Naval Rules Comparison Part 1: Find, Fix and Strike

The Rules

Find, Fix and Strike was written by David Manley and published under his imprint Long Face Games in 2019. It is available as a pdf of 48 black and white pages for $10 from wargamevault.com. David is a prolific writer of naval wargames rules and has published sets covering almost any period you can imagine, some quite obscure. He is a naval architect by profession, so he knows his stuff.

Find, Fix and Strike is a heavily abstracted game intended for fast play on a normal wargames table. This means that the ground scale is large, with 1″ representing 1.000 yards. One turn represents 6 minutes of real time. 

Movement is alternating, with the player with initiative deciding who will go first with a ship or squadron. Turning is pretty generous: ships smaller than battleships may turn up to 180° at the beginning of their movement or up to 90° at the beginning and at the end.

Shooting is also alternating, with the effects taking place immediately. Find, Fix and Strike uses a damage model similar to many other of David’s fast play rules: an opposed dice roll determines whether damage was inflicted by firing and an escalating damage ladder indicates the effects of the damage on the ship. There are no “hull points” or similar quantitative ways of keeping track of damage. Instead, damage is strictly recorded in qualitative steps, from light to heavy, crippled, silence and sunk. Each step has effects on the ship’s performace, such as penalties for shooting, defending or moving. There are also critical hits, which happen if the defender takes damage while rolling a natural 1. 

Each capital ship has an abstract attack value for its main guns and another one for the secondary light guns (destroyers only have light guns), as well as an anti-aircraft value. Armour and penetration is taken into account not only by a ship’s defense value, but also by a table which indicates which caliber of gun will cause significant damage at which distance. If a gun is unable to penetrate the enemy’s armour, it will cause no more than light damage.

The game allows cruisers and smaller ship to make evasive manoeuvres, which make them considerably harder to hit but make it impossible to shoot or launch torpedos. It also allows to generate smoke, which blocks line of sight.

The game features rules for air operations to be played out on the table top as part of a tactical battle. 

The rules also include a complete campaign system, which is based on a hex map. The author recommends using an umpire, but the campaigns could be easily modified to work without one, as David has indeed done in some of the separately available campaign packs.

All in all, the rules are very comprehensive for such a small book, covering most of the things a player is going to come across in WW2 naval combat. Only submarine operations have been excluded, as they rarely happened during tactical surface combat. 

Support

The rules are very well supported, especially for such a small publisher. David has published four campaign packs, which are available for free on wargamevault. He is also very active in the naval wargaming community. There is a dedicated Long Face Games Naval Wargaming group on Facebook, where David himself is present. He is a very approachable and generous person and always willing to answer questions and help out a player.

The game

For more information about the scenario, please see the last post.

Our game started with the lead elements of each fleet sighting each other at 22.000 yards distance. The Vildebeests, which had been shadowing the Nationalists, hovered around and waited for their opportunity. Playing the Republian commander, I decided to start the air attack only when enemy ships were damaged, as this would increase the chance of a torpedo hit.

As the range was still too large to cause significant damage by gunfire, I decided to close it as fast as possible. All my ships made evasive manoeuvres. My opponent Stephan concentrated the fire of his cruisers on my cruisers, ignoring the destroyers for the moment. Splashes came dangerously close, but nothing was hit so far.

While Stephan tried to keep the distance open, I strove to close it. With the generous turning allowances, this basically meant that we shifted our cruiser squadrons parallel. As the nationalists had an already damaged cruiser with slower speed (one of the scenario parameters), I slowly crept closer. When I was in range for doing serious damage, I stopped evading and started shooting. I did manage to lightly damage Canarias, but a lucky hit from Baleares crippled Méndez Núñez and caused flooding.

Generating smoke to cover Méndez Núñez, Libertad stopped closing the distance. The destroyers still rushed forward, but now came under fire from the enemy.  Libertad took another hit and was now heavily damaged. As a last effort, I decided to make a torpedo attack with the Vildebeests, hoping that they were lucky enough to hit the damaged Canarias.

However, the anti-aircraft fire by the two enemy heavy cruisers was too much and the Republican pilots abandoned their torpedo run. And, to top it all, Libertad was hit again, this time causing crippling damage and flooding. While the damage control team on Libertad managed to contain the flooding, their comrades on Méndez Núñez were not so lucky and the ship vanished below the waves.

