From: Doug Murphy Subject: Review: PBM Thunder at Sea (v.long) I recently had the experience of playing in a true computer-moderated play by mail World War 2 naval game, hosted by Command Authority Games ph (319) 386-5737 / email: 104312.661@compuserv.com. I was admiral of the Dutch component and CinC of ABDA sallying forth at the Battle of Java Sea...don't ask how I did...but more on that later. As a caveat and disclaimer, Don Eyres of CAG asked me to jump into this game and let me play three turns for free..knowing I'd recount my experience to y'all. So if you don't like that, hit delete now. For your first turn, you get the rulebook: 19 loose pages: double-sided, with an extensive index and "signal book;" list of your ships, their positions and detailed characteristics; list of all friendly ships and positions; victory conditions for your side; a report detailing expected enemy forces and scenario situation. The rules contain a quick-start feature that runs you through filling out a ship order form and torpedo order form, but you are advised to read the whole thing through. A nice touch is its printed on 3 hole paper so it fits nicely into a standard-size binder. They are clear and easily grasped if you have any kind of naval gaming experience. Key points for me to remember: turns are 12 minutes long divided into 4 three-min phases and bearings to other ships from the flagship are "true"...they don't change with course. Sequence of play goes: CAG mails out status reports and charts; Players write up orders per ship, fill out message forms to communicate and send this back to CAG. CAG's program resolves movement in 1 min. impulses. Ships are checked for torp launches at start, then moved, then checked for collisions, torp hits or other obstacles. Then gunfire and damage is resolved and ships make smoke. This continues for four phases, then damage control is completed, new reports are printed and mailed. The level of detail on ship report is significant, but as you might guess, with the computer tracking everything, you get to concentrate on the fun things...fire and maneuver. On your ship forms, you note courses and speeds for each 3 minute phase; then designate target for your primary, secondary and tertiary batteries. You declare torp fires, designate portions of your damage control capability to damage, make smoke, evade, counterflood and give special orders like abandon ship...something I now have much experience with... On torp. forms, you declare when you'd like to fire at what target and at what speed and at what course, so you can fire off different bearings if you'd like. The ship status reports are the heart of the game. You get all sorts of info: wind speed and direction (blows that smoke); current (important if you're holed or stopped); weather, a recount of your commands, damage taken and detailed...and what detail...here's an pungent example...Bridge hit by small shell at time 1651 -- secondary fire control position destroyed; Engine Room hit by small shell at time 1657 -- Engine Room damaged - 10% power lost...you get the idea. The most important part of this report is the contacts which are designated by bearing, range (in yds), course/speed and described (sometimes vaguely....destroyer....or more detailed: destroyer Fubuki, making smoke, firing, fired upon by Medium guns, evading...) The flag gets a circular plot with flagship at center than graphically represents these contacts...but they are best described as little blurbs...I had the most difficulty trying to think in terms of bearings and translate the contacts listed on the status report into the graphics...but that was part of the fun...you can spend much time studying these things...it helps that the various cycles to these games run from 2 to 3 weeks... You also have to watch out for running aground or into mindfield. Sending messages to other ships/commanders is fun...you get a limited number of words, or you can send coded signals...trying to decipher what your other units are saying is a hoot...one gets a real sense of how challenging it was during 1942 in the Pacific... When I called him to ask a few clarifying questions, Don told me he's putting together a 22-day-cycle game "The Honor of France" of a clash between FR and IT fleets in the Med during June '40. As of September 1996, Thunder at Sea costs $6 for the first game/ initial turn / rulebook, etc., and $2.50-$7.00 for other turns (depending on the scale of the battle and your level of command)...CAG also runs an Age of Sail game called PBM Close Action -- a cousin to the Mark Campbell design of that name. Expenses for that run $9 for the first game/ initial turn / rulebook, etc; other turns being between $3.50-$5.00...and $4 for first turn of future games. TaS and CA will be also be reviewed in future issues of the Naval Wargaming Review. More details of my particular excursions later... Doug Murphy From: Doug Murphy Subject: Replay: PBM: Thunder at Sea (long) After I posted my review of this game, I realized to my horror that my adversaries in this battle of Java Sea rematch might be on-list...but it has proved otherwise to my relief, so in answer to some inquires, here's a recount of the action thus far. This PBM game has a cycle of 15 days...started at time 1612 (I was dropped into the game at 1636 as Dutch/CinC) and goes to 2112 (sunset is 1748). Turns are 12 minutes each. It is the classic Java Sea situation...a disparate historical Allied force centered around the CA s Exeter and Houston (aft turret destroyed) is taking on an unknown IJN covering force...side that inflicts the most damage wins... As the pre-contact manuvering already occurred prior to my entering the game, I started the game with CL De Ruyter hit hard with rudder jammed over and engine room damaged by near misses. Like the Bismarck, I blazed away at a Jintsu CL only 2700 yds away, while circling at reduced speed to attempt repairs. Java was 9000 yds off the flag's stern quarter and unhurt, firing at CL Sendai. DD Kortenaer (with some engine room damage) was echeloned ahead and hitting a Kagero DD. DD Witte de Withe was even further ahead, amidst a confusion of enemy ships. I ordered the British and American groups to pursue independent action, figuring we were already in the thick of the enemy fleet. A scant 12 minutes later, I learned De Ruyter was ripped open by torpedos, and capsized. I had ordered Java to shy off attempting to get around to the convoy. Just after firing torpedoes, Kortenaer blew up from a magazine explosion and started sinking. W d W also launched torpedos and attempted to turn quickly away from a shoal of Long Lances. The Americans signaled heavy losses. The next turns revealed Java making her way unscathed around the perimeter, edging back into the fight. WdW successfully evaded torps but flooding and fires started from a hit and near misses. She was surrounded by burning ships from both sides, the British reporting heavy damage as well. More as the game develops. Doug Murphy