Tuesday, November 29, 2011

IHW: Pigboats Research: Submarine Novels!

I've been researching for IHW: Pigboats, my WWII submarine RPG. One of the things I am doing is re-reading old WWII Submarine novels, and seeking out and buying more to read. I want to get the atmosphere right! WWII submarine novels? Don't laugh! It used to be a fairly popular sub-genre. The first one was Run Silent, Run Deep by Edward Beach, which was a huge commercial and critical success back in the fifties.

Beach was the Marryat (http://en.wikipedia.org/wiki/Marryat) of the genre. Like Marryat, Beach was the thing he wrote about. He was a submarine officer throughout the war, ending up in command of the Piper, which reached the Sea of Japan just as the war ended. RS,RD is excellent - great characters, and wonderful action. I first read it in the early sixties, along with the two sequels, Dust on the Sea and Cold is the Sea, neither of which were as good as the original, though they were good.

Harry Homewood wrote three WWII submarine novels in the 80s - Final Harbor, Silent Sea, and O God of Battles. I have read the first two, and they are excellent. Silent Sea is a sort of side sequel to final harbor, as the protagonist is a fairly important character in the previous book. Real seeming characters, awesome action, and complex, yet organic, plots. They are highly recommended! Homewood was a WWII submariner himself, though not an officer. Post-war, he ended up as a newsman- bureau chief for Newsweek, Editorial writer for the Chicago sun times, etc. These books were very popular when they were written, but are pretty much unknown nowadays - unjustly, in my opinion.

J. T. McDaniel is a modern writer of the genre, and Bacalao is a great book. It is apparently his first novel, though he has been published as a submarine fact writer. The book has a charming flow to it, and lots of technical detail. Again, wonderful characters that work together marvelously. this is really typical of WWII submarine novels - they are very much character driven.

Another currently active writer is R. Cameron Cooke, who was, like Beach, a submarine officer who retired and began writing. His two WWII books are both very very good - Rise to Victory, and the sequel, Sink the Shigure. I think his plots and his characters are not up to the previous writers I mentioned above, but maybe a notch below them. Still very well written.

Some other books I am exploring but have yet to read are Halsey Clark's 5 book "Sweeping Saga" the Periscope series, Claude Pearson's Gunfish, and Charles Rush's Battle Downunder.

-clash

Monday, November 28, 2011

IHW: Pigboats - Playtest Session 7

When we last played, the Coelocanth was just north of Sofu Gan - AKA Lot's Wife, a pinnacle island in the Nanpo Shoto used to calibrate radar by both sides. The Coelocanth has a full load of torpedoes, Mark 14cs in the bow, Mark 10s in the stern. She had just gotten a RADAR reading from extreme range to the north and west, Japan.

Inexplicably, the Skipper decided to dive. Standard protocol now - early 1944 - was daylight submerged attacks, and night surface attacks. This was night, yet he decided to close a very long distance underwater, under slow battery power. He ordered a course change to the west, under the assumption that the convoy would be heading roughly south towards Saipan and the Marianas, as an intercept. Underwater, of course, he couldn't use the RADAR, and the convoy was well out of hydrophone range. He proceeded at 2 knots for a couple of hours, then asked the Exec, Mr. Bullock, for a hydrophone check.

Mr. Bullock returned three successes on this check, and with great surprise, he announced that the convoy was still at very far range for Hydrophones, and that they were just a bit north of west. The convoy was moving far faster than the Skipper had anticipated - normally a convoy moves between 8-10 knots, and this one was moving at maybe 16 knots, depending on the zigzag. Still, it would be easy to surface and run ahead, but the skipper refused, and doggedly kept under the surface, though he increased his speed to 5 knots, turning southwest to intercept.

As they closed to the contact, Mr. Bullock reported five sets of screws - two quadruple screws, one set of twin screws, and two single screws. This was no convoy! It was most likely a Japanese Naval task force, with two big ships - cruisers, battleships, or carriers - and support ships, with an escort. The Coelocanth swung into night periscope range just as the task force went by. There was an old four piper destroyer in the lead, a smaller, 5000 ton support ship following, then a cruiser, another ship part the cruiser, mostly masked by it, and a big cruiser sized ship in the rear. This ship had it's rear deck cut down flat, like a carrier.

