| Arctic
Convoy Developer's Preview
By Doug McNair
November 2008
Now that it’s finally done, I can
say that Arctic Convoy was easily the most
challenging Second World War at Sea or Great
War at Sea development project I’ve
worked on since Bismarck back in 2006. That
game broke new ground for the SWWAS series
by introducing such concepts as off-board
task forces with Raiding and Supply missions,
air search tables for use in detecting such
task forces, and comprehensive rules for
convoys. It also has a more complex weather
table designed to simulate the wildly variable
weather of the North Atlantic. Arctic
Convoy builds on those concepts and adds many others,
allowing the game to take into account all
the environmental factors that make fighting
a naval war in the Arctic Ocean uniquely
challenging.
Daylight and Weather
While the weather in the North Atlantic
is highly variable, weather on the Arctic
Ocean is just plain bad. Winter weather alternates
between clear skies and snowstorms, with
frequent temperature inversions keeping the
wind at least somewhat under control. On
the other hand, weather during the short
summer is cloudy and foggy and the winds
can be higher than in winter. And then there’s
the Arctic Night and the Midnight Sun. The
southern edge of the Arctic Convoy map begins
at Scapa Flow, and the farther north you
go from there the darker it gets during the
winter but the sunnier it gets during summer.

In order to accurately reflect all this,
I divided the board into three sectors: Northern,
Central and Southern. I then created special
daylight tables for the Northern and Southern
sectors, with daylight and night turns changing
from month to month and with greater extremes
of light and darkness taking place in the
Northern Sector. Then I created special seasonal
weather tables, with the winter table being
more volatile and tending to skew the weather
toward Rain and Squall conditions, and the
Summer table tending to keep things in the
Cloudy to Rain range.
I also created a special sighting ranges
table for the Northern and Southern Sectors
during winter months. Most precipitation
at that time is snow, which limits visibility
more severely than rain. What daylight glistens
is also poor, so maximum sighting ranges
during the day aren’t as good as in
sunnier climes.
Finally, I included an optional rule that
allows players to track weather separately
in the Northern, Central and Southern sectors,
with the Southern sector using the weather
table from Bismarck and the other two sectors
using the Arctic Ocean weather table.
This all makes weather and daylight much
more dominant forces in Arctic Convoy than
in other SWWAS games, which is as it should
be. The Germans have plenty of airpower with
which to attack convoys entering and leaving
Murmansk, but bad weather and darkness will
keep them grounded for long stretches of
time. There often aren’t as many subs
in the Arctic as in Bismarck scenarios, but
turbulent undersea conditions in the Arctic
Ocean can interfere with ASDIC and cause
penalties to ASW dierolls. This will make
it easier for subs to bypass escorts and
attack convoys. And with sighting ranges
reduced, surface combat is usually very “in
your face,” with opposing ships setting
up very close to each other and slugging
it out hard and fast.
Pack Ice
I spent much time poring over maps and oceanographic
websites trying to figure out how to approximate
the advance and retreat of the Arctic pack
ice over the course of a year. September
is the only month with no pack ice on the
board, and in almost all other months the
farther east you go the farther south the
pack ice encroaches. March is the cruelest
month, with Murmansk convoys having to hew
far more closely to the Norwegian coast (and
German airbases there) than they’d
like. Even in months we Temperate Zone dwellers
think of as spring and summer, task forces
can’t make it to the northernmost port
of Dikson unless they’ve got one icebreaker
along (ship class IB) for every four non-icebreaker
ships. This latter rule is important in scenarios
involving German surface raiders attacking
Soviet coastal convoys, plus Pacific Fleet
reinforcements coming through the Northeast
Passage.
Convoys, New Missions and Other Cool Stuff
I gave the convoy rules from Bismarck their
own numbered rules section in Arctic Convoy,
refining and expanding them to allow for
such things as refueling by oilers if a convoy
stops moving for a day by use of a HOLD order.
This latter is important if convoys want
to keep up their speed while making the run
past the German airbases on the way into
or out of Murmansk.

I also imported the rules for random generation
of coastal convoys I developed for Cone
of Fire, and used them in scenarios depicting
German raids on Soviet merchant traffic between
Murmansk, Arkhangel’sk and Dikson.
The Soviets get shore batteries in one of
those scenarios, with which they can surprise
German bombardment fleets.
In other developments: I imported and greatly
expanded the ASW Mission from Leyte Gulf,
writing detailed rules for cooperation between
task forces doing ASW Sweeps and carriers
with aircraft on ASW Patrol. Oilers on both
sides often have Supply missions in Arctic
Convoy scenarios, allowing them to use off-board
movement and secretly refuel raiders or task
forces searching for raiders and subs.
Finally, players can establish secret bases
in some scenarios on remote northern islands
like Svalbard. The owning player can station
air units and refuel raiders at a secret
base, while the enemy player can search for
the bases with task forces and destroy them
with bombardment fire.
Arctic Convoy offers a realistic simulation
of some of the toughest naval missions mounted
during World War II, and gives experienced
SWWAS players a brand new and highly challenging
environment in which to test their skills.
We hope you enjoy it!
Arctic
Convoy is now shipping.
Click here to order! |