#Wargame Wednesday – Harpoon Captain’s Edition (GDW, 1990) – Entertaining, Educating, and Training?

Thank to @Ardwulf for parting with this item. Ardie…you let your fear of Harpoon get the best of you here because this is NOT a complicated near-simulation like Harpoon purports to be….

In the late 1980’s I was, in many ways, a hard-core wargamer. I relished playing complex wargames. I was a Star Fleet Battles (Task Force Games, 1979) fanatic and when the then-new Star Fleet Battles Captain’s Edition Basic Set released in 1900 I grabbed it up. For air combat games I enjoyed the Fighting Wings series from JD Webster, in particular his modern Air Superiority title from GDW in 1987. For naval combat I was all about Harpoon. I started out with the Adventure Games edition of Harpoon II in 1983 and in 1987 jumped to the new GDW edition informally called Harpoon III but more simply known as Harpoon.

In 1989 I finished college and joined the US Navy. Between training, something called DESERT SHIELD/DESERT STORM, and a few years stationed overseas my first few years of the 1990’s were taken up by concerns other than wargaming. So the truth to the matter is I missed Harpoon Captain’s Edition when it was first released in 1990.

By the mid-1990’s the Soviet Union had fallen and was already a fading memory. I vaguely remember browsing through a game store (Compleat Strategist in Virginia?) and looking at Harpoon Captain’s Edition: Exciting Modern Naval Battle Game. To be honest, a wargame about the Cold War Gone Hot in the North Atlantic at that time seemed so quaint. Furthermore, the game didn’t even look like Harpoon. I mean, the box art looked like the Harpoon series but when the cover also says “Easy to Learn – Fun to Play” and “Start Playing in 30 Minutes,” well, that was just NOT the real Harpoon I wanted to play!

Battle Stations!

Welcome to the arena of modern naval combat! In this game you will become a naval commander, in charge of guided-missile ships, nuclear submarines, and jet aircraft. While warfare between naval vessels and aircraft can be a complicated and technical business, the critical tactical decisions are made by captains and admirals who do not generally study a radar or sonar display themselves. They receive the distilled results of all the technical, data-gathering assets at their disposal and make decisions accordingly.

Harpoon Captain’s Edition provides a clear and concise description of modern naval warfare. The game places you int he same position as a ship’s captain or the admiral commanding a task force. Many details have been kept out of the game to allow the players to concentrate on command decisions, but the overall capabilities of various sensors and weapon systems are still presented accurately.


To make it easy to learn the rules, they are broken up into separate sections. Each section begins with a description of one aspect of modern naval warfare. Section one covers surface naval vessels; section two covers detection of enemy vessels; section three deals with submarines; an sections four and five add aircraft to the game. In each section, specific rules are presented that translate that aspect of warfare into game terms. After several rules have been presented, you will be directed to play a scenario which uses and illustrates those rules.

The scenarios themselves are all contained in the Captain’s Briefing. Each scenario lists all the information necessary for play, such as forces available to each side and starting positions. The Captain’s Briefing also includes discussions of various modern weapon systems and a number of advanced rules.

Harpoon Captain’s Edition, Rule Book p. 1

The above is pulled from the beginning of the rule book and pretty much tell you everything about the game. Harpoon Captain’s Edition is a relatively low complexity wargame that’s supposed to be simple to learn and fun to play. It’s also supposed to teach, as designer Larry Bond tells us:

The Captain’s Edition of Harpoon is supposed to be fast, simple, fun to play, and it is all of those things. But it also includes all the fundamental principles of modern naval warfare, so as you play, you can learn a great deal about how ships, subs and aircraft fight today.

Harpoon Captain’s Edition, Designer’s Notes

So how well does Harpoon Captain’s Edition actually live up to what Mr. Bond claims?

A Training Aid for Education?

Harpoon Captain’s Edition packs alot into what is actually a relatively small package. The 17″x22″ map covers the G-I-UK Gap and nearby seas using 1″ hexes. There are 300 counters though most are markers and will not regularly be used on the map. The rules and briefing books are each 16 pages. All the ships and aircraft appear on 54 cards. Each player is also given a card for keeping track of bases and a combat reference chart to keep behind a screen so the other player cannot see your allocations. There is a roster pad to keep track of hits and ammo expenditure. There are also ten little plastic aircraft that don’t look like any kind of maritime patrol aircraft active in the US or Soviet inventory (but they were probably cheap to put in the box). In many ways this wargame looks like a training aid packaged for a ship’s wardroom.

Harpoon Captain’s Edition – Out of the Box

Basic Game

The programmed learning approach uses 15 scenarios:

  • Scenarios 1 & 2 use Surface Ships and Surface to Surface Missiles
  • Scenario 3 adds Naval Gunfire
  • Scenario 4 adds Detection
  • Scenario 5 adds Dummy Units
  • Scenarios 6/7/8 adds Submarines
  • Scenarios 9/10/11/12 adds Patrol Aircraft
  • Scenarios 13/14/15 adds Tactical Aircraft

The first few scenarios play very fast…20 minutes or less in some cases. The later, more complex scenarios going on for as long as 21 turns (7 days), can take up to 2 hours to play. I actually played through all 15 scenarios (plus one Advanced Scenario) in a dual-hatted solo mode in about six hours of actual play time.

Each turn is very simple in execution. Players begin by assigning their ships or submarines to Task Forces. Each Task Force moves when their movement chit is drawn during the turn. At that point, the player decides on a speed and radar status. While moving, Task Forces can be attacked (if detected).

In surface to surface missile (SSM) combat, defenders use long range SAMs, short range SAMS, and point defense weapons to defend in layers. The game mechanics emphasize the need to “rollback” defenses; indeed, the whole idea of “Rollback” is given a major sidebar discussion on page 7.

Submarines are treated much like surface ships except of course you use Sonar to detect them and ASW to attack. Submarines can attack using SSM or torpedoes.

Patrol aircraft remain on the map continuously but move when their chit is pulled. They are most useful for detection though they also have an attack capability.

Tactical aircraft are weapons that are fired when needed; they do not have a movement chit. Tactical aircraft do have a radius (or range) from their base. When attacked, aircraft may be aborted or even shot down by defenses. Unlike ships or submarines, aircraft have no ammo limits. Fighters can also be assigned different missions like Combat Air Patrol (CAP) which acts as a “fourth layer” of defense. However, if not enough fighters are available they might only be able to act as Deck Launched Interceptors which still attack but at the same time as the long range SAMs.

Combat factors represent the number of d6 rolled. The simple Game Reference Chart tells you the results.

