I’d been on the fence about getting into Warlord Games’ Cruel Seas since it released in late 2018. The game
focuses on small-craft naval engagements in World War II featuring
such vessels as the American PT boats and German Schnell-boots
(“fast boats,” or S-boats). I’d read about various issues folks
had with the game, but eventually I put it on my wish list and
received the starter boxed set as a gift during the holidays. I’ve
played a few solitaire games to familiarize myself with the rules
(though I haven’t managed to paint the ships yet), enough to
formulate some opinions. Most of my issues with the game relate to
elements I feel might have been handled differently, primarily from
the perspective of catering to newcomers or improving the product
quality. Despite the expense to buy into the game, Cruel Seas
offers a beginner-friendly, accessible wargaming experience for those
interested in this kind of WWII naval skirmish.
The starter box certainly packs some good-quality
material, enough to play many scenarios without having to purchase
additional ships: the full-color rulebook; sprues to build six
British motor torpedo boats (MTBs) and four German S-boat models at
1:300 scale; a sprue of torpedoes; a painting guide; a sprue of water
plume markers; stuff for marking smoke and fire; cardstock flats
printed with shorelines, a tanker, planes, mines, tokens, and rulers;
punch-out wake markers noting speeds; ship stat cards and markers for
hull points; a handful of dice; and a large, double-sided
three-by-four-foot poster printed with waves as a play surface (on
side gloomy Atlantic, one much brigher for the South Pacific or
Mediterranean). For $80 retail that’s a ton of material. Assembling
the boat models took a little time (and deciphering the sprue parts
charts), but the basic rules were not so overly complex so I was
playing in relatively short order. Each turn players draw dice (one
marked with their nationality for each boat) to determine who gets to
activate a boat. They can then move, turn, and fire using fairly
basic rules. Movement depends on one of three speeds, with a
45-degree turn allowed after moving one-third of their full speed. I
learned pretty quickly that “combat speed” (the middle one) is
preferable to “full speed” (the fastest) which gives a penalty
when shooting. Hitting targets with gunfire requires a single d10
roll against a difficulty number (5) modified by numerous conditions
(like the aforementioned “full speed” handicap); roll less than
or equal to the number to hit, then inflict damage by rolling a
number of six-sided dice. Overall a fairly easy core system to learn
with few fiddly bits. Additional rules cover torpedoes and the
numerous other factors that might crop up (using smoke, depth
charges, aircraft, etc.). It didn’t take me long to get the hang of
the system. After two games pitting two of the British boats against
a single German S-boat I decided to throw a German tanker into the
mix for two games. The rules seem easy enough for me to teach friends
who have an interest in World War II and even my 10 year-old son.
Along the way I noticed a few concerns as well as
some things I might have done differently. Certainly nothing to keep
me from recommending this game, but some issues potential customer
should know about:
Errata: Apparently the rules were so
hastily released they necessitated an 11-page errata document
released not long after the game was published. I personally didn’t
notice anything amiss until I started wondering how much more damage
a double or quad gun caused...the modifiers are absent in the
“firing” section of the rules but made it to the Quick Reference
Sheet damage list in the back of the book. Little inconsistencies
like this pop up occasionally, but I found few that significantly
impacted gameplay.
Torpedoes: For a game about motor torpedo
boats, torpedoes remain rather finicky. For starters, they’re
ineffective against shallow-draft vessels like other MTBs. One can
only fire them after a boat makes its full move and they simply
launch; they don’t move forward until that boat’s next
activation. This means the target may have time to maneuver out of
the way, or even (as was the case in one of my games) that the firing
MTB is destroyed before the torpedoes go very far (since they don’t
move until that boat’s next activation...). The torpedo markers
themselves tend to swerve around the poster play mat, though I expect
they’d hold their positions better on a fabric surface. Assuming
they impact with a target – they must make a successful to-hit roll
like any other attack – they still have a chance to turn out a dud;
but if they hit, they inflict a sick amount of damage (16D!).
