
I think many of us, when we get to a certain age, and if we’ve been gaming long enough, have accumulated far more miniatures, board games, rules, and books than we can effectively play with. I think I’ve made the case that I have some 40ish odd projects that are in various stages of completion. Some I haven’t played with in years and others I couldn’t if I wanted to because they need more attention. Others are done, kinda, and maybe I’ve moved on from them. A candidate for being parted out to a potentially more interested user.
In my garage, where I keep my painted and based stuff, there is a shelf in my wire rack devoted to ACW Naval. I have something on the order 130 painted ships in 1/600 scale. I would love to say I’m finished, but I doubt I ever will be. David had a huge number of unbuilt ships. Most I gave a way but I purloined a few for myself. David Manley and Matt Lawson continue to fill holes in the register of ships available to both navies. I don’t have little check boxes of needs, but maybe I should. I don’t need every Confederate ironclad ram real or imagined, I don’t need every Union monitor, though a couple more of the Canonicus class would be nice. Lots of ships here and my friends, Michael, George and Scott have ships too. They just need to see the light of day.
Our choice is to play the old Yaquinto Ironclad rules. Yes these were written in 1979. Yes they have more charts than an ophthalmologist would be comfortable with reading (in relatively small print.) But to quote General Patton, “But God help me, I do love it so.” David Sullivan and I developed a hexless miniature conversion for 1/600 ships 30 years ago and we’ve stuck by these rules.

You will be shocked to hear that not everybody loves them. I discovered that on Dave’s lawn during a Covid game. It broke my heart. There are other games out there. None of them have Irondclads’ depth, but in many cases they move the game along. One game I’d like to try–in fact I own it–is Dawn of Iron. I’ve looked at it and didn’t find it compelling but haven’t played it. Hammering Iron–I laugh at you. Iron and Fire by David Manley I’d consider for a large game. I have everything for Sail and Steam Navies–which I don’t hate, but also don’t love.
This week, my first post-Enfilade game was an Ironclads game. I’ve kind of had the itch the past few months and I’d just painted Matt Lawson’s beautiful Dictator monitor so, what the hell. I reached deep in the back of my reptile brain that seemed to be stuck in Tiger II’s and JSII’s and decided to do a hypothetical 1866 game. The Confederates had stayed in the war and managed to free Wilmington but badly needed supplies. I gave the Johnnies a pair of blockade runners and the Laird Rams (because it’s 1866 and if you are unarmored you’re nothin’) The blockade runners Fort Donelson and AD Vance had to cross the table edge safely, under fire from Union batteries. The ironclads, Mississippi and North Carolina had to turn around and exit the table edge to Bermuda.

Unfortunately, the Union ironclads Dunderberg and Dictator are both appearing to the South on that board edge. Both are sizable and quite nasty, and even a tish faster than the Confederate ships and they somehow have to turn around to escape. The only Confederate advantage is their 9″ rifles which out-range the Yankees.

That is the scene, and on turn one things are looking pretty good for Confederate Navy. The blockade runners are moving 13″ a turn and in three turns they’ll be off the board. The batteries have missed their fire. The Laird Rams are making their turns and fire all eight of their guns at the Dunderberg. Most bounce off harmlessly, but one hit and penetrated the pilot house requiring the huge mountain of iron to lose half its speed and remain on course for the next four turns. Pretty tough in a game where moving and turning matters. The Union ships were out of range for fire.
Turn two was fairly uneventful as the the Confederates took a turn to re-load their guns and the Union ships had difficulty hitting. Though the Dunderberg had plenty of guns to fire, most couldn’t angle properly to shoot at the fleeing Confederates, and Dictator was a victim of bad die rolling. The blockade runners continued their hell-bent ramble toward the board edge and safety.

Turn three things got a little interesting. Dunderberg’s pivot 11 inch guns began to hit North Carolina. Not enough shots to do serious damage, but demonstrated that with some good die rolls, they were big enough to trash some armor. Dictator misses again. Fort Donelson just crossed the board edge and escaped, but AD Vance was not so lucky. The 8 inch Dahlgrens penetrated and rolled the dreaded “Engine Critical” in which the engine loses all power, and each turn must roll to restart. An unlucky die roll results in an explosion. We’ll see.


Turn four is the turning point of the game. North Carolina maneuvered into Dunderberg’s broadside and took a withering amount of damage, including a fire which miraculously it rolled off in the damage phase. Dictator’s 15 inch guns also got in on the fun. The Confederate ship lost floatation and speed. Mississippi was properly aligned for an exit. The Confederates were reloading. AD Vance was unable to to start its engine, but with momentum reduced to half speed was also unable to exit.



Turn five Dunderberg is finally able to increase speed and maneuver. Not shoot as much. North Carolina is slowed by damage and both Confederate ships fire. Dunderberg accepts damage like the big armored ship she is and shrugs it off. Mississippi is positioned to escape and leave her sister to her fate. Ad Vance continues to slow as that darned engine refuses to start.
Turn six Dunderberg lets North Carolina have it withits stern pivots and the damage is catastrophic. Two fires break out. A magazine hit. The “Engine Critical.” Bad stuff beyond bad stuff and the doomed ship strikes. The Mississippi escapes. The AD Vance and her stuck engine explodes killing virtually the entire crew.

It was, in the end, a tough day for the Confederates. I really wanted to drag out the Dunderberg. The model was a Bay Area Yards casting that I really enjoyed making and I knew it would be difficult for the Confederates to handle. I tried to create a scenario that didn’t require the rams to fight the Union, but rather to get away, and hoped they would simply make a u-turn to escape, but they tried to loop around the Union ships and Kurt, running the Dunderberg simply rolled too well on his damage rolls.
The game itself went fairly fast. Michael Koznarsky did his usual great job running the charts. I think it was not easy for Keith who had not played the game before, and when the Dunderberg unloaded the turns could get long. Even so, I’d like to put in another Ironclads game before the summer is over, using wooden ships.

















































