Vae Victis magazine has started the habit of including small, quick bonus games in their issues, typically (but not always) with some abstract or point-to-point movement and an A4-sized map. The latest issue (main game on the 1919 battle for Orel between Red and White Russians) had a game called L'Invincible Armada, and this looked good enough that I tried it within a few days of getting the mag, last Saturday afternoon. The components are rather unusual, its map consists of seven pairs of boxes depicting the progress of the Armada through the English Channel. Each side has eight large fleet or ship counters (about an inch square) labeled with the admiral and flagship name, and each box gets one counters so that two fleets face off at each point of the way, except there's two on each side in the last box. Each box also corresponds to a turn, so only the ships in that box act that turn. One can call ships in later boxes in to help but then you have to roll against their admiral's rating to see if they arrive and make it back in time for their own turn. (Arrival, but not return, is automatic if the wind is favourable.) After the last turn, all survivors come together for a final battle if the game has not been decided. Mounting the counters is simple as there's only sixteen (very large ones). Each counter carries on the reverse side the name of the admiral and squadron and the ratings for gunnery, boarding, # of ships (which are used to take losses) and the favourable wind direction (which really serves only as a randomiser). The admirals are also rated, interestingly with a slight edge for the Spaniards (total value over all admirals is 31 for the Spaniards who have 3 fives over 29 for the English). Amusingly enough, Northwest is spelled NW on the English counters and NO (Nord Ouest) on the Spanish counters. The front of the counters only shows a ship This is a missed opportunity - both sides' counters use the same ship. Guess the artist didn't want to go to the trouble of depicting the different style of naval architecture (which is very nicely visible on the larg illustration on the first rule page showing the higher built Spanish ships). Well, it's a bonus game. There is also an order sheet, where either player secretly sets down before the game the tactics that his fleets will be using every turn. (This is where the game gets interesting but also goes the way of the Euro.) Orders for the British are: fire combat, maneuver, close in (the latter two prevent embarking of troops) and ammo resupply. The last order must occur twice in the first 6 boxes, and once in the first 4. Orders for the Spanish are: fire combat, boarding (where the Spanish ships are generally better), embarking troops and disembarking troops (the last meaning, on English soil). Embarking and Debarking can be plotted at most twice each, and that must happen in a continuous block. So it could be in the order EDED or EEDD. (Only plotting one of each is a bad idea in case the first attempt fails.) When resupply, embarkation, or disembarkation succeeds, both players can change orders for their subsequent fleets. There's also a free change of orders at the end of turns 3 and 6. Pencilophobes need not be afraid at the mention of setting down orders, all you need to do is write down eight numbers (the turn on which the ship has that order) on a table that comes with the game. (Copying recommended or you do it on a scratchpad.) There is a tactical matrix that spells out what happens based on the order choices. This is really the heart of the game and at this point I don't really understand the subtleties but one obvious aspect is that the Brits can always keep away from boarding combat as often as possible by choosing fire combat as their option. However, that doesn't interfere with the loading of the Spanish troops (you have to maneuver or close in for that). The trouble begins when you look at the order sheet because the lower row of Spanish counters accidentally copied the ship names. No big deal though (the admirals are unique so the ship names are not needed.) For my first, initial foray, as the English I chose some hard hitting ships at the start and end, and the weaker ones in between (the trick of preventing embarkation is to have the right order, not the specific combat outcome). The Spaniards got their toughest ships for the debarkation phase. At the start of the turn you roll a die to determine changes in wind direction. It's a d8, very unusual, to correspond to the points of the compass. The rules suggest to roll 2d6 if you don't have a d8 which seems rather silly as it will produce a skewed distribution; I rolled a d10 instead and rerolled 9s and 10s. First round: Ark Royal (fire combat) vs San Cristobal (boarding) results in fire combat. (Funny enough, that part of the matrix says "combat de feu" instead of "combat au tir" which initially led me to suspect it might