| Arctic
Convoy:
A Designer/Publisher Perspective
By Mike Bennighof, Ph.D.
October 2011
Back at John Carroll High School, forced
to read Moby
Dick for Miss Peggy Sykes' English
class, I understood right away that Ahab
could not live without the great white whale.
And so it is sometimes with game designs.
Yet Arctic
Convoy was not a Holy
Grail game, our generic term for a game designed
in order to feed a designer's overweening
ego. We do have a few of those in the catalog,
but Arctic
Convoy was designed for the purest
of reasons: It was time for a new boxed game
in our best-selling series, Second
World War at Sea.
And as these things go, the production work
went pretty smoothly. Beth Donahue crafted
a very fine cover, based on a period watercolor
by Dwight Shepler. Beth also did the lovely,
and very cold-looking, two-piece map, and
drew the new ship and aircraft images we'd
need for the counters. Unhappy with her earliest
work for us, she also replaced many of the
German ship drawings used in Bismarck.

The game design went very smoothly as well.
I'm not sure how many Second
World War at Sea scenarios I've designed over the years,
but the total's probably over 100. After
a while you just learn how to translate operational
details into game setups and victory conditions.
Sometimes those details are hard to come
by, but I had excellent source materials
in English and German, including convoy records.
But no one writes web pieces like this about
how everything was just peachy from start
to finish. At least I don't; yet it's a proven fact that Daily
Content readers love to read True Tales of
Publishing Misery. Arctic
Convoy generated
no misery. But there was misery all around
it.
Life in Interesting Times Just like the creative end, the printing
of Arctic
Convoy went very smoothly. The
counters looked very nice, as did the map
and the box. It was pretty much everything
not directly related to the game that went
wrong: Counters for Island
of Death came
back having been run through the die-cutter
twice. Queen
of the Celts counters had a
pure white background: both Romans and Celts.
Elsenborn
Ridge counters had badly washed
out colors. Cone
of Fire had maps printed
at 95 percent of original size.
After screams and threats and printer firings,
all those got reprinted and all those games
got released. But time went on, and the
complete Arctic
Convoy files sat waiting
for their turn: There was no way that Susan
Robinson, our production director, would
send new work to a firm that could not
get its current assignment right.
Finally, Arctic
Convoy went to press in
the early summer of 2008. Samples came back just right,
with counters cut properly, exactly matching
their proofs, and maps done to the proper
size, overlapping just right, and showing
Beth's work very well. We were so pleased
that we placed large new orders for further
games. Boxes, maps and counters took ship
on August 8th, due to arrive exactly one
month later, and so they did: no typhoons,
torpedoings or pirate attacks along the way.
It couldn't last. While our container was
being unloaded in Norfolk, things were happening
well outside our little world. The U.S. government
seized control of two large mortgage companies,
and a large investment bank collapsed. Stock
markets plummeted, and around the world credit
instantly tightened. I received an e-mail
refusing to hand over the import documents
and demanding immediate payment for our shipment,
unilaterally canceling the agreed 30-day
terms since "many American companies
are now going out of business." Our
contract? Sue us. They even talked smack
about our incompetent president and corrupt
government.
Deja vu all over again, only different.
We seem to be able to make games and print
them pretty well. It's actually getting them
into our hands that's wrecking my hairline.
We did, eventually, get our container, but
with the added delays of collecting the payment
early without the revenue from the items
in the container (which included many needed
parts for out-of-stock and good-selling items
like Black
Sea Fleets). And with still more
added bureaucratic delays as the container
had gone into storage, something we'd enjoyed
in 2007 as well, though that one was due
to the shipping company losing our documents.
And of course, thanks to the added weeks
of delay, the new materials arrived on top
of our warehouse staff madly loading older
games for our move from Virginia to Alabama.
But finally, we managed to release the
game. Who cares about Bush-bashing Chinese — what
about the game?
Germans in the Skies
Arctic
Convoy comes with two maps, covering
far northern seas from Iceland to Siberia.
While I know some fans hoped they would overlap
with those in Bismarck,
the Bismarck maps
were drawn using a different global projection.
Continuing them to the north resulted in
a badly distorted view, and so we went with
a fresh projection from the pole to keep
Iceland and Archangel at their proper relationship.
In practice, that's no problem at all. Both
Axis and Allies saw the Arctic and North
Atlantic as completely separate theaters
of war. Convoys for North Russia formed up
in Iceland, and their escorts worked out
of that future center of bank collapse or
from Scapa Flow, both of which are present
on both games' maps. Neither merchant nor
warships moved directly between them. The
Germans based their commerce raiders from
some of the same Norwegian ports, but didn't
move them directly from one area to the other,
either. Cruisers headed for the Atlantic
did so with a full load of fuel.
There are just over 2 1/2 sheets of counters,
with all the expected ships and planes. The
pieces I wanted for the game design almost
exactly matched the number budgeted — I
did have to squeeze 20 counters out of Rumors
of War to give Arctic
Convoy some more transports.
But there was no desperate need to reduce
the counter count, or to fill blank cardboard,
as there always is in game publishing.
The Germans don't have many warships, but
then, they don't really need many. There's
a lot of water in which to hide, the weather's
going to protect them from Allied air searches,
and they pretty much know where the convoys
have to pass. The Allies have most of the
Royal Navy, plus a large contingent of American
ships and Canadian, Polish and Soviet vessels,
too. There's even a tiny Norwegian element
and a lone Australian ship.
For once, the Germans have air superiority.
Except for some long-range search planes
and a small Red Air Force element, the only
planes the Allies are going to deploy over
the convoys are those they bring with them.
Aircraft carriers are vital to cover the
merchant ships, yet in the abominable weather
they will have a hard time keeping their
planes aloft.
Scenarios cover the entire stretch of the
Murmansk Run, from the fall of 1941 until
early 1944. The famous convoy battles are
in there: Battle of the Barents Sea, North
Cape, PQ.17 and many more. There are also
lesser-known actions, like German-Soviet
destroyer clashes along the coast of Lapland
and the cruiser Scheer's raid along the Soviet
north coast.
In terms of play, it's similar to Bomb
Alley but with
much more open water and far dirtier weather.
The Allies are trying to push convoys along
a known route, in the face of enemy aircraft,
surface ships and submarines. The Axis
has only limited force, but can concentrate
it at a single point.
I'm very pleased with the game itself. It
did exactly what I wanted to it, and it came
together smoothly. But our adventures in
overseas printing are over. Miss Sykes would
understand.
Click here to order Arctic
Convoy now! |