[Consim-l] Sea Power and the State
Mike NotSpecified
blockhead at bresnan.net
Fri Dec 19 22:35:24 EST 2008
I just posted the following review to BGG, where I hope it will be accepted
and added to the House Rules, Player Aids and Session report I have also
recently posted. BGG game entry is
http://www.boardgamegeek.com/boardgame/6625.
I have also submitted the same material to Alan for www.grognard.com
In the meantime I hope you enjoy this review, maybe decide to read my Session
Report or other materials, and I really hope you'll be inspired to give this
one a play!
=====================================================================
Sea Power and the State
Reviewed Dec 2008
Snapshot Review
This is a great game. It covers the whole of WW III at sea, which literally
spans the globe. Players have multiple possible strategies and there is at
least one good counter-strategy for each. Combat is quick, believable and has
just enough tactical interplay to keep it interesting. The graphics are
dated and I found myself creating a few player aids and house rules, but they
are not strictly necessary. Omega Games has purchased the rights and rumor
has it that they may republish this game in 2009.
I found myself totally immersed in the games Ive played, and often thought
about the game when forced away from the table. That is the acid test of a
game in my opinion, and this one passes easily. This is a game with a lot of
strategic depth and interest, I highly recommend it.
Game Description
Not sure who started it, or why, but World War III is upon us. This game
covers the naval aspects of such a war. The map depicts the entire globe,
including the polar cap in the north. The Soviet navy and its maritime
aircraft vs. the navies of the west. The scale is grand strategic, although
individual ships are represented, and the primary focus is on the Sea Lanes of
Communications (SLOCs) which the West must hold open to give their armies in
Western Europe a chance. The game was published in 1982, so the force levels
presented for scenarios in 1984, 1989 and 1994 are necessarily conjectural,
but they include the submarines, ships, planes and satellites thought to be
available. Players can choose, on a turn by turn basis, to limit the war to
conventional weapons, or escalate to three different levels of nuclear
exchange, the last of which is all out strategic nuclear war. There are some
very scary choices in this game!
First Impressions
OK, I have to admit, I was underwhelmed upon first opening the box. Largely I
think this was because it was 2007 and I was opening a 1982 game. Twenty five
years has raised the graphics and presentation bar considerably. The counters
are dead basic, black ink on colored cardboard, the map seemed small and
simple and the rulebook on first reading came across as lacking. Particularly
off-putting was the single paragraph devoted to the designers notes, which
concluded with the comment that the game
was intended for study as much as
for enjoyment
.
Uh oh. Ive tried a few games from that era (Air War anyone?) that were just
horrible. I had no stomach for studying an overly complex, amateurish
effort from a second tier publisher (SimCan), so I put it back on the shelf.
Fortunately I gave it a second try this Fall and boy am I glad I did!
Second Impressions
This game came highly recommended by some kind soul on consim-l many years
ago, it took me a long time to track down a copy and then another year after
that first impression to pick it up again. I owe a debt of gratitude to Bruce
Costello who long ago wrote the only published Session Report on this game, it
was instrumental getting me to try this one again.
The map began to make a lot of sense once I laid it out and started setting up
my first game. Everything is in reach and the treatment of the Arctic
regions, which includes an insert polar map which allows subs to hide under
the ice until they are ready to emerge, was excellent. There is another
insert map of the European waters, which uses super-sized hexes to relieve
crowding, another nice feature. The tracks for noting the numbers of merchant
ships, satellites, etc. available work well for everything except the number
of aircraft available. So I made my own, which are available on BGG and
www.grognard.com.
The counters proved to be highly functional and legible. Nowhere near the
good looks of say Avalanche Press, but in the end they worked well and that is
the important thing.
The rulebook got better the more I read it. Everything is in there, it is
still fairly short and I encountered no real questions that were not answered
in the rules. It is quite complete, indeed there is only the briefest of
errata posted on grognard (http://www.grognard.com/errata/seapower.txt). I
do still wish Stephen Newberg had included a bit more in the Designers Notes,
but he has been quite active on the consimworld folder
(http://talk.consimworld.com/WebX?13@251.ehmieKiKETn.97@.1dd06650/67).
Strategy
There are two primary ways for either side to win. The first hinges on a key
premise of the game, that the West must hold open the SLOCs to keep NATO and
Japan in the game. Thus the Western Player earns victory points for every
route he can keep open every turn, and sees the Soviet army marching across
Europe and strangling Japan if he cant deliver those merchant and tanker
vessels to port. The Soviets earn points for sinking those same commercial
vessels, but not for denying the SLOCs or even taking ground in Europe. So
while one strategy revolves around the SLOCs, the scoring is not symmetrical
and both sides have to pay close attention to their own needs.
The other primary strategy is to position ones side to win an all out
thermonuclear exchange. You do that be being able to hit targets in the other
sides homeland (having your ballistic submarines on station), by being able to
those targets accurately (which requires you have guidance satellites in
space), and by denying your opponent the ability to reciprocate (which means
destroying his satellites and sinking his subs, or at least keeping them out
of range of your own cities).
