| Plan
Gold: Designer's Notes
By Mike Bennighof, Ph.D.
October 2006
I usually design games because of some long-standing
interest in the subject, like Battles
of 1866, or because gamers want it
badly, like Panzer
Grenadier: Road to Berlin. I trained
as a historian, and that’s always been
a much stronger suit in my work than systems
design.
Great
War at Sea: U.S. Navy Plan Gold arose
pretty much by accident. At the Origins game
convention in 2004, I was rooting around our
display booth looking for something and Liz
Fulda, our vice president, was talking to
customers. During a lull, she poked me and
said at least three different gamers had asked
for new games like U.S.
Navy Plan Red. What other war plans,
she asked, could form the basis of another
game like Plan Red?
I told her about Britain’s Matador
plan for war with Japan in the early 1920s.
She liked that, but what about American war
plans? Did they make plans to fight anyone
besides the British, Japanese and Germans?
The United States, I assured her, has crafted
plans to make war on all 152 independent nations
of the planet Earth at some point, and probably
a few to combat space aliens.
That
evening, we had a business dinner with our
good friends Guillaume, Chloé, Leo
and Cyril from Darwin Project, a French publisher
of magazines and games. I had a long and spirited
conversation with Cyril
Pasteau, editor of Backstab magazine,
about the deplorable state of relations between
France and the United States. At the time,
disgraced Ohio Congressman Bob Ney was making
an idiotic stand on “Freedom Fries”
in the Capitol cafeteria, while the president’s
re-election machinery merrily ridiculed John
Kerry for speaking French, the language of
cowards. T-shirts proclaiming “F the
French” were in vogue. All because the
French government suggested that the invasion
of Iraq might be a bad idea.
Sister republics, Cyril said, should not
act in this way, yet political passions of
the moment could drive a breach between even
the closest of allies. France came to America’s
aid in 1779; the United States had rescued
France in 1917 and 1944. On September 12th,
2001, Cyril and millions of Frenchmen had
stood ready to fight America’s attackers
with true Gallic élan. Nous sommes
tout Americains had been no mere slogan.
Yet now American politicians spoke of France
as an enemy; there probably were war plans
in the archives.
Back on the job after the convention, I
was working on a supplement for the Panzer
Grenadier series called Phantom Armies.
One of those projects that never quite got
completed, it included a piece about American
and German intentions toward Iceland: Plan
Indigo for the Americans, Operation Ikarus
for the Germans. American marines fighting
German mountain troops in the rocky wastes.
The American marine brigade sent to Iceland
in 1941 had originally been earmarked for
an invasion of the French-held islands of
the Caribbean, Guadeloupe and Martinique.
A little more digging about the Martinique
operation revealed that its planning was based
on the very rudimentary War Plan Gold, the
navy’s plan to fight the French in the
Caribbean.
Here
I had the basis for the game Liz wanted. We
put Plan Gold on the Classic Wargames
list late that year and it shot to the top.
It went into production in the spring of 2006
and has now started landing on tabletops across
the world including France.
Unlike the previous “Plan” games,
the Gold war plan provided only a handful
of scenarios and much of it had to be inferred.
I don’t like to think of these games
as “alternate history,” the lazy
researcher’s alternative. These are
based on the actual plans of the participants,
and as such are more of a historical simulation
in many respects than wargames based on “actual”
events. There is no “Plan Gold universe”;
this game takes place in potential situations
that war planners foresaw. No plan of any
sort, be it personal, political, or military,
is truly based on “reality” because
the future is unknowable.
Great War at Sea fans like their hardware,
and the game has plenty of that. Like all
the major powers, France had plans for powerful
battleships that were never completed. The
Normandie class and Lyons
class are included, along with a number of
prizes from the First World War. The former
Austrian dreadnought Prinz Eugen, transferred
to French control in August 1920, was expended
as a gunnery target in June 1922. Here we
provide her in French colors, as Corse.
The French also received the German Thüringen
in April 1920 and used her as a target
before scrapping her in 1923. Neither ship
would have gone to the breakers during a renewed
war, and so she’s in the game as well,
as Alsace.
In 1914, Greece ordered a Provence-class
battleship named Basileus Konstantinos,
a ship included in our Dreadnoughts
supplement. She had not been formally laid
down when the First World War erupted but
material had been gathered and the French
navy considered completing her as Savoie.
But we used that name in the Dreadnoughts
book for another ship; in Plan Gold
she bears the name Vendée.
The
French fleet lacked sufficient cruisers for
scouting; we included the 1914 light cruiser
design and the 1922 design in Plan Gold.
There are also four former German cruisers
and one ex-Austrian, all in French colors.
These ships did serve France in the 1920s
and 1930s. And as we’ve covered elsewhere,
the French order of battle includes their
unusual combat
cruiser design, plus the aircraft carrier
Béarn and their projected battle
cruisers.
The United States has its own sets of big
ships it planned but never completed. There
are four of the huge South
Dakota class as shown on the game’s
cover, two with 16-inch guns and two with
18-inch guns. I became intrigued by the Navy’s
multiple plans for new cruisers, and included
several variants of the Omaha
class: the better-designed four-turret version,
the version with 14-inch guns, and the light
aircraft carrier design project that became
the basis for the World War II Independence-class
converted light cruisers.
In
the late 1990s we published a game, now out
of print, on American plans to contest a German
invasion of the Caribbean in the 1920s, called
Plan Black.
I’d never been really satisfied with
the map we included in that game and Brian
Knipple pointed out that the map he’d
drawn for it had originally been much larger.
I don’t recall why we cut it down —
I’d forgotten that a larger version
even existed — but I suspect the printer
we used at the time could not handle the full-sized
Caribbean.
The map in Plan Gold allows for a
much broader range of scenarios, covering
the real American interest in the Caribbean:
protecting the Panama Canal. The canal zone
is on the map and an important strategic point
in several scenarios. For this game, I did
away with the printed merchant routes of earlier
games in the series. I wanted to be able to
use the map for scenarios in a book-with-pieces
supplement to revisit Plan Black plus
look at Anglo-American war plans in the region.
The same routes would not apply to these other
conflicts.
Working on Second
World War at Sea: Bismarck had also
brought home the real reluctance of merchant
skippers to follow pre-determined routes very
closely. I replaced the printed routes with
tables of die roll modifiers: you’re
more likely to find freighters in certain
areas. In playtesting that method worked out
very well, and it also allowed us to vary
the mix of locations depending on the scenario
parameters.
Plan Gold is a fine package, and
a very satisfying accomplishment. Production
came out very well, particularly the map printing,
and Doug McNair made sure the scenarios are
all tense and competitive. But any nation
that produces real men like Cyril Pasteau
and lovely women like Chloé Sanchez
can never be an enemy in my universe. |