Great War at Sea
In the 1920s, United States military planners
hatched a scheme for the invasion of Canada.
Called War Plan Crimson, it was a subset
of War Plan Red, the plan for war with England,
the largest, most detailed and most amended
of all the U.S. war plans. A war with Great
Britain and the British Commonwealth would
be a world-wide conflict, easily making the
term “Second World War” appropriate.
Even without the expected aid from Japan,
the powerful British navy would threaten
U.S. interests in and control of the Philippines,
Alaska, Hawaii, Guam, Samoa, Cuba and Puerto
Rico as well as the Panama Canal. In exchange
for these losses, the U.S. planned to conquer
Canada. This would be a crown to Manifest
Destiny and a platform to rebuild and eventually
regain all that would be lost elsewhere.
Canada would be invaded even if neutral.
The Canadian government would be abolished
and the conquest held in perpetuity. It would
be made clear to Canada she would suffer
grievously for resistance. The British peoples
were seen as tough adversaries capable of
fighting against odds to the finish. Use
of poison gas was authorized from the start
of hostilities. It would be a terrible war
where populations would be on the front lines.
Experience had taught the British the advantage
of naval control, and geography provided
an inland ocean. The Great Lakes would be
a shield of the Canadian Dominion and another
sword to cut and bleed the United States
of America. A long period of tension during
which both sides made military preparations
would include building naval forces for the
Great War at Sea: U.S. Navy Plan Crimson is the most unusual game ever published in
our popular naval series. While we've created
games based on wars that never happened,
fought with ships that were never built,
in each case military planners thought about
these battles and the ships at least reached
the planning stage.
In this case, designer Milan Becvar has
created a game in which neither the ships
nor the plans have a "real world" analogue.
That allows for a wide-open strategic situation,
in which friendly and enemy bases are so
close together that fleets cannot hope to
elude one another.
There are 50 "long" ship pieces and 180 square pieces, all of them nicely laser-cut.
The American and Canadian fleets are built around "lake battleships," similar
to the coast defense vessels of other navies,
with shallow draft and anywhere from four
to seven big guns. There are also a handful
of cruisers and a large number of destroyers, torpedo boats and mine craft.
The map, by Guy Riessen, covers the Great
Lakes basin at the usual 32 miles per "sea" zone.
All of the lakes are covered, linked by canals,
both those that existed and those that could
have been built. Both sides of the lakes
are dotted with ports, with the American
side hosting many vulnerable industrial centers
and the Canadian shores within easy reach
of the Dominion's vulnerable east-west lines
There are 30 scenarios, or separate game
situations, included. The
game uses the regular Great
War at Sea rules,
with some special rules to address this unusual
U.S. Navy Plan Crimson is a complete boxed game in the Great War at Sea series. It's a limited-edition item available only from Avalanche Press.
Lake Battleships, Part One
Lake Battleships, Part Two
Crimson Ship Data
Status: Returning Soon!