Grateful to Thomas Brandsetter, a reader of this blog, and with a cracking good blog of his own, for suggesting that I look at a YouTube video of a fantastic naval campaign, The Hunt for the Goeben, which was great fun to watch and chock full of ideas worth stealing. I especially liked how the GM focused it on the Goeben, but added friction between allied (French and English) forces, and also included the Austrian navy as a player. I also admired how requiring that French troop convoys be escorted from N Africa to France added strategic constraints for the allies and possible targets for the German and Austrian players.
The 1914 campaign I'm contemplating is a little more abstract (area movement vs hex movement in the Goeben campaign) but there are allied navies (the French and Russians have several ships in the N Pacific and the Japanese may enter the war - think of the language problems), there are also allied troop convoys to be escorted, and adding Von Spee's squadron as a possible threat would keep the allies honest and give the star of the show, the Emden, some potential cover and helpful diversions of enemy hunters.
As an example of the area movement system I'm contemplating, here's a portion of the map from Avalanche Press' Cruiser Warfare, showing dispositions at the end of the Aug I turn (turns will be biweekly, two a month). Ships can move one area a turn.
Here Emden has slipped out of Tsingtao at the start of hostilities, leaving ahead of a French and English fleet which are now blockading the German-held port; Emden's goal is to unite with Von Spee's squadron at a pre-arranged location and receive further orders. Meanwhile, the rest of Admiral Jerram's China Squadron is keeping station in the South China Sea in case Emden tried to head south. Unlike the Goeben game where ships move through specific hexes, the mechanic I am taking from Cruiser Warfare allows a ship or group of ships to search within an area each turn, with success after applied modifiers on a 5 or 6 on 1d6. A "6" means that the searchers achieve surprise, rather like HMAS Sydney surprising Emden at the Cocos Islands. I'm considering changing the mechanic slightly and using a d8 or even a d10, just to give the raiders more of a chance.
Once a ship is sighted, the next step is to determine time of day. I think merchant ships will automatically be sighted during the day, but for encounters between hostile warships I'm thought of a d6 to determine AM or PM and a d12 to determine the hour of contact. The next step would be a mechanism to determine the distance of the contact (close, medium, far) and that might be up to the player, eg "You see smoke of [# of ships] on the horizon, do you wish to investigate or to steer away from the smoke?". After that it would be a matter of the relative speed of the ships, possibly limited by damage from a previous encounter or coal supplies, to see whether a fight happens.
Thinking about the time of day a fight might occur led me to investigate night-fighting according to Naval Thunder: Clash of Dreadnoughts (NTCD), the rules I will be using for this campaign. The German Navy put great stock in night fighting, and you may recall that at Jutland several British ships were mauled when they got caught in searchlights and gunfire. In NTCD, the German player enjoys a first salvo at night, which means that a German raider might have a better chance to survive a combat if at night.
To test that proposition, I introduced two likely opponents, SMS Koenigsberg, sortieing from her starting position in East Africa, and the HMS Weymouth (below).