War at Sea games

 

Fear God and Dreadnought (COA)    
Fear God & Dread Nought completes the Admirality Trilogy (Harpoon 4, Command at Sea, Fear God & Dread Nought) Utilizing the same framework, those familiar with either of the other games will have no difficulty stepping into the First World War. The selection of a small scenario allows the novice to play within an hour of opening the box, with several scenarios also being optimal for solitaire play.

The 40+ scenarios include the well known "biggies" such as Jutland (broken into three parts, as well as the grand battle) and Dogger Bank, and many smaller engagements. Often there are variants given, covering important "almosts" and "what ifs". All aspects are covered, with ships provided for the Japanese, Turkish, Austrian, and Russian navies as well as the British and German fleets. The Data Annex includes all ship classes for the war and is a valuable reference by itself. So with this product, one need only Fear God & Dread Nought!

       
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GWAS Great White Fleet (APL) GWAS Navy Plan Red (APL) GWAS US Navy Plan Black (APL)
Before the dreadnoughts, the battleships ruled the seas. Armed with four huge guns in armored turrets, they swept the ironclads into the dustbin of history. Now they take their rightful place on your gaming table.

Finally, the scenario book you've been demanding for the Origins Award winning Great War At Sea series is here: Great White Fleet. Twenty operational scenarios featuring the battleships and armored cruisers of the pre-dreadnought era. Most are based on actual war plans, including the Russian Admiralty's 1903 wargame that decided the Tsar on war with Japan.

For those wanting more detail in their games, also included are Karl Laskas' variant tactical rules for pre-dreadnoughts. Covers arcs of fire, formation movement, and more.

An additional map extends the U.S. Navy Plan Orange map southward, allowing players to explore American war plans involving the island of Mindanao and its anchorages.

48 pages, softcover.

The Red war plan saw a pair of primary goals: the conquest of Canada, and trade warfare. The first would be primarily the Army’s job. The Navy would disrupt British trade while protecting American merchant shipping. Though the Americans respected British fighting power, the plans themselves reveal great confidence in the ability of American shipyards to outstrip British production and in the individual superiority of American sailors. There is also a powerful undercurrent of anti-Japanese hostility in the text of the plans. In some of the more hysterical passages, the British are seen practically as racial traitors for allying themselves with the Japanese. One pretext for war given several times in documents from 1919 and 1920 is an intelligence report claiming that the Royal Navy was on the verge of transferring eight modern dreadnoughts to Japan.

American plans to build powerful new dreadnoughts during the course of the First World War caused great hostility between the two navies. The British pointed out the great need for destroyers and merchant ships, while resources went instead for new battleships that could not possibly see action before the war ended. American naval leaders saw this pressure as an attempt to maintain British naval supremacy. Some in the Royal navy believed the new warships could only be meant as a challenge, and wondered if they had only beaten the Germans to lose control of the seas after all. The Americans, they feared, were arming for the next war even while the last was still under way.

During the late 1800s, two emerging industrial powers began to build large modern fleets: the United States and Germany. Perhaps inevitably, tensions rose between them. Each entered the imperialist race very late and had to content itself with the leftovers which the British and French had passed by. When the United States seized Spain’s colonial empire in 1898, German jealousy raged hotly. Some German business leaders lusted for the Philippines and Puerto Rico, urging the Kaiser to purchase them from the Spanish before the war ended, or from the Americans afterwards.

German and American squadrons did not, as legend has it, almost come to blows in Manila Bay during the Spanish-American War — the British spread that story, eager to cultivate American public opinion. We included a scenario for that in our 1898 game anyway. But the German and American admirals on the scene did cultivate an intense dislike for one another, and the feelings spread to the top on both sides.

A century later, it’s difficult to say how seriously each nation’s leaders considered war with the other. On either side of the Atlantic, naval planning staffs wrote elaborate scenarios for a possible German-American naval war. It’s these documents that serve as the basis for our game. So while the game is “hypothetical,” it’s drawn from the actual war plans of both nations and is, in its own way, an even more “accurate” wargame than those based on battles or campaigns that did take place.

Though there’s no evidence that either nation’s intelligence services penetrated the other’s naval staff, the two plans oddly mirror one another. Both discounted intervention by other nations. The German “Operations Plan III” posited a trans-Atlantic strike by the German High Seas Fleet to capture Puerto Rico as a base in the first phase of the war, followed by an invasion of the American mainland if the United States refused to negotiate. This second wave would attack a major U.S. port, probably New York but perhaps Savannah.

