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Rockets Red Glare (wargame)

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203:, found the slow movement and harsh supply rules in the operational game brought the game to a crawl, writing, "So the conflict here, though a faithful simulation of a difficult backwoods sector, is pretty boring." Hatton was also not thrilled with the ocean strategic game, pointing out that it was an easy American win if the American player grouped all their ships together. And Hatton also found the Americans the clear winners of the land strategic game due to the victory conditions of owning inland areas pointing out that "Scattering 25,000 British troops over 216,000 square miles of the Southern U.S.A. is not a strategy of any historic merit." Hatton concluded "the result plays unhistorically on the strategic map and historicity of the operational map lacks excitement ... not a game to recommend." 161:, trying to "show the military and logistical reasons for the poor showing on the field by all participants that led to a military status quo and the eventual political results." Simulations Canada published it in 1980 with a print run of 1500 copies packaged in ziplock bags. Although reviews were mixed, Newberg later wrote that the game was "one of the favourites of my own design." 179:
thought that "The design is original in many places and conveys a sense of one of the more senseless wars in history. The Americans begin by harassing the greatly superior British naval forces, and then watch the American heartland get stomped by powerful British stacks." Goldberg did not like the
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American ships attempt to damage the British fleet. Fourteen of the American ships are classified as of superior quality and receive an advantage during combat. Critic Peter Hatton noted that if the American player keeps all of their ships together, an unhistorical strategy in an age of individual
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is slow, and at both the start and end of a player's turn, units that are out of supply are eliminated. This can happen if a unit travels too far from its supply fort, or if the fort that was supplying it is captured. Units can be supplied via naval transport on the Great Lakes, but are subject to
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demands a lot from its rule book ... Unfortunately, brevity has left some areas so vague that without errata there is a good chance for misinterpretation." Despite this, Proctor called it "a very successful game in that it fulfills all of the designer's objectives. It combines a nice blend of
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There are no supply rules for the strategic game. Victory points are for areas occupied, which critic Peter Hatton pointed out is unhistorical — the war along the eastern and south-eastern coast consisted of British amphibious raids, such as the raid that resulted in the
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historical constraints and strategic choices. It portrays the relationship between sea power (and lake power) and land power extremely well." Proctor concluded "Stephen Newberg has done an excellent job. It is an innovative treatment playable in six to eight hours."
214:"one of SimCan's icon games, an ambitious design on an unheralded topic. Newberg stated that he really enjoyed working on the project, and it shows. The interweaving of the various scales and units, both land and naval, provides for a different gaming experience. 78:
A strategic map of the United States from New Orleans to Boston and the surrounding ocean scaled at 85 mi (137 km) per hex. Operations on this map cover both land operations and naval operations, which have separate victory
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convoluted Victory Point system, feeling that it "detracts from an otherwise likable — if eccentric — game." Goldberg concluded, "If you are vaguely interested in the situation, the text is worth wading through."
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is a two-person wargame in which one player controls British forces and the other controls American forces. The game is a mixture of operational-level and strategic-level, and uses two
