OUT OF MOTHBALLS
SALVO! Battleship
Combat, 1939 - 1945 by MICHAEL SMITH
from
3W, Inc.
One
24" X 19" map; 200 Counters; Rules Booklet W/charts, 2 six-sided
dice. Published by 3W Inc, P.O. Box
155, Cambria CA 93428. $28.
Reviewed
by DAVID SCHUELER
The pinnacle
of modern battleship construction was reached during World War II with the Iowa
and Yamato classes. In the early 80's
the U.S. Navy, looking to save time and money, returned the modernized Iowa
class to service. 3W Inc., never one to
buy a new tire when a retread will do, has taken a page from the Navy's
notebook with the release of Salvo!, a game which appears to be nothing
more than a modernized version of the
SPI's
20-year old Dreadnought. On the other hand, Salvo! is about what
it purports to be, and at least Grind-'em-out Keith and the Hasheesh Art
Department hasn't totally screwed it up.
One has
learned to have minimal expectations when opening a 3W game box, and while
those minimums were met, I certainly
didn't expect what I got. The four
color map, which tries to depict four different land masses and open sea
resembles nothing more than something my 3 year old niece would have done with
a box of crayons. The main problem is that it tries to be everything and ends
up being nothing, unless you consider a mess being "something". After
resisting the urge to hang the map on the refrigerator - the Gallery for all
Crayola Art - I took a deep breath and a quick glance at that bête noir of all
3W games, the counters.
Most of Salvo's
counters (133 out of 200) are informational markers, showing speed/heading,
damage, ship main battery targets and several other odds and ends (including an
air strike marker!). Each ship counter
represents 1 battleship, 1 heavy cruiser, 2 light cruisers, or 5 destroyers,
and each sports a silhouette of the ship class that the counter
represents. The cruiser and destroyer
counters represent generic ships from either the Axis or Allied navies and are
collectively referred to as "screening units". Most of the counters are actually clear and
easy to read, but the black printing on the dark blue, British counters and
dark green US counters is difficult to read under the best of conditions.
Conversely, the battleship counters are color-coded for the nation they are
from, while the screening units are colored for either the Axis or Allied
side. Overall, and for 3W this is
something of a break-through, the counters look good and do include most of the
different battleships that fought during World War II.
The rules booklet
is easy to read and well edited (Ed. Be still my heart!!), explaining
the rules by following the turn sequence.
Beginners and old hands should pick up the system easily and be ready to
play a scenario in less than an hour.
There are 10 scenarios, arranged in historical order, covering every
important battleship action (actual and hypothetical) in World War II, from the
British bombardment of the French fleet at Mers-el-Kebir to a hypothetical
battle between the Yamato and the Iowa.
These provide a wide diversity of actions from the Pacific, Atlantic,
and Mediterranean theaters.
The turn
sequence is a basic, sight/shoot/move type sequence, with a damage control
phase thrown in at the end of the turn. It will be completely familiar to
anyone who has played SPI's Dreadnought. During the sighting portion of the turn players determine
advantage (which is rather easy, if rigidly mechanical, since players simply
alternate disadvantaged and advantaged status each turn), and see if their
ships are within sighting range of each other.
This range is determined by adding a die roll to a base visibility
number given in the scenario rules.
Once
sighting is done gunfire attacks and torpedo attacks are carried out, which
designer Smith handles with informational counters. Main battery markers are now used to show gunfire targets, and
these are placed first by the disadvantaged player then the advantaged player.
It doesn't take long to figure out that the map is going to have a lot of
markers in a fairly short time. One of the factors to consider before plunking
down your Poulter-bound bucks is whether or not you can abide this sort of
clutter.
Once the
battery markers are in place, gunfire is executed in any order … with the
results taking effect simultaneously.
The gunfire system is pretty much straight out of Dreadnought
with damage restricted to two, rather
abstract categories of hits:
weapons or speed. But fear not, damage can be repaired in the damage control phase
at the end of the turn. If a unit takes
three hits on each system it sinks, although a ship may also be sunk by a lucky
shot ( à la HMS Hood - which can be an extremely irritating occurrence when it
happens to you) or a high-odds attack.
After gunfire, we get torpedo attacks, the system for which is different
from - and simpler than, that in Dreadnought .
Now that the
death and destruction portion of the turn is complete, the ships are ready to
be moved, after which the game turn ends with each player rolling on the damage
control table for damage repair. The
damage control system, like the systems that produce the damage, is very
abstract ,and the game actually gives you a pretty good chance to repair at
least some of the damage you have received (50% chance to repair a weapons hit,
33% chance to repair a speed hit). In addition to this fairly basic,
chart-heavy but easy to learn system, there are also optional rules for crew
quality, radar, mines, shore batteries, flagships, and command control.
Salvo! uses a solid, simple system which
provides a relatively fast playing game with some interesting scenarios. For some, the lack of paperwork will improve
the playability of the game, but others may object to the large stacks of
informational markers that seem to get
in the way (especially if you have more than one unit in a hex). Prospective consumers must also realize that
the amount of abstraction necessary to make the game easy to play does
eviscerate much of the flavor of naval combat.
You want extra chrome? Then you want a different, more complex
game. The ultimate impression is that
of having bought a magazine game… but without the magazine, and for twice the
price.
CAPSULE
COMMENTS:
Graphic
Presentation:
Adequate, better than the usual 3W fiascoes, but still, a mite heavy on the
Crayolas.
Playability: Good, the system works well
without the use of the paperwork normally seen in games of this type. The rules are well written and should be
easily understood by beginners as well as veteran gamers. Playing time runs
from 1 - 3 hours, depending on the scenario.
Replayability: Fair. The system is not that
stimulating, but the game does include 10 different scenarios.
Historicity: For the level of simulation
covered, Good! However, a lot of the battleship differences and distinctions
are lost in the generalization of combat strengths.
Creativity:
Rather passée.
Comparisons:
Salvo! closely resembles two rather aged games: SPI's Dreadnought
and Battlewagon, from Task Force Games.
Both of these give a much wider coverage of the subject by including
battleships from WWI through WWII. The
2nd edition of Battlewagon also allows you to recreate cruiser and destroyer
actions, which neither Salvo! nor Dreadnought do. Other than
that, they're all three peas in a pod.
Overall:
Fair to Good, depending on your interest in the subject. For the
uninitiated, not a bad introduction to naval games. For most, though, the
limited scope (1939 - 1945) and relatively high price ($28) make it a game only
for naval aficionados, who will probably have another system they like better.
Had the game included a more extensive coverage, say from WWI on, it would have
been an interesting purchase. 3W, however, has opted to suck you into Salvo
II for that one.