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Rebel Seas (COA) Flying Colors (GMT) GWAS 1898 Spanish American War (APL)
Volume II of the Close Action Series

Rebel Seas is the second volume in Mark Campbell's Close Action series. Its 20 scenarios cover naval actions in American waters during the American War of Independence. They range from one-on-one frigate actions to grand fleet engagements with over 20 ships of the line on each side. Each scenario contains the same level of research and commentary found in Close Action. Rebel Seas is the first of three books spanning the years 1774-1792. The other volumes will treat the struggle for India (Monsoon Seas: Suffren's Campaign for India) and England's blockades of its Continental foes (European Seas: The Lifeline of Empires).

 

Less than an hour later the two colossal fleets engaged in one of the most famous naval battles in history. It would become Nelson's greatest victory and would ensure British naval supremacy for decades, but he would never again see an English port.

Flying Colors recreates naval actions during the height of the Age of Sail, from small engagements to full battles involving dozens of ships in each fleet. Play is fast, furious, and does not require the pre-plotted movement found in many other naval games. Instead, a simple initiative and command system allows players to activate and maneuver their fleets in a realistic manner, indicating how older commanders adhered to rules of engagement where more forward thinking commanders, like Nelson, could retain control of their fleets after the first broadsides began to be exchanged.

Included within the game are 17 historical scenarios ranging from the Battle of Minorca (1756) during the Seven Years War to the Battle of the Capes during the American Revolution and on through the Battle of Trafalgar (1805) during the Napoleonic Wars. The battles range in size from small engagements playable on a single map through huge engagements like the Glorious First of June playable on three maps. Players are also free to create their own variants and "what-if" scenarios using point values for each ship. Most scenarios can be played within a few hours and two players can complete even the largest within a day. Several are also well suited to solitarie play.
Spain’s colony of Cuba had attracted American expansionist desires since at least the 1850s. By the end of the century, the American “Yellow Press” had made attempts by Cuban revolutionaries to overthrow Spanish colonial rule a leading news story. American public opinion demanded that Spain grant independence to Cuba.

When the U.S. battleship Maine mysteriously exploded in Havana harbor, President McKinley could no longer resist the tide of public sentiment. The U.S. government demanded that Spain withdraw from Cuba, and the U.S. Navy initiated a blockade of Cuban ports on 21 April 1898.

For the sake of honor, Spain declared war on 23 April and dispatched an ill-equipped and completely outclassed fleet to the Caribbean. In two smashing naval victories the U.S. Navy defeated the Spanish fleets in the Philippines and the Caribbean. The U.S. Army seized Santiago de Cuba, Puerto Rico, and Manila.

The map covers the area around Cuba and Puerto Rico where the war’s most important campaign took place. The game includes the full Spanish and American fleets of 1898, plus a number of American warships of the early 20th century.

Two campaign scenarios allow players to play out the entire war at sea. More scenarios, and advanced tactical rules specially designed by Karl Laskas to add more flavor to this game, are available in our Great White Fleet book supplement. And the Spanish Navy of the World War I era can be found in our Dreadnoughts supplement.

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Supermarina I (COA) No Sailor but a Fool (COA) Supermarina II (COA)
Supermarina I is a tactical naval combat game system utilizing award winning designer Larry Bond's Command At Sea rules system and is the first of a projected three part treatment of the naval war in the Mediterranean. Supermarina I contains a 64 page Scenario Book with 20 scenarios covering the action from the war's start through June, 1941. The ships represented in the scenarios range from E-Boats to aircraft carriers and battleships (140 total ships). The ship and aircraft Data Annex (96 pages) covers all the units present in the first half of the war. Over 400 aircraft and ship die-cut counters are included. Additionally , you get the 3rd Edition Standard Rules (128 pages) punched for a three ring binder.

the latest Command at Sea module covering coastal actions. No Sailor consists of a 64 page book (full color cover) with 210 full color die cut counters, printed both sides (for a total of over 400 separate counters). Seven heavily researched scenarios covering Oslo 1940, Operation Sea Lion, British Channel Convoys, the St. Nazaire action, Operation Cerebus (the breakout of the battlecruisers Scharnhorst and Gneisenau through the English Channel), German surface raider sorties, and Tarawa.

