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Nebula Hawk has currently reviewed the following:

HMS Agincourt

If there's one Battleship (more than any other), that best illustrates the requirement of, mounting as many naval guns on your battleship (as possible), then there's no finer example, than the Royal Navy's - HMS Agincourt:

HMS Agincourt - with fourteen twelve-inch Naval Guns in seven twin-turrets (circa 1918).
HMS Agincourt - with fourteen twelve-inch Naval Guns in seven twin-turrets (circa 1918).

HMS Agincourt (of 1913), mounted no fewer than, fourteen twelve-inch naval guns (in seven twin-turrets). This was done, to both maximise her fire-power, and increase the chances of hitting, an enemy battleship. I like the fact, that her turret arrangement, adhered to the principles of Naval Conflict, that had been learned in the days of Nelson's - HMS Victory: the more guns you have, the more fighting power, your warship - brings to bear :) And yet, perhaps unlike the days of HMS Victory, did this maximisation of guns - come with a price tag! In the case of Agincourt, carrying so many turrets (seven) meant that their weight had to be 'paid for', at the expense of adequate - armoured protection ...

This was particularly apparent, upon the thinness of her belt armour (up to nine inches), the thinness of her deck armour (up to two and a half inches), and the thinness of her bulkheads (up to six inches). Of these, I would say that it's the bulkheads thickness, that would concern me the most - as having seven gun turrets, could easily mean, that a fire/explosion, in one of their magazine's/shell handling room's, could easily spread, to an adjacent gun turret/group of turrets! And given the fact, that HMS Agincourt was regarded (amongst the Royal Navy), as a 'floating magazine' - leads little to the imagination ... Despite this, there are three features to HMS Agincourt's profile, that I quite liked:

  1. The fact that HMS Agincourt mounted all of her primary naval guns, on the centreline, of her hull form. This meant that she could bring all, primary naval guns to bear, on both port and starboard - which maximised her broadside. The adoption/standardised use of centreline turrets went hand-in-hand with the 'Space Age Idea', of super-firing turrets (where one turret's roof, was directly beneath, another turret's gun barrels). In the case of HMS Agincourt, this leads to an interesting arrangement, of her stern turrets - a little group of three, which was 'somewhat unique' in their layout :)
  2. Having so many primary naval guns (fourteen twelve-inch), made it a 'key requirement' for her shell spotters, to have an unimpeded line-of-sight, towards the enemy. Thus, it is good to see, that her forward lookout platform/spotting top (that's mounted atop the forward-most tripod mast), is actually located, in-front of the forward-most smokestack - where it seems less likely to have been 'smoked out'.
  3. Whereas HMS Dreadnought (the so-called grandfather of all later/better battleships), had for the most part, omitted any (dedicated) secondary armament - the same could not be said, for HMS Agincourt. In the case of Agincourt, I like the fact that she featured twenty six-inch guns - that were all grouped, within the 'central third' of her hull form.

For me, the inclusion of six-inch (surface target) guns reflected a decent realisation of the 'potential menace' of Destroyers and Patrol Boats (who could both launch torpedoes!). Yet here do I find, that there's a secondary armament feature - which I was not so keen on:

The fact that her six-inch guns, were case-mated (i.e. built into the hull form), and that they were situated (mostly) beneath main deck level - meant that they would have been unusable, in anything but 'a calm sea'!

Despite this, the inclusion of a (powerful) secondary armament, meant that Agincourt, did at least cater for, two different ranges, of Naval Engagement - both long range (with her twelve-inch guns), and short/medium range (with her six-inch guns). This made naval combat 'so much easier' - as off target 'shell splashes' could be traced 'more easily' to one of two gun calibres (with any 'necessary aiming adjustments' being made to the associated naval guns).

HMS Agincourt was a 'somewhat novel solution', to the conflicting naval requirements - of both maximising fire-power, and maintaining survivability. Ironically, the spread of her seven turrets, both aided survivability (as the chances of an enemy shell, knocking them all out - was much reduced), but the chances of an enemy shell, knocking out the entire battleship, was much increased (as the turrets were housed within a hull form, that did not have enough - armoured protection).

HMS Agincourt's Battleship Data:

Armament: Fourteen 12 inch naval guns (7 x 2), twenty 6 inch naval guns (20 x 1), ten 3 inch naval guns (10 x 1) and three 21 inch torpedo tubes.

