I love naval games. Just look at my Twitter handle or BoardGameGeek user name – RockyMountainNavy. So it should not be surprising that in the late 1990’s and through the 2000’s I bought many naval games. One of the more prolific publishers was Avalanche Press and their War at Sea-series including the Great War at Sea and the Second World War at Sea. Each game is actually two games in one; an operational campaign game and a tactical battle resolution game.
In 2010, Avalanche Press rolled out Introductory games for each series. Second World War at Sea: Coral Sea is the introductory title supporting that line. As the publisher’s blurb states:
Coral Sea is the new introductory boxed game for the Second World War at Sea series. It covers this key battle and is intended as a gateway for players new to the world’s most popular series of naval boardgames. The Japanese player must establish new bases in New Guinea and at Tulagi in the Solomon Islands; the American player must stop them. Forces are very closely balanced, and victory will rest with the player who can best make use of his or her resources.
The game is rated as 2 out of 5 in complexity with a playing time of “30 minutes to many hours.” I recently pulled out Coral Sea to give it a go. My reaction to the game is decidedly mixed; I like the operational aspects of the game but was reminded just what a chore playing the Second World War at Sea-series really is.
The rules for Coral Sea come in two books; Series Rules (24 pages) and Special Rules (8 pages). Mechanically the game is quite simple. In execution, it becomes long, repetitive, and a bit disinteresting. Back to that in a moment.
Set up for a campaign game, even with the low counter density (45 “long” ship counters and 100 1/2″ squares for ships, aircraft, and markers) should be fast but instead it takes time. I spent a good 30 minutes just setting the game up! Not only did I have to place the counters, but copy the Log Sheets (one for each side) and Data Sheets (five pages). This is NOT a pick-up game.
Each turn in the operational game is four hours of actual time. Each hex is 36nm across. Operational Scenario One covers the time period of 1-10 May 1942. That’s 60 turns! Each turn has the same 12 phases that both players have to step through together.
After checking the weather and assigning aircraft to Air Patrol missions, both players go to the Orders Phase. This is the first great analysis paralysis opportunity of each turn as the players have to plot movement a various number of turns in advance based the mission of the task force. Task forces with a Bombardment or Transport mission plot their movement for the entire scenario or until six turns in a friendly port are passed. This is especially painful because the fastest ships move three spaces a turn while slow ships (like transports) only move one. Fortunately, in Coral Sea each side has only a few task forces, and in the case of the Japanese player at least two have transports and will therefore preplot their slooooowwwww advance across the ocean.
Once plotting is complete, the Air Search Phase with searches and ASW patrols is carried out. If there is an air strike to be launched, in the Air Mission Assignment Phase the orders are written out. This is followed by Naval Movement, Submarine Attack, and Surface Combat (resolved in a separate Tactical Board). Air Strikes and an administrative Air Readiness Phase follows. Players then execute a Special Operations Phase which is all those activities exclusive of the above. The turn ends with an Air Return Phase and then it all starts again.
Simple and straight-forward. Even a bit realistic (preplotting shows delay in orders execution or pre-planning). It works, as long as one is ready to repeat this process 60 times (or 180 times in the 1-30 May 1942 Operational Scenario Two) for a game.
All that for an Introductory game.
I am not going to go into my dislikes of the tactical combat resolution system. For a taste of my opinion I refer you to an old GeekList where I compared World War I Tactical Naval Combat game systems. With that said, maybe a very simple tactical combat system fits this system because it is already a looooonnnnngggg game.
Remember, this is an Introductory game.
As I get older, I am coming to appreciate the luxury of larger counters. This is not the case in Coral Sea which has awesome 1″ long ship counters but 1/2″ aircraft counters crowded with information in tiny fonts – fonts too tiny for my old grognard eyes to comfortably take in. I could also use a pair of wargame tweezers to move or examine stacks of tiny counters.
I forced myself to play Operational Scenario One to its conclusion. I took me almost three hours of play time. Thirty minutes of set up and three hours of play.
For an Introductory game.
Looking back, I guess the game makes for an adventurous retelling of the battle but finding that narrative-vibe in-game is hard when slogging through 720 phases across 60 turns.
As an introduction to the Second World War at Sea-series, Coral Sea shows that one needs to be greatly committed to this game system and invest lots of time for little action. For me, it’s going to be a long time until this title – or any other Second World War at Sea-series game – lands on my table again.
3 thoughts on “#WargameWednesday – That sinking feeling… #SecondWorldWaratSeaCoralSea (Avalanche Press, 2010)”
Mark, you hit the nail on the head on the most important aspects of the SWWAS system – strong operational with quick tactical. Yes, if one wants to play the operational they have to concede that the entire game might just play out without a fight – or just a few. If you want a COMBAT game then be ready to be disappointed.
I reread my posting and still feel the main point – 720 phases for 60 turns and several hours of play for an INTRODUCTION is too much. Sure, a full Leyte Gulf campaign turns SWWAS into a lifestyle game (because you’re going to spend your whole life playing just that). Some people want that. Heck, in the early 2010’s I wanted that. Just….no more.
Something I have been trying to articulate in the past few years changed in my gaming. TIME is an important element of my play. Hmm…maybe I really need to get those thoughts organized and turned into a post…. Thanks!
It actually is introductory based on other elements of the series. The Battle of the Coral Sea, despite having carriers, certainly doesn’t have as many other SWWAS titles might have. The surface action forces are also limited as are the objectives. Some of the other releases have multiple objectives to achieve and large forces to allocate. The behemoth in this regard was the LEYTE GULF release which, if you know the historical LEYTE GULF actions, has huge numbers of air units and massive numbers in the fleets. There are multiple approaches involved.
One thing about the operational naval dimension I appreciate, but some of my friends do not, is the possibility that there might be few actions and, potentially, miss the other side entirely.
I accpet that fact but many of my FTF friends did not.
There are also ‘Battle Games’ which just use the tactical map.
Granting that the tactical actions are maybe better run with a miniatures system, it is approximately historical and fun to run some of these Battle Scenarios.
Wow, talk about a mislabeled game. Certainly doesn’t sound introductory!
I think I’d short-circuit having to plan ahead to that extent.