| Cone
of Fire Design Notes
By Mike Bennighof, Ph.D.
March 2008
I design games for various reasons. Most
often, some event sticks in my mind and I
want to understand it better, so I build a
model of it in game terms. Or maybe I'm just
obsessed with the topic. Sometimes I need
the money and come up with something I think
might sell reasonably well. And then there
are a few for which I have absolutely no idea.
Cone
of Fire is one of those. Early in
the Great War at Sea process, well
before there was an actual Great War at
Sea game at all, I had toyed with the
thought of someday doing a game on the Chilean-Argentine
confrontations around the Strait of Magellan.
I worked up the ratings on a number of the
ships involved sometime in the early 1990s
(I have a file dated 1994) but didn't do anything
with it at the time.
A couple of years later, we were invited
to present a Great War at Sea variant
in a large-circulation gaming magazine, and
Brian Knipple drew up operational maps for
the 1914 battles of Coronel and the Falklands.
That magazine folded abruptly — we even
tried to buy it, but it was already gone —
and I put the pretty maps in a file folder.
But the project stayed in the back of my mind,
and we discussed how it might be expandable
into a boxed game with the addition of those
Chileans and Argentines.
There it remained until we launched our
Classic Wargames program in 2004. A pattern
soon emerged: Naval games did much, much better
among our customers than anything else. And
the presence of a naval game on the list of
proposed topics boosted orders for all of
them. Therefore, we reasoned, there should
always be a naval game on the Classic roster
— but it shouldn't be one that would
be popular enough to sell in our regular line
of games.
South
American navies fit that bill perfectly. And
so Cone of Fire joined the list of
proposed games, after U.S. Navy Plan Gold
was completed and left the line up. I picked
the title myself, playing off "Southern
Cone" and "Tierra del Fuego."
I have selected better titles, but Beth Donahue
redeemed it with a striking cover —
the Classic Wargames line allows for more
experimentation in that area.
Cone of Fire began as a Great
War at Sea game, but almost immediately
fans began asking if it would include the
1939 chase of the German commerce raider Graf
Spee. Those questions frustrated me, mostly
because they remind me of one of my greatest
blunders in managing Avalanche Press: allowing
the two naval series to use slightly different
operational scales. They're just different
enough so that aircraft ranges won't work
properly when using a map from one series
in place of another — but close enough
that "why not?" is a legitimate
query at a glance. And we got lots of those.
While those questions were coming in, I
was also finding that Great War at Sea:
Cone of Fire would have fewer playing
pieces than its budget allowed. It was also,
as the experience of Plan Gold was
showing, under-priced. The Classic Wargames
model we were using at the time (since abandoned)
really needed games to be priced higher than
anything in our main line. Since a pair of
Panzer Grenadier games come in at $74.99,
the smallest Classic Wargame really needed
to be priced at $79.99.
So
there was room for Cone of Fire to
grow, and I decided to make it our first crossover
naval game, with pieces and maps for both
series. It certainly seemed like a good idea
at the time. By the time it sank in that I
had committed us to designing and developing
two separate, large games for the price of
one, it was too late to back down. Cone
of Fire would be our first — and
last —"double" game.
Artist Beth Donahue made the game possible.
I've always had trouble drawing naval game
maps, from the very first one on which Great
War at Sea is based. Actually, I'm not
very good at drawing sketch maps of any sort
and Brian usually ends up drawing them for
me after I whine and plead a lot. But in this
case, Beth grabbed hold of the project and
cranked out all six maps very quickly from
scratch. All I had to do was fill in which
ports I wanted. I'm pretty sure we could not
have done a six-map game under our old, slow
system.
In
filling in the ports on Beth's early versions,
I realized that airbases would be a problem.
There aren't many airfields south of the big
Argentine cities — while Latin American
armed forces are often deeply involved in
domestic politics, their planning and preparation
for conflict with other nations is limited
to boasting and threatening. Yet when Argentina
contemplated an actual hot war with Chile
in 1978, the Air Force embarked on a very
rapid and efficient program of airfield construction,
placing a half-dozen well-equipped bases on
Tierra del Fuego. Had war been likely in the
1940s, I reasoned, they would have done the
same — if it came at a time of their
choosing. If war were thrust upon them, there
would be less preparation.
Therefore, there are no printed airfields
on the Cone of Fire maps. Instead,
there are markers for major and minor airfields,
and players are allowed to place them within
certain parameters. If the situation models
a conflict coming after long political preparation,
players might have a large number of airfields.
