Subject: re: VG's Carrier From: jimg@cbnews.att.com (james.c.grams) Date: 17 Jan 91 14:26:34 GMT mmbace@atrp.media.mit.edu (Matt Bace) asks: > A while back, someone mentioned that they had received a copy of > "Carrier", VG's new solitaire naval game. I have been thinking about > getting a copy for myself and would be interested in hearing a review. > > One thing I noticed from looking at the box is that "Carrier" may > have borrowed some of its game system from "Tokyo Express" (the > mapsheet had the same task force movement compasses). Is this the > case? If so, how much similarity is there between the games? How > important is air-to-air and air-to-surface combat in "Carrier" and how > often do they occur relative to surface-to-surface combat (i.e. > torpedoes and guns)? > > Thanks, > > Matt Bace > mmbace@atrp.mit.edu Victory Games' "Carrier" fell into my hands over the holidays. I've played through the six educational introductory scenarios and two full blown standard scenarios, but haven't dabbled much in the optional rules (which do not look to be significant changes). I'm not familiar with Tokyo Express, so I can't help answer the question about similarity. Perhaps the notes below will help you. In a nutshell, this is a marvelously enjoyable SOLITAIRE game. Usually, solitaire games aren't to my liking. It also is quite challenging, and winning is not that easy. I like this game and highly recommend it. Synopsis: You command US Navy task forces in the Coral Sea/Solomons area in scenarios between Jan '42 and early '43 (i.e. when the sea war was seriously in doubt). The focus is on carrier engagements with surface actions getting a simpler treatment. Japanese Naval units appear on the board as "forces" and move using a series of algorithms toward various objectives. The seas are divided into areas, and Japanese movement within each area is generally toward the force's objective, but not necessarily in a straight line. Some factors (such as proximity of US Task Forces or Airfields) greatly modify the Japanese behavior. The "forces" essentially represent initial intelligence reports of Japanese movements. Identifying which of these forces are real (and what ships they contain) and which are dummies is a big part of the game. The intelligence the US commander possesses about each "force" is represented by five levels of information (0-4, with 0 being the initial report, and 4 being a complete breakdown of the ships). Generally, as scouts contact the "forces" intelligence improves. If you ignore a "force" for awhile, earlier, less than perfect, intelligence degrades so what you thought was a harmless group of DD's, might become a carrier battlegroup. This is not likely if you're keeping your wits about you. Eventually, you know enough to launch strikes against the Japanese carriers and blow them away. Sinking carriers is clearly the path to victory, as points awarded for stopping surface fleets or transports are significantly less than points for damaging or sinking carriers and destroying Japanese aircraft. Although you can't completely ignore those Japanese forces or they will help the Japanese to win by collecting a few victory points here and there. Some additional details: A Detailed Sequence of play (and a handy display chart) controls the action: A turn represents 80 minutes of activity. The turn starts with the placement of new Japanese "forces". There can be up to 20 "combat" forces and 6 "transport" forces on the map at one time, although the average seems to hover around 14-18 total. An activation counter for each Japanese force on the map is placed in cup for use later. Then US planes on Search duty are advanced along Search Tracks that show what "leg" of the Search they are on. Searching is somewhat abstracted by committing "steps" of aircraft to the Search job. It doesn't say anywhere that I could find, but from Carrier capacity it seems clear that a US air "step" represents about 5 planes.Y Then there are four Action Phases (each with a Japanese Segment followed by a US Segment) during which most of the play takes place. In the Japanese Segment, Activation chits are drawn for about 1/4 of the Forces on the map, and one-by-one, each Force executes its move based on the algorithmic rules for Japanese units. Different, but simple, rules apply for carrier, surface, transport, and unidentified forces, which means that the various Japanese units move and attack in a fairly realistic way, based on their objectives. Japanese carrier forces start out very aggressive, but if they get hurt, tend to try and withdraw to save themselves from sinking. Japanese carrier handling is very simple and abstract (but logical) so there is very little bookkeeping on the Japanese side. Japanese forces adjacent to US Task Forces when they are activated may decide to try and engage the US in surface combat. (This is nasty at night when superior Japanese optics and tactics puts US surface ships at a disadvantage.) In the US Action phase, 1/4 of the US Task Forces are allowed to move (US player choice - and since there are usually less then 4 TFs on the map, frequently only 1 or 2, this choice is relatively unimportant). US Task Forces adjacent to Japanese forces may move into the hex with the Japanese (who may evade you and retreat) and attempt surface combat. More importantly, all aircraft move each Segment, and all US Carriers perform plane handling activities. There is a nice display on the map for each US Carrier that allows the player to manage all the details