The counters, by Steve Pancrazio (Supermarina I), represent 140 ships ranging in size from motor torpedo boats up through battleships, as well as aircraft, shore batteries, shore installations and amphibious assault troops.

 

While Rommel's Afrika Korps was capturing the attention of the world, its fate was being decided in the Mediterranean sea. No matter how brilliantly the Field Marshal and his troops performed, the struggle could not be won without the supplies and equipment necessary to fight.

Supermarina II, Volume 4 in Larry Bond's Command at Sea series portrays the apex of the struggle for naval supremacy in the Mediterranean, the vital supply link for both the Axis and Allied sides in North Africa.

Containing two dozen new scenarios, Supermarina II shows the full range of operations that were the naval war in the Mediterranean Sea. Covering the period from July of 1941 to August of 1942, Supermarina II details everything - from U-boat attacks on battleships and aircraft carriers, to all out big-gun fleet engagements between battleships and cruisers.

 
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Zero! (GMT) GWAS Mediterranean (APL) GWAS Cruiser Warfare (APL)
Volume III in the Down in Flames card game series moves to the Pacific Theatre of Operations in WWII. Players will recreate the first six months of furious aerial combat between the might of Imperial Japan and the surprised forces of the United Kingdom and the United States. Zero! includes the important early-war fighters and bomber of the Imperial Japanese Navy and Army, Royal Air Force, United States Navy, United States Army Air Force, and the American Volunteer Group (the famous Flying Tigers). Fly the fearsome A6M2 Zero against the F4F Wildcat, Hawker Hurricane IIb, Curtiss P-40B and E Tomahawks, and the ill-fated Brewster Buffalo. As a pilot with the Japanese Army, take Ki-27 Nates and Ki-43 Oscars to the skies against the Allies over Malaya and Burma. Match your skills with American aces Wagner, Thach, McCuskey or their semi-mercenary countrymen of the AVG, Hill and Newkirk. The Japanese can counter with Sakai, Anabuki, Kato, and more. Mediterranean covers naval conflict between 1911 and 1923, with most of the scenarios based on naval actions of the First World War. The centerpiece is the 1914 hunt for the German battle cruiser Goeben, made famous in Barbara Tuchman’s Guns of August. The battle cruiser and her consort, the light cruiser Breslau, are loose in the Mediterranean Sea and its up to the British and French to hunt them down before they escape or destroy the vital French troop convoys heading from Algeria to France.

Learn to Play in 5 Minutes Click Here!!

Cruiser Warfare gives the Great War at Sea series its greatest scope yet: the entire world. British, German, Japanese, Italian, Austro-Hungarian, Russian and Dutch ships begin as they did in August, 1914. The German player must disrupt Allied commerce and try to get the cruisers home if at all possible. The Allied player must track them down and destroy them before they can wreak havoc.

The entire Japanese fleet of 1914 is present, with new warships never before seen in the series like the battleships Kawachi and Satsuma. The Dutch make their first large-scale appearance in the series, with several coast defense ships plus four battleships never actually completed. These are taken from actual Dutch naval drawings of the two design variations from which the Dutch admirals would have chosen.

The German player has the option of placing a larger cruiser force in East Asia, including the modern armored cruiser Blücher (a proposed addition) and others. Battle cruisers can attempt to break out the join the raiders. There's also an option for a rapid start to the war, which would have found a German summer training squadron of two battleships and a cruiser visiting South America.

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GWAS Dreadnoughts (APL) SWWAS Strike South (APL) SWWAS Bomb Alley (APL)
In 1906, a new kind of battleship slid into the water at Portsmouth Naval Dockyard. Much larger than previous types, HMS Dreadnought carried more and bigger guns. For a generation, ships like her ruled the world's seas.

New counters include the Brazilian battleship Rio de Janeiro, already appearing under three different flags in the series, under the colors of her other suitors. The Russians get their full set of Nakhimov class cruisers, the Amurski-class cruisers seized by the Germans, and the Prut, a captured Turkish cruiser.

Austria-Hungary receives the 1916 type battleship (armed with 16.1-inch guns), the ancient coast defense ship Erzherzog Rudolf, the remainder of the 1914 cruiser class, plus a counter for her projected aircraft carrier. In Turkish colors are the various British and German battleships and cruisers that almost joined the Ottoman service, including the armored cruiser Blücher (a "sure thing" that fell through in 1910). There are even counters for the Austro-Hungarian PKZ-2 armored helicopter!