If war breaks out suddenly, they might get
only a few.
I initially intended that the three maps
for each series overlap to form one large
map, but it didn't occur to me at first that
I had asked for them to be "staggered"
— the right (eastern) edge of each is
progressively moved to the right. When placed
together the maps do not form a clean rectangle,
thanks to South America's geography. But in
development Doug McNair pointed out that the
scenarios rarely required fleets and aircraft
to cross the map boundaries, and it was much
easier to leave the maps untrimmed and in
a rectangular configuration, simply moving
the counters from one map to the next when
they crossed over. And so that's our recommendation:
In the multi-map scenarios, just place the
maps next to each other and don't worry about
aligning them.
Each
game in the box comes with 21 scenarios, six
battle scenarios and 15 operational scenarios.
Now, when doing a naval game with 42 scenarios,
the work required isn't even across all 42.
Some are harder than others, and the second
21 are enormously easier to finish than the
first 21. You usually have already completed
the research, and you've got a good idea how
play flows in the game so you end up writing
a "cleaner" draft for the developer.
That wasn't the case with Cone of Fire.
The second 21 scenarios pretty much meant
a fresh start.
What emerged was a pretty comprehensive look at Latin American
naval history from the 1890s to the 1950s.
I'm not going to call it worthwhile yet, because
the scars on my brain are still fresh, but
even so I'm pretty impressed. And I'm not
usually very pleased with a game design —
there's always something I wish I'd done differently.
The scenarios, across both games, fall into
several groups. I wanted to have similar scenarios
in each time frame to show the developing
technology, and also to get across the point
that Latin America's political conflicts changed
so little over six decades.
One prime location is the Cone of Fire itself,
Tierra del Fuego. The three small islands
at the eastern end of the Beagle
Channel represented a serious challenge
to Chilean and Argentine manhood from the
late 1800s until very recently (and I am not
convinced that current mutterings of friendship
are all that heartfelt). Scenarios range from
a struggle between two fleets of armored cruisers
in 1899 on through a potential carrier battle
in 1955 with Argentina fielding several squadrons
of jets. There are troop landings, commerce
raiding and terror bombardments. Chile has
a major port right on the Strait of Magellan,
while Argentina has a large base at Ushuaia
on the southern shore of Tierra del Fuego.
The Strait itself, and the many channels
nearby, create the most intricate terrain
we've used in either naval game series. Fleets
can play cat-and-mouse games in the channels,
with coast-watchers constantly spotting them
and the danger of becoming trapped in the
maze always present.
The
next hot spot is the Falkland Islands, another
prime target of Argentine nationalism. Scenarios
include Argentine attempts to take them, British
attempts to take them back, and the efforts
of both to supply their garrisons there. No
actual invasions of the Falklands took place
during this time frame, though both sides
considered the question very seriously and
made plans to take or defend them. The British
at one point, in the panic that followed Pearl
Harbor, even feared that the Japanese might
sail around South America and grab the islands.
The third prime location is the Rio de la
Plata estuary. During the first half of this
century, it rivaled the waters off New York
as the most heavily-trafficked destination
for merchant shipping thanks to Argentina's
booming agricultural exports. The Argentines
get to defend their trade from Brazilians
and British.
Along
with the expected time frames (turn of the
century, World War I, World War II, post-war),
there's also a series of scenarios set around
1930. While I selected this as a period of
Anglo-Argentine diplomatic rupture (Argentine
nationalization of British oil firms was the
catalyst, but the economic conflict ran much
deeper than that), I also wanted to see some
of the Royal Navy's older ships in Second
World War at Sea garb. We'll eventually
do a complete game, circa 1930, with them
in a starring role.
There are relatively few historical scenarios.
For Great War at Sea, we have the hunt
for Admiral Graf Spee's squadron, the
Chilean hunt for the secret Royal Navy base
in their southern archipelago, and the british
hunt for the cruiser Dresden after
the Battle of the Falklands. For Second
world War at Sea there are just two, a
battle scenario and an operational scenario
for the adventures of the cruiser Admiral
Graf Spee.
It's very pleasing to see Cone of Fire
on my office shelf; it fulfills what I
expected of it, it has many unusual pieces,
and brings the players good scenario play
value. I'm looking forward to working on the
next Great War at Sea and Second
World War at Sea games. Separately.
Your chance to buy two naval
games in one box is here!
Order
Cone
of Fire now.
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