Scattered to the winds – Organizing Battle Stations for Game of the Week

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Note to self…placing a plastic compartmented game box on edge is NOT a good idea!

Really wanted to get Battle Stations (Simulations Canada, 1984) to the table tonight for my Game of the Week but first I need to organize all the counters. Well, a good chance to really look at the game components.

Rulebook – Eight pages including the cover and back page which double as the box front and back. Rest is five pages of rules (double column) and one page player aid with tracks and Combat Results Table. Upon closer inspection, all the actual rules are in five columns of text the rest being scenarios (~three columns) and Designer’s Notes and Charts & Tables (~two columns).

Map – the 16’x24″ map is divided into four areas; The Northern Gap, The Eastern Mediterranean, The Southern Sea of Japan, and Open Waters. Each hex is 24 (nautical) miles across. So not a lot of maneuver given every game turn is about five hours (an interesting design choice…not your usual 4 or 6 or 8 or 12 hour turn).

Counters – Small (1/2″?) with lots of data crammed onto the little space. So little the ship class is not shown; one must cross-reference rule 9.1 UNIT ID NUMBERS TO CLASS LISTINGS to determine what each counter is.

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A Spruance-class “CG” and an un-targetted Kashin

By today’s standards a very DTP-like production job. But the real heart of the game is a simple combat model.

After movement in order to attack a ship must be targeted. This is a simple die roll (with just a few modifiers) against the Electronic Warfare (EW) rating of the target.

Different units can attack at different ranges, rated as A thru D and AU. Ships like aircraft carriers can attack at Range A (23 hexes) down to smaller ships or aircraft only able to attack the same hex (Range D). Ships are also given ratings for different types of attacks. These include Anti-Air (AA), Anti-Ship (AS), and Anti-Underwater (AU). Combat consists of multiple segments counting down the range. At each range, units compare attack strength to the EW rating – rolling the given die range results in a hit and destruction of the target. Combat is fast and deadly. That’s even without using rule 6.8 OPTIONAL NUCLEAR WEAPONS.

Rule 7.8 SEAPOWER & THE STATE INTERFACE points out that Battle Stations shares the same data base for units as the strategic game, making them easy to use together. I seem to recall reading many years back on CONSIMWorld that the designer does not have the formulas or other info to recreate the unit values. That’s a shame since the simplicity of Battle Stations could make it an interesting quick-play naval combat game of the modern era.

 

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