There's no such thing as the 'perfect' set of rules. Everyone has their own ideas about how a particular period, genre or action should be represented. This can lead to some 'interesting' on-line discussions about the merits or otherwise of particular rules and what needs to be done to 'improve' them. Cruel Seas, the recently released WWII coastal warfare game by Warlord Games is no exception. You only have to check the various wargames fora, blogs, and social media to find an ever-growing list of house rules, suggested improvements and modifications intended to make the game more realistic and playable.
I am not immune to this compulsion to 'tinker' either. I'll admit to having my own list of house rules and modifications for Cruel Seas that better fit my idea of what WWII coastal warfare is all about. (If you want to read more about what I think should be represented, please have a read of my previous posts).
This got me thinking about the original and unadulterated rules for Cruel Seas; barely a couple of months since release and already bristling with an array of unofficial additions and changes. All these pet 'fixes' make perfect sense to experienced naval wargamers with knowledge of the subject, but the uninitiated might be forgiven for thinking that the game is somehow 'broken'.
Along with this thought comes the realisation that I and wargamers like me were probably never near the top of Warlord's intended target audience for Cruel Seas. Just take a look at the box cover for the starter set, 'Strike Fast! Strike Hard!'
See that logo in the bottom right-hand side? Yes, 'Bolt Action'. Could a large slice of Warlord's intended target audience be their legions of loyal Bolt Action fans? Okay - I know that's a huge generalisation, but you get the idea. This is a game that aims to appeal to the mass of wargamers who have not previously tried WWII naval games - and its going to do it with cool looking models, colourful rules and everything you need to get started, wrapped up in a neat starter set.
This rather long-winded intro' brings me to the point of this post. Is Cruel Seas a good introduction to wargaming WWII coastal actions? To find out, I'm going to review the "All-Action" Starter box set - 'Strike Fast. Strike Hard!' with that question in mind.
The Box
The box art for Strike Fast. Strike Hard! really sets the scene. S-Boats and an MTB roar past each other at close range in a hail of automatic fire and tracer rounds while a merchant vessel explodes in the distance. The guy lobbing a grenade is a bit suspect, but the overall impression is speed, firepower and boat-on-boat combat, up close and personal. The choice of font style for the titles is perfect and the whole thing is very reminiscent of Commando Comics. Excellent! Just looking at the box art makes me want to play this game.
The Contents
The whole thing is satisfyingly weighty. Opening up the box confirms that it is packed with lots of goodies:
If you are starting out in naval wargaming you will need something to represent the sea on the table top. Strike Fast. Strike Hard! has this covered with the inclusion of a sea mat, printed on a sheet of A0 size paper (841mm x 1189mm). This is double-sided, (blue or dark blue) so players can choose to represent actions in, say, the Pacific or North Atlantic. The whole sheet folds down to A4 size in order to fit in the starter box but does suffer from very noticeable fold lines as a result. It is just about the minimum playable area for games using only a few vessels, so fine to get you started for your first games. Being made of paper, its useable lifespan is probably limited but it is a perfectly serviceable and useful inclusion for a starter set.
The Rulebook
The softback rulebook is perfect bound, A4 format, 108 pages and full colour throughout. The binding on my copy is sound, with no tell-tale 'cracking' as the book is laid open. Only time and repeated use will reveal any issues - well outside the scope of this review.
The book is well presented with a decent sized font, laid out in double column with clear headers and the occasional sidebar for additional information. It is also profusely illustrated with diagrams to explain game functions, but mostly with 'dioramas' of model ships and illustrations from various Osprey publications. It all looks very pretty and makes for an attractive publication, though much of it is really no more than 'padding'. Still, having lots of pretty pictures is de rigueur for a commercial ruleset these days. Ours is a very visual hobby and if it helps draw in new players and sells product then Warlord can hardly be blamed for making their rulebook as appealing as possible.
So much for looks. But what of the contents?
The rulebook has clearly been written with starting players in mind. In the Introduction it describes itself as "an entry point into naval gaming" and in addition to the rules there are sections on the history of MTBs, the theatres of war, navies of the major combatants, plus a bibliography of recommended further reading on the subject.
It would have been impossible for Warlord to cover these aspects in anything but the briefest terms, but there are some odd inclusions. For example the "Channel Dash" is mentioned twice, though MTB actions against capital ships seems well outside the scope of the rules.
