I have been trying out the demo and I found the naval part of the game to be confusing. To try to understand it further I read the original board game rules. Based on my observations of the game and the manuals I have some questions and comments.
The board game has a separate naval phase that took place before the military phase. Hidden written naval orders are used. This is in effect a WEGO system. Sea control can change during the phase. This could affect the following military by blocking sea supply and transport.
The computer game lacks a separate naval phase and naval is part of the military phase. Thus it appears that it is not possible for changes in sea control to affect the land battle. In addition, if the game is played ‘turn-based’, naval movement is no longer WEGO. In my opinion the game should have a separate WEGO naval phase.
The manual mentions the Kaiser Wilhelm II “Luxus” Fleet rule. In my limited testing I haven’t seen any indication that this is implemented in the game. There was no message of any secret die roll result and I was able to move the High Seas fleet. Prior to naval movement, there should be a pop-up message stating the Kaisers decision.
The manual states that a successful sea control mission changes control for one turn. How long is this? Is it until the end of the current turn or is it until the end of next turn’s naval movement?
It is unclear what is supposed to happen to fleets left at sea after the turn is over. The manual refers to naval sorties. This and a reading of the rules suggest that fleets steam from base, perform their mission and return. However, in the game, fleets remain at sea with no assigned mission after the turn is over. Is this correct? What’s the EP cost of a fleet remaining at sea for several turns? In my opinion fleets should automatically return to base.
I found naval combat very confusing. The game appears to try to implement the board game’s naval combat rule. However it is incomplete or broken.
The naval battle window appears to show the results from tactics selection and the tactical chart. However, in the few battles I tried the display results don’t seem match what the tactical chart says.
It is unclear how to deploy your fleet in the naval battle window. Like the land combat window, there are two areas to deploy: left and right. This suggests that there are two naval sub-battles just like land combat. However, the board game rule does not mention that. I guess that there is only one deployment area divided by the information shown in the middle. Is this correct? Also there are two rows in the deployment areas. What do the rows do?
When deploying ships I noticed I didn’t have to deploy my full fleet. I could even deploy no ships and click engage. Are you suppose to deploy all your ships or what?
According to the manual when you get the tactical advantage you are suppose be able to adjust the range. There appears to be no way to do this.
According to the manual you are suppose to be able to order torpedo attacks. There appears no way to do this and it appears that the computer handles this. In addition the manual says, “Each warfleet may execute 1 torpedo attack per naval battle.” I noticed torpedo icons during battles which I assume are torpedo attacks. However, these appear during more than one battle round. This it seems that fleets can launch more than one torpedo attack.
During naval combat the enemy fleet is hidden except for briefly after you click the engage button. In my opinion, the interval for which the enemy is displayed is too short. Once the fleets engage, I would like to the enemy not to be hidden. The board game work that way.
In the board game, a player selected 2nd fleet to intervene or even not to intervene at all. The computer handles this in the computer game. I prefer how the board game works.
If I were to redesign this, I would streamline and simplify naval combat. I would eliminate selecting tactics or lining up ships. I would have the computer line up the ship and have them slug it out round by round. After each round, I would allow a player to decide how to proceed. A player could continue the engagement, call in another fleet, disengage, etc.
Based on what I’ve seen of the demo, I can’t buy this game at this time. It has too many rough edges. However, it has great potential and I love these types of game. I’ll check back later to see if future improvements justify buying it.