Armour: Belt (4 to 9 inches), turrets (up to 12 inches), barbettes (3 to 9 inches), decks (1 to 2.5 inches), bulkheads (up to 6 inches).

Displacement: 30500 tons (when fully loaded).

Dimensions: Length: 671.5 feet (204.7 metres). Beam/Width: 89 feet (27.1 metres). Draught/Height: 28 feet (8.5 metres).

Shaft Horse Power: 34000. Top Speed: 22 knots.

Ship's Crew: 1118. Country: United Kingdom (although 'originally ordered' by Brazil - as the 'Rio de Janeiro').

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HMS Dreadnought

If there's one Battleship (more than any other), that's responsible for defining an entire genre of Warships, than that credit of distinction, belongs only to the Royal Navy's - HMS Dreadnought (of 1906):

HMS Dreadnought - with ten twelve-inch Naval Guns and anti-torpedo net booms (in 1906).
HMS Dreadnought - with ten twelve-inch Naval Guns and anti-torpedo net booms (in 1906).

HMS Dreadnought was a 'World Above', the Warships that had come before her (the pre-dreadnoughts), and her design was so radical (at the time), that she gave her name, to all the Dreadnoughts that came after her (which we know by today - as Battleships). I especially like the fact, that HMS Dreadnought, helped redefine the definition/meaning of the phase: Naval Engagement ... This was achieved, through a 'Space Age Idea' - that unified her primary armament, to be of all the same calibre of guns: ten twelve-inch naval guns. This in-turn, supported the idea of Naval Engagements, from greater distances - as shell spotters, only had to look for one type of shell splash (to help correct their aiming).

Why the requirement for a greater range of naval engagement? Well ... It was believed, that such Dreadnoughts, would no longer be within the range of - enemy torpedoes! It was an idea that was regarded as radical, because Navy Engagements (up to circa 1906), had always been fought, at closer ranges (being somewhat reminiscent, of the days of Nelson's - HMS Victory).

When it comes to HMS Dreadnought's profile, there are three features, which stand out for me:

  1. Her high 'ram shaped' bow. This would have helped with her sea keeping (of 21 knots), and have been useful (owing to its shape), for the ramming of enemy warships, and submarines!
  2. The poles that extend along the side of her hull form. At first, I thought that these were a part of her armour - but they are in-fact, booms for her anti-torpedo nets (which would have been deployed, when she was in port, and/or when she was stationary).
  3. The layout of her primary armament gun turrets (i.e. her ten twelve-inch naval guns). Three gun turrets were located on her centre line, and could fire on either beam - at an enemy located to port or starboard (as the turrets rotated). The remaining two turrets, were located on her beams/wings (one port, one starboard) - but could only fire at an enemy, located on the relevant beam/wing (owing to limited rotation, and no line of sight/fire across her main deck). Thus do I like, the fact that HMS Dreadnought, could bring to bear: eight twelve-inch naval guns - for a full naval broadside!

Despite this, there are two design features (of HMS Dreadnought), that I did not like:

  1. Her complete lack 'of a true' secondary armament. Having been so revolutionary, it was almost an afterthought, to have added in twenty-seven twelve-pounder (5.44 kilogram) guns. These, were all mounted above deck, both on the roofs of her primary gun turrets, and within her topside superstructure. And as such, I find it slightly ironic/reflective, that these were the positions, which were used in later Battleship classes, for anti-aircraft arrangements. Thus did HMS Dreadnought, lack any effective close range, medium calibre guns - that could have been of use, against enemy Patrol Boats and Destroyers (who ironically, could launch torpedoes!).
  2. The location of her forward most, gun spotting platform (atop the tripod mast). Which could easily be 'smoked out', when she was at speed! Although to be fair, this particular design flaw, also affected - later Battleships.

HMS Dreadnought 'was the first of her kind', who sparked a Naval Arms race - as other countries, also wanted Dreadnoughts. Even so, there's one particular area, that Dreadnought often receives flak for - that her thickest belt armour (of 11 inches), was actually located beneath the waterline (when she was at sea), where it would do - little good! In any case, HMS Dreadnought was a 'step in the right direction', as many of her novel features, made it successfully into - later Battleship classes :)

HMS Dreadnought's Battleship Data:

Armament: Ten 12 inch naval guns (5 x 2), twenty-seven 12 pounder guns (27 x 1) and five 18 inch torpedo tubes.

