#WargameWednesday – Dawn of the Battleship (Admiralty Trilogy Games, 2016)

Dawn of the Battleship: Tactical Naval Warfare 1890-1904; by Chris Carlson, Forward by Dr. Norman Friedman, edited by Larry Bond, published by The Admiralty Trilogy Group, ©2016.

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Courtesy BoardGameGeek

Dawn of the Battleship (DotB) is the first Admiralty Trilogy rules system that I have bought since the end of the Admiralty Trilogy Group (ATG) relationship with Clash of Arms in 2015. The end of that publishing relationship led to the Admiralty Trilogy Group (ATG) expanding into digital publishing using WargameVault.

According to the publisher’s blurb:

Dawn of the Battleship simulates naval warfare from 1890 up to 1904, just before technology began to quickly change in the years leading up to WW I. During this period, there were no all-big-gun battleships, aircraft, gun directors, or radios. In the 1890’s, 1,500 yards was considered effective range, and 3,000 yards was long range. If you’ve played other naval games, you’ll have to get in real close if you want to hit.

DotB covers an often overlooked period of naval warfare. During this time there were few conflicts where the navies of the day seemingly factored in. Looking at my copy of Helmut Pemsel’s A History of War at Sea (Naval Institute Press, 1975) between 1890 and 1904 the (few) naval events of interest include:

  • April 1891 Chilean Revolutionary War (torpedo-boat sinks armored ship)
  • April 1894 Brazilian Civi War (torpedo-boat sinks sea-going turret ship)
  • 1894-1895 Sino-Japanese War (includes the major fleet action at the Battle of the Yalu 17 Sep 1894)
  • 1898 Spanish American War (including the very lopsided US victories at Manila Bay and the Battle of Santiago)

Given the simple technology of the day, one would expect DotB to be a simplified version of the World War I-era Fear God & Dread Nought or Second World War Command at Sea rules. On one hand this is true, while on the other DotB clearly shows ATG’s commitment to being “an accurate simulation of over a century of naval warfare.”

One criticism I often hear of the Admiralty Trilogy series of games is that they are too complex. A good example is over at The Miniatures Page where poster Yellow Admiral responds to a DotB review request with “The delay is probably because the 3 people who like playing the Command at Sea system are still working their way through the last game of Fear God & Dread Nought that they started in 2015…. :-)” Personally, I find the system no more onerous than other miniature rules; the longest part is prep time and actual play goes relatively quickly. That said, there is a learning curve (steep in places) and a good referee/player needs to be well organized in advance to keep the game flow going. The Admiralty Trilogy is not a good “pick-up” game – it is best enjoyed with experience. Ages ago I did a comparison of nine different naval rules systems playing the same scenario. Admittedly, the Admiralty Trilogy game was almost the longest to prep and play (30 min prep/90 min play) although two others were close. However, the Admiralty Trilogy game was by far the most “realistic.”

Dawn of the Battleship is actually three products; the rulebook ($12), a Player’s Handbook ($3), and a scenario book (Monroe’s Legacy) ($16). The rulebook starts off with an excellent forward by respected naval historian Dr. Norman Friedman. Combined with the introduction Naval Technology 1880-1904 (p. 8) the core issues facing naval officers and nations are succinctly laid out. As always, ATG delivers an excellent history lesson. The rules themselves are not very different from the other Admiralty Trilogy series, a real testament to the ATG commitment to a harmonization process using a common game structure.

Chapter Two – Game Mechanics covers preparing for the game (filling out Ship Reference Sheets) the Turn Sequence and Command and Control. DotB uses two turn scales, Intermediate (30 min) and Tactical (3 min). Command and Control is actually a collection of optional rules for communications such as Visual Signals, Communications Procedures, and Fog of War. None of the communications rules are required for play, but all enhance the realism of the simulation.

Chapter Three – Ship Movement uses the “Three Minute Rule” as its foundation. Unlike many games, turning is not with a movement gauge but by looking up the Ship Turning Distance – or “advance.” I have heard that some gamers don’t like this approach, but it is the one ATG choses. Again, once you get used to it it becomes second-nature.

Chapter Four – Detection is another chapter I often hear criticized. The Admiralty Trilogy uses a visual detection model where they factor in many variables. Personally, I like this extra chrome. What many seem to overlook is that it doesn’t have to be used. I think many players miss the part where the designer writes:

If the players wish to forgo the visual detection die roll, just use the 50% detection sighting range as the detection threshold. This won’t generally affect daylight battles that much, however, it will place smaller units at a considerable disadvantage at night. (p. 4-4)

There is also an optional rules for Sighting in Intermediate Turns which also skips the rolls  and “speeds play considerably” though again it is “not recommended for night engagements.” (p. 4-4)

The major “difference” from other games in the series is in Chapter Five – Combat and the use of Gunnery Standard 0, tailored hit chances and modifiers to account for gunnery combat in this era, and new torpedo attack tables (again accounting for this era). There are also rules to account for the Light Battery and torpedoes. This chapter also includes rules for Coastal Defenses, including Coastal Defense Fortresses with Fixed Batteries of Mortars and even Shore-Based Torpedo Batteries or Field Artillery Batteries. Controlled Minefields and Mining Casemates are also included.

Chapter Six – Ship Damage Results is another chapter where I hear complaints. The Admiralty Trilogy uses two damage models; a progressive hit-point damage system and a Critical Hit system. Of the two, the Critical Hit is the most important. Progressive damage, be it flooding or fire, is also modeled and important to the survival (or destruction) of a ship. For these processes the model can get complicated, but once again familiarity breeds speed.

Chapter Seven – Attacks Against Land Targets and Chapter Eight – Mine Warfare add dimensions of naval combat that get so often overlooked in the battles of World War I or the Second World War and all-but-forgotten in the modern era of Harpoon 4.

If I have one complaint, it is the format of the product though even here I am torn. The books are laid out in the traditional print format that ATG used when being published hardcopy by Clash of Arms. This is usually a two- or three-column across setup using a rather dense print. On a full-size page (8.5″x11″) this works fine. On a tablet not so much – the text becomes too fine and small. WargameVault does offer a Print-on-Demand (PoD) option but I have not pulled the trigger on that expense.

A second complaint stems from the first; ATG page references still use their older printed page reference system. For instance, ATG numbers different sections/chapters individually. Thus, Chapter One – Introduction, starts on page 1-1 and ends on page 1-3. This equates to pages 10 and 12 of the pdf copy.  In my pdf copy, I cannot search for page 1-3 (I think headers are non-searchable). I am not sure what advice to give ATG on how to solve this problem; in the move to digital publishing a different reference scheme seems appropriate, but at the same time the present scheme supports the print version.

To help the player or referee get organized for play, the Player’s Handbook extracts many of the tables needed during the game. That said, there are still many smaller rules and modifiers that get buried in the dense text of the rulebook. For instance, buried in the second column on page 6-2 are penetration modifiers for shells against face-hardened armor. These modifiers are not carried over to the Player’s Handbook. A more thorough scrub of the rules is necessary to extract many important modifiers.

Monroe’s Legacy is the real history lesson of DotB. The 103 pages include nearly 30 scenarios (many hypothetical) and the Data Annexes for this era.

In the end I am glad I bought DotB. If one is an Admiralty Trilogy player the entire three-book collection is a must-buy. If you are not an Admiralty Trilogy player but want to explore naval combat in this era with your own favorite rules system, Monroe’s Legacy is probably a good investment.

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