Fast, Simple, Fun

Here is how my first combat in Scenario 3 played out. A US Task Force consisting of a single Arleigh Burke destroyer and two O.H. Perry frigates each screening a single merchant ship had to travel from Scotland to Keflavik, Iceland. Opposing their transit is a Soviet Task Force consisting of a single Sovremennyy destroyer and two Krivak-class frigates. The US Task Force moves under EMCON (EMissions CONtrol – radars off). To avoid being struck at range the Soviets also move in EMCON. The result is both task forces meet in the same hex (60 miles across) just off the Faroe Islands.

The Soviets move first and enter the same hex as the American Task Force. The visual search needs a 1-2 to detect the Americans…and they do. The Soviets initiate the attack with 8 factors of SSM from the Sovremennyy allocating 4 SSM to each merchant.

  • Long Range SAM Fire: The US Arleigh Burke defends the entire Task Force with 10 factors of Long Range SAM. That’s 10d6 with 1-3 a miss, 4-5 a single hit, and 6 a double hit. The roll is below average with only 4 hits…4 SSM (2 against each merchant) continue inbound.
  • Short Range SAM Fire: Each OH Perry has a single SSM they can use to defend themselves or the ship they are screening. The first Perry misses, the second downs a single inbound SSM.
  • Point Defense: Although all the US warships have point defense weapons, they can only be used to defend their own ship and not another.
  • Merchant Attack 1: Two Soviet SSM attack; each rolls 1d6 with 1-2 Miss, 3-5 a single hit, and 6 a double hit. The rolls are 3 and 6 – three hits which sinks the merchant.
  • Merchant Attack 2: A single SSM attacks. A roll of 6 (!) is a double hit which cripples the merchant; at 2/3 damage the merchant is reduced to a speed of 1 (sitting duck).

Advanced…Not Really

The Advanced Rules in Harpoon Captain’s Edition are actually very few. Each adds a bit of chrome but with minimal rules overhead. The real gem of the Harpoon Captain’s Edition design is the Advanced Scenarios. In an advance scenario, players randomly draw a Mission Chit that assigns them one of nine missions. Each Mission provides some background, the objective for the player, and a “mission budget” to buy forces. Each “asset point” can buy one flight of four aircraft or purchase ships based on their hull value (usually 1-2 points). Some ships are High-Cost (like the Kirov or Arleigh Burke classes which costs double. Here was the first random match up I played:

  • NATO Mission 6 – “Major surface forces will be entering the North Sea soon to conduct operations against Severomorsk. Your mission is to prepare the way by engaging and destroying enemy naval and aviation assets. Objective: Destroy at least six asset points worth of enemy forces, and destroy at least two more enemy asset points that you lose yourself. In addition, prevent the Soviets from achieving their objective. Force: 25 points.”
  • Soviet Mission 8 – “The war is going against the Soviet Union, and morale is sagging. An important and visible victory is required to boost the morale of troops in all theaters. Objective: Destroy the runway at Leuchars airfield or sink either the [aircraft carrier] Nimitz or [battleship] Iowa. Force: 30 points.”

An Entertaining, Educating, Training War Engine

Harpoon Captain’s Edition is definitely FAST to play. Some of the programmed scenarios are actually too fast. The real “test” of the design is the advanced scenarios that pit mission vs. mission. If the players both draw “large” missions the game will likely go the full two-hour advertised length. More realistically, the potential asymmetric match-up can lead to an “early” win. That’s not a negative for the game can be easily reset for another match!

While I initially shied away from Harpoon Captain’s Edition because I though the rules were too SIMPLE, what I discovered is actually a wargame of modern naval warfare in a design distilled into its essence. For designer’s who built their reputation on the accuracy of datasets and “realism” in how they interact, this distilled version of Harpoon is actually quite refreshing. Playing Harpoon Captain’s Edition also drove me back to rereading Dance of the Vampires (GDW) which details the scenarios designer Larry Bond and author Tom Clancy used in Clancy’s Red Storm Rising novel in 1985. I can’t help but feel some of the simplifications Bond talks about in Dance of the Vampires made their way into Harpoon Captain’s Edition.

Dance of the Vampires courtesy ATG

Quite simply put, Harpoon Captain’s Edition is FUN to play. The game also teaches without preaching. Although I consider myself somewhat knowledgeable about modern naval warfare tactics, I found myself applying them almost without thinking because it was the “natural” choice to make in the game. Sure, I need to sink the merchants, but first I’ll rollback some defenders before saturating the defenses with a massive SSM strike. That is, after I use my Patrol Aircraft to detect which task force is real and which is a dummy. All while avoiding the dreaded Tomcat fighters and delivering a massive Backfire bomber raid.

Harpoon Captain’s Edition is “fast, simple, fun to play” just like Mr. Bond said. That’s because it is a well-designed War Engine of modern naval warfare. The programmed training teaches you the engine in easy to bite bits. After you learn, the real challenge comes from taking on different missions, never being sure what your opponent’s mission is. That’s 81 possible mission sets but a near-infinite set of possible scenarios since each side gets to buy their forces. Even though some asymmetric match-ups are possible, the emphasis on tactics over the reputation of a weapon system leads to a balanced game. In the 16 games I played (split-personality solo) the net result was 8 American wins and 8 Soviet wins.

The combination of entertaining play and education actually places Harpoon Captain’s Edition in an interesting space of the wargame hobby. As Colonels Jeff Appleget and Robert Burks and fellow author Fred Cameron tell us in The Craft of Wargaming (Naval Institute Press, 2020), wargames come in four basic types; Entertainment, Educational, Training, and Analytic. Harpoon Captain’s Edition appears to be derived from a Training game for the US Navy designed to Educate about the fundamentals of modern naval warfare that GDW was able to send to the commercial wargame market for Entertainment. The fact that it can be used to Train or Entertain while still Educating is an impressive bit of wargame design.

Given my recent readings on the modern Chinese Navy, I have to wonder if there is potential for an updated, 21st century version Harpoon Captain’s Edition but using the PLA Navy instead of the Soviets. After all, the fundamentals of naval warfare are constant, even if technology is challenging how some of them are applied.

It took me 30 years to get my copy of Harpoon Captain’s Edition. I’m very happy because I discovered that it is far from the quaint design I expected.

Rocky Reads for #Wargame- China as a Twenty First Century Naval Power (Michael A. McDevitt, 2020)


A very thorough analysis of the present capabilities of the People’s Liberation Army Navy (PLA Navy). This is perhaps the best single-source compilation of open source analysis on the PLA Navy presently available. Persuasively argues that the PLA Navy is a “blue-water” navy – today. Analytical breakdown offers many opportunities for wargaming.

Naval Institute Press, 2020

Not your father’s PLAN

How often do we hear about “China rising?” If you subscribe to that school of thought then you are in for a surprise if you read China as a Twenty First Century Naval Power: Theory, Practice, and Implications by Michael A. McDevitt, RADM, US Navy (Ret.). In this very recent (late 2020) publication from Naval Institute Press, RADM McDevitt argues that fifteen years of anti-piracy patrols has already made the PLA Navy the second most-capable naval power in the world. He further argues that the PLA Navy is well on track to be a true “world class navy” but 2035, a deadline set by Chinese leader Xi Jinping.