Armour: belt (4 to 11 inches), turrets and barbettes (up to 11 inches), decks (0.75 to 4 inches), bulkheads (up to 8 inches).

Displacement: 21900 tons (when fully loaded).

Dimensions: Length: 527 feet (160.6 metres). Beam/Width: 82 feet (25 metres). Draught/Height: 26.5 feet (8.1 metres).

Shaft Horse Power: 24000. Top Speed: 21 knots.

Ship's Crew: 773. Country: United Kingdom.

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Battleships - Battleship Card Game

At many times in the past, have I thought that it would be a good idea, to be able to play a game of Battleships, whilst your out and about :) The Battleships Card Game, is a massive-step towards, achieving this goal:

Battleships - Battleship Card Game
Battleships - Battleship Card Game

Granted, you may prefer to play this game on your table at home - but being a card game, it's format is slightly different, to the traditional table-top game of Battleships. Added to this, is the fact that the game has been enhanced - as there's two possible modes of play: beginners (aka simple), and with Power Cards (aka complex). Personally though, I found even the beginners version too complicated (and somewhat different to traditional Battleships) - so I decided to play, My Own Version ... And it's My Version of gameplay, that I really loved - as it's both easier to play, and quicker to play :) But first, the most fundamental difference (to traditional Battleships), is the fact that you can actually take, more than one shot at a time ... This is achieved, through the game's use of destruction/armament cards - which can either be bombs or torpedoes, and can either be single shot, double shot or triple shot (in the case of bombs). In any case, you aim a destruction/armament card, at one of your opponent's (face down) coordinate cards ... And it is these coordinate cards, that take the place of the grid, from a traditional game of Battleships. On the back of each coordinate card, is there either: a warship (indicating that you hit), or a miss (indicating that you missed!). It was here that I found myself laughing, as there's nothing like seeing your three bomb card, sinking into the water :) And yes, that is a clue, as to My Version of gameplay: we just set-up our coordinate cards, then took the entire (red/blue) suite of destruction/armament cards, and simply removed the top card all the time. This made the card game, feel much more like traditional Battleships - which is why, I enjoyed it so much :) What of the warships? I was glad to see, that the standard warships are present (but now as card artwork): Patrol Boat (two hits), Destroyer/Cruiser (three hits), Submarine (three hits), Battleship (four hits) and Aircraft Carrier (five hits). In any case, there's far less coordinate cards (usually twelve) - which is responsible, for a faster game (as in traditional Battleships, there's a hundred coordinates). Yes the card game's, quicker to play (especially in My Version of gameplay), but you end-up, having just as much fun - as you play many more games! Even so, did one of my opponent's, find a way to speed up his gameplay even more (he'd devised a method, so he knew which of my coordinate cards, had a warship on them). I thought at first, that he was having incredible luck - until I realised, that he'd creased the edges of my warship cards! Just for that, I'd considered drawing a five bomb card myself :) Which in-turn, leads us into the Power Cards ... These make the game so much more complicated, that we pretty-much, gave-up! I think the idea of the Power Cards, was to jazz up Battleships a bit, but I just found, that they lead to confusion ... What do the Power Cards do? A simple Power Card is the Shield. If you play it on your Battleship, then your Battleship shall receive a plus two (meaning that instead of needing four bombs to sink it, it will need six bombs). That was simple right? But then, your warship cards also have Ship Powers on them, which come into effect when the card is turned over. An example is the Destroyer/Cruiser Power, which means that you can count torpedoes as bombs. To be honest, this really became too confusing (as I kept forgetting), and with each warship that was found/turned over, did you have another Ship Power to remember (such as Battleship - add plus one bomb to each of your bomb cards). Added to this, is the confusion that's possible, when you Upgrade Your Game (as the box/web suggests - through the App). Well ... After having downloaded the Battleships App, I again found myself head scratching ... I thought it would allow me to play Battleships on my tablet - but I eventually realised, that it actually supports the card game! It took a while for me to realise this fact :) I kept clicking that spinning torpedo, and realised that it was giving each player orders - such as: Tail Wind Miscalculation (you can only hit your opponent's back line), Super Repair (remove two cards from any of your damaged ships), Cannon Stuck (you can only fire torpedoes), and Fast reload (play two cards - a bomb and a torpedo, or two bomb cards, etc.). Thus, did I again, come up with My Own Upgraded Version of the App plus Card game: i) Set-up your coordinate cards. ii) Deal your (red/blue) destruction/armament cards. iii) Have the App generate an Order Card (click the torpedo at the start of your turn) - then play as normal (i.e. only drawing the top destruction/armament card), with that power/order in effect (just for that turn). iv) Repeat iii) until you have sunk your opponent's fleet (or they've sunk yours!). Another interesting feature (of the Battleships App) - is that you also gain, a Battleship's themed musical background, whilst you pound the enemy fleet! Overall: I enjoyed playing My Own Version of this Battleships card game - as in doing so, I'd recreated the gameplay, of traditional Battleships :) I felt happy about this, as it was as though, I was a Battleship's Commander, who'd saved the day - but at the same time, had also disobeyed, the Admiral's orders ...

