COMMAND AT SEA A Review by Jim O'Neil Every review begs the question, "should I buy it or not", and at $50 Command at Sea certainly does. The answer is "If you really like Naval Action / Naval War games and enjoy knowing how and why things were done" - buy it. If Naval games are not of much interest to you, neither is this Simulation., and it is much more a Simulation than a game. The research and ensuing data on equipment and in the scenarios make the Boxed set worth the price. You want some idea of when a Radar set began to be issued?, an aircraft entered service? What units were involved in a certain battle? Quality of Japanese Armor versus that used by the British? it's there! The data alone is worth the price, I say that because I've bought a lot of source material over the years, and it costs... lots more than $50. Command at Sea (CaS hereafter) supplants Seapower as the simulation for the folks who want to work with details, and know why certain things occur. The designers made great efforts to make CaS a simple playable game with lots of detail - detail won though, and it is hard to avoid being drawn into an ever more complex simulation. It will take the average player about four hours to be functional in it, but 30-40 to be conversant with the rules. The Game requires you do a fair amount of preparation in advance, so quick games will require that you have the ship forms already made up. Two players will do for many scenarios, though a few more players lowers the "command load" and allows some of the bigger scenarios to be played. The game can be played in a reasonably small area, as they have an adjustable scale so you can run the game at 2" = 1 NM [the smallest recommended scale, although they have a conversion chart all the way down to 1"= 5 NM] or all the way up to 10"= 1 NM. Larger scales are just a matter of interpolation. The game turns come in Intermediate [a Grand Tactical move] game turns of 30 minutes of action(s); and a 3 minute Tactical turns. The flow is as follows: Intermediate Turn Tactical Turn 30 minute 3 minute plotting phase Plotting phase Movement phase Movement phase Planned Fires Phase Detection Check Phase Detection Check Phase Second Air Move Phase Reaction Fire Phase Resolution Phase [for torpedoes, bombs, light AA] Amphibious Combat Resolution Phase [if needed] Intermediate turns are used to bring units into combat quickly; If needed, an intermediate turn can be inserted every 10 tactical turns to bring in additional forces without having to move them in tiny increments. You can play a gunnery game [no aircraft, no submarines] with say six ships on a side in 3 to 4 hours - less as you become accustomed to the rules. A spotter aircraft will cause only minor additional time, but if there are two float planes and one wants to attack the other, things rapidly get complex. Ships in tactical combat move once in three minutes, but aircraft can (optionally) move up to six times, in three impulses during two phases in that same period . AA comes in two types, Area AA [those guns which fire time fused shells in a barrage to protect the whole formation] and light AA [ the automatic guns that protect the owning ship, generally < 75 mm] . Aircraft engaging aircraft becomes a game within a game, having a discrete and accurate system using attack and maneuver values along with a variety of tactical modifiers, like the Harpoon system. The result of aircraft is a much more complex turn sequence. Submarine / Anti-Submarine is even more of a game unto it self and more than I can explain in a few words, with varying depth charge patterns, sink rates, effectiveness values, AS Detector abilities and Sub maneuvering. , though it fits right in the normal turn sequence. The game covers Amphibious Operations in 30 minute turns that provide a result based on a much modified die roll. This can be made into a more complex operation if wished, as they have procedures for running three minute turns and attacking shore batteries with ships fire. They also give values for typical ground units, so a ground combat could be simply resolved in a campaign. There Is No Campaign System However! That will be a later module according to the rules. There is a fair amount of data to allow one to run a campaign if they are willing to do some outside research and make up a few rules. The rules seem to cover most anything you could want... unless it's a rapid quick overview of what the outcome was... you are in the wrong rules if that's what you want. This is the set for the fellow who wants to do it all - prove he could fire his torpedoes and extricate his submarine from the convoy's escorts - have his flight of dive bombers hit that Carrier... this set makes you the fellow in the hot seat, be he the admiral or the Lt. Comdr. leading the CAP. It's great if you can keep up with who you are and what you are doing in each situation. I briefly discussed this with Ed Kettler, one of the developers, and he agreed that in any action using more than one or two flights of aircraft (two to four planes) per side , an AirBoss was desirable to manage the action(s). This simulation does allow you to game the Air Battles of this period with considerable accuracy, so if you enjoyed games like Dauntless and Air Force, this will have some appeal, although the simulation is more generalized. Aircraft in a dog fight are fought by drawing an opponents counters from a cup and