Rear Admiral McDevitt starts out with a discussion of where China’s maritime power ambitions come from. The sources he uses are nothing special; everything is publicly available (although some needed to be translated). This is good grist for wargame designers; understanding what China wants to do on the high seas supports good scenario design.

The second chapter, “Getting Started: Learning How to Operate Abroad” contains the core argument in the book. McDevitt shows how fifteen years of overseas anti-piracy patrols has directly contributed to the development of a highly professional and capable blue-water navy. For wargame designers this is a challenge; so often wargames looking at the PLA Navy seem to dig into the whole “China rising” meme and don’t acknowledge (or refuse to acknowledge) that the Chinese Navy is not “coming soon” but “already here” and far removed from a second-rate coastal defense force that couldn’t even deal with Vietnam.

The next several chapters are probably the best for wargame and scenario design. RADM McDevitt addresses area denial, anti-access and a Taiwan campaign, the South China Sea, and the Indian Ocean in turn. In each section he discusses the what the PLA Navy is charged with accomplishing and the doctrine and equipment they developed to meet the challenge. His discussion of equipment is particularly helpful for wargame designers as each piece of kit is evaluated against what its mission is. This evaluation is far more helpful than just comparing it to the US Navy. The breakdown by area also can be useful for scenario design, and if one puts it all together a larger campaign view is possible.

Pacific Trident III

This book is not the only writing on China’s navy that Rear Admiral McDeveitt delivered in the past year. In February 2020, RADM McDeveitt wrote the final report for the unclassified Tabletop Exercise (TTX) Pacific Trident III sponsored by the Sasakawa USA Foundation. The goal of Pacific Trident III was to explore challenges to the US-Japan and US-South Korea alliances. In that final report, RADM McDevitt foreshadowed some of what he was going to write in China as a Twenty First Century Naval Power. Like in his book, some of the policy recommendations from the TTX are good wargame fodder:

  • Recommendation 3: The United States should consider the merits and risks of adopting a position on the conflicting maritime claims in the South China Sea, persuade other countries to support this position, and develop diplomatic strategies as well as military contingency plans based on these positions (emphasis mine).
  • Recommendation 4: The United States should conduct a policy review of its responses to Chinese aggression against occupied or unoccupied features in the South China Sea. While the details of military actions should be classified, the United States should make it clear that treaty obligations would be invoked by aggression, and could under certain circumstances result in military intervention (again, emphasis mine).
  • Recommendation 6: Planning associated with US military options in support of the TRA [Taiwan Relations Act] recognize the requirement for a rapid expansion of consultative and cooperative mechanisms with Taipei.

Other Views

The Center for International Maritime Security (CIMSEC) was kind enough to publish Toshi Yoshihara’s article, “China as a Composite Land-Sea Power: A Geostrategic Concept Revisited.” The article is adapted from a report by the Center for Strategic and Budgetary Assessments (CSBA), Seizing on Weakness: Allied Strategy for Competing With China’s Globalizing Military. Yoshihara’s thoughts go hand-in-hand with McDevitt:

Imperial overreach is not as farfetched as one might assume, despite China’s impressive wealth creation over past decades. As a classic land-sea power, which faces the seas and shares contiguous borders with its neighbors, Beijing must always stay alert to threats in the continental and maritime domains. This inescapable two-front challenge imposes perpetual opportunity costs: every yuan spent on one area is one fewer yuan available for the other flank and vice versa. The trade-offs between its landward and seaward commitments could impose built-in limits on China’s global plans.  

Toshi Yoshihara, “China as a Composite Land-Sea Power: A Geostrategic Concept Revisited”

Rocky’s Thoughts

Best Value

Up-to-date capability assessment mixed with analysis of doctrine and mission.


Read it now because the PLA Navy is growing so fast the data will be outdated sooner than later.

The PLA Navy from Office of Naval Intelligence (2015) – sorely out of date

Wargame Application

Harpoon V (Admiralty Trilogy Games, 2020)

The discussions in “Chapter Four – Area Denial” and “Chapter Five – Keeping the Americans Away: Anti-Access and the Taiwan Campaign” have lots of potential Harpoon V (Admiralty Trilogy Games, 2020) scenario material. One part in particular that struck me is RADM McDevitt’s assertion that the anti-access strategy doctrine of the PLA Navy is not too unlike the Soviet Union in the Atlantic during the Cold War. This made me immediately think about a 21st Century version of Dance of the Vampires, the Harpoon scenarios and campaign that Larry Bond and Tom Clancy used to support the writing of Clancy’s Red Storm Rising novel. It would be great to see a new 21st century version starring the PLA Navy!

Dance of the Vampires from Admiralty Trilogy Games

“Chapter Six – The PLA Navy and the South China Sea” is perfect update material for South China Sea (Compass Games, 2017). The same can be said for “Chapter Seven – The PLA Navy in the Indian Ocean” and the forthcoming release of Indian Ocean Region: South China Sea Vol. II (Compass Games, 2021).

A 21st Century VitP?

As I read China as a Twenty First Century Naval Power, I appreciated how RADM McDevitt broke down the problem geographically. At the same time, it made me realize that many (all?) modern naval wargames take that same approach. We have wargames on the invasion of Taiwan and confrontation in the South China Sea or Indian Ocean. We also have wargames that can deliver a very fine tactical simulation of a modern conflict. What is lacking (in the commercial hobby wargame space, at least) is a wargame that shows the entire campaign. What I’m thinking about here is something like a Victory in the Pacific-type of overview. Although McDevitt breaks the PLA Navy problem down into discrete geographic areas they are all interrelated: the flow of shipping in the Indian Ocean must travel through the South China Sea to get to the mainland. I can think of no commercial wargame that looks at rolling back the PLA Navy across the globe, or even across the Pacific. Just what is the Plan ORANGE wargame for the 21st century?

Victory in the Pacific (Avalon Hill, 1977)


McDevitt, Michael A., China as a Twenty First Century Naval Power: Theory, Practice, and Implications, Annapolis: Naval Institute Press, 2020.

