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Category: Steve Estvanik

Game #164: Ram! (1984) – Chalcis

[DOS, Avalon Hill]

Rarely did a game title describe a gameplay so concisely.

Meanwhile the fleet from Corinth and the rest of the confederates in the Crissaean Gulf […] was disabled from doing so […] for they were watched, as they coasted along out of the gulf, by Phormio, who wished to attack in the open sea. But the Corinthians and allies had started for Acarnania without any idea of fighting at sea, and with vessels more like transports for carrying soldiers; besides which, they never dreamed of the twenty Athenian ships venturing to engage their forty-seven. […] They slipped from their moorings in the night, but were observed, and were at length compelled to fight in mid passage. […] The Peloponnesians ranged their vessels in as large a circle as possible without leaving an opening, with the prows outside and the sterns in; and placed within all the small craft in company, and their five best sailers to issue out at a moment’s notice and strengthen any point threatened by the enemy.

History of the Peloponnesian War, II-83

That’s how old Thucydides tells the story: the Athenians fighting 2-against-1, but overcoming the odds with cunnning and courage. A beautiful story, in a way reminiscent of the epic stories of the Homeric time he otherwise eschewed.

But he wasn’t there, and I was. I can testify that’s not what happened, and years later I want to leave a trace in writing of what happened that day. His version, of course, is the better one. It is certainly more epic, and I surmise it will be remembered for the generations to come. Mine would have portrayed the battle of Chalcis as a minor scruffle: there were not twenty Athenian ships; there were only six.

The strategic map of the map only shows your ships. It is rarely useful.

As for the Peloponnesians, they were not – in fact – passively waiting for our ships to attack. Instead, their eight galleys were arrayed aggressively, seeking to bring destruction upon us.

The opening view. Impractical as you cannot “scroll” – you need to recenter the view on a specific ship each time.
All the “names” of the ships in the AAR come from commenters, to avoid naming the triremes #1, #2,…

I am certain of this, because I was none other than the nauarchos of our fleet. I will confess: when the Peloponnesians attacked there was a moment of confusion, and my first thought was to preserve my fleet, so it was necessary to blockade the Dorians. And so, instead of immediately confronting the enemy, my first orders were to turn toward the coast, while ensuring that all six remained within sight, so that I might direct them in case a battle was forced upon me.

There are 5 speeds in the game: Back, Stand, Slow, Moderate and Ram speed. Ram speed can only be maintained for a very short time, and even moderate speed burns through fatigue quickly.

At first, we rowed at a measured pace, preserving the strength of our men, and the Corinthians, likewise cautious, mirrored our movements. Yet I perceived that mere delay would avail us nothing and that the enemy’s advantage was not as great as I had feared. Turning to my men, I gave them courage with a rousing speech, that I can now repeat word-for-word, as it was uttered:

Men of Athens, let no fear seize you at the sight of the enemy’s numbers! Recall that it is not numbers, but discipline and skill that win battles upon the sea. The Peloponnesians, for all their arrogance, exhaust quickly on their oars! On my command, turn and let the sons of Theseus face the scions of Sisyphus!

Thus said, I ordered triḗrarchos Dayyalus to carry on heading West with two ships while myself, along with triḗrarchoi Redslayer and WhatHoSnorkes, would turn to face the enemy. Commanding only a small number of vessels, I knew I would be able to leverage the better skill of my rowers.

The game is turn-based, with turns happening automatically after a few seconds (depending on game speed and computer speed). Ships have a limited number of action points every turn, which can be used to turn, accelerate or decelerate.

The charge was swift and violent. Triērarchos WhatHoSnorkes struck true, his ram biting deep into the enemy hull. No sooner had the impact stilled his vessel that his soldiers poured across the deck, overwhelming their foes. The Corinthian ship was taken.

How the game actually plays, shown at x2.5 speed. As you can see, some ships can go through others…

Yet, the halt of WhatHoSnorkes’ vessel left him vulnerable, and our remaining galleys overtook him. As Redslayer was drawing away two of the pursuers, I seized the moment and directed the prow of my ship against no lesser target than the leader of the Corinthian fleet. Alas, fate was cruel to my glory, for though all who witnessed swore that my ram struck the enemy’s side, the angle was such that my blow only shattered their oars.

Yet another of the collision issues that plagues Ram!: ships ramming each other without being shown in contact, or ships “crossing” each other without the game acknowledging it. In this case, it still considered I “racked” the enemy ship

Worse still, disaster struck Redslayer. As he turned to return to a semblance of formation, the second of his hunters rammed him hard, shearing through his oars. His vessel was crippled.