Mr. Montgomery, at the scope, called the skipper, who was acting as Assistant Approach Officer, saying "God, Captain! You gotta see this! I've never seen anything like it!" The skipper took the scope and immediately recognized it, having seen it two years ago south of Davao - the destroyer and cruisers who had tricked him and almost caught the Thresher with torpedoes! "Open the forward torpedo outer doors! I'm going to put all six into that bastard!"

The Coelocanth shuddered as 6 mark 14cs - 18 thousand pounds of torpedos, shot into the murky night. The skipper called for the Coelocanth to make a sharp turn to starboard to bring the stern tubes to bear on the leading cruiser. Fish seven, eight, nine, and ten shot out.

Wham! Wham! Wham! Wham! Four fish hit the cut down cruiser and exploded! The four great screws still churning, it plowed itself under in minutes. "Surface the ship!" cried the skipper - again totally against standard practice! Once you were underwater, you didn't surface to face gunfire! As the Coelocanth burst through the waves, water cascading over her decks, both the cruiser and destroyer turned to attack - a mistake for the cruiser! Three torpedoes hit in succession, drastically slowing her down and making her sink deep in the water.

Mr. Montgomery dashed to the forward torpedo room to supervise the emergency loading of the forward tubes. Normally, it takes about five minutes per torpedo to load the tubes, but Montgomery got three fish in the tubes in a fast combat load. The Coelocanth continued its curve to the right on the surface, with six and five inch rounds splashing in on either side, and as the last fish was loaded, the skipper fired them off. Two streaked into the wallowing cruiser, and one into the destroyer. Only one of the two in the cruiser went off, but it was enough! The big ship sank by the head, the stern pointing up in the air as she slipped below.

The destroyer tried to avoid its fate, but the torpedo slammed in amidships, slowing the destroyer to a crawl. The Coelocanth swung away, out into the night and completing her reloading, before coming in from the side, putting two more torpedoes into the struggling destroyer, finishing him off with a blast. One unconscious prisoner was taken from the water, and the skipper, coaxing in fluent Japanese, persuaded two more to surrender. Several that were approached chose to swallow seawater and drown themselves instead. The skipper ordered them shot.

The two auxiliaries had booked it away, fleeing as the warships turned in to attack. After the prisoners were taken, the skipper ordered a pursuit, heading west and south. Before dawn the cargo ship was found and two torpedoes were on their way. When they hit, there was a spectacular explosion. The ship was carrying munitions. The skipper, when he recovered, used the frequency he had used two years ago, and announced that he was done, and was letting the last ship free to carry word of his vengeance.

The next night, after a long, stealthy approach, the Coelocanth launched the last two fish in the forward tubes into the remaining ship of the task force, a seaplane tender. Just before the torpedoes hit, the skipper announced over the same frequency in flawless Japanese "I lied."

Now the weird things. The skipper decided to make the entire approach underwater. I don't know why! He did not surface until both cruisers were sinking. Now most Japanese destroyers didn't carry RADAR - particularly old four pipers. Cruisers, on the other hand, did. If the Coelocanth has pursued their quarry in the standard RADAR guided night attack, which was the skipper's favorite mode of attack, the cruisers would have been prepared - you can see the interference from other RADAR on the screen - and a trap may have been possible. Yet that is not why he dived, and then stayed underwater at night. He could have had no idea there were large warships in the group until at least the XO discovered they were far ahead of where they would be expected to be if they were merchant ships, and that was only confirmed when the propeller noises were heard.

By making what was a strange choice and almost missing the attack because of it, he managed to preserve surprise and destroy the whole unit. That was just bizarre! I will never understand it.

