Dear Wargamers, I had the game "Queen Victoria's Navy" on my table for a long time, and I thought it would be appropriate to discuss it in this venue. Queen Victoria's Navy (QVN) is a 2000 copyright from Bone Games (www.bonegames.com, $9.95). It was designed by Bruce Biskup and Joshua Howard. The game covers tactical ship combat in the time period that we, and some naval historians, refer to as the "predreadnought era", 1880-1906. Actually, the British had a battleship named Dreadnought during this period, and it was nearly as revolutionary as the 1906 ship in many ways too. But the name for the period has nevertheless stuck and so I'll use it here too. The Physical Components. The game comes in a 6.5" x 9.5" envelope containing a 22" x 34" white, featureless, hex field map, an 8.5" x 5.5" reference card, a cardstock sheet of color counters, and a sixteen page rule book. The hex field map is printed on both sides: the hexes are 16 mm from side to side on one side of the map, and 19 mm on the other side. The 8.5" x 5.5" cardstock counter sheet is backprinted. On one side are shown 60 ships from this era printed in some rather basic colors, along with 36 informational black on white counters. The informational counters are the familiar .5" x .5" size, and they designate items such as turning points for formations, fires, ships that have been illuminated successfully by searchlights, and so on. The ship counters are 19 mm x 12.5 mm (ie, .5"), so they just *barely* fit in the hexes. For a while I played with the ship taking up two hexes--I don't think it changed the game too much and I liked the look of it a little better. Later I used this excellent piece of shareware (can't remember the URL, sorry) to generate some larger hexes which I photocopied onto blue cardstock. The counters are not diecut; you cut them out. The business side of the counter shows the name of the ship, its designation (Battleship, Armored Cruiser, etc.), a "directional arrow" so you can tell which way the ship is moving, and its nationality. There are ships from six nations: Britain, France, Italy, Germany, Russia, and the US. The reverse side of the counter shows just the abbreviation of the ship, and the ship plan in black on white. In the optional rules, players can set up their ships with the noninformative sides showing to simulate fog of war until the ships get within sighting range of each other. Given that the game has only four scenarios, and each player commands only about 6-8 ships in each scenario, this rule seems like more trouble than it's worth. The counters show a top down plan of each ship--they are functional, but they are neither particularly attractive imo, nor are they particularly accurate. For example, the British battleships Inflexible and Devastation (whose name is not spelled correctly on the counter) are both shown with the identical plan. As you may know, Devastation was basically a big overgrown monitor, with its primary guns located in turrets designed for broadside fire. Inflexible, on the other hand, was an example of that strangest of all capital ship types, a masted vessel with the primary guns carried in turrets sponsoned out amidships for end-on fire in addition to broadsides. The Design Elements. Each hex represents 500 meters, and each turn represents about 5 minutes. Each ship has been rather exhaustively and painstakingly evaluated on a number of critical dimensions ranging from the size and strength of its various gun batteries, and the various firing angles thereof (a seemingly straightforward evaluation, but one that can change the game dramatically I believe), the amount and strength of the armored belt and hull, and the ship's ability to maintain speed in several abstractly depicted sea conditions, among other things. To give you an idea of the detail, the armor has apparently been evaluated both in terms of its thickness and its material (wrought iron, compound, compound with teak backing, whatever) on an alphabetic scale. The result is 26 possible armor grades (27 actually because there is a "zero" grade, meaning totally unarmored). The relevant armored portions of each ship (hull, belt, turret or barbette, conning tower) are each evaluated separately. Guns have been similarly evaluated in terms of size and caliber. I haven't scanned the stats on all the ships modeled in the game to see if all these values are used, but conceptually the game is built around this theoretically possible 26^2 matrix of gun vs. armor values. In order to actually cause damage, the gunfire has to hit in a place where it can defeat the armor. In other words a hit by an "E" gun on a place that has "F" armor has no effect (Similar to the Great War at Sea system, there is a "damage cascade" provision that provides a sort of damage "trickle-down" effect, but the gun always has to be able to defeat the armor for the hit to be effective). Playing The Game. In his review of QVN which appears on Grognards, Pat Collins wrote a really good synopsis of play--I don't want to simply repeat what he has already said so well. So here, I hope briefly, is my take on the game: Players determine which side is "advantaged" for that turn, and the advantaged player can decide he wants to move his ships first or second. After secretly determining how fast your ships will move that turn, there is torpedo combat for any torpedoes that may be in