Coverage of each nation's forces is uneven. It seems that the authors found plenty to say about Kriegsmarine and British forces, but struggled to match this for other nations. This has led to some unnecessary and rather prosaic 'padding', which has nothing of relevance to WWII small craft coastal actions. For example, we are treated to a list of the 1941 Soviet Navy battleship, cruiser and submarine strengths and a paragraph on the performance of the Soviet submarine forces. The section on Italy's Regia Marina contains similar information and elsewhere we learn that "The Mediterranean was the grave of many submarines on both sides".
I do think there is a missed opportunity here. New players need something that will give them a sense of the unique nature of WWII coastal actions. Ideally, this would be a succinct overview of WWII coastal warfare explaining the role that MTBs and similar craft were developed for, the environment they operated in, how they were organised, their targets, their principal weaponry, the tactics employed and how these evolved throughout the war. The rulebook does provide some of this, but it is patchy in places and diluted by the inclusion of irrelevant information.
On a more positive note, players are encouraged to do some further reading on the subject and the rulebook assists this with a bibliography of suggested titles. For an introductory set of rules, it makes good sense to point new players in the direction of further information that will develop their interest and (with luck) their continued investment in the game.
Proofing and editing
Anyone who follows the wargames news will be aware of the backlash that erupted over the release of a 10-page set of Errata, hot on the heels of the game's release. As someone who received the starter set after the Errata were released I fully understand the disappointment and dismay expressed by many in similar circumstances as it really took the shine off the game. I'm not going to belabour the issue here, but as this post is specifically about the merits of Strike Fast. Strike Hard! as an introduction to WWII coastal wargaming I do want to make a few observations about the effect of quality control on this aspect.
The first thing to say is that as a starter set, the game should be playable right out of the box. Did the Errata make the game unplayable? Well, no - but it did mean that players either had to print and paste the amendments into their brand new rulebook, or refer to a separate copy of the Errata during play. Not the greatest experience for new players (or old ones for that matter) and a very poor advertisement for the game.
Several mislabelled illustrations are further evidence of sloppy proofing. Those of us who know a Vosper from a Fairmile will spot these kind of mistakes easily. New players will not. Does that matter? It makes no difference to playability, but it does mean that players who are unfamiliar with the setting are likely to accept the incorrect information presented to them as 'fact'. I think they deserve better.
The Rules
I've tried out a few games to test the rules, all of which have been enjoyable and quick to play. Being time-poor and notoriously slow, I haven't finished building and painting the models from the starter set. To curb my impatience I resorted to a short-cut and printed out some simple card counters, so please excuse the lack of 3D models in the accompanying photos. I'm sure you'll still get the general idea.
The basic rules cover just eight pages, including illustrations, diagrams and tables. They are followed by three introductory scenarios designed to get players started quickly. The game mechanics are quite straight forward. Activation of individual vessels is achieved by drawing dice from a bag. Movement rules are simple with just four speed rates (stationary to full) that also govern turning rates. Gunnery is resolved by rolls to hit on a d10 with a small list of modifiers, then rolls to determine damage with handfuls of d6. Torpedoes are represented visually by counters moved on the tabletop.
This is perfect for new players and those who have not tried naval wargames before. The dice-draw activation introduces a random element and some tactical choices, especially as torpedo movement is tied to the 'owning' vessel's activation. Movement is quick to carry out and use of wake markers make it easy to keep track of each vessel's speed. Players get to roll plenty of dice and the handfuls of damage dice gives a satisfying sense of shredding chunks out of the opposition. Most importantly for an introductory game, it's fun!
A further 15 pages of Advanced rules covers aspects such as crew ratings, collisions, critical damage, equipment and mines. This is followed by a further five scenarios and it is here that the 'play out of the box' concept starts to break down. Most of the scenarios require a playing area larger than the sea mat provided and specify vessels which are not included in the starter set. Warlord no doubt hope that new players will continue to invest in the game and buy their shiny new toys as they are released.
The Basic and Advanced rules are rounded out by sections on Terrain, More Weapons and some generic Aviation rules. Plenty to keep new players involved.
