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BT Carpenter
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Naval Battles » Forums » Reviews
Naval Battles Review: Better than Drowning, I suppose
Today I played Naval Battles for the first and last time.

We had a slightly larger than number of players than normal at our monthly gaming day, so one of the players said "I have Naval Battles, it can handle six." I looked forlornly at Bang! (the Bullet) and acquiesced, choosing to learn a new game instead.

The explanation took a good forty minutes, and I finally got the jist of the game (after wresting the rulebook from the box and quickly perusing them).

My take on the rules after the muddled teaching session, and how I would teach this game if I were to play it again (which I won't) is as follows:

You start with a fleet of ships worth 25 victory points. You have lots of different kinds of ships, and ships have guns or torpedos or planes. All of your ships start out in a formation and you probably won't be getting many other ships out to play with, so choose wisely, but without any real knowledge of why you're picking various ships.

Ships have guns or other means of attacking. There are 4 gun sizes. Gun sizes are: 4" and 5", which magically take the same kind of ammunition, 6", 7" and 8", which again magically take the same typs of ammunition, 9", 10" and 12", which, you guessed it, take the same magical ammunition, and 14", 15", 16" and 18" which take an entirely different magical type of ammunition.

Now I undertand the desire to be historically accurate, but for the sake of gameplay, it would've been easier to fudge it and only have 4 types of ammunition (small, medium, large and huge) -- or to consolidate to standardized sizes instead of having four different types of bore size be represented by a single class of ammunition card.

There are two other types of ammo here... Torpedos, which require die rolls to hit, and planes, which require die rolls to hit.

Ammunition comes in the form of action cards, which also incorporates defense and 'preparation' cards, which allow you to not get hit (defense) or repair or plan (preparation). I don't know about other people's supply lines, but my generals weren't sending enough of the magical ammunition I did need, weren't sending reinforcements and definitely weren't teaching us how to evade, jam the enemies guns or otherwise not get blown up.

Top this forty minute rules review off with going last, and it's over an hour from opening the box to when I get to play any card, since my first hand was full only ammunition, meaning I couldn't defend even if I wanted to, and couldn't participate in any of the other player's interactions. Two of my front line ships are on the ocean floor, meaning most of my ammo isn't usable any more, and I am starting to wonder the fastest way to sink my entire fleet and escape this game.

I've played similar games and enjoyed myself thoroughly. Battle Cattle and Car Wars come to mind, as does Creatures and Cultists. Ultimately, something here left me wondering where two hours went for a game that lists as having a play time of 30+ minutes.

Should read 30+ minutes, emphasis on the "+".

We had multiple other games capable of handling 5-6 players which would've taken less time and given me more of a feeling of involvement.

Summary of complaints in no particular order:
- Use of red/green in the targetting icons bad for those players with red/green colorblindness.
- Drawing up at the end of your turn (only) really leaves you open when you have no defense cards.
- Air strikes seem very powerful
- Lack of recommended fleet arrangements leave the new player without a clue
- Ship cards look way too much alike and have no real differentiation
- Unnecessary differentiation on bore size of guns, could have been simplified
- Last player at massive disadvantage compared to start player
- Difficulty of getting reinforcements or defenses makes feeling of tactical movement all but vanish

To summarize: I'd rather have folded the cards into paper boats, floated them in a tub and thrown pennies at them. Now THAT's how to run a Naval Battle.

Overall Score: 2 -- The game's not terminally broken, but I'd prefer to play almost any other game than this one.
Last edited on 2008-03-16 00:11:13 CST (Total Number of Edits: 1)
Fraser
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We've never played it with more than four. It's OK for what is fundamentally a dice game (and what pretty dice they are too).

I probably wouldn't ever play it with more than four unless I was a teenage boy again and would prefer to play something else instead. You should try it with three or four, it will certainly play a lot quicker, but there is still no guarantee that you will like it.
BT Carpenter
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The time it took to take to explain it was far more than needed for this type of game, and it really set a bad vibe for the following TWO HOURS.

Without realy knowing the makeup of the action card deck, it was random guessing to pick a starting fleet -- some sort of recommendation would have helped here.

