Information
Board Game
Name
Command at Sea (4th Edition)
Version Nickname
Admiralty Trilogy Group edition
Alternate Names
Version Publisher
Version Artist
Year Published
2015
Product Code
 
Dimensions
 
Weight
 
Languages
English
Release Date
Mar 22, 2015
Release Comment
 
Release Status
Released
Pre-order Type
 
Pre-order URL
 
Pre-order Start Date
 
Pre-order End Date
 
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ObjectID: 310387
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Publisher Blurb:

Command at Sea (CaS) is an award-winning World War II tactical naval rules system. It can be used to simulate almost every naval operation of World War II with accurate and consistent results. Victory depends as much on the tactics and planning of the players as on the ships and equipment under their command.

The CaS system emphasizes technical and historical accuracy using a streamlined, easy to follow rules structure that keeps the action fast-paced and fun. Combat resolution is built around a single die roll philosophy that keeps the players focused on the battle and not on the mechanics of the rules.

Command at Sea allows the player to experience the kind of decisions that a ship or battle group commander must make when he fights a sea battle during World War II. Victory depends on making the right decision at the right time. CaS is more than just a game, it is an accurate simulation. The models that make up the heart of CaS are based on historical technical data and extensive operational analysis. Tactics that were successful in actual battles will also work in CaS.

Key features of CaS include:
• A detailed but simple gunnery system
• Elegant torpedo rules including a lead angle solver
• An accurate armor model, including torpedo protection systems
• Realistic damage results with varying degrees of severity for fire and flooding
• Historically accurate modeling of sensors (radar, HFDF, sonar & visual)
• Innovative aircraft rules which allow rapid resolution of mass air attacks
• Unique methodology for conducting depth charge attacks
• Educational side bars which provide historical background and a description of some of the matematical models used to calculate game values.

Our goal in designing Command at Sea was to make World War II naval combat as exciting and fast as possible, but without compromising historical accuracy or losing the tactical "feel" of the game. We believe we did just that, but we invite you the players to "assume the watch" and judge for yourselves just how well we hit the target.

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