Rockets Red Glare (wargame)

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The game packaged in a ziplock bag

Rockets Red Glare, 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 War of 1812. The game's title is taken from the American national anthem The Star Spangled Banner, written by poet Francis Scott Key after witnessing the bombardment of Fort McHenry by British ships in 1814.

Operational game

Rockets Red Glare 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 hex grid maps to achieve this:

  • An operational map of the border between the United States and British North America from Detroit to Montreal scaled at 13 mi (21 km) per hex[1]
  • 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 conditions.[1]

The operational game simulates American attempts to invade Upper Canada and Lower Canada, as well as naval combat on the Great Lakes. Movement in this area of rugged and undeveloped boreal forest 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.[1] Units can be supplied via naval transport on the Great Lakes, but are subject to being eliminated if their supply ship is captured or destroyed.[1]

Strategic game: Oceans

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.[1] Critic Peter Hatton noted that if the American player keeps all of their ships together, an unhistorical strategy in an age of individual ship-to-ship combat, this inevitably leads to an American victory in this phase of the game.[1]

Strategic game: Land

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 Burning of Washington; 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.[1]

Victory conditions

Each phase of the game has separate victory conditions:

  • In the operational game, possession of key objectives gains victory points
  • In the ocean strategic game, victory points are awarded for destroying enemy ships.
  • In the land strategic game, victory points are awarded for control of areas.

The winner of the overall game is the player who accumulates the most Victory Points from all three aspects of the game.[1]

Publication history

Reception

References

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