At 02:41 PM 1/26/96 GMT, you wrote: >First of all, thanks to Eric for his account of an ongoing War at Sea game. >This was my first ever wargame, and I still have a soft spot for it, as the >wargame that you can play with non-wargamers. Great fun. > >Now, I remember hearing before about the War at Sea II expansion kit which >Eric mentioned. My question to the list is: does anyone have this? Is it >worth having? If so, do you know where I could get my hands on one? I have War At Sea 2 (WAS2). I liked it but the balance is not the same at all. There are more sea zones now and minor navies rarely mentioned in history. Guess this game needs to be reviewed on my webpage. This is my next project on Skip's Wargame Connection, do some more reviews on my games. Back to WAS2. SEA ZONES: Caribbean Sea - West of and connected to N. Atlantic and S. Atlantic. Allies - 1 POC, Axis - 3 POC (May be entered on turns 2-8.) Cape of Good Hope - South of S. Atlantic. Allies - 0 POC, Axis - 3 POC Black Sea - North of Mediterranean Sea. Allies 1 POC, Axis - 1 POC (Turns 3-8) Baltic Sea - Now worth only 1 POC to Allies. Mediterranean - Now worth 3 POC to Axis Barents Sea is worth double POC on turn 1. North Sea is worth double POC on turn 2. Mediterranean is worth double POC on turns 3, 5 & 7. Allied ships may enter PORTS: ALLIED: St. Petersburg - It's repair is 1 instead of 2. (Russian N. port) Leningrad - Repair is now 2 instead of 1. Sevastopol - Adjacent to the Black Sea with repair of 2. (Turns 3-8) Gibraltar - Adjacent to S. Atlantic and Med with repair of 1. Malta - Unchanged. Greece - Adjacent to Med with repair of 1. (Turns 2-8) Alexandria - Adjacent to Med with 1 repair. AXIS: Turkey - Adjacent to Med with Repair of 2. Oran - Adjacent to Med with no repair Germany, Italy - No change. BOTH: Brest - Replaces France on N. coast. May be used by Allies. (Turns 1, 7-8) The Axis use the port Turns 2-6. Toulon - Adjacent to Med with 2 repair. May be used by Allies. (Turn 1, 8) The Axis use the port Turns 2-7. NEUTRAL: South America - Adjacent to Caribbean Sea and S. Atlantic. Africa - Adjacent to S. Atlantic and Cape of Good Hope. The Allied-French units may go to any Allied port but Leningrad. Axis-French may go to any Axis port. Anybody can go to the neutral ports but must sortie next turn or be interned and lost. You do not lose 1POC anymore, you lose the ship. Changes is rules: POC: The POC chart goes 12 POC either way now instead of 10. AIR UNITS: WAS2 Land-Base Air (LBA) units are placed differently. The locations are written down first. The LBA markers are split up now. WAS2 had one marker for each side, now there are several counters per side which will be covered in the Order of Battle (OOB) below. The placement of LBA isn't as restricted as before. They may be placed in adjacent sea zones to a friendly port. Each air unit is worth two dice of combat. German LBA receive a +1drm against enemy ships on the first three game turns. Airstrikes may be performed against ships that tried to move two zones, failed and returned to port. SHIPS: Undamaged German ships still get a bonus in combat except for U-Boats, Surface Raiders, Graf Zeppelin, Schliesen and Schleswigholstein. Minor note - In WAS2 it was recommended that the British player inquire about the Graf Zeppelin before combat to see if he could shoot at the Graf. Now the Axis player must state whether his carriers will fire in surface combat. There are movement restrictions of some ships. For example, US ships may only enter N. Atlantic, S. Atlantic and Caribbean. French ships are considered Allied till the end of turn one. You must then roll for each ship to see if it goes over to the Allies or becomes Axis. The chances depend on the POC situation. The German Oiler rule changed slightly. Turn one success "1-4", turn two "1-3" and turn three "1-2". U-BOATS & SURFACE RAIDERS: Excess U-Boat reinforcements MAY be accumulated for later use but no more than seven can be in play at a