have something to do with fire ships, but it's just another editing slip. The English roll miserably (a 1) but due to the relative advantage the Spaniards just barely win this battle with 8 vs 7 losses caused. Second round: The Swallow goes up against Nuestra Senora del Rosario, this time the British gain a clear advantage (10 vs 7 ships lost). Third round: The Golden Lion goes for resupply while the Spanish decide to embark; both sides' attempts work. There is no battle. Now orders can be changed. For debarkation to succeed the Spaniards must have debarkation ordered that turn and win the battle. Since the best two Spanish fleets are still a couple of turns away, the Spanish player decides to leave their orders as they are and accept another round of fire combat in between. Fourth round: The Revenge (fire combat) goes up against Santa Anna (boarding), the Brits win 8 to 7. Fifth round: Now it gets interesting. The Triumph goes up against the Santiago which has debarkation orders. Recalde, the admiral on board the Santiago, calls Medina Sidonia for help who is in the next fleet down and is a 5. Frobisher in the Triumph has only Roberto Southwell who is a 3. However, both manage to pass their dierolls. So a rather massive battle develops with the combined Spanish firing strength exceeding that of the British (10 to 8) since Southwell's squadron is also one of the smaller ones while the two Spanish ones are the biggest. Both sides roll a 4, the Spaniards win 14 to 12 and have managed to disembark their troops! However, victory is not theirs yet, they will have to win the final battle. Meanwhile, Medina Sidonia tries to jump ahead again to his station for round 6 and manages. So the Spaniards would win turn 6 by default but since they have already landed this was a rather useless maneuver. The English don't even attempt this - all that would result would be to send Southwell up against the significantly superior Medina Sidonia. Before turn 7, orders could be changed again but things are pretty clear, both sides are collecting ships for the final battle to see if the British can establish a draw in the game by winning it. The type of fight in the Battle of Box 7 (that's what the rules call it, how poetic, why not call it Battle of Gravelines the way the map does) is determined by the side that has lost *more* ships. In this cae that's the Spaniards (37 to 36). So the battle will be a boarding one (total strengths E 6 S 8) instead of fire combat where the strengths would have been E 9 S 6. But brilliant English admiralship turns the tables (they rolled a 6 vs a 2) and the losses are E 10 S 12, making total losses 49 to 46. That's not sufficient to let either of the Spanish fleets be captured and the Spanish admirals survive (although Hugo de Moncada survives rather narrowly on a 5). For the final battle, both sides count the number of remaining ships (both sides start out with an equal 140 ships, another Euro aspect), this leaves the Spaniards with 91 and the English with 94. Both sides choose an overall commander. The modifier he provides is dependent on whether the wind direction fits the one on his fleet, but we reroll. The wind is currently southerly (never changed during the game), so both sides choose a S-rated admiral. The wind doesn't change so the choice of admiral has no effect. This leaves the English with a meagre 3-point advantage before the final combat (which is resolved with 2d6 instead of a single dieroll). The Spaniards roll 5, the English roll 6 for a result of 96 to 102, which means the English win the final battle and manage to eke out a draw. This is a nice little game that should be playable in less than an hour and is not totally disconnected from the battle it depicts. :-) I'm someone who likes to point out that the "game vs simulation" dichotomy is a false one and that any game can be a simulation no matter how simple. Here of course the simulation aspects are rather thinly spread over the framework but one gets an inkling of the challenges that both sides faced even if many of the mechanisms are completely abstract (the final battle and wind in particular - the wind problems that bedeviled the Armada during the campaign are almost wholly absent in a game where wind is a randomiser that may affect either side but in this case didnt'). A nice little filler game and a switch from the SF games that normally fill this niche. (By the way John, you still have my copy of Lightspeed. :-) Markus Last 3 games played: L'Invincible Armada, Red Steel, Seven Days Battles --------------- http://www.dbai.tuwien.ac.at/user/mst/games/ --------------- "The best torpedo run to make - and the most difficult to avoid - is one aimed head-on at the front end of a carrier." -- "Helpful Strategy", Milton Bradley's Carrier Strike game. _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net http://mailman.halisp.net/mailman/listinfo/consim-l