Scenario: "I. The Kriegsmarine's First Effort"
Participants: Jim "HeavyD" D and Myself
Time: Friday, Feb 11th ~ 6.30PM - 9.30PM
This game uses blocks to represent surface and submarine units and task forces. Counters are used to represent air units. There are two turns per day, and if I recall the scale is roughly 100 miles per hex. Your convoys will move one hex usually, while your warships will move two and in some cases three hexes in a turn. Subs can move two also, but then are unable to attack if they moved. The most interesting and promising mechanic of the design has each player use his own deck of cards to handle all of the things needed to maintain fog of war. This is key in Naval games and from what I've seen so far this process is very successful. The idea as I understand it came from Lee Brimmecombe-Woods excellent work in his "The Burning Blue", also by GMT. The way the cards work allows each player to do searches when applicable without divulging if a block is a real unit or dummies. The same process is used to handle Ice Damage, which also played a big role in this campaign.
The rulebook has seen a lot of errata and I was at a disadvantage having not downloaded the most recent version as well as reading the additional errata since that version. I hope that once the game matures a bit that the rules will become tight. HeavyD and I are set to play the next scenario in line in the near future, with both of us looking forward to it.