My Gaming Year 2025

Another year, another end-of-year report. Again, I played a variety of games, as you can see in my Boardgamegeek statistics:

At the beginning of the year, I suddenly developed an interest in ancient Rome and an urge to create an urban gang fight project with Song of Shadows and Dust. I got figures and terrain and then stressed myself out painting them as quickly as possible. This was not a good move, and it was made worse when my chronic illness raised its head at the beginning of April. This also meant that we had to cancel our trip to Salute, which was quite a blow as it would have been my first time at Salute and I was looking very much forward to going to London.

Roman street gangs in action.

Fortunately, thing improved soon and out of the blue inspiration struck: I had a tiny collection of WW2 Coastal Forces vessels and tried several rules years ago but never was happy with any of them. Suddenly, I had the somewhat crazy idea of modifying Galleys & Galleons, an age of sail game, for this. And surprisingly, it worked rather well. When I posted some AARs, people asked me if I could share my modifications. As the core game was written by Nic Wright and published by Andrea  Sfiligoi at Ganesha Games, I asked them for permission. Imagine my delight when Andrea suggested that I could make a standalone game out of it and he would publish it!

For most of the rest of the year, playtesting what is now Torpedoes and Tides (and what is subsumed under Unpublished Prototype in the BGG statistics) took up most of my miniature gaming. I had several people willing to try out the game and provide feedback. The most dedicated play tester was Alan Saunders aka Kaptain Kobold, who spotted mistakes, asked the right questions and had great suggestions for improvements. I really couldn’t have finished it without him. Playtesting is now finished and the rules are with Andrea. I am hopeful that they will be published in January.

A starshell lights up the night as a convoy is under attack.

After this, I needed a bit of a break from ships. Along came my mate Christoph, who had been spreading the gospel of Battletech all year and finally converted me. We played a couple of BT Classic games, which, although fun, were a bit too procedural and slow for my taste, and then he showed me the good stuff, namely Alpha Strike, a much more dynamic version of Battletech. I was convinced and got the starter box and officially joined the Battletechmania that is currently raging in these lands (really, it’s crazy). I’m looking forward to many more games with giant stompy robots (that are not really robots, I know – I’ve read a ton of BT novels back in my youth…).

I am very happy that role-playing is a stable part of my gaming diet. The group that was established last year finished the Warhammer Fantasy RPG campaign in typical Warhammer style: mistakes were made that will probably haunt us when we start the next campaign… We now switched to The Wildsea, which my wife is GMing for the first time. She is doing a great job bringing this strange new world alive.

I’m also very thankful for the long-running remote RPG group and I’m always looking forward to our sessions. At the start of the year, Jan ran a great Mothership adventure. After that, Martin GMed Star Trek: Adventures, where I finally could fulfil my dream and become a Starfleet captain! Finally, I ran Mythic Bastionland, which we are now going to wrap up. I’m looking forward to what adventures the next year will bring!

I also participated in a splendid play-by-email game which was run by Michael Peterson (aka The Mad Padre). True to his blog name, Michael was mad enough to give me the role of Admiral von Spee in command of the German East Asia squadron in 1914. That we did quite well was not my doing, but that of the clever commanders of the German cruisers. Great fun!

The highlight of this year was the annual summer gaming event. Not only was the regular group of friends present, this year we also had my mate Jan from Germany (who is also a member of the remote RPG group) with one of his kids as well as four of my ex-students. As there were too many people for one single game, we had four tables: Martin ran Sellswords & Spellslingers, Christoph ran Guards of Traitor’s Toll with his magnificent fantasy town set-up, and I ran a Roman gang fight with Song of Shadows and Dust. Additionally, my wife oversaw the little tavern brawl game for those who wanted to relax in between the bigger games. In the evening, I also celebrated my birthday and even more friends and family arrived. What a great and memorable day!

As usual, I don’t make plans for the next year, as my obsessions tend to be unpredictable. I hope that Torpedoes and Tides will be published soon and I want to support it by regularly publishing free scenarios (I’ve already prepared a couple). Battletech will probably be on the menu, especially with the new Aces expansion that allows to play cooperative games with Alpha Strike. Apart from that, I’ll just go with the flow – this blog is called The Raft for a reason. But wherever it leads me, I’m really grateful to have friends I can share my love of gaming with.