Feature image: 200818-N-KF697-3150 PACIFIC OCEAN (Aug. 18, 2020) Royal Brunei Navy Darussalam-class offshore patrol vessel KDB Darulehsan (OPV 07), Royal Canadian Navy ship HMCS Winnipeg (FFH 338), Republic of Singapore Navy Formidable-class frigate RSS Supreme (FFG 73) and Royal New Zealand Navy ship HMNZS Manawanui (A09) maneuver during a division tactics (DIVTACS) exercise during Exercise Rim of the Pacific (RIMPAC). Ten nations, 22 ships, one submarine, and more than 5,300 personnel are participating in RIMPAC from August 17 to 31 at sea around the Hawaiian Islands. RIMPAC is a biennial exercise designed to foster and sustain cooperative relationships, critical to ensuring the safety of sea lanes and security in support of a free and open Indo-Pacific region. The exercise is a unique training platform designed to enhance interoperability and strategic maritime partnerships. RIMPAC 2020 is the 27th exercise in the series that began in 1971. (U.S. Navy photo by Mass Communication Specialist Seaman Isaak Martinez)

It’s the most wonderful #boardgame #wargame #books #models time of the year thanks to the RMN Family, @Ardwulf, and @fortcircle

Christmas 2020. The year the Grinch brought COVID to the world. In the RockyMountainNavy home we actually had a good year in great part because our family bonds are strong (and stayed strong regardless of how much the Governor of Virginia tried to keep us down). Gaming played an important part in keeping the RockyMountainNavy family going this year as you will see in a series of posts coming before the end of the year. Christmas 2020 also brought several “new” games and other hobby items to my collection.

From the RMN Boys

Iron Curtain: A Cold War Card Game (Jolly Roger Games, 2017). The RMN Boys went to the FLGS just after Thanksgiving and dived into the 70% off sales tables. This is one of the items they found for me.

Car Wars: The Card Game (Steve Jackson Games, 2015 edition). Another 70% off sale item. The BGG ratings are kinda low but hey, who doesn’t like a little mayhem and destruction?

FLGS 70% Off Sale? Don’t Matter!

The RMN Boys also surprised me with a plastic model this year. Their “excuse” is that they know I prefer to build 1/144th scale these days so this one will “fit” with my collection. I love my Boys!

Bandai Millenium Falcon 1/144th scale

From @Ardwulf

Well, not really a gift from him but purchased off of him. Kudos to the USPS for “only” taking 14 days to ship this 3-5 days delivery.

Victory at Midway (Command Magazine, 1992). Supposedly similar to Seven Seas to Victory (XTR, 1992) by the same designer which I already own. The copy is showing age with yellowed edges but I’ll store it in a ziplock magazine bag to slow down further aging. That is, when I’m not playing it! Will be interesting to compare this to this year’s Revolution Games release of Fury at Midway.

Victory at Midway (Command Magazine, 1992)

Harpoon: Captain’s Edition (GDW, 1990). I have played Harpoon since the 1983 Adventure Games edition of Harpoon II. I remember passing up this version in the 1990’s because it “looked too simplistic.” I have long regretted that decision so I jumped at the chance to add this title to my Harpoon collection. The box is a “players copy” on the outside but (near) pristine on the inside.

Harpoon: Captain’s Edition (1990)

Harpoon III (GDW) / Harpoon 4 (Clash of Arms). Included also was a copy of Harpoon III with more than a few sourcebooks as well as Harpoon 4 with the 1997 Harpoon Naval Review and two other modules. I already own these but having secondary copies on hand is not a bad thing. The counters alone are worth it.

Second copies for my Harpoon collection….

From Fort Circle Games

The Shores of Tripoli (Fort Circle Games, 2020). Again, not a true gift but still a nice present to get this Kickstarter fulfillment before the end of 2020. I have the original PnP version and like it so much that backing the Kickstarter campaign for a “professional” copy was a real no-brainer.

The Shores of Tripoli (Fort Circle Games, 2020)

From Me

OK, a bit of a cheat here. I took advantage of a US Naval Institute book sale to get two new books to read. I really am looking forward to digging into The Craft of Wargaming for, ah, “professional” reasons.

Some “professional” reading

History to #Wargame – Harrier 809: The Epic Story of How a Small Band of Heroes Won Victory in the Air Against Impossible Odds by Rowland White (www.silvertailbooks.com, 2020)

An aperiodic look at books and wargames that go together. The wargames and books presented here are both drawn from my personal collection and do not necessarily reflect the best of either category…but if I’m showing them to you I feel they are worth your time to consider!

Harrier 809: The Epic Story of How a Small Band of Heroes Won Victory in the Air Against Impossible Odds by Rowland White (Silvertail Books, 2020)

Photo by RockyMountainNavy

I remember the Falklands War on TV. I was a student in middle school at the time and absolutely enamored with the weapons of the Cold War. Here was a “major power” taking on an upstart South American country. Even after nearly 40 years, it is good to see that more of the history of the Falklands War is coming out, in the most recent case in the form of the book Harrier 809 which details the life of 809 Naval Air Squadron which was formed after the war started.

There is lots of goodness in the pages of Harrier 809. My personal favorite parts include the story of how 809 Squadron stood up. It really is a good lesson in trying to put together a unit in a “come as you are” war; lessons that I hope the US Navy and Air Force don’t ever have to face (but in reality, it could very well be the reality). I also love the factoid that the Royal Aircraft Establishment at Farnborough built several 1:24 scale Airfix models of the Harrier to test new camouflage schemes. I use this to show my boys that their “little hobby” can actually make a real difference!

At the time of the Falklands War I was big into playing Harpoon 3rd Edition (GDW, 1981). As much as I wanted to, the only real air combat games I owned at the time was Foxbat & Phantom (SPI, 1977) which was NOT a very good game to play around with too much. It would not be until 1987 that JD Webster and GDW published Air Superiority that was much better suited at depicting air combat during the Falklands (including rules for the famous VIFF -vectored in-flight- maneuvers).

Over time more games on the Falklands War came out. I own a few like the Harpoon 3rd Edition supplement Harpoon: South Atlantic War – Conflict in the Falklands/Malvinas, 1982 ‐ GDW first edition (1991) or the later Harpoon 4 version South Atlantic War: Battle for the Falklands – Scenarios for the 1982 South Atlantic Campaign ‐ Clash of Arms second edition (2002) that included a ground combat module for the Harpoon system. Not long after the actual war I acquired the Wargamer Magazine ‘zine game Port Stanley: Battle for the Falklands (3W, 1984) that I remember being disappointed in as it focused more on the ground combat over the glamorous air and grueling sea battles I so loved. (My perspective over time has changed as I have come to better appreciate the very challenging ground campaign).

More recently I acquired Mrs. Thatcher’s War: The Falklands (White Dog Games, 2017). Being a solo game it is much different than other games that look at the war. It also focuses at something between the operational and strategic levels of war with the air battles treated in a more abstract manner.

Over the years I have occasionally seen rumors and hints that Lee Brimmicombe-Wood might make a Falklands version of his raid game Downtown (GMT Games, 2004). As often as I hear the rumors they are crushed. I’ll admit, this would be an insta-buy for me!

