Tag: Naval

  • The Lamps Are Going Out — World War I (Compass Games) — Gameplay

    The Lamps Are Going Out — World War I (Compass Games) — Gameplay

    Grand-strategic World War I games ask you to hold the whole continent in your head at once, and The Lamps Are Going Out (designed by Kirk Uhlmann and published by Compass Games) is one of the more ambitious takes on that idea. This episode walks through the opening turns of 1914.

    1914 and the plans that shaped it

    The playthrough opens with the historical framing the game leans on: the German Schlieffen Plan and the French Plan 17, both of which the system models rather than just references. I go through the map and its production centers, the seasonal turn structure, and the core mechanics of movement, naval blockade, and ground combat. Event cards (like First-Line Formations) add texture to each turn, and production points are the currency that fuels the whole war effort.

    Blockade, the Big Push, and playing it solo

    Two things stand out early. The naval side is more than set dressing; the North Sea blockade and the naval combat give the Allies a slow, grinding lever to pull. And ground combat, resolved through “The Big Push” and its dice-off, captures the costly, incremental nature of the fighting without drowning you in detail. The German forces push into Belgium while the Western Allies attempt a mandatory and genuinely awkward counter-offensive in the Rhine. Solo, it’s a lot to track at first, but the structure is logical once it clicks, and Part 1 lays the groundwork for the campaign to come.

    The war unfolds across the playthrough series. Subscribe to see where it goes.

  • Sensuikan: Japanese Fleet Submarines in WWII (Compass Games) — First Look

    Sensuikan: Japanese Fleet Submarines in WWII (Compass Games) — First Look

    The submarine war in the Pacific is almost always told from the American side, which makes Sensuikan a welcome change of periscope. This one from Compass Games hands you the Imperial Japanese Navy’s submarine arm — a force with excellent boats, capable crews, and a doctrine that too often sent them chasing warships instead of the supply lines that might have mattered more. In this first look I go through the box and the rules so you know what you’re getting into.

    A theater that rewards patience

    Submarine games live and die on tension — the long stalk, the firing solution, and the gut-check decision of whether to shoot and give away your position. A first look is the place to see how the sequence of play, the detection rules, and the campaign structure turn that into something you can run solo on the table. If the system captures the patience-then-panic rhythm of undersea warfare, it earns its spot.

    First looks here lead straight into full playthroughs. Subscribe to see this one dive.

  • The Far Seas (Vuca Simulations) — First Look

    The Far Seas (Vuca Simulations) — First Look

    When war broke out in 1914, Germany had a squadron of modern cruisers on the far side of the world under Admiral Graf von Spee, with no way home and every reason to make trouble. The Far Seas, designed by Martin Anderson and Julius Brunken for Vuca Simulations, turns that opening chapter of the naval war into a solo-friendly game of raiding and pursuit. In this first look I open the box and walk the system.

    A raider’s problem

    Commerce raiding is a wonderful subject for solo play because the tension is baked in: a cruiser at large is powerful but fragile, hunted by a Royal Navy that can afford to lose ships in a way you cannot. The game hangs on coaling, intelligence, and knowing when a prize is worth the risk of being pinned down. The components look excellent, and the design offers several solitaire approaches — this first look covers the sequence of play, combat, and how the hunt comes together.

    A two-part solo playthrough follows this overview. Subscribe to sail with the squadron.

  • Atlantic Chase Review – An Innovative Naval Wargame

    Atlantic Chase Review – An Innovative Naval Wargame

    ATLANTIC CHASE REVIEW

    This is the Hexed & Countered review of the 2nd printing of the game Atlantic Chase, designed by Jerry White and published by GMT Games. The game debuted in 2021 and quickly sold out, a sure sign of a good game. It took under two years for a P500 reprint to appear, which is something of a “blink of the eye” in P500 terms (some of those can run a lot longer, to the frustration of many a grognard). I was one of the P500 backers and was thrilled to finally get the game in my hands. After playing it, I’m ready to provide a review and if you’re one of those “Too long, didn’t read” types, the bottom line is that this is a fantastic game.

