| Hearts
of Iron: Designer Preview
By Mike Bennighof, Ph.D.
July 2007
Our Classic Wargames have provided a wonderful platform
for launching games that otherwise would never have seen daylight
— and for stroking designer egos. Ego is the most destructive
force in the known universe, but hopefully we've found a means
by which to channel it constructively. Classic Wargames let
us make the games we've always wanted to make, and not lose
enormous amounts of money. And I know an awful lot about piles
of money taking flight on ego-driven game projects.
And so we have Ironclads:
Hearts of Iron, a game on the campaigns of Lissa
and Helgoland that I've always wanted to design, but always
been pretty sure would be another well of sales despair. The
game is somewhat derived from Great
War at Sea, especially in its operational concepts,
but has a very different tactical game.
Fleets move on the operational map, carrying out missions.
Movement is plotted, just like Great War at Sea,
but there is more "lag time" between the current
turn and the plotted turn — without radios, command
at sea is much harder to coordinate. There is some flexibility,
as reports from passing fishing vessels and merchant ships
played a major role in this era (leading directly to the confrontation
at Helgoland, for example). Prevailing winds have a slight
effect on movement, and though every ship present in the game
has a steam engine, almost all of them have auxiliary sail
capability as well. Scouting by fast ships is very important;
there is utterly no air power in the game.
When the fleets make contact, play moves to the Naval Tactical
Map. It's the exact same map as that issued in Great War
at Sea games, and it was labeled that way for this very
purpose (it was also supposed to be the tactical map for Second
World War at Sea, but that's another story). On the
tactical map, ships move and fire in sequence, but there are
a number of wrinkles. Only some ships have armor, and it is
difficult to penetrate. Contrary to popular opinion, an ironclad
warship is not invulnerable to gunfire and a large number
of hits will weaken its armor even if none of them penetrate
it — as happened to the Italian ironclads Palestro
and Affondatore at Lissa, with the first exploding
following a serious battering by the ship-of-the-line Kaiser
and the second sinking in harbor some days later, her
structure damaged by a large number of hits.
Austrian wooden ships have improvised armor protection around
their engines and magazines, created in the weeks before the
war from heavy chains and railroad iron. Most other wooden
ships are naked, but it still takes a great deal of damage
to put a warship out of action — they have not turned
into eggshells since Nelson's day, and the effect of the shell
gun is not quite as great as contemporary popular accounts
claimed.
Damage can accumulate or can sink a ship in sudden, spectacular
fashion. Fires can sink a ship, and they of course can succumb
to ramming (though ramming a moving target is very, very difficult
and may do more damage to your own ship). Each ship has its
own hit record where damage is recorded, and shows their armor
status, fuel load and so on.
Gunnery is either rifled (most ships) or smoothbore (some
Austrians and a few Danes). Rifled guns have an easier time
penetrating armor. Unlike the game's modern-era sisters, arcs
of fire play an important role. Most ships can only fire through
their broadside arcs; the few with turrets have much greater
flexibility.
But what about the toys? We discovered long ago the real
reason grown men buy our naval games — for the toys.
Great War at Sea and Second World War at Sea
have become extremely popular thanks to their detailed,
one-inch-long ship pieces. For Hearts of Iron, we're
moving to our larger counter size, seen in Rome
at War and in the recent Great War at Sea supplement,
Zeppelins. These
do just fit on the Naval Tactical Map, and are one and one-third
inch long and two-thirds of an inch wide. They are huge. That
provides Beth Donahue a wonderful canvas for ships plus game
information. There are 88 of these oversized ships, plus a
set of 2/3-inch square pieces for fleets, smaller ships, leaders
and some game markers.
In terms of the game's historical basis, Hearts of Iron
can claim something often boasted but rarely actually
delivered — serious research in archival records. Lawrence
Sondhaus, now the dean of Austrian naval historians, was
on my dissertation committee at Emory as one of the outside
experts. On Larry's well-placed advice I excised the naval
chapters from the finished work, which was supposedly about
the Army's fascination with historical examples. It's not
uncommon for grad students to lose focus, and the finished
work is much better for keeping to its supposed topic, even
if the writing is fairly atrocious academese. However, I did
research the Austrian Navy's approach very thoroughly (using
its new thinking as a contrast to the Army's old thinking)
and wrote most of the chapters associated with it.
This will be, as far as I know, the only game ever published
on the Battle of Lissa, but that's no reason for it not to
be the definitive one. The archives yielded all sorts of detail
(like that extra Austrian armor), much of which I haven't
seen in print anywhere. The American squadron that the Austrians
expected to fight in the Adriatic is present, as is the Turkish
one they hoped would intervene on their side. There are scenarios
for all of the Austrian sorties, not merely the Battle of
Lissa, and of course battle scenarios including the main event.
Had I really thought this through, I would
have broken out the North Sea/Baltic segment
into a separate game. When I first sketched
out Hearts of Iron, I worked for
another game company and then spent a brief
period as a freelance game designer. I did
not expect that a game on Helgoland would
ever be printed (though why I thought one
on Lissa could be, I can't rationally explain).
If I wanted to do a Helgoland game, then I'd
have to sneak it into the Lissa game on the
rationale that the Austrian ships appear already
at Lissa. And once I had the Danes in, then
it was perfectly reasonable to add the Baltic
and the Battle of Swinemunde between the Prussians
and Danes. So when the game went on the Classic
Wargames proposal list, I used the same design
brief I'd written in the early 1990s and never
thought to revise it. So you get Helgoland
and Swinemunde, Danes and Prussians, and the
fearsome Rolf Krake. Plus extra ships
planned but never built, and some French warships
for hypothetical scenarios based on Austrian
Capt. Wilhelm von Tegetthoff's plans to break
their blockade of Austrian ports during the
1859 war.
It's a wonderful package, one that does a fine job stroking
my monstrous ego. As soon as Beth returns from her maternity
leave, we'll wrap the last bits of this and get it off to
press.
Prove
Dr. Bennighof's ego right — pre-order Ironclads
today! |