Cruel Seas : Japanese bring the big guns – AAR

First, before I get started, it’s important to note that a was released on April 3rd. Be sure to pick it up and have a look!

As the game Cruel Seas continues to mature, one of my friend Chuck Hiner and I got together for him to try out his new Japanese fleet that he had just completed painting. We decided to play at 1000 points which would allow both of us plenty of options.

Chuck had picked up the , and was wondering how he would approach building a fleet. Included in the fleet box is one Hei minesweeper, four Sampans, six T-14s, a Val, and of course the six of the little kamikaze boats. Chuck decided to get an addition Hei minesweeper and use two of them as the backbone for his force.

He added in one Val, a couple of T-14s and then 3 of the kamikaze boats to complete out his force.

Both of the Hei’s are veteran which with their gun director and very long range 4″ guns make for a formidable force all by themselves.  A 4″ gun ranges out to 160cm and is 8D6 of damage! As I would be playing Brits, I’d have great targets for torpedos but any shots against me could be positively deadly especially for a poor little Vosper. At 325 points each, quite a value the Hei is quite a value.

Chuck went with three of the Maru-Ni which if they could get close to me would be just as devastating as a torpedo hit given the 16D6 of damage.

We rolled up a mission from the More Missions pack and ended up with Active Patrol. This had us set up on the short edges of the 4’x6′ table. We rolled up 4 rocks and an island for the terrain. Weather was calm and the time of day was night.

For my force, I went with two veteran Fairmile Ds and then three regular Vospers. I also added in some airpower with a single Beaufighter.

We placed the terrain interactively, the island ended up being the middle and the rocks generally surrounding it.

Tactically I figure I would need to try and keep the island between our two fleets to keep from getting long-range shots by the Hei Minesweepers. With luck on my side, I’d be able to sort of ambush, drop torps and in theory finish off some damaged boats.

Given the night time setting actually seeing the Maru-Ni was going to be a problem but I figured as far as a threat was concerned the Hei was the first order of business.

We deployed and started to activate. Chucks Hei Minesweepers could range the table, so in their scenario, my hope of starting in close was quite dashed.

Since he had radar he was able to pick up and drop a 4″ shell on one of my Vospers immediately reducing it to a burning hulk.

Time to hit the gas, and get that island between those Hei’s and my ships as quickly as possible. With my 6lbers even being out-ranged this was going to be a challenging battle.

Chuck likewise decided to hit the gas with his smaller ships. This brought the Maru-Ni around the island and within striking range in another turn or two. I’d have to put some focus fire on them, presuming that I could even see them!

Chuck’s dice remained hot, as he was able to land a 4″ on one of my poor Fairmiles, but thankfully no crits resulted.

I would get my first two fish in the water which would hopefully inspire Chuck to make some course corrections with at least one of his minesweepers. With a combat speed of 12 knots, I was hoping to create some crossfire that would at least land a torpedo or two.

In turn 3, both of our air would drop in.

We resolved Chuck’s Val first. My AA fire in the first round cause it to veer off. As it was unclear to us if that meant the attack was entirely aborted or if it might come around for a second try, we decided to have it come around one more time.

My Beaufighter would likewise try and drop a bomb on a Minesweeper and after much AA fire, get to drop its payload …. and missed.

Luck would be with me as I made my spotting roll on the Mari-Ni. With some effective fire I sank two of them. This, however, meant that one would get through and it made a bee-line for one of my Vospers who was doing his best to hide from the Hei Minesweepers.

Per the rules, you’re allowed as the defender one final desperation roll to see if you can take out the Kamikaze attack. It’s a single D6, and you need a 6. I rolled… a 6!  And with that, the last Kamikaze would not be finding its mark. The Hei on the other hand…

One of my two remaining Vospers would zoom around the coast of the island, dropping two fish into the water that in theory would make for a great flank shot on one of the Hei.

Unfortunately, this also ended up being a sacrificial act as yet another 4″ round found it’s mark and 8D6 worth of damage took care of the boat.

It’s the thought that counts right? Good aim helps too and cooperative dice. While the course was true, alas a couple of nines on the to-hit means they didn’t find their mark.

Given that one of my Fairmiles was stuck at this point and the other was hurting, the battle was done and the result clear. If the Brits could successfully escape they’d sure do their best to make a run for home.

All in all a fun day and much to be learned. The Hei Minesweeper can be purchased in both the fleet box . Having played with them as well as against them, two of these boats on the table (assuming you can field the points) is a very powerful force. With radar, a gun director and a veteran crew, you’ve got some really good chances to hit with the “big” guns.

The downside with the Hei is their speed. They just can’t cover territory as well as the 40-knot MTBs, can. They will attract torpedos certainly but this is what the game is about.

Likewise, if you put on your “historical” gamer hat. The Japanese fleet wasn’t much of a fan of the use of MTBs. They preferred different craft, so a couple of Hei working together and coming across a force like .