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Napoleonic naval Megagame / Kriegsspiel, Hemel Hempstead 2008

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Post  King_Rufus Wed Nov 11, 2009 4:22 pm

STORM & CONQUEST: the Mascarenes under Decaen.

Found here are some of the materials for the first experimental running of my Napoleonic naval Megagame / Kriegsspiel, which went down in Hemel Hempstead in 2008 with the help of Mr Acs’s fine collection of miniature ships.

The actual playing map was hand drawn and has not yet been scanned as its very large.

On the day, French pirates played havoc in fine style round the Indian Ocean taking prize after prize, and briefly threatening the China fleet, but at the end of the game their Mascarene base was coming under threat from the doughty British, who had made a landing on Rodriguez island.

This is an oceanic scale game which has by necessity to take account of a vast number of variable factors, and requires AT LEAST THREE UMPIRES even for a small number of players.

Do not overlook for example the substantial difference made to naval warfare by the invention of the CARRONADE before 1778 - it won the Battle of the Saints for the British.
King_Rufus
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http://www.kriegsspiel.homestead.com

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Post  Martin Thu Nov 12, 2009 2:54 pm

I was a French playerin this game, and would like you to run it again.

The main suggested change I would make is to limit any tactical resolution of a fleet action to a maximum of 5 or 10 minutes (if all players are to be involved) and to one die roll if not.

Martin

Martin

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Post  James Sterrett Thu Nov 12, 2009 3:39 pm

Copuld you post up more on the mechanism by which you resolved the turns -- things like the size of the time steps, typical distances travelled, and player's span of control?

I keep nuttering around with ideas for naval games, but they never seem to quite gel.

James Sterrett

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Post  hammurabi70 Fri Nov 13, 2009 1:47 pm

Looks very interesting but do I gather the extreme-fast play rules were not quite quick enough?
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Post  hammurabi70 Mon Oct 11, 2010 1:24 pm

Martin wrote:I was a French playerin this game, and would like you to run it again.

The main suggested change I would make is to limit any tactical resolution of a fleet action to a maximum of 5 or 10 minutes (if all players are to be involved) and to one die roll if not.

Martin

Any plans to run it again?

bounce
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