    First, a little background: Atlantic Chase is an operational-level game of – you guessed it – the Battle of the Atlantic during the Second World War. It pits the British Royal Navy against Germany’s Kriegsmarine. The focus is on the surface forces; British submarines, German U-Boats and both sides’ air assets all play a role, but that role is decidedly one of support and not a starring role.

    The map is a large, hex-based map covering the North Atlantic from the coast of North America to the western Baltic and from the Arctic Circle to the fringes of the South Atlantic – which covers a lot of open water. One of the first things that show Jerry White’s innovative design is that the game’s primary counters – the ships themselves – do not live on the map but rather on task force displays, 8.5 x 11 inch cards. The British card has space for ten task forces and each has a color and a band on it to identify that task force while the German display has space for five task forces. Both sides’ displays also include reinforcement boxes.

     

    INNOVATIVE FOG-OF-WAR

    So what is on the map? Wooden bits – cylinders and then rectangular blocks – represent the task forces on the map. The cylinders are called “stations” and represent a ship’s known location in space & time. That is, we – both players – know that this task force (which can be one ship or several) is in that hex. The rectangular pieces are trajectory segments and this is where that innovation really becomes apparent. Trajectories represent a “we know the task force is somewhere along this path, but are uncertain where exactly that is” – it’s fog-of-war but in a new way based on the concept of a string on a map in a war room, perhaps one where Churchill stares at it in his inimitable bulldogish way, cigar clamped between his teeth. And that string? It not only represents the enemy’s ships, but also your own. It is a rather clever way to provide limited information to the player while still allowing the player to plan and act on said information.

    Key to this is the length of the trajectory – longer means you have less idea where the task force actually is – shorter means your information is getting better. This impacts the actions you take upon the trajectories with actions involving longer trajectories being more apt to be unsuccessful. Actions involving forces with shorter trajectories, or better yet, stations with a known location, are much more likely to be successful.

    OUT THERE… SOMEWHERE

    There are nine possible actions that you can take – when you have initiative, that is. These run the gamut from utilizing air and stealth forces like submarines and mines to searching for the enemy, attempting to engage the enemy or just “completing” a trajectory to get it safely into port. Setting up for, and using these actions correctly are absolutely vital to success. Yes, you need to roll dice ultimately as is the case in many wargames, but your chances are significantly improved by performing actions in the right sequence, at the right time and on the right trajectories to get the result you’re seeking. Every action is harder when employed on long trajectories and easier to successfully pull off when the trajectories are short. And you can shorten trajectories in a variety of ways, most of which also have the side effect of shortening your own trajectories, which makes the enemy’s information more precise and therefore more advantageous. Initiative changes in a variety of ways, depending on the actions the player currently holding it takes. And it is important because as the inactive player, you are limited in what you can do and sometimes have to watch as your enemy hones in an all-important task force, wrecking your plans. All in all, this is an extremely clever system.

    You’ll end up with trajectories crossing each other – or at least intersecting – as you attempt to nail down the enemy while hopefully not getting yourself in a bind doing so. For the Germans this is often a precarious task. The Kriegsmarine has limited resources and needs to be both bold and careful, which is a tightrope act of the first magnitude. The Royal Navy’s task isn’t easy either, it has convoys to protect and they are often vulnerable with rules that (rightly) prevent the player from loading up a convoy with an escort of big, powerful ships – in most cases you’re limited to one ship as an escort and this can range from a destroyer squadron to a battleship (or even potentially an aircraft carrier though that in itself would be risky).

    The game does an excellent job of portraying the real-life cat and mouse nature of the Battle of the Atlantic. There are mechanics for intel, evasive action, contact between forces that proves indecisive. The battle game is fairly simple, but mechanically sound and for those who want more meat on the bone, there is a set of advanced battle rules that make things more realistic.

     

    SCENARIOS GALORE

    The folks who will be interested in this game are likely familiar with the real-life history of this battle, the chase and sinking of German raiders such as the Graf Spee and the most famous of all, the search for, and ultimate destruction of, the Bismarck. And yes, there are scenarios that feature both the Graf Spee and the Bismarck. The game includes a slew of scenarios covering the course of the war from the early days of September 1939 when the British and French fought together all the way through the year 1942 when France was occupied and the Soviet Union and United States had joined the Allied cause and Britain no longer fought alone. There are solitaire scenarios, two-player scenarios and even a campaign game where you build and marshal your forces, with things carrying over from operation to operation (each operation in the campaign typically covers one year, with their being two of them later in the war).