At this point, we decided to end the game. Stephan had achieved his objective of taking out the Republican cruisers and didn’t want to linger around to find out if a destroyer was lucky enough to hit with a torpedo. I decided that the Republican destroyers would abandon their attack, cover the crippled Libertad and rescue sailors from the unfortunate Méndez Núñez. The planes tried one last torpedo attack, but again were driven off by heavy anti-aircraft fire.

First Thoughts

This was a brutal game for the Republicans. We agreed that the difference between the attack factor of 2 for the Republican cruisers and 3 for Canarias and Baleares makes quite a difference with opposed dice rolls, and the heavier armour of the Nationalist cruisers also played a significant role, as it forced me to close the distance before I could even think of damaging the enemy ships. This is historically plausible, as the Republicans had a huge respect for the modern Canarias-class cruisers, which outgunned them severely.

However, we also agreed that luck plays a large role in the opposed dice roll mechanic, especially once ships are damaged and modifiers are reduced.

I don’t think the Republican player has a lot of tactical choices here. I could have kept the cruisers back and tried a torpedo attack with the destroyers first, or at least aim for a better coordination between my squadrons… The aircraft never had much of a chance, which is why I initially planned to keep them back to deliver the coup de grâce to a damaged cruiser, but I never got that far.

After some initial hick-ups (which were mainly caused by me being unconcentrated for some reason and forgetting a couple of things), the game played very smoothly. We played for about one and a half hours, but I guess with more practice we can be much faster for a game of this size. If you want to try it yourself, the ship stats for the scenario can be found in the resources section of the blog or here.

I will talk about my thoughts about the rules in detail in the final installation of this series, so I won’t do it now. Let me just say that I had a lot of fun playing the game, even if I was on the losing side, and there is a lot I like about the rules!

New Mini-Series: Comparing WW2 Naval Rules

During the last two years or so, naval wargaming has become one of my main interest when it comes to miniature games. I really like that the investment in time and money is rather limited, as usually a few ships are sufficient for a game and ships can be painted quickly, especially in the small scales I’m gaming with.

I have already written about my taste when it comes to naval wargames rules in general. During the course of this year, I’d like to present a couple of rules in depth and compare some of them.

I want to start with two World War 2 rules that have a similar scope, namely Find, Fix and Strike by David Manley and Nimitz by Sam Mustafa. I’ll play the same scenario with both rules, see how it goes and then compare the outcomes, the rules mechanisms and other aspects.

I think that the rules are a good match for comparison as they have a similar scope: both aim to deliver fast games, both are heavily abstracted, especially in their shooting and damage mechanisms, and both are accompanied by a campaign system and encourage the players to use the tactical rules in the context of campaigns.

Although I will refrain from tinkering with the rules and play them stricly as written, there will be one aspect where I will add something that is not in the rules as published: namely ship data. I want to use my Spanish Civil War collection, and neither FF&S nor Nimitz provide data for Spanish ships. However, as I think that using your own research to create historical scenarios is an integral part of wargaming, this will already provide a first test: namely how well do the rules lend themselves to such amandements?

The Scenario

I have taken this what-if scenario called “Barcelona Payback” from the excellent Shattered Armada book, which is a splendid collection not only of scenarios, but also of background material and ship data for the naval side of the Spanish Civil War. It is published by Admiralty Trilogy Group and intended for their Command at Sea rules, but even if you have no intention of playing those rules, their scenario books are excellent and highly recommended.

The scenario takes a historical event as a departing point: In January 1938, the Nationalist cruisers Canarias, Baleares and Almirante Cervera roamed the Catalonian coast, hunting blockade runners and bombarding harbours. In reality, they were shadowed by Republican aircraft, but no effort to attack them was undertaken. The scenario assumes that the Republican fleet makes a sortie in force to confront the cruisers. The Republicans have the light cruisers Libertad and Méndez Núñez and two destroyer flotillas, a total of eight ships, as well as a flight of four Vickers Vildebeest torpedo bombers. The Nationalists have the modern heavy cruisers Canarias and Baleares as well as light cruiser Almirante Cervera. The scenario assumes that the Cervera was damaged by an air attack which reduced her speed. The victory conditions are equal for both sides: cripple at least two enemy cruisers for a decisive victory. 

Unit stats

Cruiser Libertad.

