Tag Archives: Battle of the Atlantic

Not BOAT…..It’s BoAT

Cousins over for dinner so BOAT had to come off the table.  Plan was/is to replace it with the aforementioned Fall of Constantinople.

Working my way through the Summer 2001 Panzerschreck (Issue 6) containing the game when I ran across “Battle of the Atlantic Player’s Notes”.  Damn.

First off, BOAT is referred to as BoAT.  OK (Ok?).

Reminds me of this.

Playing tips summarized as follows:

1.  Concentrate U-Boats.  Downside is that ASW becomes more effective.
2.  Concentrate in North Atlantic only if Convoy marker is there (Allied ASW typically concentrated in North Atlantic).
3.  Keep Donitz in the Sub Pens (didn’t go into this in my initial review), because his presence reduces chances for ASW capability increases.

Author states that BoAT is a difficult game to win.  He offers optional rules to help the Germans (see previous post).

The article includes rules clarifications and references an excellent review from WebGrognards.

 

Das BOAT (?)

Played a few more turns night before last.

Despite using an “aggressive” posture for all submarines, the Germans had a very difficult time attaining the tonnage sunk figures needed to attain victory.   And, this is a period when Allied AWS capabilities are relatively low.

Well, maybe that’s just fine.  Maybe it would have taken quite a bit of good fortune to win the Battle of the Atlantic (BOAT), just like Barbarossa.  Do you want play balance, or something akin to historical conditions?   Or, is it playability?

I think Grabner’s BOAT does a nice job of providing solitaire playability with abstract historical conditions.  Is it a simulation?  No, but it is an interesting way to spend an evening or two.

Playing

Started playing Battle of the Atlantic last night.  The active player controls German U-Boats, Condor aircraft, surface raiders and resupply submarines.

British air and surface ASW asset dispositions in each sea zone are determined by a card draw.  Cards also determine German U-Boat production and British technological advances, as well as designating certain combat modifiers for the turn in which they are drawn.

Initial Setup

Technological advances effect the order in which Allied ASW assets, U-Boats and Condor aircraft are placed, as well as which side resolves their combats first.  Technological advances (Ultra, HF/DF, Radar) are cumulative, pushing the initiative towards the Allied player.  This is critical, since losses are taken immediately.

German objectives are to a) sink as much tonnage as possible, b) maintain at least half their U-Boat fleet at the end of any one turn, and c) prevent the Allies from forming and deploying convoys.

The German commander must determine which sea zones to deploy attack assets, and what posture (aggressive, normal or shadow) they take.  Aggressive subs can sink more tonnage, but are easier to destroy.

Play is quick, with straightforward CRT tables for each combatant and asset type.

After my usual stupid misplay during the first turn (roll one die, not two on the German Attack table), the first two “real” turns found the Germans falling short of their victory objectives, but suffering light losses.  I’ll find out more this evening.