    For the solo player, this is a real gold mine. Not only is there a booklet full of solitaire scenarios, but each has a crafted AI “bot” which utilizes tables and scenario specific rules to manage the enemy forces, but all of the two-player scenarios and campaign are also eminently playable solitaire. Just simply manage both sides to the best of your ability – something most of us have done many times.

     

    THE BOTTOM LINE

    In summation, I can not recommend this game highly enough. It does an incredible job of managing the uncertainty, or “fog of war” of the Battle of the Atlantic in a fresh and innovative way that simply works. Weather plays a role, utilization of support assets is important and making the right decisions with your forces is crucial.

    Atlantic Chase - The Main Board

    British Task Force Display

    German Task Force Display

     

    ATLANTIC CHASE Videos

    Videos on ATLANTIC CHASE from GMT Games

    A first look video and two playthrough videos.

     

  • Review: Carrier Battle: Philippine Sea

    Review: Carrier Battle: Philippine Sea

    A SOLITAIRE WARGAME Direct Hit


    Carrier Battle: Philippine Sea is a fantastic solitaire wargame that offers a challenging and immersive gameplay experience. Designed by Jon Southard, this game is a sequel to the venerable & popular Carrier from Victory Games which was released back in 1990, but with a focus on the historic battle of the Philippine Sea. One of the strengths of the game is how it breaks down its mechanics into manageable pieces through programmed learning, making it accessible for players to learn and master.

    The game’s scenario booklet provides a tutorial-style approach, with the first five scenarios serving as tutorials that introduce players to different aspects of the game mechanics. For example, in scenario one, players learn the rules of air-to-air combat through an interception of incoming Japanese planes by US fighter planes. This approach of breaking down the core mechanics into separate scenarios makes it easier to understand and learn the game as a whole.

    One of the core mechanics of the game is carrier flight deck operations, which is covered in scenario three. Managing the carriers correctly, including ensuring the right aircraft are on deck and ready for launch, becomes crucial for success in the game. Players need to carefully plan and execute their carrier operations, as the enemy attacks in waves and can cause damage or loss to the carriers if not managed effectively. This adds depth and strategy to the gameplay, making it engaging and challenging.

    Search and location of enemy task forces are also important aspects of the game, as covered in scenario four. The game provides different levels of intelligence on enemy forces, and players need to carefully plan their search and detection strategies to locate and engage the enemy effectively. This adds a layer of realism and decision-making to the gameplay, keeping players engaged and strategizing throughout the game.

    The rule book of the game may be lengthy, but the game’s mechanics are reasonably straightforward and easy to understand. The programmed learning approach used in the tutorial scenarios helps players grasp the different aspects of the game gradually, making it accessible to both experienced wargamers and newcomers to the genre.

    The post-tutorial scenarios offered in the game include individual scenarios for both days of the battles, a full-on two-day scenario and an alternate history offering called the “Great Battle of the Pacific” that includes ships that had been sunk in earlier fighting and also boosts the performance of the Japanese aircrew, which had by this time been severely diminished in skill due to pilot losses. The game also features a detailed and immersive setup of enemy forces, Butai displays, and management of Japanese carriers, adding depth and complexity to the gameplay.

    The game also includes US submarines, which played a vital role in the battle as well as rules for surface battles – part of the American Task Force 58 included Task Group 58.7 which was the battle line group and featured iconic ships such as the USS Iowa, while the Japanese forces included the Yamato, the largest battleship in the world.

    In summary, Carrier Battle: Philippine Sea is a well-designed solitaire wargame that offers a challenging and immersive experience. The programmed learning approach, manageable pieces of mechanics, and strategic depth make it enjoyable to play and learn. Whether you are a seasoned wargamer or new to the genre, this game is a must-try for any fan of tabletop wargames.

    Featured Videos

    Video content for Carrier Battle: Philippine Sea from the Hexed & Countered YouTube channel.