One game that everybody points out as a really good take on the Falklands War is Where There is Discord: War in the South Atlantic (Fifth Column Games, 2009). I don’t own it, and given the market prices for the game -between $150-200- I don’t think I’m going to be acquiring that title anytime soon.

At the end of the day I feel the Falklands War is an under appreciated topic in wargames. There certainly is fertile ground for tactical Land/Sea/Air games with the interaction of the many weapons systems. I also feel that the operational level game, from the level of the Task Force Commander has not really been explored. As more recent scholarship has revealed, there was also much more going on at the strategic level than I think is generally understood. Harrier 809 has certainly whetted my appetite for playing some Falklands War scenarios – I’m just going to have to go a bit retro in my wargame selections to do so!

A Modern Simulation #Wargame – Harpoon V (admiraltytrilogy.com, 2020)

How many wargames do you know get a mention in a major mainstream publication, like Forbes? In August of 2020, the ‘new’ Harpoon V naval miniatures wargame from Admiralty Trilogy Games got just such an article. So what makes Harpoon V so special?

Way back in 1982 I was a wee middle schooler who had started wargaming just a few years before. The major titles in my collection were the Panzer/88/Armor series by James Day from Yaquinto Publishing and Star Fleet Battles (Task Force Games, 1979). That same year, the United Kingdom and Argentina fought the Falklands War. The extensive media coverage fascinated me to no end, and not long after I found a copy of a miniatures wargame called Harpoon II (Adventure Games, 1983) and its supplement Resolution 502. What immediately struck me about Harpoon II was that the game was more a simulation than, well, a game.

One of the greatest news magazine covers ever….

The next year I read the book Hunt for Red October by author Tom Clancy. I immediately started to recreate the scenes of Red October in Harpoon II. In 1986 I read Clancy’s Red Storm Rising and again was struck by the bug to recreate the scenes using Harpoon. Just a year later, Harpoon 3rd Edition (GDW, 1987) hit the shelves and I eagerly bought the base game and all the expansions. I continued to follow (reinvesting every time) when the title shifted to Clash of Arms as they published Harpoon 4 (1997). So it should come as no surprise that I am once again investing in the latest version, Harpoon V (Admiralty Trilogy Games, 2020).

My Harpoon Collection (original image courtesy Admiralty Trilogy Games)

What keeps me coming back? Well, the Harpoon series is less a game and more a simulation. Look at how the current publisher describes Harpoon V:

Harpoon is the flagship of the Admiralty Trilogy Group’s games. First published in 1980, it has undergone several major revisions, with the last, Harpoon 4.1, being printed in the late 1990s. Although the system has remained fairly stable, naval technology has continued advancing, and there have been further developments in the game systems as more information has been acquired. It is planned plan to issue a new edition, Harpoon 5, sometime in the near future consolidating this knowledge and standardizing Harpoon with the other products.

The era of modern naval combat began on October 21, 1967 when Egyptian missile boats launched four Soviet made Styx surface-to-surface missiles and sank the Israeli destroyer Elath at a range of 13.5 nautical miles. The face of naval warfare changed forever!

Harpoon 5 handles all aspects of modern maritime combat: surface, sub-surface, and air. Harpoon 5 is a system of detailed but comprehensible rules covering the many facets of modern naval actions. Consistent rating systems and evaluations of the capabilities of modern naval vessels, aircraft, submarines, and helicopters make it possible to achieve realistic results when simulating known situations, by extension Harpoon 5 also achieves realistic results with hypothetical scenarios.

Harpoon 5 can answer questions like:

Are carriers powerhouses or sitting ducks?
Can transatlantic convoys survive in a modern wartime environment?
In the cat-and-mouse games between US and Russian submarines, which is better?

As much as Harpoon V is a simulation, I have to give kudos to the design team to trying to make the game more ‘playable’ without losing ‘realism.’ The key to this balance is in the ratings system of platforms, weapons, and equipment that takes into account different technological eras. A simple “Generation’ rating for many weapons and combat systems (such as radars) accounts for how ‘smart’ they are. Thus, one can see the difference between a 500 lbs. bomb as it transforms from a ‘dumb’ unguided bomb in Vietnam to a laser-guided version in the Gulf War to a ‘smart’ GPS-guided munition of today. Or how it is much easier to spoof a Former Soviet Union air search radar on an exported missile boat in the 1980’s than it is to detect a modern Low Probability of Intercept (LPI) surface search radar.

Critics of the Harpoon series often cry the game is unplayable. Well, I challenge them to consider if they are judging the series as a war game or a simulation wargame. I argue that Harpoon, being more a simulation, by necessity uses a more complex model that requires more player manipulation. Many time in wargames, the model is simplified or heavily abstracted in the name of playability. There is nothing wrong with that as long as the ‘abstraction’ is done purposefully. The Harpoon series, because it leans more heavily into the simulation than gaming aspects of the design, can seem chart-heavy. I agree with many critics who say the game can be made more ‘playable’ if in a computer version, much like Command: Modern Air/Naval Operations (CMANO). That said, I like the player manipulation of the model, even if it costs me some playability. Besides, I don’t have an awesome gaming computer to run all the great graphics of those other games; indeed, my MacBook struggles even when running Table Top Simulator! That’s OK; I use the many nice counters from my Clash of Arms Harpoon 4. More recently, I have looked at investing in Paper Forge printable standees like their Modern US Navy Cruisers set.

CMANO – Quite honestly it’s computerized Harpoon

I will also admit that I look at Harpoon V as more a ‘professional’ wargame than a recreational one. No, I do not work in a DoD wargaming organization but even I use Harpoon for what-if exploration of current issues. As a matter of fact, Persian Incursion (Clash of Arms, 2010) is literally air strike Harpoon with a political game bolted on. That is the power of Harpoon!

Harpoon – without ships but lots of strike aircraft and geopolitics

Then there is the investment. The base rules are available from wargamevault.com for $20. However, to really play one needs to buy the data annexes. The first four, America’s Navy, Russia’s Navy, American’s Aircraft, and Russia’s Aircraft are available in pdf form for $16…each. That collection is great for replaying the Cold War but, let’s face it, the real match-up most modern naval gamers want to play out today is the US versus China. So, ATG, when is that data annex going to be available?

Well, look at that! Bestseller on Wargame Vault (image captured Sep 26, 2020)

“All game, no history.” Really? Musings on why I play #wargames

Recently on Twitter, the following tweet was reupped for comments:

The Tactical Painter @PainterTactical ·

Goodbye #advancedsquadleader Won 2 Australian tournaments, played 100s of games but had a damascene moment designing scenarios when I realised ASL had actually taught me little about WWII and nor could it. Play the rules, not the period. All game, no history.

