By way of an example of what I have... War St Sea bears a strong resemblance to a UK naval/air game of the 1970s called Seastrike. boardgamegeek.com/boardgame/7590/seastrike
This was a contemporary naval game with guided missiles, helicopters, SAMs etc. Much of it was innovative including a pack of 80 cards which covered all weapon systems and operational matters such as 'lock-ons', aircraft take-off and system failures.
Also innovative was a pack of envelopes which each contained one mission objective, each with a budget and a set of requirements such as 'no submarines' or 'no cruisers'. The budgets varied wildly but with a higher budget came greater requirements to win. Thus asymmetrical warfare factors came into play. One guy might have a budget of £165m but his/her orders were wipe everything out. The other person might have £42m and only the requirement to sink two ships and run off claiming a moral victory. I adapted these to War At Sea and (below) is my original article. Barry
In line with my earlier posting about the old UK naval/air game 'Seastrike' and its use of mission scenarios and budgets I have come up with these missions.
Rules: Obtain identical small envelopes and place one mission written on a folded piece of paper in each. The envelopes are shuffled and each side then choses one envelope. This is his/her sealed orders and cannot be exchanged for another. Conceal the nature of your orders unless/until instructed. Conceal your vessel/aircraft choices until you lay out. You may choose to conceal land-based aircraft in a box until these are deployed on table. You MUST reveal your orders and all vessel/aircraft choices when you claim the mission. You must also reveal your budget and 'shopping list' for post-game scrutiny. If you exceded the budget you forfeit the game.
Each mission is unique but to create some extra interest a few could be duplicated. For example as many as three 'Sea superiority', two 'coastal bombardment', two 'night action' and two 'claim moral victory' scenarios could be included in the overall selection. I suggest the rest remain singles.
I suggest you use the 'open ocean' maps and only place islands as dictated by each set of orders.
MISSIONS FOR WAR AT SEA:
1) Sea superiority Budget 125 points. Free choice of ships, subs or aircraft. Aircraft and sub choices may not excede 75 points. Mission: Destroy all enemy ships and submarines on the table. Leave nothing afloat. Mission achieved when the last enemy vessel sunk. Claim mission at that point.
2) Convoy escort Inform enemy this is a convoy escort game when you deploy. Budget 100 points + 4 uncosted merchant ships [or counters] of any type. Free choice of any ships, subs or aircraft. Mission. A convoy must move from one side to the other side of your half of the board. This convoy must survive for SIX moves and at least two of the merchant ships must still be afloat on the start of move seven to claim the mission. Lose three before then and the mission is lost and the other side wins. Claim mission at start of move seven if you still have two merchant ships afloat.
3) Subs and aircraft Budget 80 points. Free choice of subs and land-based aircraft only. Place two islands at least two squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12] Your submarines may start up to 4 squares from your base edge. 7 squares if the other side has drawn 'Convoy escort' or 'Night action'. Kill two largest ships in other fleet to claim mission OR if other side are playing convoy escort prevent other side's mission success to claim your mission.
4) Holding action Budget 90 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12] This is a minor front for you. Tie down the enemy forces here for eight moves and you will win in another theatre. If any of your surface vessels or submarines survive on move nine reveal and claim this mission. If other side is playing 'convoy escort' start your submarines up to 7 squares from your base edge, other ships up to 5 squares.
5) Claim moral victory Budget 80 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12] Sink two ships of destroyer size or larger and immediately claim mission. You need only a moral victory to convince world opinion of the plucky nature of your resistance to the enemy. If other side is playing 'convoy escort' start your submarines up to 7 squares from your base edge, other ships up to 5 squares.
6) Night action Budget 65 points. You are limited to MTBs, PTs, DEs, Destroyers and Cruisers (not Graf Spee). All enemy aircraft on land or sea are grounded and are out of the game. Enemy submarines may move two squares a move on surface until they come within visibilty range when they dive and revert to one square per move until out of enemy visibilty range. Visibility is 0 to three squares only. No ships may fire further than that. Rolls of '4' do not hit in square three. Your forces in this theatre lack air cover and you are too weak to fight by day. Your mission is to sink three enemy ships and immediately claim victory before daybreak. Dawn rises at the start of the tenth move. If mission not achieved by end of move nine you automatically lose. If other side is playing 'convoy escort' start your vessels 8 squares from your base edge.