And then there are the submarines. It really feels like Warlord couldn't make up their mind about submarines. On the one hand, the book is peppered with references to them and they feature in at least four of the model dioramas that illustrate the book, with captions such as "The dreaded U-boat passes next to its latest victim" and "A silent killer inspects its burning prey". On top of all that, what did Warlord choose as the special 'free' miniature with pre-orders of the rules? Ah yes, Das Boot. A U-boat. Hmm.
On the other hand, Warlord tell us "We have deliberately left submarines out of these rules" yet in the same breath adding that they do feature in the game, but only as targets or objectives. What's going on here? It seems to me that Warlord are attempting to appease players hoping to field these 'silent killers', whilst simultaneously relegating submarines to the role of targets. So yes, you can have your u-boats, but it's not quite 'Das Boot'. Wolf-packs in sheep's clothing perhaps? Maybe it would have been a braver decision to have left submarines out of the rules completely and made them the subject of a supplement for those who want them. They don't have much place in a starter set about, as Warlord puts it, "swirling naval dogfights".
Longevity
If the primary function of a starter rule set is to attract new players to the genre, then a secondary function must surely be to keep them. Judging by the fact that the initial release sold out in short order, Warlord are probably doing well at drawing in new players to naval wargaming. Only time will tell how successful they are at keeping them.
A weak point may be the lack of well known actions for players to recreate; the kind of thing that provides a hook for new players, generates an interest in the historical setting and fuels miniature purchases/collecting forces. Land-based WWII wargames fare much better in this respect. For example there is no shortage of inspirational material on actions such as Stalingrad, the Battle of the Bulge, D-Day, Arnhem, etc. Just think how many times you've seen Pegasus Bridge cropping up at wargames shows. There's nothing really comparable in WWII coastal wargaming. The closest is probably the St. Nazaire Raid, but that's just one action and not at all representative of WWII coastal warfare in general.
So what's the remedy? Warlord have made a start by providing eight very varied scenarios within the rulebook. Sure, they are generic rather than specific actions, but that does mean they can be adapted to player's chosen theatres and forces without too much difficulty. What is really needed though is some sort of context in which to place individual games, such as series of linked scenarios or a mini-campaign. The rulebook does contain a brief section entitled 'Playing A Campaign' but disappointingly, this is no more than a few ideas on random sea conditions, hidden deployment and a list of Special Abilities for Veteran crew. It's not really a framework for running a campaign at all.
I think Warlord would have done better to have ditched the 'padding' that I referred to earlier in this review and devoted that space to a proper campaign system, or a series of half-a-dozen linked scenarios that would give new players an idea of how to construct their own series. A positive side-effect of this would be that it encourages more historically realistic behaviour. Here is an incentive to preserve boats and precious crews, disengage before losses become unacceptable and attempt to rescue crew from stricken friendly vessels. Cruel Seas doesn't have any rules for morale (only a brief section on voluntarily surrendering) so this would go some way to introducing behaviours that replicate the reality of WWII coastal actions.
Value for money
At the time of writing, the Strike Fast. Strike Hard! starter set retails for £50.00 on Warlord's website, though there are better deals out there if you look for them. This is probably on a par with the cost of getting started in other new wargames periods or genres. When you consider the amount and quality of material provided in the box set, I do think this is very good value for money. Add to that the fact that everything needed to get playing is included in the box and you have a very attractive entry level game for players wanting to try out naval wargaming for the first time.
Pros & Cons
Pros:
Attractive presentation
Good quality components
Simple rules
Fun to play
Value for money
Has everything needed to get playing
Cons:
Poor proofing and editing
Unnecessary 'padding' with content of little or no relevance to the scale of operations being depicted.
Not all scenarios are playable 'out of the box'
No proper campaign system or examples of linked-scenarios
Conclusions
So, is Strike Fast. Strike Hard! a good introduction to wargaming WWII coastal actions? On balance I think that it is, though it is not without flaws.
We live in an age when many players want and expect to be able to buy into a new game with everything that is required provided in a single, neat 'official' package. Warlord clearly understand this and Strike Fast. Strike Hard! does a good job of delivering on these expectations with a product that has visual appeal, cool models, all the components required to get started and a simple but fun set of rules.
The rules are firmly towards the 'game' as opposed to simulation end of the spectrum, but for an introductory set that's no bad thing. On the downside they do seem to have been rather rushed into publication without sufficient playtesting and consequently have some odd quirks, such as tankers out-turning MTBs and torpedoes that can't sink a destroyer. Old hands at naval wargames will soon devise their own rules to correct these quirks, but for new players I really don't think this is such an issue. Having a game that gets toys on the table with minimum fuss and offers enough challenge and excitement to want more is what it is all about here.
