by Chris Engle
Naval gaming is a strong part of the wargaming hobby. From Fletcher Pratt down to Harpoon, interest in shooting up ships is high. Naval warfare seems to be more ruled by technical factors than infantry combat is. Ships of steam or sail move mechanically rather than by morale. Anyway that is the common belief. Consequently, naval campaigns seem like they might be easier to run than land based games ... Of course, naval games seldom work out to be any easier than land games when it gets down to the nitty gritty of critical events. The book keeping method as always can not handle it alone. But an MG coupled with a book keeping system should work quite well. J.P. Kelly is trying this out in a Black Sea WWII patrol craft game. I've not heard how that one is turning out. Now, the fellows over at the local club want to do a Star Fleet Battles campaign. I offered to run it for them using the same naval matrix the Joe is using. Check out the matrix ... NAVAL MATRIX Sail Obviously the matrix needs to be updated a little to apply to "Star Ships" but since the rules of Star Fleet seem to be a lot like a more complex "Wooden Ships and Iron Men" it is effectively Just sailing in space. As I understand it, Star Fleet Battles already has a set of rules for running campaigns. I do not know them yet, but my plan is to use them unchanged. The Matrix Game is used as a decision making system to find out which events were critical, this need not effect the standing rules In any campaign game played. A naval MG is run just like a land campaign MG. Players decide on actions, make arguments, and roll. The only impact the MG has on the game is in deciding when certain events happen. Players order fleets to particular destinations, to which they will go unless another argument changes their course. Also, as in land campaigns, no fights occur unless an argument says they do. Otherwise players end up in Captain Kirk-like situations where two enemy fleets face off one another just WAITING for an excuse to start shooting. Players will at first balk at this idea, but since it happens in the TV series so often, I do not expect too much difficulty here. In addition to the naval matrix, I want to offer the players the option to make arguments using a political matrix. This will allow them to play around with business, resupply, ship construction, diplomacy, and adventuresome intrigue without the need for long diversions into other games. POLITICAL MATRIX Talk/Bargain This same matrix can be used to back up any role play campaign one is running. Or it can be used to play out political events as I will use it in the Star Fleet game. Maybe next years EGG PBM game should be a naval campaign with the political MG included into it. In this way, some players who like political games will be able to join in, while still having a clear military game. Yea ... that would be fun. Maybe a game about British and French rivalry in the Carribean during one of those 18th century wars. More on this later. Back to Experimental Games Group # 17 Table of Contents Back to Experimental Games Group List of Issues Back to MagWeb Master Magazine List © Copyright 1991 by Chris Engle This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |