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Rule the Waves II by Naval Warfare Simulations      So the first thing you need to know is that you only have ...

Rule the Waves II by Naval Warfare Simulations Rule the Waves II by Naval Warfare Simulations

Rule the Waves II by Naval Warfare Simulations

Rule the Waves II by Naval Warfare Simulations


by

Naval Warfare Simulations



  










 So the first thing you need to know is that you only have two scenarios to pick from, 1900 and 1920. The second thing you need to know is this is a sandbox game from beginning to end. This is so sandboxy that you might need to empty your sneakers out when done playing. This is not a bad thing, just something you should know up front. There are no built in World War I or World War II scenarios in the game. You are dropped into the shoes of your country's Naval Chief of Staff. Everything, absolutely everything, is in your control. The other part of the job is that if you screw up, there goes the job and game. You can build any force you want, within restraints, but if it doesn't function in the battles you will need to fight, then off with your head. 

 For those of us who stare at spreadsheets Monday through Friday, this may seem like a strange game for us to pick. You will be looking at spreadsheets, a lot of them. Just like in the real world, the biggest constraint to your naval dominance is cash, cold hard cash. Without it you cannot build a minesweeper, let alone a super-battleship. So let us say you want to build that 80,000 ton behemoth. Well the first catch is that your dock size only accommodates 40,000. So you had better start building, but of course construction costs money. Next up, you want to have it carry 20" guns; great, but your country only has researched up to 16". Then you have to research 17" through 19" before you even start  researching 20" ones. Hopefully you see where I am going with this.






Preferences



 Before you get the wrong impression, I really like the game. Yes, it is a study in office politics, negotiations, and those dreaded spreadsheets. However, once you have the screens under your belt the actual game story starts to flow. Remember this is your Navy, not King's or Yamamoto's, yours. You have every reason to be proud of all of the ships that you have rolled off the docks (or not, if they are all duds). What do you do when you are in that Admiral's chair? Do you go for big guns, or do you throw the dice only on air power? If I haven't made it clear yet, it is all up to you. It is possible to let your computer subordinates help you in many ways, such as designing ships etc. but where is the fun in that?





Country Selection Screen



 Some countries, such as Britain, Japan, and the United States, have deeper pockets and give you a better starting position out of the gate than say Austro-Hungary. That is not to say you can't win with other countries, but your vision for your Navy can be visualized much quicker with some nations.




New Game or Saved Game Screen


 As you can see, the player can have nine saved games at the same time. You can however, write over any of them at any point in time. I might as well bring up the dreaded DRM of the game right now. Yes, it does have an ET phone home part of the process to it. It is incredibly easy to use the process and I had no problems whatsoever. It does not phone home (like another naval game that shall not be mentioned) every thirty seconds or so.




Main/Ship Screen



 This screen is what you will call home for a lot of the game. It is also the screen where you can view your new super-dreadnoughts or your rusty old scows. This is also the screen where money juggling will become an art. Why exactly do you have twenty year old ships still in your fleet? Is it worthwhile to upgrade them in any way, or do you simply scrap them for there steel? If you do scrap too many your government might ask some questions. You will also have to keep track of your tonnage in different areas of the world. Don't forget that you have to have your flag flying in many different ports. Gunboat Diplomacy may be derided now, but in the game's time it was one of the main reasons for your fleet to be in existence. 

 On the right of the above screen you will see how your country is doing diplomatically with the other countries in the game. You can see that I have five countries in the green, which is where you want them.The baby 'blank' color (why oh why that color!) is where you will be heading toward a confrontation. Many things could happen along the way though.





Ship Design Screen



  To many players this is the heart of the game and why they bought it in the first place. Is your next design a war winner or the next Vasa? Ship design can also be constrained by following the rules of the different naval treaties that were in force during the game's time frame.



War


 In the screen above you can see that I am at war with France. Once that happens, windows will pop up to see if you want to battle it out with the enemy's force. In this case I have two light cruisers and the enemy has a battle cruiser and two light cruisers with six destroyers. If you decline battle the enemy is automatically given the specified amount of Victory Points. Although, as in this case, "discretion is the better part of valor".





Aircraft Type Screen



 You can fight real battles or even take your fleet out on exercises. Speaking of which, this is one place where I will knock the game. Of course it could be me, but I have never been able to cancel a fleet exercise once it has started. By the way, fleet exercises cost money also. 

 So is the game a boring dud or a direct hit from a 16" shell? It is a direct hit as long as you take the time to put some effort into it. This is not a game that you can play halfheartedly while watching the Bears (I am a Packers fan but when Football teams' names come up, I can never forget SNL's "da Bears"). Take your time and slowly get into the cold water of the North Atlantic or wherever you have chosen to run roughshod over your country's naval history from this moment on. Some players tinker for hours on end on the ship design screen. Others let the computer take up that task to get into the thick of battle. Who cares, as long as it is fun for you, and this game can definitely be fun, as long as you let it.

Rule The Waves I review:
https://www.awargamersneedfulthings.co.uk/2016/08/rule-waves-by-naval-wafare-simulations.html

For more info on the tactical side of the game please see these reviews:

Steam and Iron The Russo-Japanese War
https://www.awargamersneedfulthings.co.uk/2016/09/steam-and-iron-russo-japanese-war.html

Steam and Iron The Great War With the Campaign Expansion
https://www.awargamersneedfulthings.co.uk/2016/08/naval-warfare-simulations-steam-and.html 

Robert






















4 comments :

  1. No comments about the massive new feature, carriers and aircraft? It's the part of the new game I want to know about. From the mechanics to your opinion on it

    ReplyDelete
  2. I agree. What's it like to play? Any examples of gameplay that stood out? How do battles work? How easy is it to manage a big battle involving planes, carriers and lots of ships?

    ReplyDelete
  3. You are both absolutely correct. The one thing in my defense is that the game is do expansive you could go on for awhile on any part of it. I played it as a simulation where I was trying to build my navy and individual ships rather than heading for as much conflict as possible.

    ReplyDelete
  4. I will add a pàrt two just on the new battles involving planed etc.

    ReplyDelete

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