time. Three surface raiders start the game in any sea zone. They move like ships but take losses in ASW combat. I use the surface raiders as fodder to keep the U-Boat losses down, giving them up before losing U-Boats. I have a 3"x5" card with a new surface raider rule with a date of 27 May 83. "11.7 Surface Raiders are now a 1-0-3. They also have the combat 'bonus' of +1. Enemy ships get a bonus of +1 against them." I do not remember where this came from. CONVOYS: There are five convoys now. Tiger and Torch convoys are new. Tiger starts in England and is headed for Alexandria in the Med. If disabled goes to Gibraltar, if disengaging may go to any port except Alexandria. Torch starts in United Stated and headed for Malta. If disabled returns to England, if disengaging returns to any adjacent port or England but not Malta. There is one Axis convoy from Italy to Oran, both in the Med. If disabled or disengaged, it must return to Italy. The original three Allied convoys are worth 1 POC if they go to England instead of St. Petersburg. FROGMEN & X-CRAFT: Italian Frogmen can attack any one Allied ship in the Med, Malta, Gibraltar, Greece or Alexandria before surface combat. It adds one to the die roll. It may act as a U-Boat in the Med instead with a sunk or disabled destroying it. Frogmen may attack turn four or five. The British X-Craft can attack any German ship in Germany BEFORE movement. Die effects are 1 = no effect, 2,3 = ship may not move, 4-7 is a HIT. ORDER OF BATTLE: {Only additions or changes listed} BRITISH: Start: At England, Malta, Gibraltar, or Alexandria. CA: Berwick (1-1-7), York (1-1-7) CV: Furious (0-1-6/2), Hermes (1-2-4/1), Argus (0-0-3/1) LBA: Bomber Command (2-4, replacement) FRENCH: {There are alternates for French and German ships for folks that think some ships aren't as good as shown in the game. The suggested ones are listed first. The British must remove some ships to battle the Japanese.} Start: Brest or Toulon. BB: Richelieu (5-6-7 or 5-6-6 or 4-6-6), Dunkerque (4-3-7 or 3-3-6), Strasbourg (4-3-7 or 3-3-6), Bretagne (3-3-3), Lorrain (3-3-3), Provence (3-3-3), Courbet (2-3-3 or 3-3-3), Ocean (2-3-3), Paris (2-3-3 or 3-3-3) CA: (all are 1-1-7) Algerie, Colbert, Dupleix, Duquesne, Foch, Suffren, Tourville CV: Bearn (0-1-6/1) At the End of Turn One: BB: Jean Bart (3-6-7 or 3-6-6 or 2-6-6) GERMAN: Germany: BB: Schliesen (1-2-3 or 1-1-3), Schleswig-Holstein (1-2-3 or 1-1-3) LBA: Luft I (replacement) Any Sea Area: Surface Raider: (0-0-3) Atlantis, Orion, Pinguin ITALIAN: Italy: CA: (1-1-7 or 1-1-8) Bolzano, Trento, Trieste LBA: Regia Aeronautica (2-4) Turn Two: BRITISH: Convoy: Tiger 1-3-3) LBA: 2nd AF (2-4) GREEK: BB: Kilkis (2-2-3), Lemnos (2-2-3) AMERICAN: {All American ships this turn but may only move to the Caribbean turn two and three.} BB: Arkansas (3-4-3) CV: Ranger (0-1-6/4) GERMAN: Germany: BB: {Alternate Bismark (4-7-6)} LBA: Luft II (2-4) Italy: LBA: Luft III (2-4) Turn Three: BRITISH: England: CA: London England or Alexandria LBA: 1st AF (2-4) Remove: BB (4-4-3), CV (1-2-4/1) RUSSIAN: Leningrad: CA: (1-1-7) Kirov, Maksim Gorki Sevastopol: BB: Paris Commune (3-3-3) CA: (1-1-7) Molotov, Voroshilov GERMAN: Germany: {Alternate Tirpitz (4-7-6)} Italy: Convoy: Afrika Korps (1-3-3) Turn Four: BRITISH: England: CV: Indomitable (0-3-7/2) Remove: BB (4-5-6), (3-3-6), (4-4-4), 4 x (4-4-3), CA (1-1-7), CV 2 x (0-2-7/2) ITALIAN: Italy: Frogmen: (1-*-* or 3-*-* or 1-0-* or 1-0-Med) Turn Five: BRITISH: England: LBA: 8th AF (2-4) Remove: BB (4-4-4), CV (0-2-7/2) England or Alexandria: 9th AF (2-4) United States: Convoy: Torch Turn Six: BRITISH: England: X-Craft Remove: CA 2 x (1-1-7), CV 2 x (0-2-7) Turn Seven: BRITISH: {from removals} BB: 2 x (4-4-4), 2 x (4-4-3) ITALIAN: Italy: CV: Aquila (0-2-6/2 or 0-3-6/2) There are two spare British carriers counters not identified in the game. Implacable and Indefatigable (0-3-7/2) Skip Franklin skip@ionet.net Skip's Wargame Connection http://www.ionet.net/~skip/