by Gideon Marcus
A little over half a century ago, the actions of two ships changed the entire course of human events.
SMS Goeben and SMS Breslau bombarding Phillipeville on the French-Algerian coast (W. Malchin, 1915)
In 1912, two warships of the German Kriegsmarine were stationed in the Mediterranean. The battlecruiser Goeben and the light cruiser Breslau, in the event of war, were to raid French shipping between Africa and Europa. When war broke out between Austria-Hungary and Serbia on July 28, 1914, the vessels were in the Adriatic port of Pola. Admiral Souchon, commander of the German duo, decided he didn't want to be bottled up, so he took his ships to the central Mediterranean and waited for orders.
They arrived: head east for the Aegean Sea and ultimately the Dardanelles, the strait on which Turkish Istanbul was situated. There, Souchon was to offer the two modern vessels to the aging and inefficient Ottomans. In return, the Sultan would bring Turkey into The Great War on the side of the Central Powers.
Thus ensued a grand chase, which the British lost. The rest is history.
But what if Souchon had been given different orders? What if the British had had different priorities? Such are the What Ifs that compelling parallel universes are made of—and the subject of the newest game to arrive in the magazine Strategy & Tactics.
The Game
Flight of the Goeben is a two-player S&T magazine game, which depicts the cat-and-mouse game played between the small German task force (the titular Goeben and escort, Breslau) and the entire British Mediterranean fleet. The British player has the twin tasks of hunting the German ships and also protecting a convoy of French ships escorting troop transports from Algeria to Marseilles. The German player has a random objective that is not determined until six turns into the game; it could direct the Kriegsmarine ships to go to Turkey, as historically, or head out through Gibraltar to join the main fleet. On the way, the ships may get points for shelling French ports and sinking the aforementioned transports.
The game is played blind, like Battleship, with each player having his/her own copy of the board—a strategic hex map of the Mediterranean. Ship-to-ship combat is handled simplistically, though provisions exist for using the strategic game as a scenario-generator for detailed tactical ship combat. Tactical rules, based on Fletcher Pratt's naval game, are published in the same issue. I have not played them yet.
There are very few counters: in the basic game, the Germans have two warships and three colliers. The British have seven warships, and the French have three warship group counters and three transport counters. This all makes Goeben a very portable game, ideal for coffee-house playing! Particularly given its short length: like Crete, a typical (basic) game takes 2-4 hours.
Playing against Dan in our "War Room"
The Germans start in the Adriatic or Ionian seas three days before war has broken out between the British and the Hun. All of the British ships start out in the island port of Malta. The game is played in 6-hour turns from August 2 to August 12, during which both sides have variable (and secret) objectives. The Germans do not know their victory conditions until they make their secret die roll in the middle of August 3, and the British don't know theirs until the end of the same day.
Nevertheless, one thing is known: the Germans have the overriding goal of getting their ships out of the Mediterranean before the game is done. But the British get more or fewer points for preventing a German escape to the East or West, and more or fewer points for getting the transports safely to France. At the end of the game (once the Germans have escaped, been sunk or time runs out), whoever has the most points wins.
The Rules
Goeben really breaks away from the old operational hex-and-counters and Zones of Control dynamic. Each turn, both sides move their ships simultaneously, 1-3 spaces per turn. Each ship has a finite amount of coal, which gets burned up at increasingly rapid rates as speed increases. Ships refuel in ports (the British can refuel in French ports, the German at Pola in Austria-Hungary; the Germans can also refuel slowly and illicitly in Italian ports or, somewhat faster, by linking up with one of their three unarmed colliers). After all movement is concluded, if a player's ship entered a coastline or port or strait, he/she must inform the other player of this fact. Except at night—then there is a 50/50 chance of making the move without being spotted. Night turns take place on last six-hours of every day. British ships cannot move along Italian coastlines because the Italians are neutral. Sort of; the Germans have no such restrictions.
After movement, a player may search for the other in Battleship (or Midway) fashion. First, the player calls out the Sea he (or she) has a ship in. If the other player has a ship in that sea, the fact must be reported. The searching player may then elect to call out the Area (subdivision of the Sea) containing a ship. Again, the other player must answer. Finally, the searcher may call out the Hex a ship is in. If both sides have ships in the Hex, combat may occur—night offers the searched player a 50/50 chance of not having to report position. The same is true if the Hex being searched contains islands.
Both game boards, side-by-side, from above
As can be seen, searching is a two-way street. The more specific the searcher is, the more information passed on to the opponent. The German colliers act as decoys as well as sources of fuel, and the British might chase one all over creation thinking it's the Goeben. Once a ship is found, it can be pursued rather than detected in the conventional fashion. The German ships tend to outrun their British counterparts, but it takes a lot of fuel.
Combat (forbidden until war breaks out on August 5!) is handled very simply. Each side rolls a die for each ship, potentially damaging an opponent. Big ships must fight big ships first. Little ships get an adverse modifier when attacking big ships. Little ships get sunk quickly. Big ships can take speed and armament damage before sinking.
There are special rules governing the French ships in the basic game. The French battlegroups start in Toulon and, on August 3, make their way slowly to three different African ports, where they will escort the transports back to Toulon. Once the convoys are underway, they can be attacked by the Germans. The French get two shots at the Germans, and if the Germans survive (likely at least the Goeben will), the transports are sunk.
The Advanced game allows for all of the Mediterranean major powers' navies to come into play, and the French get real ships rather than escort counters. Both sides also get to roll on the What-If tables, and all sorts of neat alternatives can happen, including the British and Germans getting extra ships to play with.
Gameplay
Playing against Janice at the local diner
Even the basic game presents a wide variety of strategic options. The tricky part is that neither side knows what it needs to do at first. It's easier for the British, who need to cover all of their bases. The Germans have to watch out as, if they gamble too strongly on one direction early on, they may find they have to go clear across the map to get any victory points. Using the night turns is essential to keep one's moves a secret—sailing through the Italian straits to get to the Western Med, for instance. The Germans have to wisely use their colliers not only as mobile fuel depots but as decoys.
It is a tense nail-biter for both sides: f or the British, the Germans are elusive buggers who could be anywhere, and there are too many spots on the map that are far enough from Malta to be untenable stations for the coal-hungry vessels; for the Germans, the British seem to be everywhere, and the colliers are easy, slow targets.
From what I can tell, the game is pretty well balanced. And because of the hidden victory conditions, no one really knows who's winning until the end.
The Breslau is spotted by the second British cruiser squadron off the coast of Sicily
Conclusion
Dave Williams, the designer of Anzio and Anzio Beachhead, really hit it out of the park with this one. It's innovative, fast, and very playable. Strategy does not become quickly stereotyped. I do not know how the advanced game plays yet (I suspect it is superfluous), nor have I tried the tactical game (which seems like it would only really be fun in the advanced game). Even just taking the basic, strategic game, Flight of the Goeben is really quite fun. It has already replaced Crete as my game of choice.
Five stars.
[New to the Journey? Read this for a brief introduction!]