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Jutland
With Distant
Guns: The Russo–Japanese War at Sea, Storm Eagle Studios scored a direct
hit with naval gamers interested in surface combat. The game is not only one
of the few PC wargames dealing with the pre-dreadnought period but also one
that provides accurate ship details, great graphics, an innovative interface
and a workable combination of strategic and tactical levels of play. Developers
Jim Rose and Norm Koger have implemented lessons learned from Distant Guns
to take the next logical step, the monumental clash of dreadnoughts at Jutland.
Disputed Clash
The Anglo-German naval race began in the mid-1890s but really took off with
the launching of H.M.S. Dreadnought in 1906. The naval strategy of
both nations was driven by strengths, weaknesses, and public expectations. The
German weaknesses were a smaller fleet and the constricted nature of the North
Sea. Germany’s strength was the technicality of her ships. The expensive
Imperial Navy was expected to whittle away or break any blockade.
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A line of German dreadnoughts sails into battle.
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The Royal Navy’s situation was more complicated. The navy’s strengths
were a large fleet, good ships, and a grand tradition. Its weaknesses were global
obligations and an ossified command control structure at all levels. The British
public’s expectation for their navy was a millstone around the senior
service’s neck. The Grand Fleet was expected to sweep the Germans from
the seas in a Nelsonian blaze of glory; merely maintaining a distant blockade
wasn’t dashing enough. With the Royal Navy’s less-than-stellar performance
in 1914 and 1915, the pressure was on. With the blockade beginning to hurt Germany
and Fleet Street wanting to see another Trafalgar, 1916 was shaping up to be
a decisive year.
The German High Seas fleet’s method of whittling away the British was
to lure detachments of their enemy into traps by enticing them with small, fast
squadrons backed by more powerful sources. In spring 1916, the plan was to do
this on a large scale, using Admiral Hipper’s battle cruisers to bring
Admiral Beatty’s battle cruisers to Admiral Scheer’s force of battleships.
Little did they know; British code breakers knew their plan.
Hipper left Germany early on May 31, two and a half hours after Admiral Jelliccoe’s
Grand Fleet sortied from Scapa Flow. Beatty weighed anchor shortly thereafter.
The battle cruisers met at 2:20 p.m. and Hipper turned toward Scheer. The British
battle cruisers took a beating but turned and pulled all of the German fleet
toward Jellicoe. Twelve hours of action ensued in which the German main battle
line escaped destruction twice and ended during the dark hours of June 1. Both
sides claimed victory: while the British lost more ships, the High Seas Fleet
would never seriously challenge their opponents again.
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A German battleship fires.
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The Monster Fleets
Jutland, the game, concentrates on 1916 with many scenarios, before,
after, and hypothetical to the great clash. For example, single German raiders
try to run the blockade. However, the events of May 31-June 30 are the core
of the show. At least three scenarios depict all or parts of the battle. Every
surface vessel from both fleets is displayed and grouped in its historic division
or squadron. “New fangled” units are added with Zeppelins and the
seaplane tender HMS Engadine. A battle generator provides opportunities to play
smaller or larger actions. As with its predecessor, Jutland has a campaign
mode allowing players to try out their strategies in the North Sea; perhaps
the German strategy can work.
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A German Zeppelin oversees the battle.
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HMS Engadine, a sea plane tender,
supports Beatty’s force.
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The campaign map
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