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Cone of Fire

Airships
Airships

Sea of Troubles

Zeppelins

Jutland

U.S. Navy Plan Gold

Mediterranean

Cruiser Warfare

Dreadnoughts

The Great War at Sea

Learn to play the game in just five minutes with this demo download.

Since the release of Great War at Sea: Mediterranean in 1996, naval wargames have been the signature product lines at Avalanche Press. Twice, games from the series have won the prestigious Origins Award for the year’s Best Historical Wargame.

Each game is based on a theater or campaign from the era 1898-1922 (though the now-retired U.S. Navy Plan Orange was set in 1930). And each has a variety of scenarios, each a separate game situation in itself, up to 72 in Mediterranean. Almost all are for two players. Each scenario lists the ships available, the goals each player needs to achieve in order to win, and the amount of time available. All games are playable separately.

Scenarios are based on historical missions, some of which resulted in battle, all of which could have. Missions include amphibious invasions, convoy escort, commerce raiding, shore bombardment and more. Players find enemy fleets and stop them from accomplishing their missions, while achieving their own ends.

Play usually begins on the operational map. This map covers the theater of operations and is divided into square zones, offset in a “brick” pattern. Each zone represents an area 32 miles across. Players form their ships into fleets, and move them on this map. Their moves are pre-plotted on log sheets, so that a player does not know what the enemy has done.

Even though the player can see the enemy fleet counter on the map, he or she still must determine whether its ships are spotted by friendly ships or, sometimes, aircraft. If this occurs, play moves to the tactical map, where battle takes place.

Ships are rated for primary, secondary and tertiary gunnery (big, medium and small) and torpedoes. They maneuver on the tactical map and fire on each other with these weapons. Ships are also rated for size and armor. Heavy armor can only be penetrated by torpedoes and primary guns, light armor by those plus secondary guns, and areas with no armor can be damaged by all weapons. When a ship loses all of its hull boxes, it sinks.

Other aspects of the game include submarines, minefields, motor torpedo boats, airships, seaplanes and still more. It’s not a complicated game (most game functions involve rolling a 6) but it does simulate a rich tapestry of naval history.

The original game, Mediterranean, returned in an all-new edition in 2001. Scenarios range from the Italo-Turkish War of 1911 through the Russian Civil War of 1922, but most of them come from the First World War in this hotly-contested theater of action. With six dozen scenarios, the replay potential is close to unlimited.

Several games in the series have sold out over the years and gone on to a well-deserved rest in our Hall of Fallen Heroes. Plan Black, Plan Orange, 1904: The Russo-Japanese Naval War and 1898: The Spanish-American War may return someday in some revised format, but for the near future they are just the stuff of memory.


Austrian Naval Power.

Cruiser Warfare is different than the others, with a map of the entire world divided into sea areas. There’s also only one main scenario, though there are many variations on it for repeated play. It’s probably the best of the series for face-to-face play.

U.S. Navy Plan Gold, is based on American plans to fight the French in the Caribbean in the early 1920s, and French visions of commerce raiding. Both sides have massive battleships and fast cruisers planned but never built. The Weimar German and Mexican navies also make appearances.

Jutland is a complete overhaul of the old Northern Waters game with more scenarios and a completely new map and set of playing pieces. Along with the famous battle of the title, it also covers the many other clashes that took place in the North Sea and the Baltic in 1914-1918.

The largest game in the Great War at Sea series, Cone of Fire, features the navies of South America plus a handful of foreign ships. The Battle of the Falklands in 1914 is also included, and the game is the only one to include both Great War at Sea and Second World War at Sea components — three maps at each scale!

Zeppelins adds huge oversized pieces portraying the big airships, along with new rules and scenarios for use with most of the boxed games in the series. This volume is a book in the same format as Dreadnoughts.

Sea of Troubles is a book supplement looking at a potential British-American conflict in the Caribbean and elsewhere in the years just after the Great War. It includes the pieces from the old Plan Red game, with three dozen completely new scenarios.

And we have Airships, an inexpensive new supplement adding 10 scenarios to Zeppelins.

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