Fiddly Models: While the models are nice,
they take some figuring and finesse to put together. The starter set
includes no instructions, only a diagram of each sprue with a list of
what pieces are which components (and sometimes an indication which
model they belong with). Some pieces were extremely small. Some I
feared would break when I cut them from the sprues. (The Japanese
MTBs I ordered later were cast in white metal and were especially
fiddly, with one mast breaking even before I cut it from the sprue.)
The sprues for German ships didn’t include enough guns to outfit
them according to the rules, so I just substituted a 20mm
flackvierling (quad anti-aircraft gun) for the 40mm cannon the
rules and stat cards noted as the S-38’s aft gun. All that said,
the models look great, even unpainted.
Aircraft Rules: These advanced rules
disappointed me slightly. They provide for an airplane to make a run
across the board at a pre-determined turn and attack with bombs or
torpedoes. Enemy vessels can make anti-aircraft attacks before the
plane strikes, possibly causing it to abort the run or crash; only
then does the plane roll to hit and damage the target. I recall many
PT boats encountered Japanese aircraft in the Pacific and that
strafing runs also proved deadly. This is one aspect I might change
in my own games, giving aircraft additional attacks with machine
guns.
House
Rules
Like any wargamer I’ve already devised a few
adjustments to make an already enjoyable game run a bit more smoothly
and cater to my particular interests:
Pacific Theater: Although components
weren’t included in the starter set, the Cruel Seas rulebook
provides game stats for numerous ships from each navy. My primary
interest in this kind of combat focuses on American PT boats against
Imperial Japanese Navy forces. Relatively easy enough. I’ve already
added a pack of American PT boats and IJN patrol craft; both sets
come with wake markers to note speed as well as stat cards for each
craft. Though I’ll run some test engagements between the two my
real interest is sending the PT boats against larger targets. The
starter set includes a very nice tanker flat...which gives me the
idea not only to scan, print, and mount one more of those for an
additional target, but to find a good top-down view of a Japanese
destroyer for a more daunting adversary (alas, I’ll have to craft
my own stat card for that one). At least until I can acquire suitably
scaled models for a more realistic tabletop experience.
Torpedoes: As finicky as I find the torpedo
rules, I may use them as written with one exception...if the boat
that launched them is destroyed before they get to move, the
torpedoes move once along their original trajectory (probably on that
player’s next activation or, barring that, the end of the turn).
They still require a roll to see if they’re a dud, but this gives
them a little more of fighting chance.
Aircraft: Although I haven’t fielded
aircraft yet I expect they’ll play a role in any Pacific Theater
campaign. I’m modifying the existing rules to accommodate strafing
with heavy machine guns, with damage to reflect the armament of a
particular aircraft. I’m considering allowing a second pass (“He’s
coming back around!”), assuming the aircraft survives the first
pass, especially considering the point cost for game balance, the
movement and turning restrictions, and the possibility reaction fire
from flak guns to repel the attack. Either that or I should add
several aerial attacks for a scenario.
For all I’ve seemingly complained about the game
I’m truly enjoying Cruel Seas and intend to continue with it
in my historical miniatures gaming repertoire. The game relies on
very basic rules with more advanced options to add on later. I like
the randomized initiative system. The core “move and shoot”
mechanics work well enough to create engaging games with some tension
and uncertainty about who will ultimately win. Although it focuses on
small patrol boat actions it includes rules for submarines and
freighters (primarily as targets), warships as large as destroyers,
and aircraft, so it offers many different levels to explore.
Customer Service Postscript
When I opened my starter set and looked through
the contents I realized that, instead of having three stat cards each
for the British Vosper I and Vosper II MTBs I had six for the Vosper
II. I e-mailed Warlord Games’ customer service and had a response
within 24 hours. They sent along three Vosper I stat cards, no fuss,
no questions asked. Although it took a few weeks coming by post from
England, they arrived in good order. In the Internet Age, when it’s
easy to ignore e-mails and hide behind a website facade it’s nice
to know friendly customer service still exists.
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