Jackson Gamers' 1/6000 scale WWII Naval Game

Enemy in Sight - Again!

Jay Stribling ran this sequel to his orginal WWI naval game using the survivors of game with. Some of the damage was removed, but ships that had taken more than 50% damage were still in the dockyards and could not "come out to play" in this game. Ships that were sunk - remained sunk. We played this game using Regal Miniatures miniature ships mounted on the counters of the Avalon Hill boardgame Jutland.

The Germans attempted a sneak raid on the British coast, but this time, Admiral Jellico who was warned by radio intercepts before the Germans even left port, managed to get his whole fleet across the German line of advance. A foggy day reduced the visibility to 14,000 yards - as opposed to the normal 24,000 yards. The ships were in good hitting range when they saw each other. And hit they did!

Photo by Jim Pitts

German light cruisers and destroyers attack a British battle squadron at close range with torpedoes. The red arrows mark the paths of the undersea missiles. Although taking heavy losses, the German light forces sank one British battleship and damaged several more.

Ed Sansing - Flagship, 1st & 3rd Battle Cruiser Squadrons, Light Forces.
Sean Pitts - 1st, 2nd, & 5th Battle Squadrons, Light Forces
Fred Diamond - 4th & 6th Battle Squadrons, Light forces
First and Second Armored cruiser squadrons remained in port.

Photo by Jim Pitts

A German battle squadron executes a turn around a British squadron before bringing them under close range gun fire. Another British squadron sails blithely by, not supporting their out-gunned fellows.

Photo by Jim Pitts

British squadrons play "follow the leader" as they snake their way towards the German High Seas Fleet.

Photo by Jim Pitts

The end of the German battlecruiser Goeben, dead in the water, as she is pounded by a British battle squadron.

Tim Latham - Flagship, 3rd & 4th Battle squadrons, Light forces
Phil Young - 1st Battle Squadron
Jim Pitts - Battle Cruisers, Light forces
The 2nd Battle Squadron (the pre-dreadnoughts)
stayed in port.

What rules did you use?

We used the Advanced Jutland rules - right out of the box. The main changes were twofold. First a "home rule" that required all squadron commanders to roll a D10 at the start of each turn. If a "10" was the result, they could concentrate the fire of the ships in their squadron as they saw fit. If any other result was obtained, each ship was required to fire at it's opposite number in the enemy formation so far as possible. The game master arbitrated this.

Secondly, we changed all charts and tables so as to use D10 dice instead of D6 dice. This allowed critical hits only on a result of "10" instead of "6" as in the original charts and tables.

Also, Jay Stribling cut and pasted the damage record sheets so that each player had only the ships in his squadron on his hit record pad, instead of all the ships in his country's fleet.


The terrible German losses included 7 Capitol ships sunk and 4 Capitol ships scuttled when they could not make it home. Other losses were 11 Light Cruisers and 42 destroyers sunk or damaged beyond repair. These losses included the Fleet Flagship Friederich Der Grosse sunk and the fleet commander, Admiral Scheer drowned.


The Royal navy lost 6 Capitol ships (3 Battle cruisers), 15 Light Cruisers and 10 destroyers. In addition a number of other ships were badly damaged, but were able to be towed home. Losses included the Fleet Flagship Iron Duke which blew up, killing the majority of her crew, including the fleet's commander, Admiral Jellico.

SO - Who won the game?

Each side received 2 victory points for enemy Battleships, Pre-drednoughts, Battle Cruisers or Armored Cruisers sunk. Each side also received 1/2 point for each light cruiser sunk. Enemy Destroyers were pests, but neither side received victory points for swatting them.

At the end of the game, the British had 27.5 victory points, to the Germans' 19.5 points. So the British won the game overwhelmingly. There was an additional secret victory condition for the British, to reduce the German force to less than half of the British strength. The Royal navy also achieved this alternate victory condion.

Now the Germans will be forced to use thier U-boat arm to try to strangle Britan by resuming unrestricted sinkings of any ships approaching the British Isles or in British waters. This will bring America into the war in April of 1917 and will mean the loss of the war for Imperial Germany.

Why was it so different from the first Jutland Game?

This time the British brought their 6th Battle Squadron into the game - it had not left Scapa Flow in the first battle - ships not ready for sea... Also the powerful British 1st and 2nd Battle Squadrons which had been very lightly engaged in the first battle were in action from the first moment in this game.

The High Seas Fleet had received no reinforcments of any kind, and had left thier pre-dreadnoughts at home, after seeing all the British Pre-dreadnoughts blow up in the first game, back in March. Several of the most powerful German ships had been too badly damaged to steam out with the rest of the Fleet. In retrospect, the odds were stacked against the Germans, as the game-master did not allow any strategic maneuver to allow the Hight Seas Fleet to try to cut off just a part of the British force.

Ah well, as the old German Sailors tune goes: No roses bloom on a Sailor's Tomb.

More photos to come!

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