The (Unofficial) Great War at Sea

Scenario Notes


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E3: Convoy Duty

There's a real problem with this scenario: the time limit. The CP player must unload both transports to win, but the twenty turns of play are just barely enough time to make the Constantinople-Trabzon run, much less unload the transports. Without a fix, the Allies can do no worse than Draw.

Fortunately, the fix is simple: just make the scenario 30 turns instead of 20. This gives the CP enough time to maneuver a bit as well as complete his transport mission.

Using the extra time, the scenario is a reasonably interesting smaller scenario, as the Allied victory conditions force some split-up of the fleet, and the Central Powers player has more than the usual one or two ships.


E9: Russian Dreadnoughts at Sea

The plural in the title is a bit odd, as there's really only one Russian dreadnought at sea. But what a dreadnought! Compared with the Goeben (which, with two subs, makes up the entire German force in this scenario), the Imperatritsa Ekaterina Velikaya has a third more gunnery boxes and an extra hull box. All this, equal gunnery hit numbers, and five supporting units, too.

Balanced against this is the Goeben's superior speed, the unknowns of those two submarines, and the opening setup. One allied force of two light units is set up in M61, one space away from Goeben, meaning that the Central Powers can guarantee themselves a search in that square just by moving through it as the first move of the game. The best Allied defense is to begin the game at night, and move the BB into M61, too (and, in response, the Germans may deploy one or both subs there) and hope that the Goeben doesn't discover the light units without running into the other Russian squadron, too.

While the vagaries of the opening dierolls mean the game could go either way, the limited array of strategies available to each side make this scenario better for study than replay.


E17: The Last Ditch

No turn length is given for this scenario. The distance from Constantinople (where the Allies begin) to Sevastopol (which the Allies must bombard to win) is 11 spaces, so presumably the turn length should be somewhere around 15-20.


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Dave Townsend
townsend@patriot.net