Kriegsmarine

Tactical Naval & Naval-Air Combat
in the Atlantic & Mediterranean,
1939-45

by Joe Scoleri III



Kriegsmarine is a game type simulation of tactical Naval & Naval Air Combat against the Axis during the Second World War. It is part of a three game series which covers all aspects of tactical naval combat during WWII. All three games share a common scale, data base and rules base so as to be completely mateable. The remaining two games are Torpedo! published last year by Simulations Canada and I.J.N. published the previous year. In all three games historic encounters and battles are presented in the form of scenarios, recreating for the players situations in which they must utilize the weapons of the period and their tactical skill to duplicate or improve upon historic outcomes.

Players 2
Playing time n/a
Scale Tactical Turn 90 seconds per turn
Map 100 yards per hex
Units Each counter represents a single submarine, vessel, aircraft or torpedo

Components

Box ziplock or cardboard box
1 22"x28" mapsheet (with 8 6˝"x10˝" geomorphic sections marked A-H)
1 half-size rulebook
255 die-cut double-sided counters

Counter Manifest
72 UK (43 ships, 20 aircraft, 9 torpedoes)
8 NE (4 ships, 4 torpedoes) 18 SO (10 ships, 3 aircraft, 5 torpedoes)
29 FR (20 ships, 3 aircraft, 6 torpedoes)
18 US (10 ships, 3 aircraft, 5 torpedoes)
4 CA ship counters
1 AU ship counter
42 GE (18 ships, 15 aircraft, 9 torpedoes)
35 IT (17 ships, 8 aircraft, 10 torpedoes)
28 white counters (14 cargo ships, 8 smoke markers, 6 randomizer markers.)

SimCan says:

“Three Spica class frigates slip silently through the Mediterranean night toward North Africa. In the light swells behind them follow half a dozen merchants carrying vital ammunition and petrol to the stalled Axis forces lying outside el Alamein. Without warning British war ships appear off the port bow at only 1200 yards. The darkness is shattered by flash and gunfire. In six minutes it is over. Again the sea grows quiet, disturbed only by the occasional rattling hiss of a dying ship as the remnants of the Italian convoy limp on toward their destination.”

The Reviewers say:

“[Kriegsmarine is a] fair simulation of tactical naval combat of the era. As a game, however, I cannot recommend it as the mechanics of play far outweigh the action.” --Chris Geggus in The Wargamer 14.

“[While Kriegsmarine is] not on a par with The Royal Navy, it has definitely aged more gracefully than some of the competition and still provides some interesting play. Out of print, but worth investigating at an auction.” --John Vanore in F&M 62.

Designer’s Comments

Kriegsmarine and its stable mates were designed from a somewhat unusual viewpoint for naval simulations in that they concentrated on very close range actions. Most naval games tend to use hexes of 1000 yards or more and about six minutes a turn. Using hexes of 100 yards and 1˝ minutes a turn shows only short range effects which had previously been ignored. There are no long range gun battles, but the more common and usually much more vicious short range stumble on the enemy, shoot and go.

Collectors Notes

Do not buy this title on eBay until you have checked the Clash of Arms website for availability. CoA has the last known cache of SimCan titles, and sells them for $10 each singly, $9 each for three or more, and $8 each for five or more. Boone lists low, high and average prices of 4/13/7.75 at auction and 7/20/14.88 for sale.

Errata

  • The cover art title is incorrect.
  • The counter for Arethusa #1 should be identical to Arethusa #2 (CL with no DC strength).
  • On all tables superiorities or odds less or greater than the limits of the table are resolved at the limits of the table.
  • Aircraft taking damage in a capability that has been reduced to zero instead lose 12 movement points.

Additional Information

Please see page 44 for more information relating to IJN, Kriegsmarine, Torpedo! and Schnellboote.


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