Torpedoes & Tides: The Campaign System

Torpedoes & Tides will also include campaign rules. Alan Saunders is already busy playtesting them (you can read all about it on his blog), and I have also started my own campaign.

Mine is inspired by one of the less-known coastal forces units, namely the 23rd MTB flotilla, which was made up of Free French officers and sailors. Meet my flotilla leader Capitaine de Corvette Léon Abras:

This is a mock-up and not the final version of the campaign sheet.

As you can see, everything you need fits on two A5 sheets. To the left is your character and to the right your flotilla. The character has three stats which are used for campaign events. They bring in a bit of variation and thereby increase replayability. Characters start with a reputation of 0, which means no one really notices you. The reputation can increase, but it also can decrease, so watch out!

The flotilla is mainly made up of Vosper 72′ MTBs with two BPB 72′ MGBs. Historically astute readers will know that flotillas almost exclusively used the same type of boat and MTBs and MGBs would never be mixed. For game purposes, I justify it by saying they are loaned from a British flotilla…

I’ve already played two convoy scenarios, with the second one also including a “surprise” encounter, which is a mechanism to make sorties a bit more unpredictable. Sufficient to say, capitaine Abras barely hung on to his neutral reputation. However, at least some boats acquired experience, which is very important as I started out with mostly green crews. You can start at a higher level, which decreases the overall difficulty of the campaign, but I wanted to climb my way from ground up.

The last mission I played was a False Nose Job, which, in coastal forces slang, refers to a covert operation. The flotilla had to drop off agents on the Dutch coast. Abras took his own MTB 90 with agents embarked and drafted both MGBs to deal with surprises, which appeared in the form of two R-boats and a small armed trawler (Kriegsfischkutter). During the initial clashes, MTB 90 took some heavy damage, but managed to limp to the rendezvous point and started to land the operatives. Things looked quite dicey for a time. The first good thing to happen was when one of the R-boats was shot up by the MGBs, which made its skipper lose nerves and slink off into the night. Unfortunately, MGB 84 managed to run aground on the Dutch shore (this was a stupid manoeuvring mistake). 

In one of the cool reverses that can happen in such games and that make especially campaigns such a rich narrative experience, a new hero emerged: Lt. Fred Winkles of MGB 86. First, he covered the retreat of Abras, who had finally disembarked the operatives and whose boat was heavily damaged (it was incredible luck that it was not sunk from all the critical hits), with smoke.

Although there were still two German vessels left (the R-boat was slightly damaged), he decided not to abandon his comrade Lt. Gastrell in MGB 84. Engaging both German boats, he first sunk the R-boat and then blew up the trawler!

Having dealt with the Germans, he fixed a towline and got a sheepish Lt. Gastrell off the shoals.

What could have ended as a disaster for the flotilla was turned into a triumph! Not only had they accomplished the mission, but they also sunk two German vessels and returned with all boats. Abras’ reputation increased by one level, and his name is now recognized, at least at the base. I also rolled for a campaign event, which resulted in the officers throwing a party for Abras. The SNO (Senior Naval Officer) was also invited and appreciated the fine French wine, so he now likes our protagonist. Good times!

Designing Torpedoes & Tides

An exciting thing happened: When I approached Andrea from Ganesha Games about sharing the modifications to Nic Wright‘s Galleys & Galleons I’ve been using for my mediterranean coastal forces campaign, he suggested making a standalone game out of it. As you can imagine, I am very excited about this, as Andrea is one of my favourite games designers and his games played a major role in my comeback to wargaming almost 13 years ago.

The working title of the project is Torpedoes & Tides. In this post, I want to talk a bit about how I go about designing the game.

Illumination provided by starshells plays an important tactical role.