I was added to the thread for my thoughts. Sorta hard to condense it into one short tweet but I tried:

Mountain Navy @Mountain_Navy · 
Thinking about what a #wargame means to me. Went to the tomes of Dunnigan, Perla, & Sabin as well as Zones of Control book for thoughts. My Answer: A wargame is an interactive model to explore conflict; it doesn’t define it. I use wargames for fun (to game) & inspire learning.

Complexity as Realism…or Not?

First, a disclaimer. I am not an active Advanced Squad Leader player. I played long ago but my ASL-like game was actually Star Fleet Battles (SFB). Like ASL, SFB is also accused of being overly complex. But when I was reading through Zones of Control: Perspectives on Wargaming (Edited by Pat Harrigan & Matthew G. Kirschenbaum, MIT Press, 2016) I was drawn to Chapter 10, “Design for Effect: The “Common Language” of Advanced Squad Leader” by J.R. Tracy. Tracy starts out by stating:

Advanced Squad Leader (ASL) (1985) holds a unique place in the wargaming hobby. Nearly thirty years old, it is still going strong, with a large, ardent fan base and a smaller, but no less ardent body of detractors. More a game system than a game, ASL is both respected and reviled as representing the best and worst aspects of wargaming. ASL itself is considered a benchmark of complexity and comprehensiveness, while its player possess a devotion bordering on fanaticism. Though its roots are firmly in the “design-for-effect” philosophy, it is viewed by many as the paragon of realism with respect to tactical World War II combat. This is born of a misguided equation of complexity and verisimilitude – ASL is at its heart more game than simulation, but it is a richly rewarding game, offering dramatic, cinematic narrative as well as competitive experience. (p. 113)

Mr. Tracy goes on to point out that Squad Leader designer John Hill was, “striving for an impressionistic depiction of combat…based on his interpretation of eyewitness accounts and recollections” (p. 113). He goes on to say, “For Hill, ‘Realism is in the stress and snap decisions of small unit combat’….” (p. 113).

“Realism is in the stress and snap decisions….” More than anything else that line captures for me why I play wargames. For the longest time I was caught up in that ASL-like versimiltude of equating complexity with realism. My favorite games were the likes of Harpoon, the Fighting Wings Series, or Panzer. Those games all bordered more on simulation than games.

Or so I thought.

Wargames as Insight

Years later I have acquired a more nuanced approach to gaming. These days I recognize that all games are models – and models are often imperfect. I now approach games more in line with the thinking of designer Mark Herman who tell us, “As a designer, I always strive to develop game systems that allow the players to compete in a plausible historical narrative that allows for the suspension of disbelief and offers insight into a period’s dynamics.” (ZoC, p. 133)

My undergraduate degree is in History and I always have viewed myself as an amateur historian. Starting in my youth, I used wargames to help me explore history. Robert M. Citrino, in his Zones of Control contribution “Lessons from the Hexagon: Wargames and the Military Historian,” gives us three ways wargames augment the study of history:

  • Wargames are a visual and tactile representation of the real-life event.
  • Wargames help illustrate the various levels of war: tactical, operational, and strategic.
  • Wargames are the ultimate “Jomini-Clausewitz conundrum.”
    • Wargames are Jominian at their core; they quantify, order, and prescribe military activity.
    • Wargames incorporate a Clausewitz artifact – the die as a randomizer

I find Citrino’s conclusion most powerful:

Beyond the informational content or fun quotient, however, wargames offer the operational military historian a means to interpret past events, to unpack the calculations that go into planning a campaign and then to analyze the reasons for success or failure. Wargames allow for compelling analysis of time, space, and force dilemmas; they clearly delineate the tactical, operational, and strategic levels of war; and they allow the player to appreciate the truths inherent in both Jomini and Clausewitz, rather than choosing one and rejecting the other. In the end, war itself is a violent, bloody, and unpredictable game, with time-honored Jominian principles serving as the “rules” and Clausewitzian Zufall interfering as the randomizer. (ZoC, p. 445)

Games, Not Simulations

Remember when I said that I loved all those more “simulation games?” I didn’t really understand why I thought this, but Robert MacDougall and Lisa Faden in “Simulation Literacy: The Case for Wargames in the History Classroom” (Zones of Control, Chapter 37) helped me understand maybe why I feel this way.

MacDougall and Faden make the case that simulations are often used to model social phenomenon. “They try to distinguish between dependent and independent variables, to make generalizations that will be applicable in many places and times, and ultimately, to uncover the laws of human behavior” (ZoC, p. 450). Games, however, are different, especially with respect to decisions:

Game designer Sid Meier once defined a game as “a series of interesting decisions.” In a historical simulation game, the players take on the roles of those who made interesting decisions. The rules of the game define the structure that constrained those decisions. “Play can be defined as the tension between the rules of the game and the freedom to act within those rules,” writes Douglas Thomas and John Seely Brown (2011, 18). Play, in other words, explores the boundaries of agency and structure – and the “ability to make interesting decisions” is about as succinct a definition of historical agency as we are likely to find.

…But Fun

Wargames make for interesting decisions. When I started wargaming, I thought for th elongest time that complexity led to more intereting decisions. These days, I find that it is often the simplest games, with less decisions, that are the most fun. Games like Enemies of Rome (Worthington Publishing), 878 Vikings (Academy Games), or Command & Colors Tricorne: The American Revolution (Compass Games) will never be held up as detailed models of conflict, but each is fun and offer up interesting decision spaces. They do teach, at least in broad strokes of history, and that is part of what makes them interesting too. But in the end, I play most wargames these days for fun.

I still play the more complex games, but my approach to them has changed. While I still use them to explore conflict, I also try to enjoy it. My attitude these days is one of wanting to game a conflict, not simulate it. I think many designers and publishers get this. This is why the new Harpoon V from Admiralty Trilogy Games is more player-friendly. It’s why Buffalo Wings 2 (Against the Odds) is having a successful Kickstarter. And yes, it’s why even Advanced Squad Leader is still a money-maker for Multi-Man Publishing (especially when one looks at the face-to-face tournament play aspect).

All of which is to say I play wargames for the fun of learning and making interesting decisions. They don’t teach me history, but they offer a pathway to further insight.

“All game, no history.” Not true for me.

Feature image courtesy BoardGameGeek.

#Wargame Service Life Extension Program (SLEP) – Modernizing Harpoon 4 (Clash of Arms/Admiralty Trilogy Group, 2006+)

WHEN IT COMES TO TACTICAL MODERN NAVAL WARGAMING there is only one game for me: Harpoon. I started with Harpoon II (Adventure Games, 1984) and their awesome module Resolution 502 covering the Falklands War. I kept playing Harpoon even when it changed publishers to Game Designers Workshop (GDW) with Harpoon 3rd Edition (1987). I followed along when Clash of Arms picked it up for Harpoon 4 (1996). These days the game is published – electronic version only – by Admiralty Trilogy Games. I recently pulled out Harpoon 4 as part of my 2019 Origins Challenge. Harpoon 4 won the 1996 Origins Award for Best Modern-Day Board Game.

