Atlantic Chase Review

I’ve never really been into board wargames. Sure, there are a number I enjoy, like Maria or the Commands & Colors series, but I always kept away from the traditional hex-and-counter games. From all I knew about them, I had the suspicion that one really had to enjoy bureaucratic processes, or accounting, to enjoy them, and the self-important seriousness of some players rather turned me off.

Fortunately, things have changed. There has been a new and lively culture of innovation surrounding board wargames, with designers experimenting with new mechanisms and expanding the field to include all kinds of historical phenomena besides war, such as political and social movements. Recently, I’ve come to enjoy Land and Freedom very much and even used it in teaching.

Being interested in all things naval, I perked up my ears when I first heard about Atlantic Chase a year or so ago. It’s a game about surface operations between the Royal Navy and the German Kriegsmarine at the beginning of World War 2, and it just looked gorgeous. It uses a big hex map, but the units are not represented by counters, but by trajectories. I bought it on a whim, played the first two tutorial mission and then stored it away – not because I didn’t like it, but because something else caught my interest… However, a couple of weeks ago, I suddenly decided to give it another go. And for those who don’t want to read any further: I’ve rarely been as impressed by a game as by Atlantic Chase. Highly recommended!

For those who want to know whence my enthusiasm, let me give you a bit more information. First, Atlantic Chase has incredible production value. The huge map is mounted on very study cardboard, the wooden pieces are nice, and the amount of paper is staggering: there is a tutorial book, a rulebook, a scenario book for two players, a scenario book for solitaire play, and a book of advanced battle rules. However, what could be daunting is actually really helpful: not only does it package the information in digestible chunks, but the books also themselves are very well structured and laid out. The rules are written in a colloquial style and would probably fit on a quarter of the space in a more traditional format, but at least for me, the style helps with reading them without immediately getting drowsy. I played the tutorial mission over a couple of days and then was ready for my first proper game. (Due to the number of counters and wooden sticks, I would strongly recommend getting a counter tray, as otherwise, you’ll spend too much time rummaging through the box trying to find stuff.)

So what it is all about? The core concept is the following: in Atlantic Chase, the game map does not represent the North Atlantic. Rather, it represents a map of the North Atlantic. Understanding this distinction is essential to understand the logic of the game.

During World War 2, the admiralty had charts of the oceans which were regularly updated when new information came in. The courses of task forces and convoys were indicated as lines – e.g. taut strings – between stations. This is how it looked like in the British Navy:

THE ROYAL NAVY DURING THE SECOND WORLD WAR (A 13203) Officers in the Plot Room at the Admiralty planning the routes of ships on large maps hanging from the walls. Copyright: © IWM. Original Source: http://www.iwm.org.uk/collections/item/object/205186104

The map in Atlantic Chase represents just such a map, and the trajectories, which are laid out by the players with wooden sticks, represent the strings indicating the routes of ships. A trajectory in the game represents information: the knowledge the officers in the Plot Room have about the course and position of their own was well as the enemy’s task forces. Of course, this information can be old. Luckily, it will be updated according to the different actions the player takes, such as ordering naval searches, getting the people from signals intelligence to work, or having a U-boat report the position of a convoy. The players’ job is to get as much information as possible about the enemy ships, to narrow down their location and guide their own task forces to engage them – or to escape the superior forces of the enemy…

Atlantic Chase, therefore, has a command-and-control system as well as a fog of war mechanism that is baked into the very fundamentals of the game itself. This is probably why it achieves to give such a seamless and immersive feel of being in command without being in control: while you don’t move around ships at will, you still have the feeling of planning and plotting operations. Some of those won’t turn out the way you intended, and often, your task force will be at the wrong place at the right time or vice versa. However, the game offers enough mechanisms to give the players agency in formulating and executing their strategies. While there is a lot of dice-rolling involved, usually you know the odds beforehand and can take calculated risks. For example, after most actions, the opponent can try to seize initiative. For the first attempt, there is a 75% chance that you will keep it, so you can usually assume that you will get two actions in a row. After that, there’s a 50:50 chance the initiative will change – do you try to enact another complicated plan, or play it safe? Incidentally, these odds also make for a very dynamic game, as both players are constantly involved, and no one will get a long series of actions while the other has to watch and twiddle their thumbs.

Another aspect I like is that task forces won’t necessarily engage each other – in many cases, it is in the interest of one player not to come to blows with the opponent’s ships. If battles do happen, there is a quick and elegant combat system that allows you to resolve ship to ship combat without significantly slowing down the game. This makes sense, as Atlantic Chase is firmly focussed on the operational level. For those who enjoy a more detailed system of ship combat, the game included advanced rules that cover this. However, I very much like that the game is not slanted towards creating huge fleet slugfests (although I have already though about playing out some of the engagements with miniature rules, e.g. Find, Fix and Strike…).

