#Coronatine #Wargame Thoughts – Why to fight in Blue Water Navy: The War at Sea (@compassgamesllc, 2019)

A navy’s purposes deal with the movement and delivery of goods and services at sea; in contrast, an army’s purpose is to purchase and possess real estate. Thus a navy is in the links business, while the army is in the nodes business. Seen that way, a navy performs one or more of four functions and no others: At sea, it (1) assures that our own goods and services are safe, and (2) that an enemy’s are not. From the sea, it (3) guarantees safe delivery of goods and services ashore, and (4) prevents delivery ashore by an enemy navy. – Captain Wayne P. Hughes, Jr., Fleet Tactics and Coastal Combat, Second Edition, Annapolis (Naval Institute Press), p. 9

ALL TOO OFTEN WHEN WE GROGNARDS PLAY WARGAMES, we focus on the ‘how’ of the fight and forget ‘the why.’ My history of playing naval wargames shows this to be very true for myself. My first naval wargames were Wooden Ships & Iron Men (Avalon Hill, 1974) and Harpoon II (Adventure Games, 1983). Both of these game are very tactical; in each you are often fighting an individual platform (or groups of platforms) executing a specific mission or task. This makes it very easy to get focused on ‘how’ a platform fights but not necessarily understanding ‘why’ the ship/sub/plane is there. Operational-level wargames, like the venerable Fleet-series from Victory Games in the 1980s, do a bit better of a job by forcing you to combine platforms to execute missions. But at the end of the day the real reason for a navy does not always come thru. In true wargamer form, the battles are often fought out to the last with no objective other than the complete an utter destruction of the enemy. Fun (in a way) but not very informative.

Thus, I was surprised at Blue Water Navy: The War at Sea (Compass Games, 2019).  The game is another in the recent renaissance of ‘Cold War Gone Hot’ wargames, this time focusing on the naval war in the North Atlantic, Arctic, Mediterranean, and Baltic. As the ad copy says:

Blue Water Navy covers the war at sea, air, close-ashore and low-earth orbit from the Kola Peninsula in Northern Russia to the Mediterranean Sea and West over the Atlantic Ocean to the United States and Cuba. The game models the full order of battle that could be expected in 1980’s wartime, from multi-regiment Soviet Tu-22 Backfire bombers to multiple US carrier groups.

I posted some thoughts on Blue Water Navy before. At that time, I focused in on the ‘how’ to play the game. With my extra Coronatine-time I pulled the game out again for a deeper dive into the system. I happily discovered another layer of the game that I had missed; one that makes Blue Water Navy a great example of ‘why’ navies fight. It is so obvious. I mean, designer Stuart Tonge put it in the Introduction, “Always remember the game is about the convoys – if they get through, NATO wins the war.”

Of the 32 numbered major rules in the book, the two most important for this discussion are 18.0 Amphibious Landings & NATO Troop Delivery and 20.0 War & Invasion Tracks. Indeed, buried within 20.0 is the actual victory condition for the Campaign Game:

Hammer and Sickles: This shows when the game is won. To win the Soviet player must be able to count four hammer and sickle symbols on War Tracks overrun by Soviet armies.

“But wait,” you say. “I thought Blue Water Navy is a naval wargame! What is this talk of Soviet armies?” The truth is no matter what you do in Blue Water Navy, as a player you are trying to move the Invasion Marker along the War Tracks.

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Blue Water Navy Invasion Tracks (North to South): Norwegian, Danish, Europe North and Europe South. Hammer & Sickles for the win!

The Soviet player advances along the Norway and Denmark Invasion Track by putting Troops ashore using Amphibious Landings. NATO can strike Soviet troops to stall the advance. One advance is cancelled for every three hits scored by NATO. This means NATO needs to project power ashore, in this case using airpower or cruise missiles to slow the Soviet advance.

 

The North and South War Track both represent the invasion of Europe. The North Invasion Track is the classic Central Germany front and the South Invasion Track is the route through Yugoslavia to Italy. Every turn the Soviets advance one box westward. On the North War Track, NATO can cancel the advance by expending Supplies or Partial Supplies. These ‘supplies’ can only be delivered by NATO Convoys to Western Europe ports. On the South War Track, the advance is cancelled by hits by NATO, much like the Norway or Denmark War Track.

Rule 28.0 NATO Losses also forces the NATO player to think about what he is fighting with. A Convoy Massacre (destruction of a Convoy) earns one NATO loss point. Another point is lost for a carrier damaged (2 if sunk). If the carrier is lost north of the SOSUS line it’s another loss point. If the NATO loss marker ever reaches six points, it’s worth one  Hammer and Sickle of the four needed to win for the Soviet player.

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From my NORTHSTAR ’92 cruise above the SOSUS line. Nice to know if sunk I would’ve been worth an extra NATO loss point!

There are several other rules that have an outsized impact on the number of Hammer and Sickle. Rule 22.1 First Strike Points (FSP’s) , “…represents the nuclear posturing of both sides. If the Soviets can maintain a credible First Strike capability, the Politburo…will feel able to take aggressive actions such as using nuclear weapons or assassinating high-value targets.” FSP’s play directly into 27.0 Soviet Stability which tracks the political climate in Moscow. If the Soviets trend toward instability, the advances may be slowed, more ‘supplies’ arrive, and at worst they lose a Hammer and Sickle. Oh yes, less you think nuclear weapons are a quick route to victory, once the genie is out of the bottle and Battlefield Nuclear Weapons are used those Hammer and Sickle spaces on the Invasion Tracks with more than one are reduced to a single symbol.

 

The Rule Book for Blue Water Navy is 56 pages. Realistically speaking, 52 pages are ‘how’ to fight the war but there are four essential ‘why’ to fight pages. That is part of the lesson here; the fight is complex even when the reason or objective is simple. All those rules for ships and submarines and different aircraft exist for a few simple reasons. Going back to Captain Hughes’ words at the beginning of this post, Blue Water Navy very clearly illustrates that the role of the navy in war is, At sea, it (1) assures that our own goods and services are safe, and (2) that an enemy’s are not. From the sea, it (3) guarantees safe delivery of goods and services ashore, and (4) prevents delivery ashore by an enemy navy.


Postscript Note: Bit worrisome that in this day of return to near-peer competition the ability of the US Navy to protect the movement of forces across the Atlantic is doubtful. See Navy Drills Atlantic Convoy Ops for First Time Since Cold War in Defender-Europe 20. I particularly note this quote, “The Navy is exercising a contested cross-Atlantic convoy operation for the first time since the end of the Cold War, using a carrier strike group to pave the way for sealift ships with a cruiser escort to bring the Army ground equipment for the Defender-Europe 20 exercise.” First time since the Cold War? First time since 1986? Looks like the USN needs to find a way to play the 1:1 scale version of Blue Water Navy more often.

3 thoughts on “#Coronatine #Wargame Thoughts – Why to fight in Blue Water Navy: The War at Sea (@compassgamesllc, 2019)

  1. Great post- with one bit of the Atlantic as featureless as the next the why is so important.

    Cheers,

    Pete.

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