34:, subtitled "An Operational and Strategic Study of the War of 1812 in North America", is a board wargame published by Simulations Canada in 1980 that simulates the 330: 127:; Hatton believed that by forcing the British to attempt to invade the entire United States, an American victory in this area of the game is guaranteed. 340: 335: 287: 176: 149:
The winner of the overall game is the player who accumulates the most Victory Points from all three aspects of the game.
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ship-to-ship combat, this inevitably leads to an American victory in this phase of the game.
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In the ocean strategic game, victory points are awarded for destroying enemy ships.
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In the land strategic game, victory points are awarded for control of areas.
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In the operational game, possession of key objectives gains victory points
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being eliminated if their supply ship is captured or destroyed.
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An operational map of the border between the United States and
38:. The game's title is taken from the American national anthem 189:, Bob Proctor found the rule book to be too brief, noting, " 88:
The operational game simulates American attempts to invade
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Each phase of the game has separate victory conditions:
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from Detroit to Montreal scaled at 13 mi (21 km) per hex
272:Carey, Steve (January 2001). "Rockets Red Glare". 100:. Movement in this area of rugged and undeveloped 307:Proctor, Bob (May 1983). "Rocket's Red Glare". 248:Hatton, Peter (May 1984). "Rockets Red Glare". 8: 206:In a retrospective review in Issue 10 of 267: 265: 263: 261: 223: 7: 331:Board wargames set in Modern history 243: 241: 239: 237: 235: 233: 231: 229: 227: 48:after witnessing the bombardment of 25:The game packaged in a ziplock bag 14: 96:, as well as naval combat on the 341:Wargames introduced in the 1980s 1: 357: 290:(Winter 1983). "Reviews". 276:. No. 10. p. 35. 254:. No. 31. p. 42. 52:by British ships in 1814. 197:Peter Hatton, writing in 157:Stephen Newberg designed 16:War of 1812 board wargame 336:Simulations Canada games 41:The Star Spangled Banner 293:Strategy & Tactics 172:Strategy & Tactics 109:Strategic game: Oceans 67:maps to achieve this: 26: 210:, Steve Carey called 125:Burning of Washington 73:British North America 24: 118:Strategic game: Land 310:Fire & Movement 186:Fire & Movement 153:Publication history 131:Victory conditions 44:, written by poet 27: 212:Rockets Red Glare 191:Rockets Red Glare 159:Rockets Red Glare 61:Rockets Red Glare 46:Francis Scott Key 31:Rockets Red Glare 348: 315: 314: 304: 298: 297: 284: 278: 277: 269: 256: 255: 245: 84:Operational game 356: 355: 351: 350: 349: 347: 346: 345: 321: 320: 319: 318: 306: 305: 301: 286: 285: 281: 271: 270: 259: 247: 246: 225: 220: 183:In Issue 34 of 169:In Issue 91 of 167: 155: 133: 120: 111: 86: 58: 17: 12: 11: 5: 354: 352: 344: 343: 338: 333: 323: 322: 317: 316: 313:. No. 34. 299: 296:. No. 91. 288:Goldberg, Eric 279: 257: 222: 221: 219: 216: 166: 163: 154: 151: 147: 146: 143: 140: 132: 129: 119: 116: 110: 107: 85: 82: 81: 80: 76: 57: 54: 15: 13: 10: 9: 6: 4: 3: 2: 353: 342: 339: 337: 334: 332: 329: 328: 326: 312: 311: 303: 300: 295: 294: 289: 283: 280: 275: 268: 266: 264: 262: 258: 253: 252: 244: 242: 240: 238: 236: 234: 232: 230: 228: 224: 217: 215: 213: 209: 204: 202: 201: 195: 192: 188: 187: 181: 178: 177:Eric Goldberg 174: 173: 164: 162: 160: 152: 150: 144: 141: 138: 137: 136: 130: 128: 126: 117: 115: 108: 106: 103: 102:boreal forest 99: 95: 91: 83: 77: 74: 70: 69: 68: 66: 62: 55: 53: 51: 47: 43: 42: 37: 33: 32: 23: 19: 308: 302: 291: 282: 273: 251:The Wargamer 249: 211: 207: 205: 200:The Wargamer 198: 196: 190: 184: 182: 170: 168: 158: 156: 148: 134: 121: 112: 94:Lower Canada 90:Upper Canada 87: 60: 59: 50:Fort McHenry 39: 30: 29: 28: 18: 98:Great Lakes 79:conditions. 56:Description 36:War of 1812 325:Categories 274:Simulacrum 218:References 208:Simulacrum 165:Reception 65:hex grid 92:and 327:: 260:^ 226:^ 175:,

Index


War of 1812
The Star Spangled Banner
Francis Scott Key
Fort McHenry
hex grid
British North America
Upper Canada
Lower Canada
Great Lakes
boreal forest
Burning of Washington
Strategy & Tactics
Eric Goldberg
Fire & Movement
The Wargamer









The Wargamer



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