Warlord also deserve some credit for attempting to provide some historical background information for players unfamiliar with the setting. Its a pity this is rather uneven in its coverage and that Warlord appear to be slightly confused at times about the level of game they are representing. It could have been better, but it is still good to see.
And finally...
One last thought. Remember that Bolt Action logo? Bolt Action has been going strong for about 6 years now, with more than 23,000 copies* of the 1st edition sold and is currently in its second edition. It began as a fun, simple game that was ideal for introducing new players to a historical setting, drawing many players from the Warhammer 40K community. Sounds familiar? Its really no accident that the Bolt Action logo appears on the box cover of Strike Fast. Strike Hard! and it is interesting to speculate on where the game may go if Warlord put enough backing and support behind it. Games representing WWII coastal actions have occupied a fairly small niche within the hobby and this is the first time they have really been given the kind of mainstream treatment that WWII land-based wargames enjoy. For this, Warlord Games are to be commended. If this introduces new players and generates an interest in the history of WWII coastal forces then that can only be a good thing for the hobby.
*Source - Osprey Publishing
This rather long-winded intro' brings me to the point of this post. Is Cruel Seas a good introduction to wargaming WWII coastal actions? To find out, I'm going to review the "All-Action" Starter box set - 'Strike Fast. Strike Hard!' with that question in mind.
The Box
The box art for Strike Fast. Strike Hard! really sets the scene. S-Boats and an MTB roar past each other at close range in a hail of automatic fire and tracer rounds while a merchant vessel explodes in the distance. The guy lobbing a grenade is a bit suspect, but the overall impression is speed, firepower and boat-on-boat combat, up close and personal. The choice of font style for the titles is perfect and the whole thing is very reminiscent of Commando Comics. Excellent! Just looking at the box art makes me want to play this game.
Strike Fast. Strike Hard! - channelling Commando Comics. |
The Contents
The whole thing is satisfyingly weighty. Opening up the box confirms that it is packed with lots of goodies:
- A4 softback Rule book
- Six hard plastic sprues with parts to construct 6 x British Vosper MTBs, 4 x Kreigsmarine S-Boats, plus 16 x torpedo markers
- Hard plastic sprue of plume markers
- Three sheets of die cut, full-colour, double-sided punchboard game markers, counters and terrain
- Ship data cards for the Vosper MTBs, S-Boats and a merchant tanker
- Wake markers
- Double-sided A0 size paper sea mat
- Set of dice (d10 and d6)
- Bag of cotton smoke / fire markers
- Quick start painting guide
There's pretty much everything the first-time player needs to get started and get gaming straight out of the box. The only thing preventing this is the need to put the boat models together first. This should be no great chore as the models have a minimum of separate parts, but the rather basic assembly instructions on the Quick Start Painting Guide offer no favours to newbies who may not easily identify the various weapons or know their correct placement.
I have seen some comments online about the dice and cotton markers being unnecessary as most wargamers will have these items already, but I think Warlord are to be commended for not skimping on these components and making this a true starter set for anyone getting into the hobby for the first time. Anyway, as every wargamer knows, you can never have too many dice!
Component Quality.
The hard plastic components (boat sprues, torpedo sprues and plume markers) are well moulded with a minor amount of flash that will require careful cleaning up around one or two of the smallest parts such as gun barrels.
The die-cut counters and terrain markers are good quality components printed on heavy card stock. There is also a set of die-cut cardboard 'rulers' marked in centimetres for measuring movement and turning. The rulers have 'jigsaw' connectors at each end so they can be clipped together to measure longer distances. Whilst this is a good idea in theory, I suspect that the connectors may become a weak spot with constant use. Most players will probably resort to using a standard tape measure for longer distances. A neat touch is the inclusion of the common modifiers for gunnery and torpedoes on the reverse of one ruler. Very handy. Its just a shame that useful game information wasn't included on the reverse of all the rulers.
The ship data cards are attractive but would probably have benefitted from being a little larger. The labelling for the weaponry on the deck diagrams is tiny and made harder to read by being white text in a very narrow font on a coloured background. Perhaps my eyesight isn't what it used to be.
