Chick Lewis
United States
Claremont
California
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I would be VERY interested in a review of this game.

Thanks in advance if you can supply one.

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Jon Badolato
United States
Connecticut
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It does look quite interesting at first glance does it not ? I too would appreciate any further info about this game and some of its mechanics.
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Bob Blanchett
Australia
Clifton Hill
Victoria
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jonb wrote:
It does look quite interesting at first glance does it not ? I too would appreciate any further info about this game and some of its mechanics.


im in germany but its at home back in melbourne waiting for me
will let you guys know
in the meantime ive added a link for the game's yahoo group
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Riccardo Perni
Italy
Roma
RM
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chicklewis wrote:
I would be VERY interested in a review of this game.



Me too!!
 
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Pedro García
Spain
El Vendrell
Tarragona
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Here is some advance of the game, even if it is not a whole review.

"Convoy" and "Deadly Waters" are actually two different rulebooks, which can be played together or not. While "Deadly Waters" covers the operational side of the convoy runs from UK to Gibraltar/Freetown in the years 1941 and 1942, "Convoy" are the rules for carrying out the combats you will encounter on the way - it can be therefore replaced by any other naval miniature wargame you may have.

In "Deadly Waters", you play the role of the convoy commander or the Axis forces trying to intercept it. The game is not about the whole theater of operations, but about a single convoy, so you won't have lots of strategic options, just the tactical aspects. If you are not playing a historical scenario (one is provided with the game), first you decide or roll the date of the convoy, which determines the forces available to the Axis, and then you roll the type and route of the convoy. The convoy commander has to place the different escorts in their positions around the convoy, see the availability of local escorts (which may defend you in the surroundings of the start and destination ports), and set the CAP if available.

The convoy then starts moving in the operational map, which consists of the different convoy routes with Event Boxes corresponding to 8-hour intervals. Each day box you roll for an event, and each night box for two. These events vary from mechanical problems, air attacks, sub encounters, sightings... The convoy commander can react to some of them (i.e. deciding if he will dispatch a ship or plane to investigate a sighting), while others are "compulsory". The Axis player determines which particular units will be commited to an event, within the guidelines given by the event itself. When fighting action ensues, you change to "Convoy" - or in fact any naval miniature wargame rules you may have, as said before. After resolving the event, the convoy procceeds to the next box.

Victory points are given as usual: destroying enemy ships, rescuing crews, capturing blockade runners, etc.

The author suggests that this game be played with a referee for a better experience, but it is not completely neccesary.

Regarding "Convoy": the author intended to have a set of rules which permit to play the battles of the convoy in the easiest and fastest way possible. When the game was developed to be published by Clash of Arms games, the editors decided to change some of the systems to adapt them to their "Combat at Sea" rules, what, along with some typos and unclear rules, make the game as printed a bit difficult to grasp and less agile than the author or the original playtesters wanted. Fortunately, the author himself and two of the editors are available in the yahoo group mentioned in another thread to clear things up. You can also find there additional info on miniatures - or even hand-made counters if you don't like spending your savings in a whole fleet.

Regarding the game itself, the main concept is that the convoy would, in a real war situation, maintain its original bearing and speed while the escorts and attackers maneouver around it. This has been translated into a "planet and satellites" simulation: the convoy stays in the center of the gaming table, while all the movements of the other units involved are relative to the convoy - i.e, if the convoy is advancing at 11 knots, a ship dead in water we'll be moved each turn to the rear of the convoy at that speed while the convoy itself stays in place. It may not be intuitive at first glance, but it is a very ellegant way of saving table space.

Also the author stresses the realistic aspects of these kind of actions: the rules try to emulate what would a real commander decide in a real action, not a movie convoy commander. Taking into account that Mal Wright played wargames with real sailors from WW2 in the 60's and 70's, you would suppose he has some idea about it

Both rulebooks are full with historical info, and the research on the different ships was made by the author himself.

The series should continue - if the author's health permits - with Arctic Storm, the convoy routes to and from Murmansk.

I hope this gives you at least an idea of what the game is about.
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