SSN

Modern Tactical Submarine Warfare



v4n2ssn.jpg - 35424 Bytes SSN
Modern Tactical Submarine Warfare

Introduction

Players 2
Playing time Depends on scenario
Era Modern naval
Scale Tactical
Time 1 turn = 6 minutes
Distance 1 hex = 1,000 yards
Units Individual ships, subs, helos

Components

1 Large ziploc bag
1 12-page 8½"x11" rulebook
240 Die-cut one-sided color counters
1 Plotting pad
1 22"x27" unmounted map
1 Sheet of errata and clarifications

Counter Manifest

NATO
44 Sea King helicopters (black on lt. grey)
14 Wessex helicopters (blue on light blue)
42 4xDLGN; 8xDLG; 4xDE; 3xDD; 3xCVN; 2xCV; 2xSCS; 4xSS; 8xSSN; 4xSSBN (black on grey)
16 2xDDG; 5xDD; 2xDE; DLG; 2xSS; 2xSSN; 2xssbn (black on blue)
14 2xDLG; 4xDD; 2xDE; 3xSS; 3xSSBN (white on dark blue)
10 Merchants (black on white)

Soviets
44 Ka-25 helicopters (red on white)
44 4xCHG; 7xCLGM; 3xDDG; 3xDD; 8xDLG; 3xSS; 6xSSN; 4xSSBN; 6xSSCN (white on red)

Blanks
12 4x grey; 6x white; 2x red

What the company said

“SSN is a game/simulation of modern tactical submarine/anti-submarine war fare, set in the present and near future (1970-1979). Players maneuver and direct individual ships, submarines and helicopters over a map representing a specific area of ocean, creating naval battles following current naval doctrine, which is as yet untested in actual combat.”

What the reviewers said

“In a rare goof GDW neglected to indicate what the different colors on the unit counters represent.” Panzerfaust 69. “In a strict sense neither SSN nor Sixth Fleet is really worth a player’s time or money. But the measure of a good game must also take into account how playable and enjoyable it is for the buyer. In the end that is what separates these two games. SSN is playable despite all its faults...” Michael (Wargamer as Nigger) McGuire in F&M 3.

Collector’s value

Boone lists low, high and average prices of 5/25/11.10 at auction and 3/50/ 29.80 for sale.

What the designer said

“Yes, SSN was my first published wargame. It was published in 1974, maybe 1975 before it actually was on sale. Most of the design was done in 1973. The game was a very simplified examination of submarine/antisubmarine warfare. It was derived from some military work and then toned down and run through a declassification check before submission to GDW. My main memory of the events is that they were full of paperwork and talks with security people for go-aheads. I was still on active duty at the time, so that did not help.”

Steve Newberg spent 25 years in the US Navy, five on active duty in submarines. Whether this experience helped him in his designs is perhaps arguable. On the other hand, it certainly didn’t hurt him.

For more information, please refer to Simulacrum 10, the special issue on Simulations Canada.


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