the water. Then the player moving first moves his ships half of the their current movement rate, then the player moving second moves his ships their full allowance, then the first player moves his ships the rest of their allowance. Ramming attacks or accidential collisions may occur at the end of the movement phase, or perhaps during it. Ships then go to a simultaneous gunnery combat phase, and then there are some end-turn activities such as trying to reduce level 2 shipboard Fires to level 1, or putting out level 1 Fires. With regard to gunnery combat, the firing player determines which level of battery is firing and then goes through a computational process involving a series of modifiers that begin with an entry on the "0" column of the CRT. The modifiers raise or lower the column from "0", to "+1", "+2", or going the other way, "-1", depending on their effect. The modifiers are categorized in terms of range, the "number of batteries" firing (which I think must actually mean the number of operational gun tubes remaining in the battery, but I was never quite sure), and "gun situational modifiers" such as the relative speed of the firing ship vs. the target, the number of ships firing on the same target (too many splashes make it hard to aim your weapons) and so on. You roll 2 D6s on the CRT for a standard 2-12 based table. The results are expressed in terms of "hits". Each hit is multiplied by the "firepower" of the battery (but I think they really mean the size of the battery, again in terms of operational gun tubes), to get the number of damage points. You then roll on a damage allocation chart (also 2-12) for each damage point inflicted. The kinds of damage inflicted are not surprising: Ships may have primary or other batteries damaged, torpedo tubes may be knocked out, shells can crash through the hull or belt. Sometimes a critical hit is called for on the damage table, and you roll yet again on 2-12 critical damage table to find out what happened. The critical hits always inflict some damage to the belt in addition to whatever else they do. There is the possiblity of a magzine hit which, again if the gun causing the hit can defeat the ship's belt armor, causes the ship to explode and sink immediately. The gunnery combat CRT deserves some commentary. Bruce Biskup describes the combat table as a "bell curve with no die modifiers". Essentially, what happens is that, with each column shift up, the "to hit" number sneaks in from the edges of the CRT. So on the "0" column, you hit by rolling a 2, 3, 4, 11, or 12 (25%). On the "1" column, you hit by rolling any of these numbers plus a 10 (33.3%). The effect of this is that the probability of hitting is not a linear function of the number of column shifts. Given that the column shifts up or down are cumulative, it also means you *really* want to maximize all your shifts up, because going from let's say +1 to +2 is a whole lot more destructive than going from "0" to +1. I'm not offering any criticism of the CRT; it may be a very accurate model of the events in question. I thought it was a very interesting idea, and it seemed like it worked ok in the context of the game. As we say in the Midwest, it's different. Evaluating The Game And The Experience Of Playing. The design philosophy of BoneGames can perhaps be summed up from the quote that appears on the back of the rules booklet for QVN: "We at BoneGames wondered why wargames had gotten so "big": big by requiring too much time to play and big by costing more and more money....[W]e set out to design high-quality wargames that could be played in a reasonable amount of time, and that could be purchased for a surprisingly small sum." I certainly feel that I received at least $9.95 worth of value, and it's very clear that Bruce Biskup has done a remarkable amount of work in preparing this product for the marketplace. Still, there are some other points that I think should also be made. First, as I stated above, the basic game comes with only four scenarios, and none of them are historical. There are some who might suggest it could hardly be otherwise: Unless I'm mistaken, Queen Victoria's navy did not actually fire a shot in anger from 1866 to 1914 with the exception of the bombardment of Alexandria (and at least some of the ships engaged were at anchor during that event--it wouldn't make much of scenario). The scenarios actually here include a British vs. Franco-Italian squadron in the Med, circa 1886, a French vs. Italian battle in the mid 1890s, a Russian vs German battle set in 1905 (no Tsushima here), and British vs. US scenario in 1899 (The British support Spain in the Spanish/American war!). So the scenarios included do indeed cover the time span, and you get to see and fight quite a few interesting ships, but not against their "historical" adversaries. There are no Japanese ships present to fight the Russians, nor the Chinese as the Japanese did at Yalu River, 1894. Neither are there any Spanish ships present, so your American battlewagons are left to slug it out with a division of British "Majestics", supported by some protected cruisers. I think the problem here is the design criterion to bring the game in for under $10. Inevitably, that decision has consequences for the overall size of the package you get. Imo, the specific problem is that sixty counters are just not enough ships is to get a good look at all