-clash

Monday, November 21, 2011

IHW: Pigboats playtest 6

We continued on from the last game for the first half of the night. The Skipper recieved orders to head for the harbor at Manado, on the tip of the scorpion tail of Celebes, to reconnoiter the situation there. Cruising on the surface one night, the ship was attacked by two big patrol planes - Emily flying boats - while the Weapons Officer was Officer of the Deck. He elected to try to shoot down the lumbering planes rather than dive, but failed. The Thresher was rocked with repeated bomb explosions, throwing the startled skipper out of his bunk.

He ran to the Conning tower and ordered the OOD to take the sub down IMMEDIATELY and to never, ever, try this trick again! The men piled town the hatch, and again, as on the first day, the hatch jammed as they dove. The OOD pointed out, rightly, that one of the Thresher's Traits was "Slow-diver", so he was able to get it opened and reshut before too much water poured in. On the other hand, one of the last brace of bombs from the Emilies really hit hard, as teh slow diving boat was nto far underwater. The Captain elected to lose the brand new dual Light AA gun mounted on the cigarette deck rather than take that many dings, and took what I offered.

The harbor at Manado is open to the west, but that had a big submarine net stretched accross it. To the north are two steep islands with deep passages between, being covered by a corvette. The skipper timed the passage and slipped submerged by the corvette and into the big harbor. Inside was a huge convoy - fifteen ships and five more escorts - with the merchantmen at anchor. They looked like they might be fitting out for an expedition.

The skipper did a panorama of photos through the scope, but set up on several merchantmen while he had the chance - two torpedoes for a mammoth troop ship of almost 20,000 tons, and one fish each at four others. He also prepped the aft torpedo room for a couple of salvos as well, and warned the crew to be prepared to surface!

As the last section of harbor was being shot - with the big number one scope - SONAR reported five sets of fast screws speeding up. It was obvious they had been sighted. The skipper ordered the boat to surface, and the six bow torpedoes fired at the preset targets. When the torps were all away, he ordered a hard left to swing back to the north, and the bow tubes reloaded. This took a short while - and a successful Operation check by the Weapons officer. One torpedo hit the huge troopship and exploded, one hit a big cargo ship, and one hit a tanker. Two more hit their targets but were duds, and the rest carromed off in random directions across the harbor.

Heading north, he had the stern towards the harbor, and ordered all four stern tubes fired - two at the troopship, and two at the cargo ship already hit. By this time the escorts were firing at the Thresher, with shot spouts leaping up all around the boat. There were an armed yacht and a frigate in the lead - being much faster - and two corvettes and an armed trawler behind. The captain had planned it this way, knowing the Thresher could outrun the corvettes and the trawler. He called down to the forward torpedo room. There were three fish loaded, with one more left. About then the troopship and the cargo ship were again hit, this time both sank.

The skipper turned right and sent the three forward fish off at 90 degree deflection shots, two at the frigate and one at the yacht. Meanwhile, the Signals Officer ran out with a crew to man the rear 3 inch deck gun. Once the fish were away, the skipper swung back north, heading for the rightmost of the two channels, between the innermost island and the shore. One fish hit each of the lead escorts, sinking both. The 3 inch gun hammered away at the pursuit, scoring two hits.

The last fish was loaded, and it was a neck and neck race for the channel with the corvette they had eluded to get into the harbor. Again they were bracketed by shell spouts, with one shell actually hitting the Thresher, but one of the guys used a LUCK point to make it fail. The last torpedo ran hot straight and normal, and the corvette blew up, the Thresher flashing by and into the open ocean. They were out of torpedoes, and headed for home. For this daring attack, the skipper got the Navy Cross, and lesser decorations were awarded the other officers.

The second half of the session was involved in setting up for our next session, but it went so fast we actually got a bit of play in afterward. The gang elected to play a couple sessions later in the war, with the new radar and better torpedoes, before going on to test Wolf Pack play. They created a new sub, a Balao class boat called the Coelocanth. and drew the Nanpo Shoto - the chain of islands (including Iwo Jima) stretching up from the Marianas to Japan - as their patrol area. The Skipper was advanced to Commander, the Lieutenants were bumped to Lt. Commander, and the jgs to full Lieutenant. The Exec decided his character had taken over the Thresher, and would be back for the Wolfpack game. The rest stayed with the boat, which was totally unreal, but in the interests of saving time it was fine. This is a playtest, after all!