The ammo cards are inherantly fiddly for what this type of mechanic. I've seen it elsewhere, but it just seems crazy that your supply line (hand) would have so many mismatched ammunition types. With FIVE different ammo types which require matching (4 different bore sizes plus torpedos), getting a good matchup was very frustratingly difficult.

The massive disadvantage of going last was also apparent, and because the rules brief was so muddled, it took over twenty minutes before I ever got to do anything other than watch my ships sink helplessly to the ocean floor. There are other similar games that can be explained and played twice in the time it took to explain and play through one round of this game.

If a game advertises "2-6", it should play properly with that number. I agree that the game would probably work a lot better in the 3-4 range... but we were playing specifically because it claimed support for six. Though I agree that it would probably play better with fewer players, it's not going to get that second chance due to the completely helpless feeling I got while playing that this was a complete and utter disaster.

As said above, I've played other similar games when in the right mindset -- usually towards the end of an evening or convention, the hour or so before the doors are due to close... something fun and simple that's easy to set up and strike down.

I just feel that the nod towards realism was trumped by the nature of such a card game, and that ultimately, the fun was sucked out of it from the start and I was playing my turns as fast as possible in order to make the game end quickly.

For the same time expenditure, I have more enjoyable games with similar themes or mechanics and less ramp up time for new players. I really should have insisted on playing Bang! or something similar. Next time I know.

Edits: typos, it's late
Last edited on 2008-03-16 01:07:58 CST (Total Number of Edits: 1)
Scott Gray
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I have played this game several times and found it most enjoyable. What I have found, when playing with more than four players, the game plays much better and faster when you divide the players up into teams (axis & allied).

Scott
simon thornton
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40 minutes to explain the rules ! This really is a fairly straight forward game and I ve explained the rules and played a game with 4 players in 40 minutes. Its a light filler, dont get too hung up on the ammo types , yes it could be simplified to small , medium , large guns but you want to know your firing 18" Guns at someone elses 14" guns its part of the fun. I would rate this a 6 but you really shouldnt take it too seriously.
Ryan Hackel
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1) Gun differentiation is a drag on this game. Having 4" and 5" guns in this game has no added value. It has no bearing on gameplay, so any benefit would be historical accuracy. But as other grognards have readily pointed out, there are many inaccuracies about the armament of particular ships, so the historical merit is moot. The first question asked when we start fleet construction is "what's the gun size breakdown again?" It's a distraction, not a bonus.

2) For all the times I've re-taught this game to someone who's played it before, I would have paid extra to have the game text on the cards. This is a must-have for future editions! The cards don't even have titles, and my games are frequently interrupted by someone asking questions:
THEM: "What does this card do?"
ME: "Well what kind of card is it?"
THEM: "I have no idea. There's no title."
I understand the publisher's interest in cutting costs by making a language independent edition of the game acceptable in many language markets, but the issue of learning how to decipher the card symbols is worth paying extra to avoid.

That said, I've enjoyed several rounds of Naval Battles, and would play it again. Gameplay length is extended with additional players, more like 30 minutes + 10 for each player over 3. I don't recommend this game for more than four players. Many games make the mistake of extending the player quantity beyond a comfortable point. Just because the box says it could be played with X players doesn't mean it should be played with X players. (IGOR is another serious offender to this; Bang is one of the better ones at scaling up.)
William Sariego
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bluekingzog wrote:
40 minutes to explain the rules ! This really is a fairly straight forward game and I ve explained the rules and played a game with 4 players in 40 minutes. Its a light filler, dont get too hung up on the ammo types , yes it could be simplified to small , medium , large guns but you want to know your firing 18" Guns at someone elses 14" guns its part of the fun. I would rate this a 6 but you really shouldnt take it too seriously.


Ditto, Simon.

Mr. Carpenter may not like it, and he is certainly entitled to his opinion of the game. I have to disagree, however. This is one of the games I can get my wife to play on a regular basis!

A more advanced version of the old Battleline/AH Naval War, NB can't be taken seriously but can be loads of fun to play.
Steve Shryock
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I think that the game works for what it is...a filler game aimed at introducing people to the joys of wargames. It's not meant to be a simulation game, at least I hope not. It always makes the trip with me and my 3 sons ages 10, 13 and 16 whether we're going on vacation or just camping for the weekend. With that in mind I believe it is a great game to have in your collection if you have children.








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