I finally got round to playing my first game of Dahlgren and Columbiad this afternoon, with a simplified version of the Battle of Hampton Roads, featuring the print and play counters that I prepared before going on holiday. I set up the table with the Monitor at right angles to the Virginia, which I located at the centre line 18'' away. This meant that the two ironclads started just out of range but could fairly quickly move into effective range once the first turn was underway.
In the first turn, the Monitor turned onto a reciprocal course and advanced to challenge the Virginia, which also ordered full steam ahead to close the range. An initial exchange of fire from the forward battery of Virginia and the turret of the Monitor, left a steam line damaged on the Confederate ironclad reducing her speed by 1'' to a feeble 2'' per phase.
In the second turn the Monitor fired first inflicting light damage on the Virginia's hull, reducing her Defence Factor by one. This left the Virginia free to retaliate but with only harassing fire as the end result. The two ironclads began to circle each other, the Virginia in order to bring both her broadside and end on guns to bear, while the Monitor attempted to remain inside only one arc by manoeuvring using her superior speed.
In the third turn, the action began to intensify, with the Virginia managing to fire both her port broadside and aft guns at the monitor, inflicting a Critical Hit which damaged her hull and a hit on her steam lines which reduced her speed by 1'', both of due to the Monitor rolling an inconvenient 6 at just the wrong time. Not to be outdone, the Monitor brought her turret into action and inflicted another hit on the Virginia's steam lines, further reducing her speed by 1''. A final aft arc chasing shot from the Virginia had no effect.
In the fourth turn, both ironclads continued to circle each other but failed to cause any further damage, apart from harassing fire. The gun crews must have been exhausted by the heat and were struggling to maintain their rate of fire under the constant bombardment from the enemy. It was actually very much like the real battle, with neither side being able to inflict a knock out blow. I decided that the last turn would be Turn 5, as both ironclads were damaged and the crews were rapidly tiring, so it was all or nothing for the Union and the Confederacy.
In a twist of fate, the card deck dealt three red cards in a row, giving the Virginia the advantage in the first half of the turn. She closed in and fired her port battery at the Monitor inflicting a punishing critical hit which resulted in damage to the engines, reducing the Monitor to a speed of 1'' per phase. A second blast from her aft battery was ineffective but certainly added to the crew's faltering morale, as it caused harassing fire if not any actual damage. The Monitor did manage a desultory retaliatory salvo from her turret guns but this completely missed, leaving no option other than a tactical retreat by both sides.
In the end, I really enjoyed this 'play test' game and thought that it accurately modelled the real engagement, in which neither side could better the other until a lucky hit blinded the pilot of the Monitor leading to her withdraw. On balance, I'd hand this one to the Virginia, which outmanoeuvred the Monitor and at one point, managed to bring three separate arcs to bear in a single turn by some clever manoeuvring and due to the Monitor fluffing her steering.
I'll definitely be playing some more scenarios soon but with some less well matched opponents. I have plenty more counters to cut out and use, so the next game will be something less historical and more imaginative. I think these are a cracking set of rules with lots of things I really like including card based phases, straightforward systems for movement and gunnery, together with a realistic end result. What's not to like?
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