The data cards use small 'clips' to track damage. These are functional, but not very robust. Of necessity, the card they are made of is thin so that they can flex to fit over the edges of the ship data cards. This also makes them rather flimsy and after repeated use they will tend to lose grip, or start to tear. Perhaps recognising this, Warlord have included plenty of clips in the starter set, but it would have been nice if they had produced a set of plastic clips. As a starter product they should be good for initial games, but I foresee players replacing the card clips with metal or plastic paperclips in the long term.
Muzzle flash was always a problem for coastal forces gunners :-) |
Plume marker - a two-part component with 'plume' and clip-on base |
Rulers - great for measuring, but not much of a jigsaw puzzle |
The ship data cards are attractive but would probably have benefitted from being a little larger. The labelling for the weaponry on the deck diagrams is tiny and made harder to read by being white text in a very narrow font on a coloured background. Perhaps my eyesight isn't what it used to be.
The data cards use small 'clips' to track damage. These are functional, but not very robust. Of necessity, the card they are made of is thin so that they can flex to fit over the edges of the ship data cards. This also makes them rather flimsy and after repeated use they will tend to lose grip, or start to tear. Perhaps recognising this, Warlord have included plenty of clips in the starter set, but it would have been nice if they had produced a set of plastic clips. As a starter product they should be good for initial games, but I foresee players replacing the card clips with metal or plastic paperclips in the long term.
Damage tracker clips - flimsy but functional |
If you are starting out in naval wargaming you will need something to represent the sea on the table top. Strike Fast. Strike Hard! has this covered with the inclusion of a sea mat, printed on a sheet of A0 size paper (841mm x 1189mm). This is double-sided, (blue or dark blue) so players can choose to represent actions in, say, the Pacific or North Atlantic. The whole sheet folds down to A4 size in order to fit in the starter box but does suffer from very noticeable fold lines as a result. It is just about the minimum playable area for games using only a few vessels, so fine to get you started for your first games. Being made of paper, its useable lifespan is probably limited but it is a perfectly serviceable and useful inclusion for a starter set.
The Rulebook
The softback rulebook is perfect bound, A4 format, 108 pages and full colour throughout. The binding on my copy is sound, with no tell-tale 'cracking' as the book is laid open. Only time and repeated use will reveal any issues - well outside the scope of this review.
The book is well presented with a decent sized font, laid out in double column with clear headers and the occasional sidebar for additional information. It is also profusely illustrated with diagrams to explain game functions, but mostly with 'dioramas' of model ships and illustrations from various Osprey publications. It all looks very pretty and makes for an attractive publication, though much of it is really no more than 'padding'. Still, having lots of pretty pictures is de rigueur for a commercial ruleset these days. Ours is a very visual hobby and if it helps draw in new players and sells product then Warlord can hardly be blamed for making their rulebook as appealing as possible.
So much for looks. But what of the contents?
The rulebook has clearly been written with starting players in mind. In the Introduction it describes itself as "an entry point into naval gaming" and in addition to the rules there are sections on the history of MTBs, the theatres of war, navies of the major combatants, plus a bibliography of recommended further reading on the subject.
Coverage of each nation's forces is uneven. It seems that the authors found plenty to say about Kriegsmarine and British forces, but struggled to match this for other nations. This has led to some unnecessary and rather prosaic 'padding', which has nothing of relevance to WWII small craft coastal actions. For example, we are treated to a list of the 1941 Soviet Navy battleship, cruiser and submarine strengths and a paragraph on the performance of the Soviet submarine forces. The section on Italy's Regia Marina contains similar information and elsewhere we learn that "The Mediterranean was the grave of many submarines on both sides".
I do think there is a missed opportunity here. New players need something that will give them a sense of the unique nature of WWII coastal actions. Ideally, this would be a succinct overview of WWII coastal warfare explaining the role that MTBs and similar craft were developed for, the environment they operated in, how they were organised, their targets, their principal weaponry, the tactics employed and how these evolved throughout the war. The rulebook does provide some of this, but it is patchy in places and diluted by the inclusion of irrelevant information.
Proofing and editing
Anyone who follows the wargames news will be aware of the backlash that erupted over the release of a 10-page set of Errata, hot on the heels of the game's release. As someone who received the starter set after the Errata were released I fully understand the disappointment and dismay expressed by many in similar circumstances as it really took the shine off the game. I'm not going to belabour the issue here, but as this post is specifically about the merits of Strike Fast. Strike Hard! as an introduction to WWII coastal wargaming I do want to make a few observations about the effect of quality control on this aspect.