the types of vessels afloat during this epoch. However, I feel it is only fair to point out that Bruce Biskup seems to have recognized the issue. In his designer's notes for the game, which are also available at the website listed above, Bruce discussed the fact that, in general, the counters are the most costly component of a game, and he was motivated to keep the number of counters down, while still showing some of the more interesting ships of the period. Somewhat parenthetically, I would especially like to mention here that Bruce's design notes are *very worthwile*--in fact I think they are a model of how design notes should be written. In them, Bruce describes the challenges he faced as a designer, and his answers to those challenges are very thoughtful--in my judgment right now, reading them during and after playing the game was my favorite part of the QVN experience. Back to the game and some other possible consequences of the cost issue: The product that you get from BoneGames is not really ready to play right out of the envelope. Let me explain why. Basically each ship requires a "control log", in which you mark off hull and battery hits--that's typical naval wargaming. The problem is that in the rules some ships share the same control log. For example, in the scenario that I played (over and over), the Italian vessels Duilio and Dandalo are basically identical and there's only one control log to depict them. I photocopied the scenario pages from the rules book and then literally cut and pasted little strips of paper to end up with two complete sheets so that each ship had its own control log. I've looked the rule book over pretty carefully and I'm pretty sure this problem exists for every fleet in every scenario. It looks to me like they wanted to keep the rule book down to a manageable length. I have another beef with the control logs: They really don't give you a place to write down each vessel's current speed either. As long as all the ships are part of the same formation (I'll come back to this term later), it might not be too hard to put a single D6 with different pips up at the head of the column of ships to show speed (that's what I did). But if ships leave the formation, or if they try to change formation (an optional rule), it becomes a real pain to notate which ship is traveling at which speed. There is something very important that I should note in registering these criticisms. If you go to the BoneGames website, you can download, at absolutely no cost, improved ship control logs for each scenario, with each ship possessing it's own log. And they print out in bigger text than those in the rule book too, which is kindly on our aging eyes. That's a nice feature, which countervails to some extent the criticism of what you get in the envelope (still no separate speed indicators though). I also believe there's a little bit of confusion around the term "formation" as it is used in the rules. In rule 11.4 it says, "Three or more ships may be arranged in formations by the scenario instructions" and then the rule goes on to list the acceptable formations such as line ahead, line abreast, echelon, and so on. Rule 11.4 suggests that you have a choice about putting your ships in a particular formation, and this interpretation seems to be supported by Rule 11.6 which states that ships that are not in a formation suffer an additional -1 column shift on gunnery and everything else, unless the ship started the scenario "not within a formation". Further rule 11.7 states that players cannot "reorganize vessels into different formations once the scenario begins unless the optional Command and Control rules are used" I took 11.7 to mean that if you, as "admiral" of your little squadron started the scenario with your ships in line ahead, your were committed to that and only that formation. I also thought that the optional C&C rule (Rule 19.) sounded like a good idea. Rule 19 starts out with this: "Formations normally cannot make more than one formation change *per turn* (my emphasis). That seems different to me than what the basic rules imply, but whatever. In any case, Rule 19.2 goes on to state: "Ships can reorganize into new formations during the game. The ships trying to join an existing formation must meet the speed and direction requirements to be considered part of the formation." If the ship *trying* to join meets these requirements, it becomes part of the existing formation on a die roll. I think the expression "formation" is being confusingly used in the rules to describe two distinct things: (1) A functional group of ships nominally under the command of a single leader for purposes of tactical cohesion, and (2) the arrangement or deployment on the water of such a functional group. That would seem like a minor point, except that, based on the penalties in the rules, the underlying design concept implies that all the navies of the world agreed that it was good to keep ships "under command" and also that it was a bad idea to redeploy once the engagement had started. My take is that, all during the 1880s at least, neither of these points could be assumed to be part of the strategic, tactical, or architectural conceptual furniture of any of the world's major navalists. I'll come back to that point in just a minute, but first I'd like to discuss the ships themselves. To arrive at the ship data for gunpower