I think the game was too small to tell, I had a lot of wasted ground space. The land forces were kept to a maximum that the ships could carry. It brought up the points maximum rule that I will keep at 200 because any other single unit worth more is too big to travel via a ship, will make the campaign games more fun I hope. It also showed that the naval base should be designed differently, I made it open away from the beach making the dwarf fleet take the long way around and giving the pirates a clear shot to the drop zone. The beach landing was definitely a go, once off the boat they will give up their initiative and take plenty of shots to confuse them so its fun to try and shoot and confuse the bigger units and let the smaller ones leak out. That was sure fun!!! All and all the dwarves had too many stationary defenses with the cannons in the tower and the shorefort so half of their forces almost were fairly avoidable. I hope in a bit I can scrape a few bucks together and buy some pico armor trenches, so I can really mimic a D-day invasion on the beach. Also it made me invent some new terrain rules for the beaches with man o'war vs. warmaster units.
When I want to create a cliff to scale from the ships I can just use the siege rules of warmaster to climb a wall using ladders (free ladders they will not keep after the fight). a rocky shore will be a rough terrain piece and the sandy beach will just be open territory but I will still put in a half movement restriction. I thought about adding "Sea Sickness" but just decided against that, maybe try it later. On a roll of 6 at the units start for a -1 to command or something until they get their legs back.
I still have not made a deployment zone template but think a 40mm x 120mm box in front of the ship will do just fine. I can measure that for now (1 unit in a line and 2 deep).
Overall, the man o'war ships only attacked other ships and warmaster units kept to themselves so I didn't get to see how that would fair. during the approach the pirate wargalleys were full of troops so they had no room for gun crews and could not fire. That could easily put in a lot of tactics for ships though. When chaos first landed I thought they were all going to be confused and I realized I had not thought about that so I feared that I just found a huge flaw LOL but it went well. Very excited to see it happen again.
This weekend I got a vasectomy so I am pretty sore and moving slowly and to pass the time I am full campaigning it!!!! Tomorrow morning I start turn 3 and have had 1 fight for the chaos and dwarf fleet each against a random sea monster (I don't have any models so I had to substitute a ship model) Nothing to report yet but loving it so far. The dwarf submarines took out the monster after it failed to sink an ironclad! phew! and the chaos lost a death galley during their fight against the black leviathan (not to be returned to the squadron like casualties to a warmaster unit between fights). My rules right now are you just losing that 1 ship from the squadron and then later when you want to build your fleet up you do it 1 ship at a time instead of by squadrons, although flying units are by squadron only :/ (they are usually pretty cheap though).
Final thoughts:
Setting up a 4x4 table for a man o'war game of about 4-5 turns is a lot of work for just picking up a few battle honors and might get annoying and this campaign thing takes up 1 6x4 table, 1 bar table and 1 "L" shape desk while the unused stuff takes up a bookshelf all while I shuffle the box I have my map in where ever I can with the 6x4 table in use. Lots of resources needed all at the same time. Oh and so far no random fights for the warmaster banners which is starting to drive me insane, I really wanted one already.
Sorry if this was a long read