Japan embarked on the Pacific War for one reason: to seize the oil and metals of the Dutch East Indies and Malaya. In a daring five-month campaign, Japanese air, land and naval forces conquered a vast segment of the Earth’s surface from its American, British, Dutch and Australian defenders.

Strike South is a Second World War at Sea series game based on this bold Japanese aggression. There are 140 “long” playing pieces, depicting the major fleet units of both sides: battleships, aircraft carriers, cruisers and fleet destroyers. There are also 280 square playing pieces, half the size of the ship pieces, mostly depicting aircraft but also smaller warships and markers.

The scenarios give each player varied and difficult tasks. The Japanese player usually has more and stronger forces, but is under a very stressful timetable and has been given a very aggressive set of objectives. The Allied player faces divided command and weak forces, which must carefully strike at just the proper moment.

Bomb Alley takes the Second World War at Sea series to this important theater. While not as physically large as Leyte Gulf, the game is the most ambitious in the series in design terms, with fifty scenarios. There are 280 “long” playing pieces, depicting the major fleet units of both sides: battleships, aircraft carriers, cruisers and fleet destroyers. There are also 560 square playing pieces, half the size of the ship pieces, mostly depicting aircraft but also smaller warships and markers.

Italy receives all her ships and aircraft of 1940 through 1942: from the mighty battleship Vittorio Veneto to the aircraft carrier Aquila on down to the destroyer Freccia. The famous Italian aircraft are here: the SM.79 Sparviero torpedo bomber, the nearly worthless Cr.42 biplane fighter and the excellent Mc.202 fighter plane.

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SWWAS Eastern Fleet (APL) SWWAS Leyte Gulf (APL) SWWAS Midway (APL)
Japan's daring plans to conquer Southeast Asia and its rich resources involved several stages. In the complicated fashion typical of the Imperial Navy during World War II, first the American Pacific Fleet would be knocked out of action at Pearl Harbor. Next, the carrier forces that had fought there would cover amphibious invasions in the Dutch East Indies and Malaya. Finally, the First Air Fleet's aircraft carriers would surge into the Indian Ocean to knock out the British Eastern Fleet.

Eastern Fleet, the second game in the Second World War at Sea series, is based on this third stage of Japanese aggression and also covers parts of the second. There are 70 "long" playing pieces, depicting the major fleet units of both sides: battleships, aircraft carriers, cruisers and fleet destroyers. There are also 140 square playing pieces, half the size of the ship pieces, mostly depicting aircraft but also smaller warships and markers.

The ultimate World War II naval game, the one that has naval gamers salivating. The largest naval battles in history, Leyte Gulf and the Battle of the Philippine Sea. The carrier battles off the Marianas and Cape Engaño, the battleship duel in Surigao Strait, the heroic sacrifice of the American "Taffy" task forces — all these and more are present.

The Japanese ship counter set is not much larger than it is in our Midway or SOPAC games. We've given them some nice extras: the third Yamato-class battleship, all six Unryu-class carriers, and a full division of the Shimikaze-class super-destroyers.

The American armada is vast, with almost two dozen battleships, a dozen fleet carriers, nine light carriers, plus flocks of escort carriers and cruisers.

New classes for the Second World War at Sea afficionado include Iowa and Montana class battleships, Baltimore class heavy cruisers, Cleveland class light cruisers, Independence class light carriers and Essex class fleet carriers.

Britain's Royal Navy also makes an appearance, as do ships form Australia, New Zealand and Canada.

  • 24”x18” tactical map
  • Three 34”x22” operational maps
  • Nearly 2,000 game pieces
  • 24-page series rule book
  • 24-page scenario book
  • 2-player aid cards
  • 6-organizational cards
n the middle of the Pacific ocean, a tiny island - no more than a dot on a map, became the aerial battleground that turned the tide of WWII in the Pacific, and left Japan’s Imperial destiny shattered with the loss of four of its vital aircraft carriers. It was a ray of hope that America could win the war in the Pacific... a ray of hope that the lives lost at Pearl Harbor would be avenged.

Midway relives the crucial battle for aerial supremacy in the Pacific utilizing the ground breaking game system of SoPac & Eastern Fleet. It includes “what if” scenarios, and a special tribute scenario for Pearl Harbor, in honor of the 60th anniversary of the war in the Pacific.