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Battleships - Battleship Board Game

One of my favourite Battleship board games, is of course - Battleships itself! Whether you have a basic manual version, or a fancy electronic version, the game play's the same - to find and sink, your opponent's fleet :)

Battleships - Battleship Board Game
Battleships - Battleship Board Game

My Battleships fleet may have been moth-balled for sometime, but that all changed, this weekend! I found myself grinning, as I came across the box, with it's fleet of warships, and it's coloured pegs (red for hit, white for miss). With it's secret plastic case, and it's two dimensional peg boards - why it felt like time, for a skirmish or two :) I've always liked the fact that this game, had five warships in each fleet: one Aircraft Carrier (five slots), one Battleship (four slots), one Destroyer/Cruiser (three slots), one Submarine (three slots) and one Patrol Boat (two slots). Whilst the game has changed little (over the years), one part that had changed, was my choice of opponents: two younger relatives - who knew, they'd sink my fleet! Well now ... With a Battleship's broadside, we setup our boards :) It may have been for an hour, it may have been for an afternoon - but in any case, was I amazed with just how much, I'd forgotten ... Perhaps most paramount, was the importance of keeping your ships board, hidden from your opponent(s) - as I kept forgetting, not-so-secret after-all! Even so, I found myself amazed, by the amount of game-play variation, that can be found within this game - both depending upon your chosen shot strategy, and upon the level of your opponents, perceived luck :) For example, I decided to proceed logically, by shooting into: A1, B2, C3, etc. (i.e. make a big cross and subdivide), whilst my opponents, both tended to fire randomly. There was something of a contrast between these two methods - as I was surprised that random firing, tended to find warships, faster than with my logical approach ... Even so, I was glad to see that the random firing method, still seemed to suffer - when it comes to the two-peg Patrol Boat! Although if your first random shot, just-so-happens to be in the Patrol Boat, well ... Even a Battleship's Commander, may raise an eyebrow at that! In any case, I found it good to compare, each other's boards - at the end of the game. Where-as my first opponent, tended to keep her warships on the outer edges of the board, my second opponent, preferred to keep his warships, towards the centre of the board. I on the other hand, preferred to mix the location of my warships (although never on an outside edge, and avoiding the standard big cross firing layout - where possible). I also seemed to obsess more, about the location of my Battleship, to the location of my Aircraft Carrier - as Battleships were always my favourite form, of Capital Ship! As I would say: Nothing wrong with that :) I also love, the maths side to this game - as your really learning/using 2d coordinates, and for the most part, your not even aware, that your doing this! Mind you, one minor downside, with the standard (non-electronic) version of Battleships, is that it's relatively easy, for your opponents to cheat ... For one of my opponents, kept moving their Battleship about! Weve all done that, havent we? Although from memory, it was much harder to cheat, on electronic Battleships - as the computer knew just where, your Battleships were :) When I asked my opponents, what their favourite warship was (in the game): one said Patrol Boat (their reason being - the hardest to find), and the other said Battleship (their reason being - that their big gunned, and sink your fleet). In any case, I've always enjoyed the mystery that surrounds, both the Destroyer/Cruiser, and the Submarine - as their both three-slot models, that lead to a particular question: which one have I sunk? Although again, with the electronic version, I believe that didn't matter - as it used to tell you (for example: Cruiser sunk!). Overall: a classic Battleship game, that feels as though, it has stood the test of time ... For me, it's secrets lay - in both it's warships, and it's strategy. For others, it's secrets lay - in both it's timeless, and it's fun. Yet in any case, it's secrets lay - in both it's Battleships, and it's pegs! For this game of Battleships, is as much fun now, as it was back then :) And let's be clear, on one simple point: there's no way, you'll sink MY Battleship!

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