As the boat was calibrating radar on Lot's Wife - a spire of rock of known position and height that everyone used for this purpose - we had a fun encouter with two flyboy characters from their old pilot game mistaking us for a Jap sub - they really, REALLY wanted to sink the Coelocanth! - but since the PCs were in control, there was no real danger of that. Oddly enough, the Skipper is the older brother of one of their squadron - not one of the two that found the Coelocanth. As the planes flew away to the south, the SJ radar picked up a blob to the north, coming from Japan. End session!

-clash

Tuesday, November 15, 2011

IHW: Pigboats - Wolfpacks

One thing I am thinking about was raised by Klaxon in the game Saturday Night. This is a different form of play for later in the war - wolfpacks. What I am thinking is a natural evolution - each PC would be a Commanding Officer or an Executive Officer. The CO and XO would split the Approach and Assistant Approach Officer duties between them, with everything else run as defaults - a standard +3 skill level.

The US didn't use wolfpacks until late in the war - 1944 and 1945, but that is time for quite a few patrols. They were generally made up of usually 3-4 subs - though there was at least one 6 sub wolf pack I know about. This would nicely cover a standard PC party, with NPCs to fill in the cracks if needed. In effect, the subs could be operated like fighters, cooperating on hunting down convoys and Japanese naval task forces.

What do you guys think?

Monday, November 14, 2011

IHW: Pigboats Playtest Session 5

The game did not go well. El was sick, and she had to leave before it got going well. Klax was late, as he had a meeting with his game development group. Then we discovered a problem with the rules, which was great for me, but not so much fun to play through.

We started off with a chance meeting between the XO and the Admiral. Since the XO had been beaten within an inch of serious injury a couple days before, the Admiral almost didn't recognize him. The Admiral was very angry, and told Lt. Jerkin that such brawling was conduct unbecoming an officer, and that next time, if he just had to fight, he should at least win. Then we skipped forward to the Christmas party, which was fun enough - three different people spiked the punch, and it all degenerated from there. Meanwhile, in Pearl, Thresher's cigarette deck was cut down, the plating replaced by stanchions and ropes. The plating over the periscope shears was also removed, altogether cutting down her silhouette considerably.

The Thresher left port on December 27, under orders to go to Surabaya in the Dutch East Indies and work out of there until otherwise notified. The boat was given a full load of the brand new Mark 14 torpedoes before leaving - a special honor, as they were still scarce - and the transit was uneventful. The Admiral at Surabaya had felt his commanders were too timid, and given the superb results the Thresher had shown on her first patrol, was specifically sent out to "Show what an agressive attitude can do to the enemy".

Given the area between Mindanao, Borneo, Celebes, and Halmahera for patrol, the Thresher cruised back and forth fruitlessly for several days. Then one night they got a big reading on the SD RADAR - which was usually used as an aircraft warning radar because it didn't give a bearing. Knowing the contact was no airplane, because it didn't get stronger, the Thresher's lookouts strained their eyes all about, and finally saw a darker smudge against the horizon. The Signals Officer reported that there was RADAR interference, so whatever it was, it was carrying RADAR. Hydrophones detected multiple sets of fast screws nearby. The Thresher drove toward the contact.

At two miles out, they could see pagoda masts - a battleship, and a wierd cruiser that looked like it's rear end had been planed off. There were destroyers as well. The Skipper decided to use subterfuge, and hailed them over the voice channels they had heard used by the convoy they attacked last patrol. Speaking fluent Japanese, the skipper told them he was the Japanese submarine I-121, and had an emergency. The replay came quickly, a friendly sounding Japanese voice asking specifics on how they could help.