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SWWAS Distant Oceans (APL) Harpoon 4.1 (CoA) Close Action Age of Fighting Sail (CoA)
A supplement for the popular naval game series, this book adds more than two dozen new scenarios for SOPAC, Bomb Alley, Midway and Eastern Fleet, plus historical background, variant rules and more! The Royal Yugoslav Navy, Italian aircraft carriers and the German helicopter carrier are all covered in detail. Harpoon 4, by Larry Bond and Chris Carlson handles all aspects of maritime combat: surface, sub-surface, and air. Harpoon 4 is a system of detailed but comprehensible rules covering the many facets of modern naval actions. Consistent rating systems and evaluations of the capabilities of modern naval vessels, aircraft, submarines, and helicopters make it possible to achieve realistic results when simulating known situations, by extension Harpoon 4 also achieves realistic results with hypothetical scenarios. Harpoon 4 can answer questions like:

Are carriers powerhouses or sitting ducks?
Can transatlantic convoys survive in a modern wartime environment?
In the cat-and-mouse games between US and Russian submarines, which is better?

But Harpoon 4 is more than a highly detailed simulation of modern naval tactics: it is a game which provides hours of enjoyment and recreation. Its treatment of modern naval warfare is the best available short of being on the bridge yourself. Extensive examples in the rules book actually take you through mini engagements that span less than a page of text. The set of die-cut counters included in the game, along with the Quickstart rules, make it possible to take this game home and play a scenario in an evening

In the end, Napoleon lost his war with England. Triumphant against all the thrones of Europe, never could he penetrate the walls of oak that surrounded Albion to land an army and deliver the knockout blow. Discover the secrets of Britain's superior ship handling in the age of sail with Close Action. Some 25 scenarios, ranging from ship vs. ship (training exercises) to fleet actions (the Nile Campaign) cover a variety of British, French, Russian, Turkish, and Spanish ships throughout the period. In addition to the Napoleonic Wars, there are selected actions from the American War of Independence and the War of 1812. Developed for over 10 years by Mark Campbell, Close Action features 70 1"x ½" ship counters, 140 markers and accommodates from two to sixteen players on its two 34"x22" maps. If your interest runs to miniatures, the rules and charts need no changes to adapt to the "big mat." Can you do better than Nelson? Or, will you do what no one ever did and defeat him in a fleet action? Sail alongside, for it's sure to be a Close Action.
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Dawn of the Rising Sun (CoA) GWAS 1904-1905 Russo-Japanese War (APL)  

In February 1904, Russia had the world's 3rd largest fleet, while that of Japan's was 4th. In September 1905, Japan was number three, while Russia had fallen off the top ten. Dawn of the Rising Sun contains 20 scenarios covering all the major surface engagements of the Russo-Japanese War that led to this stunning reversal of fortunes. Using the same rules as Fear God & Dread Nought, a novice can begin playing within a half hour of opening the box using the specially designed Jumpstart scenario.

Dawn of the Rising Sun follows the same format as our other rules used in the Admiralty Trilogy, making them easy to follow for experienced gamers, and novices alike. Tactical turns represent 3 minutes, with intermediate turns (for long distance maneuvering and long stern chases) representing 30 minutes. Gun hit probability is based upon a combination of factors such as visibility, range, target size, number of rounds fired at the target, and the speed of the firing and target platforms. Damage is a function of the type of shell, number of barrels firing and armor of target, and is easy to calculate also. Blank ship forms allow the player to list all the ranges and damages of his ship's particular guns in advance, making it quick and easy to calculate both damage and hit probability. Critical hits are a function of the amount of damage taken last round vs. the amount of damage able to be taken. Critical hits are typically scored against systems (engineering, bridge, steering or individual weapon mounts).

1904-1905 covers the naval side of the Russo-Japanese War, which opened with a Japanese surprise attack on the Russian Pacific Fleet’s base at Port Arthur in northern China. There are 19 scenarios, or game situations, provided, including the climactic Battle of Tsushima. There’s also a campaign game, in which players can “game” the entire naval war.

1904 won its Origins Award due to play balance and simplicity. Without aircraft, play is even faster than in other games in the series. The strategic situation is challenging to both players, and competitive balance is keen without sacrificing the historical accuracy of the game as a simulation. Unlike most wars, the Russo-Japanese naval war took place between evenly matched opponents, and that makes for a tense and exciting game.

   
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