WBRS is bundled with Dave's "Broadside and Salvo" (B&S) fast play rules. After my first reading I was a bit sceptical because B&S were clearly very fast play and missed many of the elements I had come to know and love from my previous pre-Dreadnought rules sets. Long tables and calculations to establish if your 6" of Krupp armour was superior to 9" of Harvey steel, and just how much better or worse are those 1898 10" guns compared to the 11" of 1899? This is all gone, replaced with a simple broad classification - so all Battleships are Battleships and all have the same factor, and speed, and there are no multiple fire arcs or even turning circles - Madness! how can this work?
The combat system is also very recognisable as a DBM style modified opposed roll \ compare result system. I was prepared to look for another rule set and just use the campaign system, but I thought in fairness we could at least give it a try, so last night that's what we did. I set up an imaginary meeting between a squadron of Russian Battleships supported by some Protected Cruisers and Destroyers, and faced them off with a slightly smaller squadron of Japanese Battleships with Armoured Cruisers and Destroyers in support. And we "Had at it!"
And we were very pleased with the result. It turns out that binning all that minutiae allows the players to concentrate on the important tactical stuff and have fun without too much book keeping. OK it is nowhere near as much fun as Fred Janes' gunnery system but then I can't ever see myself going that far for any game (not to mention the logistical and Health & Safety implications of walking around with long pointy sticks!)
So here we are with our quickly thrown together scenario. A Russian Battleship Squadron with Protected Cruiser and Destroyer support against a Japanese Fleet of what we hope was comparable strength - the Russians had one Battleship more but the Japanese had Armoured Cruisers rather than Protected Cruisers.
Initially this went well for the Russians, who scored some early hits on the Japanese Flag and drove their Destroyers off at the cost of one Protected Cruiser (the squadron Flag) crippled by a torpedo. Then, as if scripted , the Russian luck ran out. The Flagship was heavily hit and started to burn as coincidentally the rest of the fleet had some awful command results.
Still burning, the Russian Flag hauled out of line to try and get the fires under control, and the Japanese tried another torpedo attack. You will notice in this pic there is no sign of the Russian Destroyers or Protected Cruisers. The Destroyers had missed the attack signal and were as a result still steaming AWAY from the main action, while the Protected Cruisers were still out of range to do anything and their poor Command dice, made worse as their Admiral tried to find a boat to transfer him to another ship in the squadron meant they would remain ineffective.
Insult was then added to injury as the now leading Russian Battleship came under concentrated fire from both Japanese Cruisers and Battleships and was silenced. With two of their four capital ships now out of action the Russians turned for home and we called the game there.
We were very happy with the rules, and they are a lot more nuanced than they first appear, with the added advantage they play fast. So assuming the order comes from Navwar and I get it painted we will be Heading East in the New Year to play out the drama of 1904.