I have not only greatly enjoyed the two-player game, to my surprise I also very much enjoy the solo game. Up until now, I haven’t considered myself to be a solo player, and several attempts have left me bored (the notable exception being the sci-fi campaign I played during lockdown, but that was a somewhat unique situation). However, the solo scenarios and mechanisms of Atlantic Chase just captivate me. It really manages to keep the sandbox feel of the two-player game, in a way perhaps even amplifying it, as scenarios don’t state clear victory conditions. Instead, they give you an objective, or even better, several objectives, some of which can be contradictory. For example, in scenario 2, the player in the role of the British gets the following mission briefing: “Score Hits on German Convoys. Protect British Convoys. Sink Germain raiders. Do not spark an international incident.” So, here we have three different objectives, the pursuit of each of them endangering the others. And we must watch out not to make the Norwegians angry by making aggressive moves in their waters! The scenario description then goes on to state when the game will end (when two convoys have reached their destination) and lets you figure out what to do.

To evaluate how you have done, you get a list of victory points which you can tally up after the scenario. This will give you a short narrative outcome. Of course, you can look at the victory points before starting the game, but I found it interesting and challenging to only look at them afterwards, trying to figure out for myself what actions the Admiralty will reward higher. In either case, the scenarios really put you into the position of someone who has to make hard decisions about priorities and then plan accordingly, and all of this on a map that offers you a huge decision space. The physical size of the map as well as the way trajectories work really give you a feel for the vastness of the North Atlantic – a vastness that can be a boon (if you are the hunted and want to slip away) or a bane (if you try to find and engaged a slippery surface raider).

There are some more great mechanisms in the solo engine, for example that enemy task forces start unidentified and only get revealed when engaged. All of this makes not only for an excellent playing experience, but it also makes for a really great narrative.

As I’ve already said, I’ve rarely been as impressed by a game as by Atlantic Chase. It delivers in the two-player mode as well as in the solo mode, it has impressive production values, and it gives an insight into the historical problems of command and control of naval forces. I’m looking forward to having many more games!

Review: Campaign Games Miniatures

The bulk of my 18mm napoleonic figures is from a company I did not know before I started with the 1809 project, but which has rapidly become one of my favourites: Campaign Games Miniatures.

The company, which is run by Dermot Quigley and Marta Huercio, has actually been around for some time and is based in Barcelona. This is a huge boon for customers from the EU, as ordering from the UK has become an expensive nightmare since Brexit (at least in Austria). The customer service is most excellent and Dermot is a very nice person to deal with.

CGM produce their own range, but also stock several other ranges. Recently, they have become the European distributor for Xyston Miniatures. CGM’s own miniatures encompass napoleonics, ACW, World War II and Ancients (Gauls and Romans). I only have figures from their napoleonic range, so I can only talk about those.

The range is vast and comprises the Revolutionary Wars as well as the different stages of the Napoleonic Wars, with many nationalities present. I have French and Austrians.

As is standard for most companies, infantry comes in packs of 8 and cavalry in packs of 4, but they also make battalion packs of 12, 16, 24, 32, 36 figures including command figures and elites for infantry and 8 or 12 for cavalry. You can even ask for custom units sizes and composition of centre and flank and elites figures and command figures. As a regular Sharp Practice group consists of 8 figures, the standard pack size is perfect for me.

The figures themselves are very nice. Size-wise, they are on the 18mm side of things and perfectly compatible with AB figures. The sculpting style is a bit different and I actually prefer the CGM ones, but this is a matter of taste. The differences are small enough that they can be used within the same unit. One thing I like about CGM’s figures is that the metal is quite hard, so no broken off bayonets or wildly bent muskets. Also, the casting is very clean and there is no flash.

I’ve recently painted cavalry, so here are some figures from my collection:

Austrian Stipsicz Hussars.
French 13e Chasseurs à Cheval
French 7e Cuirassiers

And some Austrian Hungarian Infantry on the march:

For more and better images, go to the CGM homepage, where you will find painted examples of all their figures.

Dermot told me that the napoleonic range will be expanded with new figures: Neapolitans and more Prussians are already on the way, while Bavarians, Spanish and other French allies will follow. I’m especially interested in the Bavarians, as they would fit perfectly into the 1809 project.

Also, a medieval range will come during 2022, which might inspire me to go back to the Middle Ages, something I have been pondering recently… And when I told Dermot that I would love to see napoleonic civilians, he replied that they are “a real possibility”, so let’s keep fingers crossed.

Last but not least, CGM also produces metal (and other) bases. As I use magnetic sabot bases for my games, I need steel bases, so I’m very happy that I can now get them from within the EU.