7) Coastal bombardment. Budget 90 points. You must choose at least two cruisers or larger. Free choice in other areas. Place two islands at least two squares inside the other player's half. Either one of these is your target. Your mission is to assist your land forces fighting on these islands. To win you must get cruisers into range. Both must bombard one island for one move to claim victory. If one cruiser is sunk, the other must bombard for two moves to claim victory. Claim mission at end of the applicable firing phase.
8) Destroy enemy submarines Budget 80 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half. These mean nothing but will confuse him. [see 7, 11 &12] You have the same budget as 5) ['Claim moral victory'] but your mission is now to sink every enemy submarine on the table and claim that you have 'cleared the sea lanes for the merchant ships of the free world'. You claim the mission the moment the last enemy submarine is sunk. Ignore surface vessels and aircraft. ******* If other side has no submarines this mission reverts to 5): Claim moral victory. Sink two ships of destroyer size or larger and immediately claim mission. You only need a moral victory to convince world opinion of the plucky nature of your resistance to the enemy.
In either case if other side is playing 'convoy escort' start your submarines up to 7 squares from your base edge, other ships up to 5 squares.
9) Write down enemy air assets Tell the enemy this is 'Convoy escort' when you deploy on table but conceal true nature until mission is achieved. Reveal mission orders then. Budget 100 points + 4 uncosted merchant ships. Free choice of any ships, subs or aircraft. This appears the same as mission 2) [Convoy escort] but your mission is really to draw out and destroy all enemy bombers. Maximise your anti-air assets. Enemy fighters do not count towards mission success, disregard them. Your merchant ships are sailing in ballast and are bait for your trap. The real convoy sails tomorrow and you want that to pass through this area unmolested from the air. Your mission is to clear the skies of enemy anti-shipping aircraft. The moment his last applicable aircraft is shot down or he refuses to fly them claim this mission. Move the merchant ships from one side of your table half to the other and appear to be taking great care about their protection from loss. Well, you would, wouldn't you? If other side draws 'Night action' he has no aircraft. Your mission is then to survive his night attack and frustrate him from achieving his mission. When his mission fails you win. If other side has no anti-shipping aircraft your mission is to prevent his mission. When his mission fails you win.
10) Enemy unsure of your intentions Budget 90 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half of the table. These mean nothing but will confuse him. [see 7, 11 &12] Enemy intelligence in this area is poor. You may exploit this by fielding at least two cruisers and appear to be attempting a coastal bombardment. In reality you are seeking a moral victory. Sink three vessels of destroyer size or larger and immediately claim the mission.
11) Commando raid Budget 90 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half. One of these is your target. Nominate one named ship [in writing] to carry commando landing team. This ship must be destroyer-sized or larger. Your mission is to get this ship in contact with an island for one clear move during which that ship is not sunk. At end of that move declare mission objective and claim win.
12) Spy or sabotage mission. Budget 80 points. Free choice of any ships, subs or aircraft. Place two islands at least two squares inside enemy half. One of these is your target. Nominate one named submarine [in writing] to be carrying a spy or saboteur. Your mission is to get this sub in contact with an island for one clear move during which that sub is not sunk. At end of that move declare mission objective and claim the win.
I recommend the 'official' rule tweaks on subs and fighters. If you are playing US versus Japanese I also recommend that the Japanese player receives a 10% bonus. So a Japanese player with an 80 point budget actually receives 88pts, etc.
Last Edit: Jun 2, 2020 18:45:31 GMT by warspite1: Spelling error!
Warspite1, if you haven't found them on the site then they probably dod not make the transition. I would love to see you get those reposted!
Thank you.
A couple may be a little dated as they refer to series 1 or 2 models and may suggest fixes which have almost certainly been carried out now either by RB or Forumini cards.
I will work through the list and perhaps post one a day. They will either be useful or merely a blast from the past.