Oops! |
The first thing to say is that as a starter set, the game should be playable right out of the box. Did the Errata make the game unplayable? Well, no - but it did mean that players either had to print and paste the amendments into their brand new rulebook, or refer to a separate copy of the Errata during play. Not the greatest experience for new players (or old ones for that matter) and a very poor advertisement for the game.
Several mislabelled illustrations are further evidence of sloppy proofing. Those of us who know a Vosper from a Fairmile will spot these kind of mistakes easily. New players will not. Does that matter? It makes no difference to playability, but it does mean that players who are unfamiliar with the setting are likely to accept the incorrect information presented to them as 'fact'. I think they deserve better.
The Rules
I've tried out a few games to test the rules, all of which have been enjoyable and quick to play. Being time-poor and notoriously slow, I haven't finished building and painting the models from the starter set. To curb my impatience I resorted to a short-cut and printed out some simple card counters, so please excuse the lack of 3D models in the accompanying photos. I'm sure you'll still get the general idea.
Scenario 2 - Torpedo Run. Tricky blighters those eels. Damned if I can spot them. |
The basic rules cover just eight pages, including illustrations, diagrams and tables. They are followed by three introductory scenarios designed to get players started quickly. The game mechanics are quite straight forward. Activation of individual vessels is achieved by drawing dice from a bag. Movement rules are simple with just four speed rates (stationary to full) that also govern turning rates. Gunnery is resolved by rolls to hit on a d10 with a small list of modifiers, then rolls to determine damage with handfuls of d6. Torpedoes are represented visually by counters moved on the tabletop.
This is perfect for new players and those who have not tried naval wargames before. The dice-draw activation introduces a random element and some tactical choices, especially as torpedo movement is tied to the 'owning' vessel's activation. Movement is quick to carry out and use of wake markers make it easy to keep track of each vessel's speed. Players get to roll plenty of dice and the handfuls of damage dice gives a satisfying sense of shredding chunks out of the opposition. Most importantly for an introductory game, it's fun!
In the galley of MTB 29, able seaman Pratt had accidentally started another chip-pan fire. |
A further 15 pages of Advanced rules covers aspects such as crew ratings, collisions, critical damage, equipment and mines. This is followed by a further five scenarios and it is here that the 'play out of the box' concept starts to break down. Most of the scenarios require a playing area larger than the sea mat provided and specify vessels which are not included in the starter set. Warlord no doubt hope that new players will continue to invest in the game and buy their shiny new toys as they are released.
The Basic and Advanced rules are rounded out by sections on Terrain, More Weapons and some generic Aviation rules. Plenty to keep new players involved.
And then there are the submarines. It really feels like Warlord couldn't make up their mind about submarines. On the one hand, the book is peppered with references to them and they feature in at least four of the model dioramas that illustrate the book, with captions such as "The dreaded U-boat passes next to its latest victim" and "A silent killer inspects its burning prey". On top of all that, what did Warlord choose as the special 'free' miniature with pre-orders of the rules? Ah yes, Das Boot. A U-boat. Hmm.
On the other hand, Warlord tell us "We have deliberately left submarines out of these rules" yet in the same breath adding that they do feature in the game, but only as targets or objectives. What's going on here? It seems to me that Warlord are attempting to appease players hoping to field these 'silent killers', whilst simultaneously relegating submarines to the role of targets. So yes, you can have your u-boats, but it's not quite 'Das Boot'. Wolf-packs in sheep's clothing perhaps? Maybe it would have been a braver decision to have left submarines out of the rules completely and made them the subject of a supplement for those who want them. They don't have much place in a starter set about, as Warlord puts it, "swirling naval dogfights".
Sorry Warlord ;-) |
Longevity
If the primary function of a starter rule set is to attract new players to the genre, then a secondary function must surely be to keep them. Judging by the fact that the initial release sold out in short order, Warlord are probably doing well at drawing in new players to naval wargaming. Only time will tell how successful they are at keeping them.
