To support Torpedoes and Tides, I want to regularly publish historical scenarios. The followers of this blog know that I enjoy nothing more than researching and writing scenarios!
The first one is out now. It is set in the Adriatic and features an attack by Canadian Coastal Forces legend Capt. Tom Fuller on a German convoy. You can download from the Torpedoes and Tides section of the blog or directly from here.
As a special treat, I have also made video Quick Strike AAR in the manner of Little Wars TV. It’s my first attempt at making such a video and unfortunately this can be seen, as some of the footage is pretty crappy due to overexposure. Well, I’m learning as I go along…
The pdf version of the Torpedoes and Tides rulebook is now available via Ganesha Games and Wargamevault.
If you prefer a physical book, this will be available in a couple of days via Amazon. I will keep you informed!
Torpedoes and Tides is a quick play miniature wargame about night actions involving motor torpedo boats during the Second World War. It puts the focus firmly on command decisions and tactics and aims at giving a fast game that mirrors the frantic and chaotic nature of coastal forces actions.
It uses an activation mechanism that rewards risk-taking and keeps the players focussed on decision making instead of book-keeping.
The book contains all the rules needed for tactical combat, 4 generic and 4 historical scenarios, a full campaign system and 160+ unit profiles covering all major and several minor countries that took part in World War II.
Although based on the same engine seen in Nic Wright’s wonderful Galleys and Galleons adapted to WW2 technology, this is a complete, standalone game. No other books are required.
My WW2 coastal forces miniature wargames rules Torpedoes and Tides are finished and will be published soon by Ganesha Games. Meanwhile, enjoy the stunning cover artwork painted by Andrea Sfiligoi with acrylics:
Torpedoes & Tides will also include campaign rules. Alan Saunders is already busy playtesting them (you can read all about it on his blog), and I have also started my own campaign.
Mine is inspired by one of the less-known coastal forces units, namely the 23rd MTB flotilla, which was made up of Free French officers and sailors. Meet my flotilla leader Capitaine de Corvette Léon Abras:
This is a mock-up and not the final version of the campaign sheet.
As you can see, everything you need fits on two A5 sheets. To the left is your character and to the right your flotilla. The character has three stats which are used for campaign events. They bring in a bit of variation and thereby increase replayability. Characters start with a reputation of 0, which means no one really notices you. The reputation can increase, but it also can decrease, so watch out!
The flotilla is mainly made up of Vosper 72′ MTBs with two BPB 72′ MGBs. Historically astute readers will know that flotillas almost exclusively used the same type of boat and MTBs and MGBs would never be mixed. For game purposes, I justify it by saying they are loaned from a British flotilla…
I’ve already played two convoy scenarios, with the second one also including a “surprise” encounter, which is a mechanism to make sorties a bit more unpredictable. Sufficient to say, capitaine Abras barely hung on to his neutral reputation. However, at least some boats acquired experience, which is very important as I started out with mostly green crews. You can start at a higher level, which decreases the overall difficulty of the campaign, but I wanted to climb my way from ground up.
The last mission I played was a False Nose Job, which, in coastal forces slang, refers to a covert operation. The flotilla had to drop off agents on the Dutch coast. Abras took his own MTB 90 with agents embarked and drafted both MGBs to deal with surprises, which appeared in the form of two R-boats and a small armed trawler (Kriegsfischkutter). During the initial clashes, MTB 90 took some heavy damage, but managed to limp to the rendezvous point and started to land the operatives. Things looked quite dicey for a time. The first good thing to happen was when one of the R-boats was shot up by the MGBs, which made its skipper lose nerves and slink off into the night. Unfortunately, MGB 84 managed to run aground on the Dutch shore (this was a stupid manoeuvring mistake).
In one of the cool reverses that can happen in such games and that make especially campaigns such a rich narrative experience, a new hero emerged: Lt. Fred Winkles of MGB 86. First, he covered the retreat of Abras, who had finally disembarked the operatives and whose boat was heavily damaged (it was incredible luck that it was not sunk from all the critical hits), with smoke.
Although there were still two German vessels left (the R-boat was slightly damaged), he decided not to abandon his comrade Lt. Gastrell in MGB 84. Engaging both German boats, he first sunk the R-boat and then blew up the trawler!
Having dealt with the Germans, he fixed a towline and got a sheepish Lt. Gastrell off the shoals.
What could have ended as a disaster for the flotilla was turned into a triumph! Not only had they accomplished the mission, but they also sunk two German vessels and returned with all boats. Abras’ reputation increased by one level, and his name is now recognized, at least at the base. I also rolled for a campaign event, which resulted in the officers throwing a party for Abras. The SNO (Senior Naval Officer) was also invited and appreciated the fine French wine, so he now likes our protagonist. Good times!