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11 Jan 2021

Battle of Coronel IV - Full Thrust Scenario

 Battle Of Coronel IV

A Full Thrust scenario by Phil Broeders



Author’s Notes

This scenario is based on the Battle of Coronel – a WW1 encounter between a squadron of modern German warships and a scratch-built British squadron on 1 November 1914, off the coast of central Chile near the city of Coronel. The East Asia Squadron (Ostasiengeschwader or Kreuzergeschwader) of the Kaiserliche Marine (Imperial German Navy) led by Vice-Admiral Graf Maximilian von Spee met and overpowered a British squadron commanded by Rear-Admiral Sir Christopher Cradock.

The engagement probably took place as a result of misunderstandings. Neither admiral expected to meet the other in full force. Once the two met, Cradock understood his orders were to fight to the end, despite the odds being heavily against him. Although Spee had an easy victory, destroying two enemy armoured cruisers for just three men injured, the engagement also cost him almost half his supply of ammunition, which was irreplaceable. 

Shock at the British losses led the Admiralty to send more ships, including two modern battlecruisers, which in turn destroyed Spee and the majority of his squadron on 8 December at the Battle of the Falkland Islands.  I will be doing a scenario on this subsequent battle shortly.

Note that the British were supposed to have the old battleship Canopus (Can o’ Peas) in the squadron but boiler trouble (and the mental health of the chief stoker!) meant that the battleship was slow in getting into action but actually played a role in the subsequent Battle of the Falkland Islands.  Players can choose whether to include the Canopus in this battle to balance the forces but can’t use it in the subsequent battle – or vice versa.


Scenario

At the start of a sector-wide conflict between two opposing forces – two squadrons of both sides are patrolling around Coronel IV – a key planet, albeit far from the main theatre of operations due to its position controlling a number of trade routes and jump points.

Side A has a well equipped and potent squadron , side B has had to pull together a scratch force of different ships – one of which is an old battleship with engine trouble that may (or may not) be able to meet up with the squadron.

Player B’s flagship is expected to fight to the death – the other ships in the squadron have other ideas.  Once a Side B ship has taken fire, roll 1d6 each turn.  On a roll of 6 that ship will ‘run for it’ and attempt to exit from the nearest table edge.

Player B’s flagship also has fire control issues.  Tick off one FC marker on the flagship card before play.

Player A will aim to destroy or cripple as many of Player B’s ships as they can.  Note however that any damage to Player A’s ships must be ‘carried over’ into the following scenario (Falkland Islands). 

Also if Player A loses one or more ships, the remainder will in turn ‘run for it’ and attempt to exit from the nearest table edge.


Set-up

Both players should draw their squadron formation on a piece of paper prior to play then roll D6 to see which table edge they come on from. 1-2 and 5-6 are the short-edge of the table, 3 and 4 the long edges.  In the event of a tie, roll again.  This denotes the surprise that neither was expecting the other to be there.  



Opposing Forces

Player A

2 cruisers

3 light cruisers


Optional - To denote the difference in class provide Player A’s ships with 3 more hull points per ship.


Player B

2 cruisers (designate one as flagship – the flagship has one FC token marked off at the start of the battle)

1 light cruiser

1 ‘auxiliary cruiser’ – use an armed merchantman or similar

Optional – 1 battlecruiser (if chosen make this ship slower by 2 MU’s compared to the slowest Player A ship)


Victory conditions

Player A wins a major victory if half or more of the opposing force is destroyed

Player B wins a major victory if Player A is forced to run for it

Player B wins a minor victory if all ships except the flagship escape off table


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