Infernal Machine: Dawn of Submarine Warfare caught my attention long time ago. It explores the early development of submarines – already a compelling theme – and does so within the setting of the American Civil War, a period where such innovations are not commonly associated, which adds an extra layer of historical curiosity. The designers, Ed Ostermeyer and Jeremy White, further raised my interest, as the latter is behind some of my favorite naval solitaire experiences.

The game offers tactical, mission, and campaign scenarios, allowing for a gradual introduction to its systems in a way that feels very much in line with Jeremy White’s design approach, while also providing many hours of engaging gameplay. On top of that, the components are beautiful and of the high quality one expects from GMT Games. Today my plan is to present to you the Tactical level of Infernal Machine so you can see how the combat in this game looks like. More will come!


⬆️(23m:23s)⬆️
I am providing here a general introduction to the various types of scenarios in Infernal Machine and explain what Tactical ones are focusing on. Then we play first, exemplary one where our submarine, using Long Spar, will deliver the charge. Or get lost trying…

⬆️(20m:41s)⬆️
The second way how the bombs were delivered by first submarines was via Tow Cord – they had to swim below target and hope for the charge to hit the target. That was risky, as chance of detection was much higher when submarine was sailing so close. But these were early days of experimentation…

⬆️(16m:02s)⬆️
Now we are getting to the most dangerous and complicated procedure of attack – with the help of Diver! Yes, he needs to leave submarine with the charge, walk (!) to the target, attach the bomb, return safely and ignite the charge. That might get tricky… Let us see…

The above set will give you a very solid foundation in Infernal Machine basic mechanics. I will continue further with Mission Scenarios as well as Full Campaigns!