Game Name: Enemy Coast Ahead – The Dambuster Raid
Publisher: GMT Games
Designer: Jeremy White
Year: 2014
Genre: Solitaire WWII aerial raid wargame
Players: Solitaire (with an option for three players)
Ages: 16+
Playing Time: 45 minutes or more
MSRP: $55.00
One of the classic accounts of England’s WWII Bomber Command is Enemy Coast Ahead written by Guy Gibson and now designer Jeremy White has taken Gibson’s account of the May 1943 Operation Chastise and created an interesting and detailed game aimed at simulating the raid. Prior to the war the British Air Ministry had already identified Germany’s Ruhr Valley as an important strategic target and the destruction of valley’s dams would be a number one priority. Operation Chastise would target the Möhne, Edersee and Sorpe dams in an effort to breach the dams and thus flood the valley. By mid-1942 the operation was taking shape and a top secret air wing, named Squadron X, was formed to begin training with specially outfitted Lancaster bombers armed with special bouncing bombs codenamed “Upkeeps.”
Enemy Coast Ahead: The Dambuster Raid is up to GMT’s high standards when it comes to components. It’s important to point out the player aids as they’re some of the best aids I’ve run across. In fact, it’s pretty easy to learn the game by focusing on the aids while consulting the rulebook from time to time. The rules do clock in at 46 pages but that shouldn’t deter newer gamers since everything is laid out nicely and intuitively. Roger B. MacGowan once again provides excellent artwork for the counters and map. While there’s mention of playing the game with up to three players, I can’t really see that happening and ECA is surely a solo experience regardless of the rules.
I will mention something which stood out while perusing the game and it’s certainly not a pleasant discovery. The squadron commander had a dog who had become the mascot and the name in which the dog was called is an extremely offensive racial slur; one in which African Americans normally become incensed upon hearing – especially when spoken or written by someone not black. I think the reader can surmise the dog’s name and this slur appears both in the rules as well as upon a counter representing the dog. White mentions his discomfort in repeating the name but writes he included it because the game is a historical simulation. Personally, I don’t think that washes, what which the amount of gameplay abstraction already in the game in regards to plenty of the minutia surrounding the mission. The included counter could have simply been marked as “Dog” or “Squadron mascot” without losing any historical flavor. I’m dumbfounded neither White nor the development team realized including the slur wasn’t going to be the best move around; GMT normally displays much better judgment than this.
Enemy Coast Ahead (ECA) is broken into three core segments: Attack, Flight, and Preparation. To begin learning the game you’ll want to start with one of the Attack scenarios as there’s even one specifically designed as a tutorial. The player has the option of playing just the Attack section, Flight and Attack, or all three as a campaign. Much of the gameplay is determined by the included game aids and some will find a bit too much of a flow chart feel to the proceedings. Readers who have already played titles such as B-17: Queen of the Skies, B-24, or The Hunters will understand the sorts of charts and tables which drive the action which make up ECA.
Training and Preparation – You’ll find a substantial amount of decision making takes place during the early portion of the campaign. Ground crews have to be assigned, the mission itself planned, aircraft and crews requisitioned, recon of the target areas, training, security of the mission accounted for, and more. Lancasters can be modified for the mission ahead and can also be damaged during training missions. I did mention a lot of decisions about how you’ll proceed take place and the results of those decisions are resolved through the aids.
Flight – This portion of the game details the flight of the squadron from their base in Scampton to the German dams. The flight map is divided into six areas ranging from the English Coast to Ruhr and Weser zones. Plenty can happen during flight and bombers may become missing or have to return to base. The Germans may be alerted to the incoming waves of bombers and there are other Hazards the bombers will face such as searchlights, flak, faulty equipment, and even flocks of birds. Well planned recon in the Preparation phase can help to minimize some of these hazards encountered.
Lots can go wrong during the flight and your dice better not fail you!
The Lancasters have primary, secondary, and last resort targets so once they arrive in German airspace you’ll determine just what planes are where and what they can attack.
Attack – This is the portion of the game in which you should begin familiarizing yourself with the game before tackling the additional phases of Operation Chastise. Players will utilize the Target Maps to move their waves of bombers through the attack. The maps contain various zones where counters are placed depending upon where aircraft are located. Some may be circling nearby, just outside of detection, in the midst of the attack run, trying to take out defenses, or finished with or aborted their runs.
Plenty takes place during the attack although this phase doesn’t involve a lot of decision making since much of it comes down to pulling chits and keeping your fingers crossed your dice don’t go cold.
Once you’ve completed one of the nine included scenarios you’ll determine the success of the mission by calculating both positive and negative factors such as surviving aircraft, damaged to bombers, German level of alertness, and the morning reconnaissance. You won’t know how much damage the Lancasters dealt out until the mission is complete. Then you’ll check the scenario’s mission debrief to see how well (or how poorly) you’ve done.
Obviously, there’s a ton within ECA which I haven’t touched upon. Much of this is in the slew of details involved in each of the portions of the game – there are over forty pages or rules don’t you know – and there’s a myriad of “to do” items you check through during the various phases. This will lead some gamers to look at ECA as nothing more than a procedural game of drawing chits, pushing counters, and rolling dice. There’s loads of luck involved as well and a few unfortunate chit pulls or dice rolls can have a devastating effect on any given game; of course this is nothing new for a solitaire wargame as most are scripted to provide not only a challenge but also simulate an opponent.
I can see where some wargamers might not find Enemy Coast Ahead their cup of tea. As I’ve mentioned nearly all of the game is governed by charts, die rolls, and chit pulls. Plus, even the most careful and diligent preparation can all come apart in the Flight or Attack sections of the game due to the sheer amount of luck coming into play. With that said, I like ECA quite a bit as it’s an interesting design and the amount of research Jeremy White put into it is obvious. I always enjoy a solitaire game (or any game for that matter) which provides me with a strong narrative once I’ve finished. ECA does that in spades. Whereas a game like B-17 or The Hunters create more of grand scale tales, Enemy Coast Ahead looks at a particular moment in the vast scope of WWII to provide a detailed, tense, and engrossing story of a group of men tasked with a near impossible mission.
I just can’t get over that damn dog counter though.
[rwp-review id=”0″]