making a die roll % against that type of aircraft. They have also provided a Cumulative Probability Table to ease and speed up the resolution of very large air to air battles with out the loss of accuracy. Gunnery is simplified to four range bands with varying penetration and damage, penetration decreases from band 1 [short range] to band 3 [long range] and then improves in the fourth band [extreme range] to reflect the increased velocity of the plunging projectile. Damage [calculated per gun mount] and accuracy decline as range increases. Attacks in bands 1 and 2 are against the vertical (or side) armor while in bands 3 and 4, the attack is against the horizontal (deck) armor. Is the system accurate? Well it is a simplified system in order to make the game playable , so it has some faults, but they aren't going to cause any major discrepancies in the outcome of a battle. Adding the additional accuracy to the simulation may not be worth all the trouble. The designers found that 67% of all hits are against the deck armor at long and extreme ranges (defined as roughly the last 2/3 of the weapons range) , while at short and medium ranges, 2/3s of the hits would be on the belt armor; this coupled with the angle and thickness of the armor means that only shells that are striking with only a small angle from the perpendicular or those much bigger than what the armor is designed to withstand will penetrate... the damage they do will tend to even out any discrepancy, while the smaller shells non-penetrating hits have been factored out, this little convention greatly simplifies the gunnery computations. When we get to Italian ships in the follow on module "SUPERMARINA" due out this summer (Yes it's one of those unending module designs) there will need to be some modifications to the system. The simplest solution may be to just use a slightly higher constant for computing penetration [this is in Annex J-1 of the Data Annexes Booklet] and if you are concerned you can make the same adjustment on your own. This is fine tuning for the enthusiast, and will not affect play much for those who aren't sticklers for accuracy, so disregard freely if you wish. The components are of very good quality, with dice, some excellent counters that allow you to play without having to buy miniatures and the reverse has useful silhouettes that show approximate ship/aircraft size and shape - useful for the fog of war and in radar and limited visibility situations. The scenario booklet has lots of nice Order of Battle information, to include unit designations and information on ship / aircraft configuration at that point in the war. Hard to find stuff! If you buy it piecemeal, the parts cost $60; skip the nice counters and it's still $45. I recommend the boxed set. I have as much Naval stuff as anyone I've heard off, including the 1:700 scale plastic airplanes the Japanese model makers put out years ago, and I still think the set is the way to go. The scenario booklet and the Data Annexes are valuable source material for ANY Naval Game. The scenarios vary from fairly easy and small [four US 4-pipers shooting up a Japanese Landing force of Balikpapan] through larger things like the Japanese Carrier Air Raid on Trincomalee. Very large battles like Coral Sea and Midway are broken into 6-8 separate scenarios. The rules booklet also has some very interesting information in the sidebars along with explanations on how and why certain procedures were used. Do yourself a favor, do not scrimp, buy the boxed set even if you plan to play another set of rules. Regrettably there are some bad points too, Someone left out players aids, there are no sheets with all the charts you need to refresh your memory! Thumbing through the book gets old quick. I am told this is being corrected, and the sheets will be available soon, these will cost about $5, since providing them for free would cost the game producers more than they are making as profit on the set. There are some typo's, expected in so large a piece of work, and an errata sheet is now available from Clash of Arms. Lastly, there are all the things you are surprised to find provided (lots of information on the British; eight and a half pages of Japanese merchant Ship names) the only thing I could find missing were a few rare Dutch aircraft. The Fokker C-XIW catapult float plane for the Dutch cruisers and the Fokker T-IVa Float Sea Plane and torpedo bomber are missing. We are talking about 12 C-XIs and maybe 20 T-IVa s... so it's hardly critical. The remainder of the aircraft available to the Dutch were P-36s (provided), Brewster Buffaloes (provided) and Martin B-10s (missing). Somehow in a simulation that provides so much detail, this minor oversight seems odd, but it is very minor. I would like to point out that this is a very well supported simulation, with questions and comments being answered in hours for those folks with Internet / Compuserve / AOL /GEnie access, a bit longer if you let the Post Office get involved. The overall value is there, understand I was a skeptic; Command at Sea is a good value, and after you have read through the information provided, you will be a much more knowledgeable Naval Gamer / Historian. I would not choose this as my favorite set of rules, but I would feel deprived without it in my collection. My favorite rules are General Quarters [non computer] & Shipbase 3 [computer] - I am sort of involved with Shipbase 3