Abstract WWII Naval Strategy Game
# SHIP MAX MAX MAX MAX
SHIPS TYPE HITS MOVE RANGE DAMAGE ATTACKS NOTES
1 PT Boat 1 6(x2) 1 6 1 Torpedo
1 Submarine 2 3 2 6 1 Torpedo, Underwater
2 Destroyer 3 5 3 3 1
1 Frigate 4 4 4 4 1
1 Cruiser 5 4 4 5 2
1 Battleship 6 3 5 6 2
1 Carrier 6 3 4(x2) 6 3
Use an 8 x 8 or larger square or hex map. All ships can move and
shoot vertical and horizontal but not diagonal. Each side starts
with 1 of each ship and 2 destroyers for a total of 8 ships.
1. INITIATIVE- Roll high to see who goes first
2. COMMAND ROLLS- Roll 6D6. These scores are the players command rolls for this turn. A roll cannot be used for less than its value
3. MOVE- Use up a command roll to move a ship that many spaces in one direction
4. ATTACK- Use up a dice roll to set the Range of the attack and another to determine the Damage in Hits Inflicted
A player rolls 1, 3, 3, 4, 6, 6. He moves a destroyer forward 1
space (He could have used a 3 or a 4, but not a 6; The maximum move
of a destroyer is 5) He removes the die showing 1. He Fires to the
right at a range of 3 (Maximum range for a destroyer is 3) and hits
a battleship for 3 Damage. He removes both dice showing 3's. The
Battleship is reduced to 3 Hits for the rest of the game (He would
have liked to do 6 damage which would sink the battleship, but the
maximum damage a destroyer can do is 3). He uses the roll of 4 to
move his cruiser to the left. He is unable to use the two rolls of 6
for anything useful so they are wasted.
On the Sea map mark several spaces as land obstacles. Ships cannot
move over land but they can shoot over it. Torpedo attacks cannot be
made over land.
Fast and maneuverable, PT Boats can move twice in a turn. Example: A
player uses a command roll of 6 to move the PT forward 6 spaces and
a second roll of 2 to move it left 2 spaces.
Since they are underwater and hard to detect, other boats can only
attack subs if they right next to them, range = 1.
Attacks (Up to 3 per turn) made by carriers are really made by their
fighters and bombers which have much longer ranges than ship
artillery. 2 command rolls can be used to determine the range of
the attack. Example: A roll of 3 and a roll of 4 can be combined to
hit a ship 3 to the left and 4 back. (4 is the max for either roll)
Completely destroy all enemy ships.
Increase the number of ships per side. Roll 4D6 instead of 6D6.
Allow diagonal movement and attacks. Destroy opponents carrier to
win. Rolls of 6 can be used to repair 1 point of damage.
The following amazing counter set was created by Janne Thorne:
Janne has also made counters and cards for Blitz, Midway, & Cannonade.
Download Sea Battle Counters
Return to Warpspawn Mainpage