Seas of Thunder

The Battle Sequence Card in Seas of Thunder: How You Place Ships Can Make or Break Your Control of the Sea Zone

[In this article, I will occasionally interject my thoughts in to issues that Chuck either left vague or skipped completely. I do this only to make sure everyone is as clear as possible on the concepts he is presenting and how they relate to the game. Honestly this could be looked at as a companion […]

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Designer Blogs, Strategy Articles

Allied Concerns in Seas of Thunder Scenario 2: Struggle for the Middle Sea

Scenario 2 is by far the hardest and most difficult challenge for the Allied player among all of the scenarios presented in the game. Simply put, sacrifices will be made, ships will be lost, and backs will be stabbed. If you are playing a full game through either the campaign game or linked scenarios, you

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Designer Blogs

Man Your Planes – Filling the Combat Mat in Seas of Thunder (Part 1)

One of the most interesting activities that is performed in Seas of Thunder is the setting of the line for battle. Every time two fleets meet in a Sea Zone, they move to the Combat Sequence Mat and duel it out. Setting the Battle Line requires removing your ships from the board, with the units

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Designer Blogs

Seas of Thunder: Raiders – Shadows on the Sea

One of the great balancing devices in Seas of Thunder are the Axis raiders and their ability to force the Allies to defend even the most out-of-the-way backwater Sea Zones. The raider’s distant reach and their special abilities force the Allies to play defense across the entire globe. They are hard to hit, hard to

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Designer Blogs

War on the Raiders: A Strategic Look at Playing the Allies in Seas of Thunder Scenario 1

Seas of Thunder is a game covering the global war on the high seas during World War 2. Scenario 1 covers the period between the start of the war and the invasion of France in 1940 and spans three game turns. France and Britain are pitted against the much smaller German fleet. At first blush,

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Designer Blogs

Combat Sequence in Seas of Thunder

The concept for a combat flow chart is as old as the hills in war gaming. While I don’t think Neal, Chuck or myself broke any new ground on the concept, I think our implementation of the system is quite a pleasant and engrossing experience. One glance at our system should make it clear that

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Designer Blogs

Seas of Thunder – Sailing Outside the Edge of the Map

The following article from Jeff Horger is an introduction to Seas of Thunder, one of the games that will be available for pre-order on the GMT P500 list later this week. Enjoy! -Rachel What exactly is Seas of Thunder and why did Chuck Maher, Neal Cebulskie, and I feel the need to create it? I

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Designer Blogs
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