It’s not clear how the game determines who rams who in case of frontal attack. I believe the ship with the fastest speed rams the other.
Ship status. Ship strength can be slowly repaired in combat, but lost marines and rowers are gone forever.

Seeing this, I spurred my men to action, turning and striking the enemy who had wounded my comrade. My blow was true this time, and the Corinthian ship, shattered beyond saving, immediately foundered and sank.

Ships have 1000HP so that’s an instant kill.

Yet our work was not done, for now, the enemy leader, seeing Redslayer vulnerable, bore down upon him. My men strained at the oars, but they had spent much of their strength, and could not hit the enemy with decisive speed. WhatHoSnorkers however came once more to the fray and struck the Corinthian flagship from the side with decisive force, and with that blow, the last resistance of our foes was ended.

Realistically, after ramming you must move back on a sufficient distance to be able to get to ram speed again.

The remainder of the enemy fleet had by now disappeared beyond our sight, and with two of our vessels deprived of most of their oars, I led the trio of ships from the field.

With so few rowers, never Redslayer nor myself were going to ram anyone anymore.

Meanwhile, triērarchoi Dayyalus, Alejos, and Paulos Vicentes remained locked in a slow race, pursued by the Corinthians. But in the chaos of battle, only three enemy ships remained upon their heels.

Two Corinthian ships back-and-forthed uselessly between my two groups.

Seizing the moment, triērarchos Dayyalus ordered a sudden turn. The music of the aulētai quickened, and at once the rowers, summoning their reserves of strength, propelled the ships forward at ramming speed. Paulos Vicentes struck first, his prow splitting the enemy hull.

The ships don’t even really touch, and that’s 1200 damage.

Soon thereafter, Alejos and Dayyalus followed, yet their already exhausted oarsmen could not lend full force to their blows. Alejos’ epibatai marines stormed the enemy deck and seized her.

I should have been rammed here after a miscalculation of my speed, but I was saved once again by terrible collision detection.

Alas, many of his men had fallen. When the third Corinthian ship arrived, it overwhelmed Alejos’ weary men, capturing his vessel. His fate remains unknown.

Alejos had not recovered his speed from the previous attack so the Corinthian was moving faster, giving him the ram attack.

Paulos Vicentes, undaunted, charged into the melee, striking the foe and boarding, but the Peloponnesians fought with bitter resolve. He was slain, and his ship, too, was lost.

Both ships could only reach moderate speed here, but I think the Corinthian had more rowers.

The enemy had paid dearly, their vessel now crippled and oars shattered.

No rower means no speed, but the ship can still turn as well as if it had all its rowers.

Dayyalus, seeing the peril of prolonged engagement, resolved to strike again and again, ramming without rest until at last the enemy ship foundered.

That Corinthian ship in the bottom-right corner has been alternatively moving toward and away from the melee for no reason.

But another Corinthian ship now entered the fray. The triērarchos raised his hand in signal, and Dayyalus, understanding, answered in kind. A duel. They lunged at one another, ship against ship, man against man.

I should not have done that, as I had fewer rowers alive than my opponent – but I did not know the rule then.

And in this contest, more of craftmanship and luck than of seamanship and skill, it is the Athenian craft and good star that triumphed. The Athenian vessel proved sturdier, the Corinthian one prone to sink and disappear beneath the waves.

This was lucky: either the computer forgot to accelerate to ram speed, or my hypothesis for how frontal charges are solved is incorrect and it is just chance. Probably the latter.

Dayyalus, his ship battered and unfit for another such contest, withdrew. Thus ended the battle.

In the aftermath, as was the custom, I erected a trophy upon the shore, dedicating it to Poseidon, god of the sea, and allowed the Corinthians to recover their dead under a truce. Sacrifices were made, libations poured, and hymns sung to Athena, who had guided our hands and steadied our hearts.

All my “captured” ships are ships were captured by a ship that I sank, so I should have been able to recover them – but no.

We mourned the lost sailors and welcomed new companions. There would be more battles, of course.

But with good Fortune and an experienced crew, nothing seemed impossible.

My victory gave me thousands of points, and the captured vessels means I don’t have to rebuy any ship for this scenario, allowing me to maximize the 4 stats the game has.

Despite the original topic, Ram! is not a great game – having a game so sloppy on collision detection when the game is about high-speed collision is a letdown. It’s not great to write or read about either, because all I have is ramming attacks to work with, particularly given my careful approach to the battle. While it paid off – it is the first time I won a battle – it did not generate fun ship interactions. I will be ultra-aggressive in future battles, which hopefully I will all cover in only one article. But first, we’ll refresh our palate with something more obviously on the Spectrum of fun.

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