I freely admit that solo wargames are not my usual thing. I dislike games that devolve into a repetitive set of processes that the player repeats until some victory condition is triggered. So it was with some hesitation that I picked up Mrs. Thatcher’s War: The Falklands, 1982 by designer R. Ben Madison and published by White Dog Games in 2017. In 1982, I was a young middle school lad with a great interest in military and wargaming. I watched the broadcast and cable TV stories about the Falklands War. Since then, the war has become a bit of a fascination of mine. Unfortunately, there are few games out there on the subject. So, after some hesitation, I let my love of the Falklands War conquer my fear of solo games and ordered.
I’m glad I did.
Component-wise, the game is not very fancy. Printed by Blue Panther, the same company that provided POD for Hollandspiele, the two maps (8.5″x11″ Strategic Map and 11″x17″ East Falklands Map) and 88 counters (nice and thick that punch out neatly) make for a fairly small gaming footprint. If necessary, a small 3″x3″ card table could be used.
Rules-wise, the game is procedural, like I guess most every solo game is. the difference I found in Mrs. Thatcher’s War is that between the procedures there is enough player-choice to keep it interesting. My thoughts by phase include:
A. Appreciate the Situation – The weather is very important, making this first roll an item of major interest. Will you be able to fly? Or will the entire turn be skipped in Gales? Do you have an SAS Raid this turn? If yes, what target and when will they return for another raid?
B. Grupos Phase – Seemingly mechanical, until you realize that each Grupos will generate attacking aircraft in places you maybe don’t really want.
C. Task Force Phase – The British player only has a four ships; 2x Carrier and 2x Escort. With these few ships you have to fight off Grupos attacks, sink enemy ships, defend the carriers, supply the landings, and maybe even provide Naval Gunfire Support. Too few assets for too many missions means choices (risk) must be taken. Oh yeah, watch out for Exocet missiles too! Mess up and public opinion (BBC News) drops making the ground war more difficult.
D. Argentine Air Assets Phase – More mechanics, but his step gets the Argentinian aircraft in play. A simple placement mechanic makes the arrival of aircraft both random and sorta realistic.
E. British Air Assets Phase – Harriers arrive to fight battles in the sky.
F. Argentine Junta Plan Phase – More than any other phase, the Junta Phase takes all the set, easily recognizable mechanical procedures and introduces events that mess up all the plans. The Argentine aircraft, carefully placed in Phase D and defended against in Phase E now move around (realistically) into new areas that the British player may not be ready for! Again, too few resources (Harriers) against too many threats (Argentinian aircraft).
G. Air Battle Phase – At first I thought the single d6 resolution mechanic was way too simple. After play I realize it is a speedy way to get believable results of the battle without too much time or rules complexity.
H. Ground War Phase – The war may be on the ground but naval forces (like Escorts for supply) and aircraft (for Air Superiority) are important to the troops. Even the Ships Taken Up From Trade (STUFT) is important bemuse that is where your helicopters are – or not. This is also where the pressure in the game comes from; the Landing at San Carlos can be no earlier than Turn 7 and the game ends on Turn 19. You have to get the troops ashore and moved across East Falklands before the game ends. Helicopters help, but you must be ready to Yomp your way across the island if necessary.
I. Logistics/Invasion Phase – This is definitely an administrative phase with a reset of the game state for the next turn. The News Headlines Table is the random events action. If there was one part I disliked it was the repetitive nature of the News Headlines. Or maybe I just don’t roll random enough?
J. End of Turn – Lather, rinse, repeat.
Bias. I don’t think anyone will accuse Mr. Madison of being neutral in designing this game. My cover prominently carries the “Banned in Argentina” banner. This title unabashedly depicts a British view of the war with just a few good nods to the Argentinians. That said, even though Ben Madison repeatedly criticizes the Argentinians, he also points out the foibles of the British too. That is not to say the game is rigged for the British player; rather, the game places the player squarely in the role of the Task Force Commander who must use naval and air power to deliver troops to East Falkland and execute a land campaign – before the clock runs out.
Final Call. On July 4, 1982, as Task Force Commander Admiral Sandy Woodward lowered his flag, he signaled:
As I haul my South Atlantic flag down, I reflect sadly on the brave lives lost, and the good ships gone, in the short time our trial. I thank whole heartedly each and every one of you for your gallant support, tough determination and fierce perseverance under bloody conditions. Let us all be grateful that Argentina doesn’t breed bulldogs and, as we return severally to enjoy the blessings of our land, resolve that those left behind for ever shall not be forgotten. (Admiral Sandy Woodward, One Hundred Days: The Memoirs of the Falklands Battle Group Commander, ix.)
No wargame can recreate a war perfectly, but Mrs. Thatcher’s War does a better-than-average job of delivering the pressures of this short, little war to the game table. Like I stated at the beginning, I don’t usually like solo games but Mrs. Thatchers War has just enough player choice to keep it interesting in the midst of the mechanical actions. Most importantly, the mechanics of the game and choices create a narrative of events that seem both plausible and believable.