First of all, it’s a spin-off of Galleys & Galleons. All the core rules will be the same: the trademark Ganesha Games activation mechanism, combat resolution with an opposed dice roll, only two stats and several special rules for ships and the damage system using red dice and critical hits. In my review of Galleys & Galleons, I’ve described what I like about the mechanism, especially the damage system

It is great to work with such a well-tested and robust fundament and it’s also kind of liberating – in my game designs, I usually hit a point where I questions everything and start to overthrow my core mechanisms, but here, I just accept them as immutable constants.

The core principle of the game is that coastal forces actions were fast and very chaotic and that the rules should reflect that by keeping the player focussed on command and basic tactics, while limiting their control over the events in an enjoyable way. Players also should not be distracted by what, for me, is the Achilles heel of many naval wargames rules: damage resolution systems. Fortunately, all this is already baked into the mechanisms of Galleys & Galleons: the risk-reward activation mechanic limits control while still giving the player agency in how far they will push their luck, and the damage model is quick and simple, needs little bookkeeping and, apart from the critical hits, no tables and charts.

A destroyer is out of control because of a torpedo hit and collides with a freighter.

So what’s new? Surprisingly, not that much. Less than I started with for sure – it turns out that some of my amendments were unnecessary, historically implausible or just made the game too cumbersome. One thing I did introduce is a spotting mechanism. This is very simple but, in my opinion, absolutely necessary if coastal forces combat, which almost exclusively happened at night, is to be represented even rudimentarily plausible. I have also introduced a differentiation between ship sizes and weapons system, again as simple as possible: there are large ships which can’t be hurt by small-calibre guns and there are large calibre guns which can damage those ships, have difficulties hitting small targets (such as MTBs) but will cause more damage if they hit. There are also simple rules for things that were of tactical importance, such as starshells (illuminants), smoke generators and, of course, torpedoes!

Blinds have to be spotted to reveal the vessels that are hidden by them.

The environment plays a large role, as visibility is determined by the moon phase (or the absence of the moon). If the moon is present, its position is important as ships that are up-moon are silhouetted against the sky and easier to hit – which poses interesting tactical challenges for the players and makes manoeuvring more important.

The game is aimed at scenario- or campaign-driven narrative games. It will come as a shock to some that it will not include a points system. While points can be helpful in setting up wargames, they are very difficult to determine, as the true value of a vessel always depends on its mission, the enemy it encounters and the environment it must operate in. For example, when attacking a convoy, a motor torpedo boat is extremely valuable, as its torpedoes can potentially sink a ship with one shot. However, the same vessel will be worth much less when fighting against a motor gunboat, which is basically immune to torpedo attacks and will have more powerful guns.

In scenario- or campaign-based play, the composition of the forces is best determined by historical examples or mutual agreement between the players. The rules will include several generic as well as historical scenarios, and I’m sure that after a couple of games, players will get a feeling for creating scenarios and force lists that are fun to play and that fit their collection. I have created more than 130 unit profiles, covering vessels from all major combatants, so most available models should be covered. And if something is missing, it is easy to create your own profiles using the stats and special rules. Speaking of models: As the game uses measuring sticks like most Ganesha Games titles, it can be played in any scale, from 1/1250 up to 1/300 – just chose a set of measuring sticks that feels right to you and that fits the table space you have available.

So when will the rules be published? I make no predictions, not even vague ones, because that’s just tempting fate. They are now at the stage of playtesting, with several people involved (A big thanks to all of you! You will be mentioned in the rulebook!). It looks good so far, but I’m still tinkering with ideas and fine-tuning stuff.

I hope that Torpedoes & Tides might be of interest for you. Do you have any questions? Write them in the comments below or drop me a message on Blue Sky (@thomasbrandstetter.bsky.social) or Facebook.