I highly recommend Campaign Games Miniatures – have a look at their shop, they have a lot to offer.

Review: Five Parsecs from Home

The pandemic situation is worsening again in Austria and face-to-face gaming with my friends once again comes to a halt. This really is annoying and mentally draining, especially since it could have been avoided if the government would have listened to the experts. This time, the situation taxes even my life-long honed and highly developed skills of escapism.

So, I decided to spontaneously treat myself to something I had my eye on since it came out: Namely the new edition of Ivan Sorensen’s Five Parsecs from Home. Around this time last year, I gave the old version, which was published by Nordic Weasel Games, a try. It was not exactly what I was looking for, so I modified it beyond recognition for my Tanit’s Talons solo campaign (which is documented on this blog).

However, this time I am more in the mood for a story that centres on the classical small group of misfits, canonized by books and TV shows like Firefly and The Expanse. Also, I have to say that I was attracted by the nice look of the 3rd edition book, which was published by Modiphius. Yes, I am that shallow, but I do like pretty books.

K. also showed interest in the game, so we started by creating a crew. This takes a little while, as it involves a lot of dice rolling, but it’s great fun to see the crew come to life with backgrounds and motivations. We ended with the crew of the star ship Black Cat, a worn colony ship, making their way through the galaxy.

As we are in debt, we wanted to take an opportunity mission, but old pirate rivals of us turned up to teach us a lesson. Fortunately, we managed to turn the tables around and taught them a lesson they won’t forget so fast, as they decided to leave us in peace for good. This was a pretty successful first game and it did provide us with some money to buy new equipment.

The campaign system really is the heart of the game. The rules for tabletop combat are quick and fun. They work very well and offer plenty of opportunities for tactics. But the driving force is the campaign system, which tasks you with managing the career of your little band. The game has been called an RPG lite, and Ivan himself states that the Traveller RPG was a huge influence, but if you expect something like Rangers of Shadowdeep, where you follow a storyline that has been established by the author, you will be disappointed. There are RPG elements, mainly in regard to managing the crew’s resources, but as a whole, it is more akin to a story generator. There are many tables to roll for events, meaning there is a lot of randomness. Now K. and I like this, as for us, this randomness creates a story and gives us the bones to add our own narrative. However, it might not be for everybody. For the individual scenarios played on the tabletop, the randomness is mitigated by several mechanisms, such as Luck Points, Story Points and Stars of the Story cards.

Five Parsecs from Home is a great game if you are in the mood for some solo or cooperative sci-fi action. It even motivated me to paint a couple of figures – a welcome change from ten months of painting napoleonics!

WATU: The Book, the Movie, the Game

WATU stands for Western Approaches Tactical Unit. This was an organisation of the Royal Navy tasked with developping and teaching anti-submarine tactics for convoy escorts during the Second World War. A recent book by Simon Parkin, titled A Game of Birds and Wolves, presents the fascinating story of this think tank.

There are several remarkable things about WATU. First of all, under the command of Cmd. Gilbert Roberts, they used war games to analyse, develop and teach tactics. Those games were played on the floor with model ships, with the ships’ commanders being stationed behind curtains so they could only see a small portion of the playing surface. They also couldn’t see the U-boats, whose courses were marked in a colour that was invisible from further away – quite an ingenious means of restricting information.

Another remarkable thing was that Wrens – women belonging to the Women’s Royal Naval Service – played a central role at WATU. They not only plotted the courses of the ships, but many of them also played themselves, taking on the roles of U-boat commanders or escort commanders. They became very proficient in the game and often played against Navy commanders who came to WATU to learn the new tactics.

Parkin’s book tells this story in a lively and dramatic way. Concentrating on the persons, he highlights the essential role of Wrens for the success of British anti-submarine tactics. He also stresses the importance of games as a means of analysis, innovation and communication. Highly recommended!

Coincidentally, when reading the book I also stumbled upon the new Tom Hanks movie Greyhound. K. and I decided to watch it and we were both pleasantly suprised. Nowadays, we watch almost no movies – most of them are too long, too loud and too corny (maybe we are just getting old). This one, however, had a sensible length (only 90 minutes), with the pleasant effect that it told a condensed and straight story, concentrating on the actions of the commander, played by Hanks. The only weak point was the uber-villanious U-boat-commander sending threatening messages to the convoy – a rather stupid contrievance that had no relevance for the plot. Still, all in all it’s a movie I’d recommend if you like naval stuff.

All of this made me consider gaming convoy actions. Fortunately, indefatigable naval wargames rules writer Dave Manley is already working on a solo game where the player controls a convoy escort ship. I’m looking forward to trying my hand at defending a convoy from dastardly U-boats!