I enjoy Axis & Allies War at Sea naval miniatures as a game in its own right, as well as a good source for painted ships suitable for other naval wargames, including Larry Bond's Command at Sea system, represented in my collection by Atlantic Navies. But Bond's game is not for the faint-hearted or casual gamer. What I really lacked was something in between the two.
Or, more accurately, something in-between them that I'd likely get someone to play. My previous gap fillers comprised Panzerschiffes TG-2 and ArmourSoft's Shipbase III computer-assisted rules -- both of which are now really obscure. The Shipbase III game is a DOS-based computer program that's awkward to try using on newer machines. And Panzerschiffes replaced the dice-based TG-2 with a card-based TG-3 some time ago. I got a lot of good gaming out of both titles, but they're out-dated now. I also have some "antique" naval rules, Fletcher Pratt's and a set called "Victory at Sea" from 1971, but neither is playable by current standards.
So I picked up Mongoose Publishing's Victory at Sea (no relation to the 1971 game of the same name) which seems to hit around the same spot as far as complexity goes while being reasonably popular these days. I'm aware of some criticism on realism grounds, but it seems pretty passable on that score. If needed I'm sure I can borrow a rule or two from Command at Sea, but if I need a detailed simulation I'll use Bond's game anyway.
A&A War at Sea is really a board game that uses miniature ships, so it doesn't really fill the need for a real naval miniatures game (although the model ships do). So I decided Victory at Sea was my best choice among the similar titles out there. Now I need to play it a couple of times to see if I'm right.
Commentary, reviews and news about games played by adults looking for a challenge.
Showing posts with label Shipbase III. Show all posts
Showing posts with label Shipbase III. Show all posts
Wednesday, February 17, 2010
Monday, May 4, 2009
Anniversary of the Battle of Coral Sea
It's worth noting that today is the 67th anniversary of the Battle of Coral Sea.
While somewhat of a stalemate, or even a tactical victory for Japan, it was a clear strategic defeat and had a big impact on the Battle of Midway a month later. Consider how differently that pivotal battle would have gone if the Japanese strike force had been stronger by 2 fleet carriers -- or if the Yorktown had been sunk has the Japanese believed.
I have several games that cover the Coral Sea action in whole or part, although I've also owned others over the years.
Currently I have the Coral Sea expansion, which adds maps, counters and scenarios to the classic game Midway.
I also have SOPAC, which provides a somewhat more detailed look at the same action.The Zero! game in the Down in Flames system has a Coral Sea campaign game. This game covers
plane-to-plane fighting so it's representative of the kind of tactical engagements involved but doesn't purport to show the entire battle.
plane-to-plane fighting so it's representative of the kind of tactical engagements involved but doesn't purport to show the entire battle.Friday, May 9, 2008
Shipbase III still useful
Fifteen years is an eternity in the world of software, so it might seem strange to write a review of a DOS-based computer program that first came out in 1993, but the game-assist program Shipbase III is still a great way to play detailed naval miniatures with a minimum of fuss.
The game is a text-based computer program with minimal graphics, but that's OK because the graphics are provided by your miniature warships in any case.
The game comes with a rule book explaining the manual procedures needed to move the ships and determine what data to enter into the computer to determine firing and damage. There's a second book listing hundreds of warships in game terms and counters for six battles so you can get right into the game without acquiring miniature warships. The six scenarios present a good mix of eras, sizes and ship types to provide a feel for the game's potentials. (The battles are Santiago 1898; Tsushima 1905; Jutland 1916; Denmark Straits 1941; Coral Sea 1942 and Komandorski Islands 1943.)
The turn sequence follows an intuitive order of movement, air ops, gunnery, torpedoes and end-of-turn status. Scales are completely adjustable by the player, making the game easy to use for any sized ships and floor space. I've used 1:4800, 1:2400 and 1:1800 ships but any size is possible.
The computer system can take into account most of the usual factors affecting naval combat such as smoke, relative angles, salvo chasing and the like. With one person handling the computer the rest of the players can simply concentrate on playing and command issues. Rather large battles can easily be fought in a short period of time, especially compared to rules of similar detail.
The game includes rules for playing at the strategic and operational level, but this will require considerable prep by a game master. While the game accounts for the shape of the Earth, it doesn't account for shores, so the game master will have to ensure players don't take shortcuts across landforms.
The game is best for resolving tactical level fights, however, and I've routinely run battles involving a couple dozen ships during a single four-hour convention time slot to a conclusion, including set up, rules explanations and tear down.
Although elderly for a computer program, it can be run by Windows machines off the DOS prompt and is very stable. I've never had it crash during a game. The program comes on a 3.5-inch floppy, so you'll need a floppy drive. The program is not copy-protected (honor system) so you can make a copy on a DVD that will work just fine on newer machines.
The program is very flexible and the scenario designer can modify ships as needed.
Light ships seem to be too vulnerable, however, and the game master may wish to incorporate house rules in order to keep battleships from unrealistically sniping at destroyers at long range. The game program seems to underestimate the difficulty of targeting very small ships at very long ranges.
Overall the game still works remarkably well and is still a unique product. The designer had started some work on a Windows-based successor, but no final product ever emerged.
Despite the passage of time and software generations, Shipbase III is still a winner.
The game is a text-based computer program with minimal graphics, but that's OK because the graphics are provided by your miniature warships in any case.
The game comes with a rule book explaining the manual procedures needed to move the ships and determine what data to enter into the computer to determine firing and damage. There's a second book listing hundreds of warships in game terms and counters for six battles so you can get right into the game without acquiring miniature warships. The six scenarios present a good mix of eras, sizes and ship types to provide a feel for the game's potentials. (The battles are Santiago 1898; Tsushima 1905; Jutland 1916; Denmark Straits 1941; Coral Sea 1942 and Komandorski Islands 1943.)
The turn sequence follows an intuitive order of movement, air ops, gunnery, torpedoes and end-of-turn status. Scales are completely adjustable by the player, making the game easy to use for any sized ships and floor space. I've used 1:4800, 1:2400 and 1:1800 ships but any size is possible.
The computer system can take into account most of the usual factors affecting naval combat such as smoke, relative angles, salvo chasing and the like. With one person handling the computer the rest of the players can simply concentrate on playing and command issues. Rather large battles can easily be fought in a short period of time, especially compared to rules of similar detail.
The game includes rules for playing at the strategic and operational level, but this will require considerable prep by a game master. While the game accounts for the shape of the Earth, it doesn't account for shores, so the game master will have to ensure players don't take shortcuts across landforms.
The game is best for resolving tactical level fights, however, and I've routinely run battles involving a couple dozen ships during a single four-hour convention time slot to a conclusion, including set up, rules explanations and tear down.
Although elderly for a computer program, it can be run by Windows machines off the DOS prompt and is very stable. I've never had it crash during a game. The program comes on a 3.5-inch floppy, so you'll need a floppy drive. The program is not copy-protected (honor system) so you can make a copy on a DVD that will work just fine on newer machines.
The program is very flexible and the scenario designer can modify ships as needed.
Light ships seem to be too vulnerable, however, and the game master may wish to incorporate house rules in order to keep battleships from unrealistically sniping at destroyers at long range. The game program seems to underestimate the difficulty of targeting very small ships at very long ranges.
Overall the game still works remarkably well and is still a unique product. The designer had started some work on a Windows-based successor, but no final product ever emerged.
Despite the passage of time and software generations, Shipbase III is still a winner.
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