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Great War at Sea: Cruiser Warfare
Designer’s Notes

The ancestry of Great War at Sea started well before there was an 119694_avalanche Press, as we’ve noted elsewhere. The world-wide cruiser operations of Maximilian Graf von Spee always held center stage in the series’ planning, but came very late to the gaming table.

Like all the boxed games in the Great War at Sea series (and all the others we put out, too) Cruiser Warfare is completely playable out of the box. No parts from other games are needed for full enjoyment of the game.

The idea to do a world-wide game like this came about as soon as I did the very first game of this type. And from the start, I intended to divide the globe into large sea areas of uneven size, unlike the precise “brick” pattern of the other games in the series.


Germany’s cruiser admiral

The game is based on the German East Asiatic Squadron’s attempt to return home from China to Germany during the early days of the First World War, along with the related anti-commerce missions undertaken by German cruisers. Spee led his squadron to one victory at Coronel, off the coast of Chile, and then rounded South America. For some reason — perhaps driven by knowledge he could not actually make it back home — he decided to attack the British colony of the Falkland Islands. There he found much more powerful British forces, and all of his ships went down.

Meanwhile, other German warships sank Allied merchant ships in all parts of the globe, the most spectacular successes belonging to the cruiser Emden. But one by one, these ships succumbed to the Royal Navy.

As in the actual event, the German player is unlikely to actually survive the game (get the cruisers back to Germany), but he or she can inflict enough damage on the Allied economies to win. The German goal is to make as much mischief as possible, the Allied goal to put an end to the German warships.

In the initial playtest versions, Allied bases dotted the map. But in the actual campaign, the location of Allied ports was essentially meaningless: Just about anywhere the Allied fleets chose to operate, they could find safe harbor within reasonable distance. It turned out to be easier in terms of play, and much more aesthetically pleasing, to note the areas that didn’t have Allied bases rather than the ones that did.

The storm mechanism is a modification of one fairly common in German-style boardgames, though by using two dice there are some areas that will get picked more than others. So the stormiest are rated 7 (the most common result on a roll of two six-sided dice) while the calmest are 2 and 12.


Cruiser Emden, “White Swan of the East,”
after meeting the Australian cruiser Sydney

Weather is one of those “negative factors” in game design: It did not have a major impact on the events in question, but that’s because the historical actors avoided areas where it might have. German commanders were aware that they could head for stormier seas to make it harder for the Allies to find them, but at the same time, they would have a harder time finding merchant ships on which to prey.

Each area is also rated for the likelihood of finding merchant ships there. The very earliest games in the series had “merchant routes,” and this mechanism is a descendant though it works somewhat differently (there’s no table for it, something I’ve come to value in recent years). Areas of high commercial traffic are those more likely to provide success, but of course those are also exactly the places the Allied player will guard. Even though many merchant ships of this era did not carry radios, a success does reveal the location of a Central Powers raider (as the ship is overdue at its destination).

The Central Powers player can try to send the prize back home and gets rich rewards for doing so. The odds of succeeding are mighty slim. He or she can also take coal from a prize, but not much.


Spee’s flagship, Scharnhorst, on speed trials

While Cruiser Warfare has its own rulebook rather than the usual Great War at Sea series rulebook used in the other games in the series, tactical combat works exactly the same as in those games. Karl Laskas wrote some excellent advanced tactical rules that we published in our Dreadnoughts book, and these are highly recommended for use in this game. Battles tend to be smaller than in most of the series, with only a handful of cruisers on a side at most, and this is the area where Karl’s take really works well.

We included a number of extra ships in Cruiser Warfare. The Japanese get a handful, mostly older ships not manned in 1914 due to lack of crews. But we knew gamers would want them. We also put in the Dutch battleships planned for the Far East but never constructed; “mythical” ships like this are always some of the most popular game pieces in Great War at Sea games.

Cruiser Warfare Clarifications

While I always want every game I’ve worked on to come out flawlessly, somehow this almost never takes place. Some of the following were outright errors in the game, some are clarifications for which gamers have asked:

Under 5.2 Missions, Raid. There is no requirement for raiding fleets to have a leader in this game, and no limit on their size (though in practice, they won’t be very large).

Under 5.3 Fleet Movement, fleets move one space per turn on the strategic map (even if all ships have speed 2).

Under 5.41 (Search) Modifiers, add one if the Japanese seaplane carrier is present and the area does not contain a storm marker.

Under 5.5 Commerce Raiding, a negative result is treated as zero.

Under 5.54 Prizes, prizes are worth one VP each.

Under 10.4 Colliers, colliers are fast transports.

Under 11.8 Imperial Convoys, if the Allied player has no Fleet counters available (all 18 are in play), a newly-deployed Imperial Convoy must be placed “On Station” with all the attendant risks of Central Powers attack.

Under 11.7, Station Ships, a ship placed on station (detached from a fleet) must spend one full turn on station before joining a new fleet (it may not join a fleet on the turn after being placed on station).

Under 13.0, Initial Set-Up, add the following:

Allied Forces

Arabian Sea:

  • CL04 Weymouth

Norwegian Sea:

  • AC38 Edgar
  • AC39 Crescent
  • AC40 Endymion
  • AC42 Grafton
  • AC43 Theseus

Western Atlantic:

  • AC22 Leviathan
  • AC24 King Alfred

Western Approaches:

  • AC44 Sutlej
  • PC06 Isis
  • PC07 Juno
  • PC10 Venus

Cape of Good Hope:

  • PC01 Astraea
  • PC12 Hyacinth
  • GB01 Pegasus

Central Powers Forces

Yellow Sea:

  • GB03 Cormoran
  • GB04 Geier
  • GB05 Iltis
  • GB06 Jaguar
  • GB07 Tiger
  • GB08 Luchs
  • TB31 S90

Gulf of Mexico:

  • Leader Ludecke
  • CL45 Dresden
  • Gulf of Guinea:
  • GB09 Eber

Gulf of California:

  • CL46 Leipzig

Bay of Biscay:

  • CL07a Strassburg ‘14

Yellow Sea, Phillipine Sea, Caroline Islands, Marshall Islands or Solomons:

  • Leader Spee

Mike Bennighof
January 2005