of launching, recovering, storing, arming, and readying of aircraft (a similar display is provided for Land-Based planes at Henderson Field). Decisions about when to bring fully armed planes up on the flight deck is critical, as a Jap air strike can appear overhead at any time and mucho extra damage occurs (not to mention loss of a lot of US planes) if a carrier is hit while readied planes are sitting on the decks. Aircraft handling (and searching) is the heart of the game, and how much CAP you fly, how many planes you send on scouting missions, how long to wait to launch strikes against Japanese Forces, how long to delay recovering fuel starved returning planes etc. will decide most games. Following the four action phases there is an end game phase where some clean-up activities occur. This is when intelligence about Japanese forces that haven't been located by search may degrade. Some of the Japanese aircraft bookkeeping occurs here, and Japanese carriers sunk or damage that could no longer generate air strikes are noted. (Note: this is a nice touch. Since Jap Strikes appear overhead unannounced, even if you sink or disable a Jap carrier it can still attack you since it may have actually launched the strike against you prior to the US player inflicting the damage on the Japanese ships. This means there is a lag after the time you put a Japanese carrier out of action until the time you no longer have to fear air strikes from it.) Other notes: Air-to-Air combat occurs when an Air Strike contacts a target (usually a group of ships, but a land air-base can also be struck at). Actual combat is somewhat abstract with the attacker first flying through CAP, then defending AA fire, and then launching an attack on specific ships or bases. Losses to CAP and AA are still allowed to attack (at half strength) to represent that CAP and AA affects attackers before and after the actual bomb/torpedo release point. US attacks containing both bombers and torpedo bombers are move effective than attacks containing only one type or the other. Surface combat is quite abstract with ships targeting each other and engaging in a single exchange of "fire". One twist is after two separate surface combats within 24 hours, the involved ships suffer battle fatigue and fight any additional actions at a disadvantage. Generally, surface actions seems to work fairly well, if you aren't expecting much detail. Since the focus of the game is air-to-surface, I haven't found this simple handling to be a problem at all. Standard scenarios are randomly generated which should make for many different situations to arise. Ship availability depends on historical circumstances, so US carriers lost at Coral Sea and Midway are not available in scenarios generated for periods after May 42. Similarly, the Japanese have only two fleet carriers (Shokaku, Zuikaku) left after Midway, although several of their CVLs carry a lot of punch. If you ignore the US victory at Midway and re-introduce USS Yorktown along with Hiryu, Soryu, Kaga and Akagi I can imagine that the Japanese will be very tough to tackle throughout the 1942 scenarios. General Feel: This is where I think the game design pays off. The rules aren't what I'd call simple, but they work well and are pretty logical so they are easy to get used to. The writing is clear and a series of six introductory scenarios are very effective in teaching the game mechanics. It is also encouraging to be able to punch some of the counters and play through a couple of air-strikes within minutes of opening the game (air-to-surface attacks are dealt with in the first few pages and first intro scenario). So far, I've been please with the "feel" of the game. As US commander you are faced with a large number of decisions that can influence what will happen. The Japanese are somewhat predictable, so it is possible to account for that in your strategy, but surprises are possible. (e.g. having located a "large" group of ships I was quite convinced would contain the enemy fleet CVs, I launched a strike with 2/3rds of my TBF/SDBs. Before they could make contact, another seemingly "harmless" Jap force attacked me with substantial revealed air strength indicating I'd either guessed wrong or the Japanese possessed a lot more carriers than I believed possible. USS Hornet was heavily damaged (repair efforts later resulted in further damage a la USS Lexington at Coral Sea leaving Hornet a useless hulk). My strike then found the Japanese force and it was revealed to be a large group of transports and escorting DDs. I sank 4 of them, but with Hornet ablaze it was clearly not an even exchange.) Keeping planes in the air searching, on CAP, and still retaining enough punch to knock out major enemy carriers before they can hurt you is hard, and enough work to keep you quite busy. Toss in difficulties presented by the sideshows, and you get to feel like the situation is only just barely under control. I think this gives an excellent "feel" so that when you make the right decision and re-route your Task Force and you end up catching and hurting the Japanese carriers you feel like you just might have a knack for the Admiralty. And then, suddenly, there's another formation of Betty's overhead.... Optional rules: I haven't started using these yet, but to name a few: Extended Scenarios, PBY Searches, and Jap Air Strikes from Rabaul. In closing, appears to be a very challenging and workable solitaire game. So far, I've nothing but praise for it. Jim Grams jcg@cblpe.att.com att!cblpe!jcg