Very fun for the players, and slightly difficult for the reviewer to describe,
both sides can pursue both strategies at once. The best moves obviously
contribute to either strategy, but there is room to feint and bluff. It gets
to be nail-biting, hoping that sub is off the coast to intercept a convoy, but
knowing he could be planning to launch!
Sequence of Play
Both sides bid for the conflict level they want this turn. Level I is peace
(very useful for getting ships into position before hostilities and worth 10
VPs), Level II is conventional warfare, Level III adds in tactical nuclear
weapons, Level IV is Operational Nuclear (which wipes out most bases,
aircraft, large groups of ships, etc.) and finally Strategic Nuclear, Level V
(which ends the game and kicks in a different set of victory conditions). The
player choosing Level IV loses 75 VP and the player choosing Level V loses
150, but both can still be viable options. The conflict level is whichever is
the highest chosen by either player.
Then comes an optional phase in which the Western player can allocate his
remaining commercial shipping to those routes he thinks he will be able to, or
must at any cost, keep open. The rulebook mentions a substantial increase in
bookkeeping to use this rule, but in 2008 that is not so much a problem and I
have posted a spreadsheet on www.grognard.com and BGG
(http://www.boardgamegeek.com/boardgame/6625) that will help. I highly
recommended this rule, with the caveat that I like to force the Western Player
to fully commit to all routes on the first turn as I assume the war brews up
quickly enough that the West cant get all those commercial ships under
control immediately.
Once the conflict level for that turn is decided the Soviets move first. They
move their subs and ships, allocate their naval aircraft to different missions
and then resolve combat. The Soviet turn ends with a satellite phase where
they can launch their own reconnaissance (RSAT) and communications (CSAT)
birds , then launch anti-satellites (ASAT) to try and knock down western
satellites.
The Western Player then gets a turn, identical to the Soviets. Note that this
has an important impact on the possibility of Level V nuclear exchange. The
West has the option to finish their turn killing as many Soviet satellites as
they have ASATs (and good die rolls) available. So it is hard for the Soviets
to count on control of space from the end of their phase to the beginning of
the next turn when Armageddon might arrive.
After both sides have moved and fought, there is a War Effects phase in
which the players determine how many commercial ships were sunk, how many
SLOCs were kept open, the progress of the land war in Europe, which nations
drop out of the war or decide to enter, etc.
Gameplay
The game plays fast. Ships and subs have sufficient range to cross most of
the Atlantic in one turn (four days) so both fleets make contact on the first
turn. The first couple of turns there are a lot of ships and subs on the
board, but they die fast and later turns can find only a handful of vessels
still afloat. Both sides have a lot of decisions to make during movement.
Putting ships astride the SLOCs can sink commercial ships (for the Soviets)
or protect those same commercial ships from airstrikes (for the West). Any
sub within range of land based air is vulnerable, but sometimes that is the
only way to get into position. Subs can hide from planes under the polar ice,
but both sides have attack subs that can follow them under.
Combat is resolved by a very elegant system. Essentially you take the
combined attack strength of your units who can hit the target type (air,
surface, underwater), add a die roll, subtract the combined electronic
countermeasures of the targets and that gives you an amount of damage done.
Your opponent then loses units as long as their cumulative defense rating is
less than the amount of damage done. Defense ratings run from 1 (some
Frigates) to 65 (New Jersey!). The cool thing is that this formula, which
plays even easier than it sounds, is used for all combat (air to air, air to
surface, etc.) so after 10 minutes or so you no longer need the rulebook. It
also does a good job of showing the relative strengths of various platforms in
different situations. (For a really thorough explanation, see my article with
two suggested house rules http://www.boardgamegeek.com/thread/364440)
Both sides have a lot of decisions to make. Simply rushing forward and
engaging in as many combats as possible is a sure way to lose. You have to
pay attention to the capabilities of your units. Ships make lousy ASW
platforms. Subs are great at killing ships, but very vulnerable to aircraft.
Bombers can smoke ships well out to sea, but suffer when they run into
carriers. Soviet ships along the SLOCs can sink merchants and tankers in big
numbers, but NATO ships along those same routes can drive off the bombers. No
platform is safe, and each must contribute.
But before you get too proud of your tactical skills in organizing little
hunter killer groups, remember those victory conditions. Other than the
ballistic submarines, there are no points for sinking warships! Combat has to
be a means to an end.
Bottom Line
For me a great game has to capture the situation so thoroughly and well that I
feel like Im really in command of the situation depicted. I very much have
that sense of immersion with Sea Power and the State. The Players have to
wage war across the globe, making the best use of their different assets, and
compensating for the inherent difficulties of their situation. The two sides
are not symmetrical, they have different capabilities, limitations and
objectives, so they must necessarily take different approaches. And given
that they both have at least two viable end games in mind, there are a lot of
possibilities to keep track of!
And the real genius of this game is that all of those strategic possibilities,
and tactical nuances, and varied technologies are presented in what turns out
to be a highly playable and relatively easy to learn system. Mr. Newburg
should rest easy, the game is fun to study, but it is also quite enjoyable as
a game! I found myself thinking of it often and I look forward to playing
again.
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