and armor resistance, Bruce apparently ran a spreadsheet in which the properties of the known data points were entered, and then some extrapolation was done to come up with the alphabetic evaluations of the rest of the ships. So for armor for example, this works out to be about 1-2 inches of armor for each letter. I don't have a beef with this approach and I don't have any better ideas about how it would be done. However, I do have some concerns about the firing arcs given on some of the ships, and what that does to the game. Let's consider the French battleship Redoutable (laid down 1873, completed 1878). Redoutable carried a powerful primary battery of some eight 10.8 in. guns--each of which was carried in position alone. The French were perhaps the champions of the "lozenge" arrangement--basically laying out the big guns in a diamond with at least one big gun mounted on the forecastle deck (as a "chaser" gun), some guns on either beam, and a final big gun laid out on the afterdeck. Redoutable was designed as an attempt to achieve all round arcs of fire (but not necessarily *equal* fire), with one chaser, one stern gun, two guns laid on the corners of the central battery amidships, and one gun mounted one deck higher amidships. Here's how this is notated in QVN: E1M3 *1M3 E3M3 The first letter is the defensive strength of the turret or barbette. The asterisk indicates there is no armor. The first number is the number of guns in the battery. The second letter (M in each case) shows the strength of the gun, as in an "M" could defeat anything armored with * through "L", and the final number shows the number of damage points inflicted each time such a gun hits. The first grouping refers to the bow chaser, the second grouping shows the stern gun (I think it actually was mounted on a barbette too, but in the pictures the gun does look pretty naked out there. The third grouping shows the cluster of 3 guns amidships. the bow gun has only a forward arc of fire; the stern gun has an "astern" arc and port and starboard arcs. The main grouping of three guns has port or starboard arcs only. How would you use Redoutable? Based on what I've told you, you might say, in a line ahead formation so that you could get a broadside of four guns to bear on either the port or starboard side--that's what the game is telling you to do. But actually, according to Conway's All the World's Fighting Ships, 1860-1905 (available from the US Naval Institute Press--pricey, but it will provide you with months of reading), anyway, two of the three amidships guns (the ones mounted on the main deck) had very limited beam fire; it was only the single gun on the upper deck that actually had a good arc of fire across the whole beam. So in fact instead of four guns, you might have only two guns bearing on the beam. On the other hand, each of the guns mounted on the forward corner of the main battery could bear forward, as could each gun amidships on the upper deck, as could the chaser gun obviously. So you could have five of the eight big guns firing on a forward arc. And then if you "missed your target", you could pivot the upper deck guns around and have five guns bearing astern! So how should you use Redoutable? The design intent was for Redoutable to blast her way forward with as many guns as she could get blazing away, hit her target with gunfire and slow him down, and then sink her big ram bow into the side of the enemy vessel. If she missed and careened on by, then it was time to pivot the upper deck guns and continue firing until you turned around for another pass. I think the implication is that French naval architects of the 1880s understood the concept of a battleship to be a capital ship that would fight in a line abreast formation, but only until the battle was joined, at which point a fleet action would devolve into, not a long range gunnery duel, but rather a bunch of big ships playing "chicken" with each other. This wasn't just a French theory (and it wasn't the only French theory either)--the British also had capital ships like Hero or Conqueror that had only a single turret mounted forward. The idea was to keep them out of harm's way until the enemy was shot up and not going very fast, then whistle them into the fight where they could pick off the stragglers by ram. Well, there's a sketch of naval battle theory in the 1880s--we'll never know if that's how it would have turned out. But my point here is that QVN doesn't really acknowledge the incredible richness and uncertainty of what a fleet action would look like early on in the predreadnought period. By the time the Battle of the Yalu River was fought (1894), thinking had perhaps settled down into the contours we now recognize, and the Japanese fought that battle basically in a line ahead fashion. It's still significant to note that the Japanese had basically only a cruiser fleet at Yalu River, and it might not have profited them to engage in a mass vs. mass ramming contest. Well, that brings me to the end of my discussion of QVN. Overall, it's pretty quick compared to other systems, playable, reasonably accurate, and maybe fun. For me, there's a kind of Jules Verne aspect to the early predreadnought period that does not come through--I think the game has its 20th century blinders on. I had some fun describing the game; as always, thanks for reading. John Best jlbest@advancenet.com