Phil Fry
04-26-2005, 06:55 PM
On Saturday, May 14th I will be conducting a playtest of a new operational age of sail game entitled: “1805: Sea of Glory”. The playtest will take place at the OSG headquarters in Baltimore. Kevin Zucker will be using this opportunity to evaluate the design and determine if “1805” will become a p250.
“1805” examines the operations of the British Admiralty in their attempt to stop Napoleon’s plans for a cross channel invasion. The game focuses on the Atlantic coast from the English Channel to the Straits of Gibraltar. The French and Spanish navies are attempting to break free of the British blockade and form a combined fleet with enough force to sail north, link up with Napoleon’s Grande Armee, and invade the British Isles. But blockade duty is problematic and the net is never woven as tightly as the Admiralty desires. Add to this the need to protect British interests in the Mediterranean, Ireland, and West Indies (handled through off map “zones”).
“1805” uses a block system to reflect “fog of war” and the difficulty of finding an enemy squadron at sea. Each block represents a key admiral of the period, or a group of frigates. These light vessels play a critical role as the “eyes of the fleet” and the success of one’s mission may ultimately hinge on how well you use your frigates. Dealing with the severe weather of the North Atlantic also plays a critical role in the operation. Watch out for hurricane season in the West Indies.
Early playtests have shown “1805” to be a game of cat and mouse true to the era. The British never have enough ships to cover all of the French and Spanish ports effectively. For their part, the French and Spanish navies must patiently wait until Atlantic storms become their ally and force the blockaders off station. But the French can’t wait too long. The Emperor grows impatient. If Villeneuve, Gravina, and Ganteaume cannot fulfill their duties, Napoleon will break camp and the Grande Armee will march on Austria (as he did historically in late August of 1805).
A simple tactical subsystem allows you to fight out the naval battles quickly, while maintaining the feel of “age of sail” combat. It uses rules to cover the weather gauge, Spanish manpower shortages, French tactical doctrine, British rate of fire, etc. “1805” can be also used as a campaign game to set up tactical naval battles using other detailed combat systems, such as my own “Fire As She Bears!”, WS&IM, “Close Action”, etc.
“1805” is a two player game, but I will be bringing several prototype copies. If you would like to join us, please contact Kevin to reserve your spot. We will begin around 11 AM. As we will be simulating the ebb and flow of a year long campaign, please allow about six hours.
Fair winds,
Phil Fry
Starboard Tack Press
philfry@juno.com
“1805” examines the operations of the British Admiralty in their attempt to stop Napoleon’s plans for a cross channel invasion. The game focuses on the Atlantic coast from the English Channel to the Straits of Gibraltar. The French and Spanish navies are attempting to break free of the British blockade and form a combined fleet with enough force to sail north, link up with Napoleon’s Grande Armee, and invade the British Isles. But blockade duty is problematic and the net is never woven as tightly as the Admiralty desires. Add to this the need to protect British interests in the Mediterranean, Ireland, and West Indies (handled through off map “zones”).
“1805” uses a block system to reflect “fog of war” and the difficulty of finding an enemy squadron at sea. Each block represents a key admiral of the period, or a group of frigates. These light vessels play a critical role as the “eyes of the fleet” and the success of one’s mission may ultimately hinge on how well you use your frigates. Dealing with the severe weather of the North Atlantic also plays a critical role in the operation. Watch out for hurricane season in the West Indies.
Early playtests have shown “1805” to be a game of cat and mouse true to the era. The British never have enough ships to cover all of the French and Spanish ports effectively. For their part, the French and Spanish navies must patiently wait until Atlantic storms become their ally and force the blockaders off station. But the French can’t wait too long. The Emperor grows impatient. If Villeneuve, Gravina, and Ganteaume cannot fulfill their duties, Napoleon will break camp and the Grande Armee will march on Austria (as he did historically in late August of 1805).
A simple tactical subsystem allows you to fight out the naval battles quickly, while maintaining the feel of “age of sail” combat. It uses rules to cover the weather gauge, Spanish manpower shortages, French tactical doctrine, British rate of fire, etc. “1805” can be also used as a campaign game to set up tactical naval battles using other detailed combat systems, such as my own “Fire As She Bears!”, WS&IM, “Close Action”, etc.
“1805” is a two player game, but I will be bringing several prototype copies. If you would like to join us, please contact Kevin to reserve your spot. We will begin around 11 AM. As we will be simulating the ebb and flow of a year long campaign, please allow about six hours.
Fair winds,
Phil Fry
Starboard Tack Press
philfry@juno.com