Porty gets the Short End – 6th Coastal Forces AAR

It was no secret that Porty and the base’s intelligence officer Lt. Reuben Atkinson couldn’t stand each other. The one a stuffy, ostentiously pious fusspot, the other, well, Porty. So the new SO of the flotilla was less than thrilled when SNOVIS told him that not only was he to go on a “false nose job”, as they called secret missions, but that Atkinson had insisted on coming along personally. Such missions, Porty knew, offered little chance for glory, and he really wanted to start his tenure as SO with a bang. In hindsight, he wished that he had been a bit more precise when making that wish…

So he took two MGBs and one MTB, just in case they ran across a German convoy on the way back (“No engaging the enemy before the mission is accomplished!”, SNOVIS had admonished him with a stern face). Two agents from SOS or SOE or whatever it was called boarded MGB661, Porty’s new ride (as his own sunk during the last mission), together with their chaperone Atkinson, who fussed about the two fellows the whole trip. The landing spot was in treacherous waters, full of rocky cliffs and shallows, and the boat had to approach slowly. The dhingy was prepared while Atkinson gave his agents a flurry of last-minute instructions.

Engine noise from seaward…

Suddenly, Porty had the impression of hearing a low rumbling from seaward. “Would you please shut up for a minute!” he snapped at Atkinson and strained his ears. “Engine noise,” Lt. Lewin, his first lieutenant, agreed. “Sounds like something big, sir”, Buswell, the coxswain, added. And then, a bright searchlight stabbed into the darkness, settling on Lt. Robinson’s MTB659. “Bloody hell!” Porty shouted as he heard the unmistakable roar of a 4″ gun. “That’s a destroyer! Where did he come from?”

Plumes of water could be seen around Robinson’s boat. “Looks like they got a hit in, sir,” Buswell commented. Porty could only admire the unflappable nature of his coxswain, as he himself felt perspiration starting to trickle down his collar.

“Get going, you damned sluggards!” he shouted towards the agents, who started to row the dhingy towards the coast. At least Atkinson had shut up. “Porty, look at Robby!” Lewin shouted, “that damned fool is going for a torpedo attack!” Robinson’s MTB659 was indeed making a slow turn. This at least brought a couple of cliffs between it and the destroyer, who let his searchlights dance around, looking for another target. 

It found Lt. Grant’s MGB654, which took minor damage from exploding shells. Suddenly, firing was heard from Robinson’s position. “Those sneaky bastards!” Porty cursed as he saw that a R-boat had approached unseen while all attention was on the destroyer. A burst of fire from the German and the British MTB was on fire. “Oh no,” Lewin muttered. 

At least the agents were finally ashore. “Let them keep the dhingy, let’s get out of here,” Porty said to Buswell, who turned the boat around. Grant had realised the seriousness of the situation and started to make smoke. Porty, for once, welcomed the pungent smell of chlorosulfonic acid as a white wall interposed itself between the Germans and his boat. “Come on, Robby old chap, get behind the curtain…”

But then Porty heard an explosion from beyond the smoke screen and saw a pillar of fire rising skywards from where he knew Robinson’s boat must be.

“Oh no,” Lewin repeated. “Fuck!” Porty shouted. Buswell sucked his teeth. Atkinson said nothing and Porty realised that he had been awfully quiet and a bit pale around the nose since the shooting commenced. When the searchlight started to probe around the smoke, Porty knew that they could do nothing except run for it. And run they did.

Halfway to Vis, Porty finally realised what Atkinson seems to have perceived right away: that the Germans had obviously known they would come and had lain an ambush for them. However, not even cursing at the intelligence officer for half an hour could improve his mood. Wistfully, he thought about Archie. Being SO suddenly wasn’t as fun as it had sounded when Sullivan first told him…

With this game, I wanted to try out another scenario than convoy busting for a change. Also, I wanted to further test the blind and spotting rules. Again, I drew ship’s counters from a cup to let myself be surprised by the German attackers. I had kind of hoped to draw a big ship, because I wanted to see how they work in my rules. The “destroyer” Porty encountered was actually TA-45, a former Italian Spica class torpedo boat taken over by the Germans and armed with two 10cm guns.

Well, they are hard. Maybe if the set up had been different, a fight might have been possible, but under the circumstances, flight was the only viable option, especially once the MTB was out of the equation. But I’ll have to give it another go before I can make a judgement about potential changes to the rules for large ships.

Campaign-wise, things have started badly for Porty, so let’s see how he copes and if his luck improves.