War at Sea games
| Fear God and Dreadnought (COA) |
| GWAS Great White Fleet (APL) | GWAS Navy Plan Red (APL) | GWAS US Navy Plan Black (APL) |
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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. |
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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. |
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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. |
| Sold Out! | In Stock | In Stock | |||
| $21.95 | $54.95 | $54.95 |
| Rebel Seas (COA) | Flying Colors (GMT) | GWAS 1898 Spanish American War (APL) |
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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).
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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. |
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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. |
| Order by Request | In Stock | In Stock | |||
| $32.95 | $64.95 | $59.95 |
| Supermarina I (COA) | No Sailor but a Fool (COA) | Supermarina II (COA) |
| Zero! (GMT) | GWAS Mediterranean (APL) | GWAS Cruiser Warfare (APL) |
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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. |
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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. |
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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. |
| In Stock | Order by Request | Order by Request | |||
| $32.95 | $69.95 | $64.95 |
| GWAS Dreadnoughts (APL) | SWWAS Strike South (APL) | SWWAS Bomb Alley (APL) |
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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! |
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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. |
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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. |
| Sold Out | In Stock | Sold Out | |||
| $29.95 | $64.95 | $74.95 |
| SWWAS Eastern Fleet (APL) | SWWAS Leyte Gulf (APL) | SWWAS Midway (APL) |
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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. |
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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.
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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. |
| Sold Out | Order by Request | In Stock | |||
| $54.95 | $285 | $64.95 |
| SWWAS Distant Oceans (APL) | Harpoon 4.1 (CoA) | Close Action Age of Fighting Sail (CoA) |
| Dawn of the Rising Sun (CoA) | GWAS 1904-1905 Russo-Japanese War (APL) |