My main sources for devising the ship stats for FF&S and Nimitz were Shattered Armada and Angus Konstam’s Warships in the Spanish Civil War. Most of the Spanish ships were based on British designs, e.g. the Canarias class heavy cruisers were adaptations of the County class, while the Churruca-class destroyers were of the same design as the British Scott-class flotilla leaders. So I first tried to find the British ships in the respective force lists and then adjusted them to fit the data given in the sources. FF&S contains short guidelines on how to adapt ships to the types listed in the rulebook and a comprehensive list of stats for the fleets of all of the major WW2 powers (and Sweden). Nimitz includes a number of design notes which can be used to extrapolate ship stats, and on Sam Mustafa’s homepage, fleet lists can be downloaded. However, Nimitz uses a more intricate ship data sheet and there is no official editor available to create your own. Fortunately, someone has made their own editable data sheet in PowerPoint and shared it in the Official Sam Mustafa Publishing Group on Facebook. Hurrah for resourceful players!

The scenario contains one complication: namely the flight of four Republican Vildebeest torpedo bombers. FF&S and Nimitz handle aircraft in a very different way and it will be interesting to see what this means for the game. Incidentally, neither ruleset contains data for the Vildebeest. However, it seems to have been quite similar to the Swordfish when it came to role and performance, so I will use the Swordfish stats, which are provided by both rulesets.

I will provide the data sheets for the ships in the respective play-through articles.

In the next installment, I will present the play-through with FF&S. After this, there will be one with Nimitz, followed by an article providing my opinions and conclusions. I hope that you are interested and that you will find the comparison useful!

Xenos Rampant

So, as I’ve already mentioned, I’ve recently had a first game of Xenos Rampant, the new sci-fi skirmish rules by Dan Mersey and Richard Cowen. They follow the successful “rampant” format, which I like, so I had some hopes that they might rekindle my interest in sci-fi gaming.

I dug out my 15mm collection, set up a small colony settlement and off we went. It really was a fun game, with the consequence that I plunged into my 15mm sci-fi lead pile and fished out some stuff I wanted to paint up for a very long time. The first was this little spacecraft:

Someone on Facebook told me it’s a craft form an old Gerry Anderson puppet show, which never made it to Austria. I like its quaint and whimsical retro-look.

The whole thing also gave me the idea for a simple campaign. I’ve been fleshing out a sci-fi background for a while now (some of it went into my Traveller RPG campaign), so I have a lot of ideas floating around. Let’s see if we actually play it. But it’s fun to paint a couple of sci-fi figures, and it’s also satisfying to finally finish things that have been lying around for a long time.

My Gaming Year 2023

Another year ended, another end of the year report. The first thing that comes to mind is that I didn’t blog as much as I would have liked, but this is about my gaming year, not my blogging year. So what have I played? Let’s have a look at the Boardgamegeek statistic.

Top of the list is Traveller with 21 plays. The remote RPG group has become a real mainstay of my gaming. We meet pretty regularly, which means that we could finish the sci-fi campaign this year. We did a number of one-shots with other systems and will now start a new campaign, with Martin as GM running Call of Cthulhu. I’ve already made a character – a rare books dealer – and I’m very much looking forward to it! There was also a bit of face-to-face role-playing, most memorably Cthulhu Dark and Fiasco. I definitely want to try out more story-telling games in the vein of those two in 2024.

Summer event 2023 – an outdoor game of What a Cowboy!

Miniature wargaming wise, this was definitely the year of What A Cowboy. The rules were released in April and I played my first game at the beginning of March. From then on, I played a number of single games with different people as well as two campaigns remotely with Stephan in Sweden and Martin. WaC was also the game of choice for our yearly summer event, which was one of the highlights of 2023. This time, we not only had guests from France (Manu brought this nephews), but also a spontaneous appearance by my nephew, which made me especially happy as I haven’t played with him for ages. The only downer was that Christoph was missing this year… hopefully, he will be back in 2024!

The battle at the Head of Passes.

