I played the basic game two weeks ago and loved it. The game was quick to learn (15 minutes or
so) and really played fast. For
non-wargamers or folks who don’t like games like Advanced Squad Leader (old
school) that required a binder for rules – this was a great little sailing
combat game. I like it because in just a
couple of years, I can get my grandson to play with me.
The folks over at Ares slid me a copy of the draft Advanced
Rules. All I can say is – wow! For those of you that were worried that this
naval combat game lacked the kind of sophistication you wanted; perish the
thought! I took the time to do a quick
run-through with two ships. Here’s the
changes with the advanced game.
One: Planning. In the basic game you pick your maneuver card
and execute. In the advanced game the
combination of the wind and the hourglasses on the card determine when you execute your maneuver. Suddenly more defined tactics emerged. Where before I was thinking, “hard to
starboard,” now I had to contemplate when I wanted to make that turn.
Two: More fun with
guns. You get grapeshot and chains-shot
here and optional rules for double-balls.
The twist here is that these have different ranges and different damage
counters. Chain shot is nasty against
sails. Grapeshot whittles away at
crew. I like how Ares had done
this. They haven’t create a lot of
clumsy written rules, they have a fairly
standard approach and players simply use a different set of counters to pull
for the damage.
Three: Sails! In the basic game you ignore your sails. Here in the advanced rules, masts can be
shattered and your need to manage your sails.
These control your speed (via the cards) and really allow the intricate
moves you’re going to need to edge in close and prepare your boarding party.
With the basic rules you use very little of this. With the advanced rules, your life and your crew's depend on it! |
Four: Damage gets
nastier. You can get a hole and start
taking on water! Don’t worry, you can have
your crew pump it – but still, now you get a sense of realism. Your sails can be damaged, your mast broken,
and your rudder damaged. Did I mention
you can catch on fire? I also noticed in
the rules they sent me a tweak on raking fire which I found lacking in the
basic game – thank you folks at Ares!
Five: Boarding
parties. In the basic game you have
rules for musketry but the range is so short with muskets that they don’t
really factor in much. I assumed that
boarding parties would really factor in the crew slots a lot more. In the draft (stress draft) rules provided,
the crew slots don’t factor in much in boarding actions. This was a little disappointing. In my one-on-one battle, just getting in
close enough to board allowed musketry fire to whittle away one of the ship’s
crew. When we boarded however, that
ship, despite the loss of crew, was victorious.
That seemed a little too simple for me. I’m counting on the good folks at Ares to make
some modifications before these go to press.
There’s rules for sandbanks, reefs, ammunition magazine
explosions (ouch!) and oodles of other little gems.
So what is my summary?
Remember – these rules are draft and subject to change. What I found was a lot of sophistication with
the advanced rules. This goes from a “beer
and pretzels” (basic) game to a true wargame.
Digesting the advanced rules takes a little longer but it makes the game
really shine. This is a game that is built
on a very solid foundation just like Wings of Glory. I give it five stars and I want my production
copy NOW!!! If you want the ultra-short
version I’ll stick with, “This is Master and Commander on steroids.”
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