I find that surprising because, 1) Harpoon 4 is a set of miniatures rules – not a board game, and 2) the Harpoon series has many more vocal detractors than advocates.

Harpoon has never had a board. From the beginning it was designed for miniatures. The Clash of Arms version came with counters that one could put down on a board but that alone doesn’t make it a board game.

The Harpoon series also has many detractors. I have heard Harpoon described as “ASL for the sea.” There is a bit of some truth there as one of the issues in Harpoon has long been that speed of plays dramatically slows as the most important actions occur. I believe this occurs because for the longest time the designers of Harpoon saw the product more as a “simulation” than a “game.” Thus, realism took precedent over playability. However, that balance is in the process of changing.

I think the real impetuous for change came when Clash of Arms published Persian Incursion in 2010. PI used Harpoon 4 as its base game engine:

Persian Incursion explores the political and military effects of an Israeli military campaign against Iran. It uses rules adapted from Harpoon 4 to resolve the military action. But its goal is to look beyond the military action by modeling the political and intelligence actions and consequences of a potential political conflict by including a card-based diplomatic/political component to the game.

Players spend Political, Intelligence and Military Points to influence allies or enemies, purchase reinforcements, execute military strikes or shape their own domestic opinion. Players choose variable starting conditions that shape scenarios, while random strategic events influence play in unexpected ways.

That said, PI took a long time to play, mostly because it took a long time to plan. Once play started, the speed of combat resolution was slow even with streamlined air-to-air combat or bombing rules changes.

Looking at the ATG presentation at Cold Wars 2010 one can see the level of detail that went into the game. But even though PI streamlined air-to-air combat, it still was not enough.

ATG is now in the process of updating Harpoon 4 to what they are calling Harpoon 4.2 (4.1 being an incremental update published in 2001). Two presentations, one at Historicon 2018 and another at Cold Wars 2019 lays out their plan.

Going beyond a simple edit and update, the ATG team wants to incorporate many new understandings of naval warfare they have uncovered. Some of these are the result of declassification of Cold War records, others are original research. The part I am most interested in is when they say, “Virtually every section of the rules will be modified, re-written to improve playability while retaining the fidelity of the earlier versions of Harpoon.”


As much as I love Harpoon (I rate Harpoon 4 8.25 on BGG – # 17 or in the top 3% of my collection of 700+ games and expansions) even I will admit it can use a playability scrub. I hope the focus on playability delivers a playable game that simulates modern naval warfare, not a ponderous simulation that purports to be a game.

Can’t wait!

Admiralty Trilogy – A Willing Foe and Sea Room

#ThreatTuesday – The 80’s Are Calling and They Want Their Super Etendards Back!

Courtesy BGG.com

I have written elsewhere that I am a child of the Cold War and had my wargame coming-of-age in the 1980’s. One of the games I got during that time was Harpoon II. H2 is a miniatures game of modern tactical naval combat. The game system would eventually inform an author by the name of Tom Clancy who famously used the game to play out a key battle of his book Red Storm Rising. That game series is explained in Dance of the Vampires available at Wargame Vault. But Red Storm Rising was still five years away. I was interested in Harpoon because of another war, one that had just happened – The Falklands War.


Courtesy dailymail.co.uk

One of the most dramatic events of that war was the attack on HMS Sheffield on May 4, 1982. Using an Exocet anti-ship missile launched from a Super Étendard fighter, the Argentinians sank the Type 42 destroyer. Many times I replayed this scenario as well as the larger naval confrontation. To this day the Falklands War remains my favorite modern naval battles scenario generator.


Courtesy BGG.com

So it was with much interest that I read Argentina intends to buy six Super Étendard fighters. Sorta proves that everything that is old is new again. It also makes we want to bring out Harpoon 4 and see how the Royal Navy’s Type 45 Daring-class destroyer would fare against this new-old threat.

Courtesy dailymail.co.uk



#ThreatTuesday – Planning the PLA Navy

Courtesy BGG

Being a Navy guy, I have long played naval wargames. For modern tactical naval combat nothing beats Harpoon in my book. I started way back with Harpoon II in 1983. The current version is Harpoon 4 first published by Clash of Arms in 1997 and now by Admiralty Trilogy Games.

Courtesy BGG

I am also a fan of the Asia-Pacific theater, having spent way too many years in the Western Pacific. The Harpoon system does have a “sourcebook” for the Pacific Rim in the expansion Sea of Dragons, but it was published way back in 1997!

With the news that China is set to launch it’s first indigenously built carrier any day now, I got to thinking about how one would update at least the Chinese People’s Liberation Army Navy (PLA Navy) order of battle information in Sea of Dragons. Fortunately for wargamers, there are several excellent publicly available sources to help!

Courtesy ONI

The first is from the Office of Naval Intelligence. In 2015, ONI published The PLA Navy: New Capabilities and Missions for the 21st Century. In addition to the publication itself, ONI also has provided useful graphics and videos and maps on their website. This should be every wargamer’s first stop when looking at the modern PLA Navy.

But today is 2017, and the Chinese have not been resting on their laurels since ONI printed their book. In another stroke of luck, gamers can look to Ronald O’Rourke of the Congressional Research Service. China Naval Modernization: Implications for U.S. Navy Capabilities—Background and Issues for Congress is updated several times a year and is one of the best running estimates of the threat. It is a very useful publication for bringing the ONI 2015 report forward to today.

I would also point the wargamer to Andrew Erickson’s excellent website. Dr. Erickson is on the faculty of the Naval War College, China Maritime Studies Institute. He specializes in using Chinese-language sources to study the PLA Navy and is a prolific speaker and author on the topic.

Between these three sources one should be able to update Sea of Dragons and get a better sense of what the PLA Navy would look like in a tactical naval game like Harpoon 4. One probably also will need to purchase back issues of The Naval SITREP magazine from the Admiralty Trilogy Group on a site such as Wargame Vault to get many ship characteristics.

#WargameWednesday – Dawn of the Battleship (Admiralty Trilogy Games, 2016)

Dawn of the Battleship: Tactical Naval Warfare 1890-1904; by Chris Carlson, Forward by Dr. Norman Friedman, edited by Larry Bond, published by The Admiralty Trilogy Group, ©2016.

Courtesy BoardGameGeek

Dawn of the Battleship (DotB) is the first Admiralty Trilogy rules system that I have bought since the end of the Admiralty Trilogy Group (ATG) relationship with Clash of Arms in 2015. The end of that publishing relationship led to the Admiralty Trilogy Group (ATG) expanding into digital publishing using WargameVault.

