get through the British blockade. I could produce reference cards that could be placed next to bombing targets with damage grids to show how much bomb damage needs to be done to finish off that particular target. I would apply the same conservative approach to the Land Ironclads. Keep the numbers down. I think start the land action perhaps on turn 2, so that the land action does not take an age to kick off.

Also perhaps some forts and AA batteries could be placed along the coast before you can get through to Scarborough. If we were trying to hint further at historical accuracy there was a massive minefield off the coast. Perhaps some floating mines could be added with terrible destructive power if they drift into a ship. To save effort here I have a big bunch of MINE markers. These could be placed out to see and if a ship comes within 6" of them they would need to make some sort of luck roll, perhaps on a 5 or 6 they get hit by the mine. I was thinking about mine clearers but that would be too fussy I think.

With regard to landing there could be another 6 or so land targets to take with the Land Ironclads, with a race for land grabbing.

I have a large 9x5ft Land Ironclad scale micro mat on its way soon. I will share details in a few weeks as to the potential for it to be used as a section of the land area. It would be great fun landing them beside the beach and then driving up towards perhaps an airfield and military base objective.

So to summarise:

1/ Keep nef numbers down. Less is more in my view and allow mixed fleets, so people are contributing to a larger fleet rather than placing a full new fleet on the table.
2/ Have the land area as a separate but potentially attached beach + Scarborough inland area.
3/ Add a minefield out at sea.
4/ Add objective bomb targets with points for destructions
5/ Have a set of sea forts.
6/ Have a set of AA batteries on shore.
7/ Have an airfield and military base to represent the Brits. Two more targets for the inland assault by Land Ironclads.
8/ Land action starting on turn 2.
9/ I can contribute an 9 x 5" land detailed cloth area and I could also contribute some ready made damage grid cards for all the land targets/forts to make it quick to play.
10/ I will have a fleet of around 45 German Ships (mixed fleet) and the same for British. I have small German and British Land Ironclad ships I can also bring along.

Robin
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby inrepose » Mon Mar 24, 2014 2:01 pm

Also - I was thinking that each player on either side could be given an objective card - not shown to the opponent. These could be randomly dished out and provide additional points or key objectives for target ships. A light strategic direction for the battle to help again with organisation.
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby miciobello73 » Mon Mar 24, 2014 7:27 pm

Hi fellow gentleman

I am impressed by the details Robin has guessed my point of view, anyway at this point if everybody is happy with this general lay out I would suggest to write each one of us playing the scenario a list of the possible models and eventual terrain we will be able to bring.
Would also be very useful to inform the other player and ask them the same . . . how many model have them available.
Once this list is complete we can decide if we need to field them all or a part and we can plan a scenario with real number...

Silvio
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby david frampton » Mon Mar 24, 2014 10:31 pm

Some good ideas being shown here. Keep them coming!
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Re: SCARBOROUGH ORBAT - Torpedos

Postby david frampton » Tue Mar 25, 2014 9:35 am

Hi all; Stewart has been doing some work on Torpedoes - The crucial point is that tubes are restricted to how many can be carried by a vessel. Here is a comparison of TBs:

Torpedo Boat Type Hull Tubes Salvoes
Cygnet 6 4 4
Stingray 8 3 3
Huntley 5 2 2
DA-19 8 4 4
TA-127 7 4 4
BA-97 6 4 4
Hussard 11 1 2
Siroco 10 4 4
Novik 5 4 4
Type S-12 4 4 4
Honved 5 2 2
Lussin 5 1 2
Godetia 3 4 2
Rosales 7 6 4
Scheele 2 4 2
Vanern 1 3 1
Yarhisar 4 4 4

The average tube number is 3-4 tubes. The Rosales has six, but not all of these will bear onto target unless there is some pretty fancy manoeuvring to launch.

If a torpedo hits (score of 6 on a D6 only), you then throw five D6 "damage" dice. The sum of these five D6 is the damage inflicted , so could range from 6-30 points depending on how lucky your dice rolling is!
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby inrepose » Tue Mar 25, 2014 12:16 pm

Sounds great, they can certainly dish out some serious damage which could speed up play. Should we say that a certain % of a force can have them to reduce the potential for too many torps on the table?

Robin
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby david frampton » Tue Mar 25, 2014 5:16 pm

A vessel should only carry torps if it is on the Brigade Stat sheet as allowed to do so. If the fleet is made up of ships built from other nations, the same rule applies. Oddities, like Spanish (all vessels carried torps as standard) these can be worked out on an individual basis. Also, and this is where Robin's very valid point comes in - to restrict the number of torps available use the rule to convert bombs to torps on all standard vessels. This will restrict without changing the points value of the vessel.
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby jonboy » Tue Mar 25, 2014 7:58 pm

Some great ideas all round and I like the ideas of structured layered play. The attacking player having to pave a way through a defensive force, work out and prioritise targets, forts, listening stations, airfields or AA for example. Personally in terms of the two fleets I see the Brits as in reality being the more traditional of the two and having the numerical advantage in Capital ships whilst the Germans are more experimental in craft types eg in reality their support for submarine warfare. Unable to match Britannia's lead in battleships and dreadnoughts I would envisage far greater reliance on torpedoes.

This could add another interesting challenge, mass torpedo strike, dig bomber tactics verses the traditional line astern approach of the British force. Lots of varying strategies to think about.

I like the nap board preliminary game. 3 separate towns with differing objectives and relative merits. One point that isn't often mentioned due to the the post event propaganda significance is that the Germans were actually attempting to bombard legitimate military targets , radio wireless stations. The British press choosing to ignore this point in their reporting. So maybe we could have a chain of wireless stations as targets?
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Re: SCARBOROUGH ORBAT - OCTOBER 2014

Postby david frampton » Tue Mar 25, 2014 9:50 pm

That would be the Wireless stations attached to the sound mirror chain-home defence system then .....
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