Among the top three on the BGG list, you will also spot a game with the unattractive name Unpublished Prototype. This is the BGG placeholder for games that are not yet published and therefore not in the database. In my case, it refers to my American Civil War naval rules. I’ve been thinking about those for a couple of years now and in summer, I suddenly got the urge to finally wrap them up. I did a lot of playtesting, but also printed, modeled and painted numerous ships. By October, the game felt like it was finally finished – feedback from different players was pretty good, I had most of the rules text and was playing around with the layout. Then, I was hit by a wave of self-doubt and began to dismantle everything I’ve designed and written so far, with the idea of starting anew from scratch. Fortunately, I realised what was happening and pulled the emergency brake in time. With the plan to take a step back and have a short break from the design process, I decided to occupy myself with something else for a time.

Somewhere in the East Indies…

Along came Mad for War. I’ve been following Barry Hilton’s progress via Facebook for a while and always found it very inspiring, so I decided to take the plunge. The rulebooks really is gorgeous and the rules are fun. I painted a couple of 1/2400 ships from Tumbling Dice, which are lovely, and started to read about the period. I got especially interested in the early colonial actions involving ships from the Dutch East Indies Company in the early part of the 17th century. I also tinkered with David Manley’s Far Distant Ships, a great set of rules which I have adapted to the early 17th century by completely changing the command and control mechanics. Then I had the idea that a campaign with combined land operations would be fun, as I remembered my mate Sigur’s huge collection of 10mm 30 Years War figures – couldn’t they be used for the European troops? We played a test game of Irregular Wars, a set of rules specifically designed for small colonial battles in the 16th and 17th centuries, and I liked to so much that I placed an order with Pendraken for 10mm Indians to represent the small Sultanates of the various East Indian islands.

Trying out Irregular Wars.

I also played a number of other miniatures wargames. Christoph ran 7TV Fantasy, which has some really interesting mechanics.

7TV.

I did get in a couple of games of Sharp Practice at the beginning of the year, with the large birthday game covering the skirmish at Eferding in 1809 being another highlight of 2023. I also had a fun game of Song of Drums and Shakos with parts of Sigur’s splendid 28mm napoleonic collection (see his blog for an AAR) and also had another go at big battle napoleonics using my 6mm collection. This time, I tried Drums and Shakos Large Battle, but again it was not what I’m looking for.

Speaking of napoleonics, another of the year’s highlights was touring the battlefield of Wagram and visiting the local museum. This was not only a great day out, but also very insightful and something that I definitely want to do more often.

As always, I also played a rather eclectic range of boardgames. The highlights among them were Undaunted: North Africa, which I bought last year, and Gettysburg (125th Anniversary Edition), a very old game of which I finally found a well-priced second hand copy. It’s a hex and counter game, which I don’t normally like, but it has simple mechanics and a tidy look (no stacks!). Most important of all, it creates a dramatic narrative. In our game of the first day’s battle, with me playing the Union, Schurz’s division made a heroic stand defending the town of Gettysburg itself. If you know how much of a fan of the XI Corps and Schurz’s division specifically I am, you can imagine my delight!

Other noteable boardgames were Spirit Island, which is a favourite of my wife’s, revisiting Lords of Waterdeep, which is the most fun eurogame I know (and probably the only one I really like) and our perennial favourite Race for the Galaxy, for some inexcplicable reasons a game I win more often than not.

Oh, and a couple of days ago I had a game of Xenos Rampant, which rekindled my interest in sci-fi miniatures gaming. Maybe there will be more action for my 15mm sci-fi collection in 2024…

Xenos not yet rampant.

As always, I’m a bit surprised by the number of games I got in, especially considering that this year had a number of unpleasant events, including health issues and a (planned) hospital stay which knocked me out for a while. It is all the more gratifying to see the place gaming has in my life and I’m very grateful to all of my gaming partners for providing joy even if so-called real-life events sometimes make things difficult.

I don’t do plans, so there’s not much I can say about 2024. I’d like to keep up the gaming, as this is the most important thing about the hobby for me. Miniatures wise, I feel that I’m still not finished with naval stuff, so there’ll probably be more ships. After the Xenos Rampant game, I rummaged through my lead mountain and started to paint a couple of sci-fi vehicles. Hopefully, I’ll finish my ACW rules. A campaign combining 17th century naval and land actions would be cool. RPG wise, I’m lucky to have two thing to look forward to: Call of Cthulhu in our remote group and Warhammer Fantasy Roleplay, which Christoph wants to run next year. For boardgames, I’ll let myself be surprised what’s coming up. And as always, I’d like to blog more…

I hope you also had a good year. I wish all of you a Happy New Year and the best for 2024. Happy gaming!