According to the publisher’s blurb:

Dawn of the Battleship simulates naval warfare from 1890 up to 1904, just before technology began to quickly change in the years leading up to WW I. During this period, there were no all-big-gun battleships, aircraft, gun directors, or radios. In the 1890’s, 1,500 yards was considered effective range, and 3,000 yards was long range. If you’ve played other naval games, you’ll have to get in real close if you want to hit.

DotB covers an often overlooked period of naval warfare. During this time there were few conflicts where the navies of the day seemingly factored in. Looking at my copy of Helmut Pemsel’s A History of War at Sea (Naval Institute Press, 1975) between 1890 and 1904 the (few) naval events of interest include:

  • April 1891 Chilean Revolutionary War (torpedo-boat sinks armored ship)
  • April 1894 Brazilian Civi War (torpedo-boat sinks sea-going turret ship)
  • 1894-1895 Sino-Japanese War (includes the major fleet action at the Battle of the Yalu 17 Sep 1894)
  • 1898 Spanish American War (including the very lopsided US victories at Manila Bay and the Battle of Santiago)

Given the simple technology of the day, one would expect DotB to be a simplified version of the World War I-era Fear God & Dread Nought or Second World War Command at Sea rules. On one hand this is true, while on the other DotB clearly shows ATG’s commitment to being “an accurate simulation of over a century of naval warfare.”

One criticism I often hear of the Admiralty Trilogy series of games is that they are too complex. A good example is over at The Miniatures Page where poster Yellow Admiral responds to a DotB review request with “The delay is probably because the 3 people who like playing the Command at Sea system are still working their way through the last game of Fear God & Dread Nought that they started in 2015…. :-)” Personally, I find the system no more onerous than other miniature rules; the longest part is prep time and actual play goes relatively quickly. That said, there is a learning curve (steep in places) and a good referee/player needs to be well organized in advance to keep the game flow going. The Admiralty Trilogy is not a good “pick-up” game – it is best enjoyed with experience. Ages ago I did a comparison of nine different naval rules systems playing the same scenario. Admittedly, the Admiralty Trilogy game was almost the longest to prep and play (30 min prep/90 min play) although two others were close. However, the Admiralty Trilogy game was by far the most “realistic.”

Dawn of the Battleship is actually three products; the rulebook ($12), a Player’s Handbook ($3), and a scenario book (Monroe’s Legacy) ($16). The rulebook starts off with an excellent forward by respected naval historian Dr. Norman Friedman. Combined with the introduction Naval Technology 1880-1904 (p. 8) the core issues facing naval officers and nations are succinctly laid out. As always, ATG delivers an excellent history lesson. The rules themselves are not very different from the other Admiralty Trilogy series, a real testament to the ATG commitment to a harmonization process using a common game structure.

Chapter Two – Game Mechanics covers preparing for the game (filling out Ship Reference Sheets) the Turn Sequence and Command and Control. DotB uses two turn scales, Intermediate (30 min) and Tactical (3 min). Command and Control is actually a collection of optional rules for communications such as Visual Signals, Communications Procedures, and Fog of War. None of the communications rules are required for play, but all enhance the realism of the simulation.

Chapter Three – Ship Movement uses the “Three Minute Rule” as its foundation. Unlike many games, turning is not with a movement gauge but by looking up the Ship Turning Distance – or “advance.” I have heard that some gamers don’t like this approach, but it is the one ATG choses. Again, once you get used to it it becomes second-nature.

Chapter Four – Detection is another chapter I often hear criticized. The Admiralty Trilogy uses a visual detection model where they factor in many variables. Personally, I like this extra chrome. What many seem to overlook is that it doesn’t have to be used. I think many players miss the part where the designer writes:

If the players wish to forgo the visual detection die roll, just use the 50% detection sighting range as the detection threshold. This won’t generally affect daylight battles that much, however, it will place smaller units at a considerable disadvantage at night. (p. 4-4)

There is also an optional rules for Sighting in Intermediate Turns which also skips the rolls  and “speeds play considerably” though again it is “not recommended for night engagements.” (p. 4-4)

The major “difference” from other games in the series is in Chapter Five – Combat and the use of Gunnery Standard 0, tailored hit chances and modifiers to account for gunnery combat in this era, and new torpedo attack tables (again accounting for this era). There are also rules to account for the Light Battery and torpedoes. This chapter also includes rules for Coastal Defenses, including Coastal Defense Fortresses with Fixed Batteries of Mortars and even Shore-Based Torpedo Batteries or Field Artillery Batteries. Controlled Minefields and Mining Casemates are also included.

Chapter Six – Ship Damage Results is another chapter where I hear complaints. The Admiralty Trilogy uses two damage models; a progressive hit-point damage system and a Critical Hit system. Of the two, the Critical Hit is the most important. Progressive damage, be it flooding or fire, is also modeled and important to the survival (or destruction) of a ship. For these processes the model can get complicated, but once again familiarity breeds speed.

Chapter Seven – Attacks Against Land Targets and Chapter Eight – Mine Warfare add dimensions of naval combat that get so often overlooked in the battles of World War I or the Second World War and all-but-forgotten in the modern era of Harpoon 4.

If I have one complaint, it is the format of the product though even here I am torn. The books are laid out in the traditional print format that ATG used when being published hardcopy by Clash of Arms. This is usually a two- or three-column across setup using a rather dense print. On a full-size page (8.5″x11″) this works fine. On a tablet not so much – the text becomes too fine and small. WargameVault does offer a Print-on-Demand (PoD) option but I have not pulled the trigger on that expense.

A second complaint stems from the first; ATG page references still use their older printed page reference system. For instance, ATG numbers different sections/chapters individually. Thus, Chapter One – Introduction, starts on page 1-1 and ends on page 1-3. This equates to pages 10 and 12 of the pdf copy.  In my pdf copy, I cannot search for page 1-3 (I think headers are non-searchable). I am not sure what advice to give ATG on how to solve this problem; in the move to digital publishing a different reference scheme seems appropriate, but at the same time the present scheme supports the print version.

To help the player or referee get organized for play, the Player’s Handbook extracts many of the tables needed during the game. That said, there are still many smaller rules and modifiers that get buried in the dense text of the rulebook. For instance, buried in the second column on page 6-2 are penetration modifiers for shells against face-hardened armor. These modifiers are not carried over to the Player’s Handbook. A more thorough scrub of the rules is necessary to extract many important modifiers.

Monroe’s Legacy is the real history lesson of DotB. The 103 pages include nearly 30 scenarios (many hypothetical) and the Data Annexes for this era.

In the end I am glad I bought DotB. If one is an Admiralty Trilogy player the entire three-book collection is a must-buy. If you are not an Admiralty Trilogy player but want to explore naval combat in this era with your own favorite rules system, Monroe’s Legacy is probably a good investment.