SeeKrieg Fourth Edition

20th Century Naval Rules

Reviewed by Clifford L. Sayre, Jr.

This new version of SEEKRIEG by Richard Sartore is an extensive revision and rewrite of previous editions. These rules provide for EITHER a range estimation or a probabilistic gunfire system. The rules consist of three 8.5X 11 booklets: 1. a 31 page rule booklet, 2. 76 pages of ship and aircraft data (ready to use) and 3. a folder with 18 double-sided stiff paper charts. The time scale is two minutes per turn and the recommended distance scale is two inches equal 1,000 yards, although data is provided for other distance scales. The rules are clearly written and include sketches to illustrate procedures as well as simple numerical examples. Some of the procedures have two or three levels of complexity so that players can adjust the level of difficulty according to their tastes or degree of experience. I would characterize even the simplest options as moderately complex, as a considerable amount of chart indexing and numerical calculations are required. The evaluation of damage is essentially a shell-for-shell calculation, although a cumulative probability method is provided to determine the number of hits from a turret or battery salvo.

There are two significant omissions. There is no turn sequence description, although the rules read chronologically the way one would move through a turn sequence. There is no sample ship card. Players will eventually learn what data to pull off the charts in addition to the ship data, but it would be handy to have such an aid available, especially for new players. Otherwise the rules are explicit and detailed.

The ship and gunnery data given in the rules will enable the gamer to recreate engagements over the period 1890-1945. The ship data range down to destroyers and the ships of minor powers such as Greece, Turkey and the South American countries are included. It is possible to add any ship not tabulated because the formula for the hull points is given and other data are given in normal gunnery units. The rules include provisions for smoke screens, RADAR, damage control, aircraft, submarines and night actions. These are one of the rare rules which actually describes a viable procedure for controlling the hidden movement of submarines.

The rules start with a discussion of strategic movement on maps and search to establish contact for an engagement. There are charts for weather, visibility and sea state which affect search as well as other combat characteristics. On contact ships are located on the floor or table according to their steaming formation and the tactical phase begins. Movement is simultaneous (although sides alternate in performing the evolutions). Gunnery is also considered to be simultaneous with damage taking effect at the end of the current turn. Guns can be fired by turret or by battery at a particular target. The number of hits, hit location, penetration, shell damage and critical damage are evaluated sequentially for each hit (an armor average method is provided as a somewhat shorter alternative). As noted earlier, the rules provide for either range estimation or probabilistic hit determination (the probabilitistic hit system has a Basic or an Advanced version).

Although the torpedo damage system is probabilistic (rather than an intercept), target speed, target size and target aspect are considered. The air operations rules provide for air-to-air combat, direct and screening antiaircraft fire, level and dive bombing and Kamikaze attacks. The author of the rules acknowledges the assistance of Lou Zocchi in developing the formulas for the aircraft attack and defense factors. Although the anti-submarine warfare section is short, the author does describe the use of a large bearing circle and range tape to locate hidden submarines in a convenient manner. The same technique was mentioned in an earlier edition of SEEKRIEG for use with mines. A useful bibliography is also included.

SEEKRIEG-Four is an excellent set of rules. The writing is clear and the format is well-organized. The rules ARE complex; hit and damage calculations and table-lookup will take some time, although explanations are clear and examples are given. Whether you plan to adopt the game System or not, the rules are well worth reading and owning for the many good ideas which are incorporated. The ship data and much of the gunnery data could be adapted to other rules. The three booklets come boxed and include two percentile dice for $16.50. A special "DREADNOUGHT EDITION" of 100 copies which includes designer's notes and other features is also available.

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