A weak point may be the lack of well known actions for players to recreate; the kind of thing that provides a hook for new players, generates an interest in the historical setting and fuels miniature purchases/collecting forces. Land-based WWII wargames fare much better in this respect. For example there is no shortage of inspirational material on actions such as Stalingrad, the Battle of the Bulge, D-Day, Arnhem, etc. Just think how many times you've seen Pegasus Bridge cropping up at wargames shows. There's nothing really comparable in WWII coastal wargaming. The closest is probably the St. Nazaire Raid, but that's just one action and not at all representative of WWII coastal warfare in general.
So what's the remedy? Warlord have made a start by providing eight very varied scenarios within the rulebook. Sure, they are generic rather than specific actions, but that does mean they can be adapted to player's chosen theatres and forces without too much difficulty. What is really needed though is some sort of context in which to place individual games, such as series of linked scenarios or a mini-campaign. The rulebook does contain a brief section entitled 'Playing A Campaign' but disappointingly, this is no more than a few ideas on random sea conditions, hidden deployment and a list of Special Abilities for Veteran crew. It's not really a framework for running a campaign at all.
I think Warlord would have done better to have ditched the 'padding' that I referred to earlier in this review and devoted that space to a proper campaign system, or a series of half-a-dozen linked scenarios that would give new players an idea of how to construct their own series. A positive side-effect of this would be that it encourages more historically realistic behaviour. Here is an incentive to preserve boats and precious crews, disengage before losses become unacceptable and attempt to rescue crew from stricken friendly vessels. Cruel Seas doesn't have any rules for morale (only a brief section on voluntarily surrendering) so this would go some way to introducing behaviours that replicate the reality of WWII coastal actions.
Value for money
At the time of writing, the Strike Fast. Strike Hard! starter set retails for £50.00 on Warlord's website, though there are better deals out there if you look for them. This is probably on a par with the cost of getting started in other new wargames periods or genres. When you consider the amount and quality of material provided in the box set, I do think this is very good value for money. Add to that the fact that everything needed to get playing is included in the box and you have a very attractive entry level game for players wanting to try out naval wargaming for the first time.
Pros & Cons
Pros:
Attractive presentation
Good quality components
Simple rules
Fun to play
Value for money
Has everything needed to get playing
Cons:
Poor proofing and editing
Unnecessary 'padding' with content of little or no relevance to the scale of operations being depicted.
Not all scenarios are playable 'out of the box'
No proper campaign system or examples of linked-scenarios
Conclusions
So, is Strike Fast. Strike Hard! a good introduction to wargaming WWII coastal actions? On balance I think that it is, though it is not without flaws.
We live in an age when many players want and expect to be able to buy into a new game with everything that is required provided in a single, neat 'official' package. Warlord clearly understand this and Strike Fast. Strike Hard! does a good job of delivering on these expectations with a product that has visual appeal, cool models, all the components required to get started and a simple but fun set of rules.
The rules are firmly towards the 'game' as opposed to simulation end of the spectrum, but for an introductory set that's no bad thing. On the downside they do seem to have been rather rushed into publication without sufficient playtesting and consequently have some odd quirks, such as tankers out-turning MTBs and torpedoes that can't sink a destroyer. Old hands at naval wargames will soon devise their own rules to correct these quirks, but for new players I really don't think this is such an issue. Having a game that gets toys on the table with minimum fuss and offers enough challenge and excitement to want more is what it is all about here.
Warlord also deserve some credit for attempting to provide some historical background information for players unfamiliar with the setting. Its a pity this is rather uneven in its coverage and that Warlord appear to be slightly confused at times about the level of game they are representing. It could have been better, but it is still good to see.
And finally...
One last thought. Remember that Bolt Action logo? Bolt Action has been going strong for about 6 years now, with more than 23,000 copies* of the 1st edition sold and is currently in its second edition. It began as a fun, simple game that was ideal for introducing new players to a historical setting, drawing many players from the Warhammer 40K community. Sounds familiar? Its really no accident that the Bolt Action logo appears on the box cover of Strike Fast. Strike Hard! and it is interesting to speculate on where the game may go if Warlord put enough backing and support behind it. Games representing WWII coastal actions have occupied a fairly small niche within the hobby and this is the first time they have really been given the kind of mainstream treatment that WWII land-based wargames enjoy. For this, Warlord Games are to be commended. If this introduces new players and generates an interest in the history of WWII coastal forces then that can only be a good thing for the hobby.
*Source - Osprey Publishing