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Revision Log
31 July 2008page first published

3,316 hits since 31 Jul 2008
©1994-2024 Bill Armintrout
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Each turn consists of nine phases, usually divided into two steps (one for each player).

As this was the first game for both of us, we made our share of learning mistakes. Initiative - the first phase - was where we screwed up most. Basically, you roll two dice each to see who is the First Player for that turn.

We first played that the high roller was First Player. Then, after a few turns, we noticed that we were supposed to add the Flagship bonus to the dieroll (the Jintsu gave me a +1 bonus). Then I complained that the bonus sucked, because being First Player meant I had to move first and the Allies could react to everything I did. And then, after the game, I read the rules again - the winning dieroll becomes Second Player; the loser becomes First Player! So I completely got that part wrong.

The sequence of play is:

  1. determine intiative
  2. move ships
  3. place aircraft
  4. resolve air defense
  5. resolve air attacks
  6. resolve surface attacks
  7. resolve torpedo attacks
  8. return planes to base
  9. award objectives

As mentioned earlier, most phases are divided into steps - so that the First Player does his part, then the Second Player. Damage doesn't apply until the end of a phase, so if the First Player sinks a ship with gunnery fire, the Second Player still gets his chance to fire back.

In the first few turns, our ships steadily advanced toward the objectives. At the top of the map, my Z20 destroyer was opposed by some PT Boats, which were promptly sunk. Similarly, my Motor Torpedo Boats moved up the center to oppose the oncoming Fletcher - and were sunk. (The torpedo boats, with a move of 3 spaces per turn, can advance quickly into action - but with 1 hull point, are incredibly fragile.)

Being land based, my Stukas could only be used every other turn. They tried attacking the Fletcher, but failed to damage the American destroyer.

The Allied player kept his Wildcats with his carrier for protection, and advanced along the bottom to contest my Jintsu cruiser. With some lucky long-range gunnery, the Jintsu scores 1 damage point on the carrier (not enough to affect it), but its torpedoes miss.

Ark Royal vs Jintsu

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