Charlie Spiegel - Dec 27, 2004 11:02 am (#601 Total: 601) Coronel Ran Coronel last week at our gaming group. Used the what if Canopus was there steaming at 16 kts. The British decided to have Canopus concentrate on Ship number 4 (Glasgow), as she would be in her range the longest. All other British ships targetted the number two German ship, Gneisenau. The Germans had Sharnhorst and Gneissenau target Good Hope with the others targeting whatever would bear. Otranto did not leave, as the British Admiral thought she would be useful in picking up any strays. At the beginning, Scharnhorst could not miss and Good Hope could not hit, although at long range the damage was slight. When the range closed to medium (the Germans had passed the slower British and turned to starboard to get in full broadsides) the Germans began to hit hard, but the Brits, on a non-penetrating critical started a small fire on the number four ship, Dresden. Canopus hit for the first time, a devastating bridge hit, causing Dresden to circle to port. This allowed Otranto to get her first shots at a range other than extreme and she did it to good effect, starting a minor fire on Dresden. We all know, however, that fires seldom stay monor in FG&DN Monmouth took the opportunity presented by the germans turning broadside to pile on the ooal and enter medium range, still swatting at Gneisenau. As she threatened to close to practical torpedo range, the Von Spee realized the mistake he had made and all ships switched fire to Monmouth, whom after 6 minutes was burning and slowing. However, unimpeded by enemy fire, Good Hope scored a flooding critical on Scharnhorst, as well as taking out her secondary's range finder. The torpedoes missed, and time was called after 45 game minutes of fighting. Adjusication of a most likely draw, with Glasgow most likely lost, Good Hope and Canopus about 35% damaged, Gneisenau 30%. Whiule it was felt that Monmouth had the speed and condition to keep up with the German flotilla, it was also understood that Leipzig would be able to buy time for the others to escape, and if necessary, Scharnhorst could engage from her medium range vas Monmouth's non-penetrating long range to discourage pursuit. Had Canopus been the constant early target rather than Good Hope, and had the Germans continued to run at speed, they would have fared better. For the Brits - not getting sunk is much better than the historical result. I believe that Canaopus firing on the fourth ship was good (even though it did not copunt toward victory) as there is a psychological effect in seeing a ship chewed with no response. The tactic of concentrating on Gneisenau was good, for if she was slowed to 18kts, Canopus would be constantly at her heels, and were she slowed to 50% or even forced to circle due to a bridge hit, she would either draw the Brits into a close range slugging match or be left to her fate. All nine players enjoyed the game. I ran it using "hidden" critical results (I whisper or pass a card to the player - I also roll the criticals). Often I pass a card that said something like "Hope your Christmas shopping is done" or "Geeze, Bob - you cannot roll dice for s$&t tonight" The players thought this aspect was good. Things that were noticable, like fires (ooh, silhouetted target), bridge hits, etc, were announced and marked. The group has played Battlecruisers and Ulsan in the FG system and likes it. It is run about every three months, so in February I will expand my repitoire and try WWII - depending on the group size either a Bismarck scenario or Convoy action.