Search



ABOUT SSL CERTIFICATES

 
 

North Cape:
Publisher’s Preview

By Mike Bennighof, Ph.D.
January 2025

We released Second World War at Sea: Arctic Convoy in the last days of 2008, just in time for a world-wide financial crisis. It matched what I expected from our games, at least at the time, and I thought it a very good game. But then we made games like South Pacific and Midway Deluxe, and I saw that even Arctic Convoy could stand some improvements. And since the scenario book had to be laid out again when we shifted to Playbook format, I had the opportunity to re-visit the game. To re-make it, with a completely new scenario book. So completely new as to merit a new name, Second World War at Sea: North Cape.

North Cape is a big game, with two operational maps, divided into offset square sea zones, that cover the far northern seas from Iceland to Siberia. They don’t overlap with the North Atlantic maps from Bismarck, as the Bismarck maps were drawn using a different global projection and we needed with a fresh projection from the North Pole to keep Iceland and Archangel at their proper relationship.

And we have just over 2 1/2 sheets of playing pieces, with all the expected ships and planes. The Germans don’t have many warships, but then, they don’t really need many. There’s a lot of gray water in which to hide, the weather’s going to protect them from Allied air searches, and they pretty much know where the convoys have to pass. The Allies have most of the Royal Navy, plus a large contingent of American ships and Canadian, Polish and Soviet vessels, too. There’s even a tiny Free Norwegian contingent and a lone Australian ship.

For once in the Second World War at Sea series, the Germans have air superiority. Except for some long-range search planes and a small Red Air Force element, the only planes the Allies are going to deploy over the convoys are those they bring with them. Aircraft carriers are vital to cover the merchant ships, yet in the abominable weather they will have a hard time keeping their planes aloft.

But the heart of the game, like any game we make, is the story we tell using those maps and pieces. And this is where North Cape has become a new game and where, I think anyway, the game truly shines.

The old Arctic Convoy had 26 scenarios; 20 of those were operational scenarios (the ones that use the ocean map, where you move the task forces and try to find or elude the enemy) and six were battle scenarios (taking place only on the Tactical Map, where ships move and fire at each other with guns and torpedoes – operational scenarios can also give rise to battles). That’s a lot of scenarios for most wargames, and it was a lot for Arctic Convoy as well.

North Cape has 52 scenarios: 24 operational scenarios and 28 battle scenarios.

The existing operational scenarios did a good job of covering the story of the Murmansk Run, from the fall of 1941 until early 1944. The famous convoy battles are in there: Battle of the Barents Sea, North Cape, PQ.17 and many more. There are also lesser-known actions, like German-Soviet destroyer clashes along the coast of Lapland and the armored cruiser Scheer’s raid along the Soviet north coast.

In terms of play, the Allies are usually trying to push convoys along a known route, in the face of enemy aircraft, surface ships and submarines. The Axis has only limited force, but can concentrate it at a single point. The German surface fleet can actually muster a respectable force, with the battleships Tirpitz and Scharnhorst supplemented by cruisers and destroyers. In the dark northern waters far from any air bases, there are plenty of opportunities for surface action.

North Cape goes beyond the operations and battles that took place, to include those that easily could have occured. Not far from the course of events; this is not a story of alternative history. But when the fleets went to sea and failed to meet, we look at the battle that might have resulted had they done so. The game can’t truly tell the full story of what happened if it doesn’t address what could have happened. Otherwise, you as the player don’t get to see why the historical participants acted as they did: their hopes of victory, and fears of meeting an enemy they can’t defeat. At its best, a wargame design can illuminate participants motives by showing, rather than telling, what they hoped or feared might happen and thus making it clear why they acted as they did.

And that’s where the game format can be useful in studying a historical event. “Stupidity” is the weak or lazy historian’s answer to events they don’t understand. Stupid people most definitely rise to positions of great power; I can hear one prattling on over the radio news program running the background while I work. But very intelligent and experienced people can make decisions that, in retrospect, appear to be stupid – often because of factors they did not know about at all, or they were aware and gave these elements too much credence, or too little. Or simply through stress, or poor information flow, or just an unlucky day.

It’s hard to quantify that in a monograph (academic-speak for “book”), but a well-done game can present the player with the decision tree and show some of the factors that don’t always make it into the history books. Rather than lazily reaching for the “stupid” label, we can dig deeply into the “Why?” of an event. Why was a decision made, the way it was made, at the time it was made?

We try to highlight those moments, and one method of that is the “snapshot” scenario that picks up the action not at the beginning of an operation or battle, but at a key moment. The operational scenarios covering the ill-fated Convoy PQ-17 gets a full-length scenario for the voyage from the convoy’s formation in Iceland to arrival in Murmansk. We also pick up the action just after First Lord Sir Dudley Pound’s fateful order for the convoy to scatter and its escorts to abandon them, as the individual merchants struggle to survive.

Without a snapshot, it’s unlikely for any scenario to unfold exactly as the historical events, and thereby present players with the same decisions faced by the participants. Press hard after what seems to be a convoy, at the risk of surface battle against a superior or even slightly inferior foe, knowing that a damaged ship is unlikely to make it home? Send the convoy waddling forward even after enemy heavy ships are identified, trusting in your escorts to see them safely through?

Along with the snapshot scenarios, the battle scenarios help tell the story, too. And we have plenty of them; at least one battle scenario accompanies every operational scenario. So you’ll get to fight with the German battleship Tirpitz, which fought no battles and is best known for her role as a high-value target for British airmen. We get to see why the British were so obsessed with sinking her – she truly is an enormous threat to the Allied convoys and their escorts.

Despite doubling the size of the scenario set (from 26 in Arctic Convoy to 52 in North Cape), it was still difficult to fit everything into its pages. And that’s really how it should be; any story worth telling is worth telling completely.

You can order North Cape right here.

Sign up for our newsletter right here. Your info will never be sold or transferred; we'll just use it to update you on new games and new offers.

Mike Bennighof is president of Avalanche Press and holds a doctorate in history from Emory University. A Fulbright Scholar and NASA Journalist in Space finalist, he has published a great many books, games and articles on historical subjects; people are saying that some of them are actually good. He lives in Birmingham, Alabama with his wife and three children. He misses his lizard-hunting Iron Dog, Leopold.

Daily Content includes no AI-generated content or third-party ads. We work hard to keep it that way, and that’s a lot of work. You can help us keep things that way with your gift through this link right here.


 

NOW SHIPPING

North Cape
Buy it here


Java Sea
Buy it here


Wicked Sisters
Buy it here


Coral Sea
Buy it here


The Cruel Sea
Buy it here


Eastern Fleet (Playbook)
Buy it here


Tropic of Capricorn (Playbook)
Buy it here


Midway: Rising Sun
Buy it here


Plan Z
Buy it here


Midway Deluxe
Order it here


Fleets: Imperial Germany
Buy it here