It was a ruse to keep the Thresher occupied. One of the destroyers had immediately launched torpedoes due to the lack of authentication - no code words, no proper signals. The OOD, the XO, spotted the torpedoes and swung the Thresher parallel , and they shot by on either side. The Skipper ordered a crash dive as the destroyers leapt into action and the sea around them exploded with 8 and 14 inch shots.

The two destroyers got a SONAR lock on the Thresher, and maintained it even though the Skipper found a thermoclyne. They took a careful and methodical approach, dropping just a couple depth charges on a run, while the second circled the area to maintain the lock. The skipper ordered them below the sub's test depth, and still the hammering continued.

At this point, the skipper ordered a sonar shot at the circling tin can - A spread of six Mark 14 torpedoes from the bow tubes. Every one ran erratically - two circling around, but LUCKily, they were climbing up to the surface in a helix, and missed over the sub. More depth charges. Another spread of 4 from the stern tubes. One ran erratically, one exploded prematurely, one hit the destroyer and was a dud, and the fourth ran hot straight and normal, and exploded, wounding the destroyer. The Thresher escaped before they could be locked again.

After sending off a radio report to Surabaya, they got a nasty reply from the Admiral - they had fired the torpedoes from far too deep, and it was no wonder there were abnormalities.

The problem we encountered was the Gunner, who had nothing to do during this whole episode. Did subs ever use their guns? Yes, but only on small craft and wounded transports, or while bombarding a shore installation. How often did those things happen? Well, early in the war, not frequently, but as the Japanese merchant marine was hammered by the subs, later on it became very important. So, through the first couple years of the war, the Gunenr did nothing? Ummm - yeah... pretty much.

We talked it over and deciced to merge the Gunner and Torpedo Officer into one Combat station - Weapons Officer. I also folded Gunnery School and Torpedo School together into Weapons School. Since the Torpedo officer would be shooting the torpedoes, this would involve him from the start.

I love finding problems before my games get to market - especially if they can be easily solved! I sent the new and improved version immediately to the Beta Testers.

-clash

Friday, November 11, 2011

IHW: Pigboats - Angle On the Bow

I released IHW: Pigboats to beta testers this week. If you are interested in playtesting the game, let me know. It's not finished, but it's fully playable.

I'm slowly working on how best to incorporate AOB - or Angle On the Bow - into the game. AOB is the angle of the target's motion in relation to the direction of the sub's motion. So, if the sub is heading due north and the target is heading southeast, the AOB is Starboard 45. Most of the time, you - as the Approach Officer on the sub - want an AOB of 90 either way. However, the game abstracts that out, and you don't actually need to know the AOB out of character to shoot. Bill Downs, a gamer over on the RPGSite, gave me directions on how to make a neat AOB solver, and damn, I want to use it!

So anyway, the torpedoes can be set to run at different angles once they leave the tubes, using a gyro mechanism. Usually, you'd try to hit the target at 90 degrees. This allows the best chance for a torpedo to hit and destroy the target, as they are coming in straight onto the broadest profile, with no deflection.

However, the Mark 14 torpedoes had some awful quirks - it was a horrible mess, with four major design flaws. One of them was that the contact exploder - there was also a magnetic exploder - was prone to jamming when it hit, producing duds. However, the sharper the angle of incidence when the torpedo hit, the more likely it was that the torpedo would go off properly, as the contact firing pin was less likely to jam.

So, what I'm working with now is bonuses and penalties to the chance that the torpedo would hit - and that it would explode if it hit - depending on the AOB in relation to the TORPEDO, the Angle of Incidence. So you can solve the AOI for the torpedo, and get bonuses and/or penalties to the shot.

This would be an OPTIONAL RULE! You don't need to use it at all, but if you do, there is a reason to play with the AOB solver. :D

-clash

Tuesday, November 8, 2011

A short note!

BTW, the Haiku Pineapple Company, their athletic field taken over for internees, the prisoners at the Lahaina police station - all were actually there in the real world. The actual prisoners, of course, were not real - though one of them was indeed a Shinto priest. The Coconut Grove was actually located in Boston, and was destroyed in a huge, deadly fire, but the name fit, so I put it in Honolulu. :D

-clash