The Naval Way of War Pack
Three ziplock back issues for a great price!
Each game in the Naval Way of War package provides insight into key moments that changed history and alternative approaches. Right Fierce & Terrible lets you explore medieval ideas on how to best fight as a land battle while at sea. There Must Be a Victory lets you play just the decisive battle or the entire campaign. And Sea Monsters includes four distinct games modeling naval actions from the late 19th Century up through WW1 and WW2. Plus magazine articles that make the games come alive and provide good starting points for further study.
What a great way to introduce yourself (or a friend) to ATO games, or catch up on back issues you've been meaning to get. A price like this is almost "buy 2, get one free." Don't miss it!
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Right Fierce & Terrible
the first significant action of the Hundred (and 15) Years War took place off the coast of Flanders in 1340. And changed everything. The Battle of Sluys was a decisive victory for Edward III that gave the English command of the Channel and insured that the rest of the war would be fought on French soil.Right Fierce & Terrible, by designer Jeremy White, examines this pivotal battle and what went right and wrong (for both sides)!
Your mind will enjoy the intrigue of the unusual game system, in which the “battlefield” of harbor and estuary is “built” as the game progresses, meaning that no two experiences will be quite the same. SEVEN scenarios allow you to explore the questions that have puzzled historians for years, and the two-three hour game play and quick-set-up diagrams mean you can try one approach and swap sides to try another.
Right Fierce & Terrible and issue #34 of ATO:
Map - One full color 22"x34" mapsheet
Counters - Over 170 full color assorted die-cut pieces
Rules length - 10 pages
Charts and tables - 2 pages
Complexity - Medium
How challenging is it solitaire?- Average
Design - Jeremy White
Development - Lembit Tohver
Graphics - Mark Mahaffey
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There Must Be a Victory
Sailing ships with broadsides - the last vestige of "wooden ships and iron men."
They mingle in a fleet action with iron-plated steamships, speedy armored rams, and a few ships with armored turrets.
Mobile Bay? Charleston?
No, it's the Adriatic, in a short and violent naval war between Italy and Austria-Hungary. Yes, you heard right. Finally, you'll have a chance to see the Austro-Hungarian navy in action. Historically, they did very well. How will you do?
The "Seven Weeks War" of 1866 is also known as the Third Italian Independence War. The Italians want Venice. The Austrians have it. But the Italians are allied with up-and-coming Prussia, and the Austrians have a hard time on land. On the Adriatic, the Austo-Hungarian fleet is outnumbered and outgunned, more to 2-1 in both categories. But they have aggressive commanders and a willingness to "Ram anything painted grey!" That was the signal from the Austro-Hungarian flagship (the Italians would be the folks with gray ships). The same signal included the sentence, "There must be a victory at Lissa."
There Must Be a Victory and issue #26 of ATO
Maps - One 22"x34" tactical map and one 11" x 17" full color fleet operations map
Counters - Over 200 full color 1/2", 5/8" and 1" x 1/2" die-cut pieces
Rules length - 12 pages
Charts and tables - 2 pages
Complexity - Medium
Solitaire suitability - Average
Playing time - Up to 6 hours
Design - Paul Rohrbaugh
Development - Lembit Tohver
Graphic Design - Craig Grando
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Sea Monsters
To face monstrous ships at sea, possibly harboring radical technologies, can make any sailor's blood run cold. The 4 games in this issue feature designers who have drawn on their own nautical fears and fascinations to explore what really (or could have) happened....
Iron and Fire is a moderate level complexity game covering the battles fought by the Peruvian Ironclad Huáscar during the 1879 War of the Pacific against Chile. It outclassed everything it met but there was only one (think of the SF classic, Ogre, but on the waters this time).
First Strike looks at, well, the "first strike" by British naval aircraft. This solitaire game examines the events of Christmas Day, 1914, when float planes were brought near the German port of Cuxhaven by the earliest "seaplane tenders" and turned loose. Formally an "air reconnaissance" by planes looking for Zeppelin sheds, they just also happened to be carrying bombs and the rest is history.
Under Ten Flags starts early in 1939 when the German merchant raider Atlantis made its way into the South Atlantic to sink and capture Allied cargo vessels. Its crew used their skill in disguising the appearance of the vessel to aid its encounters or avoid enemy warships. The journey of the raider Atlantis lasted for over 600 days and traveled over 100,000 miles.
XXI is a solitaire game set in 1943 that challenges the player (acting as both Speer and Dönitz) to organize and complete construction of a fleet (or at least “enough”) of the new German Type XXI submarine. However this new sub is far larger, more complex and more expensive, and requires much more manpower and scarce resources than previous submarines. Just a few of these new Type XXIs will do nothing. Can you enable this “wonder weapon” to arrive in time....
Sea Monsters! and the 2018 ATO Magazine Annual
Maps - Six full color assorted hex and PtP mapsheets
Counters - 420 full color die-cut counters
Rules length - From 8 to 12 pages each
Charts and tables - 4
Complexity - Medium
Playing time - Varies by title, from 2 to 4 hours per game
How challenging is it solitaire? - Varies by title, Excellent to Poor
Designers - Paul Rohrbaugh, Steve Cunliffe, and Paul Stuhlfaut,
Development - Russ Lockwood
Graphic Design - Mark Mahaffey
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