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Opening move of scenario #1. The Allies try to cover everything. The Axis look for weak spots. I don't know what I'm doing, but I'm having fun.
Seas of Thunder Late War Map
Seas of Thunder Box
The Mediterranean at start of turn one.
Game contents

Seas of Thunder: Global Naval Warfare, 1939-45 (2023)

Players
2
Best: 2
Playing time
180–3600 min
Age
14+
6.55
Average rating
106
Ratings
2.63/5
Weight
#16159
BGG rank
Outside top 5,000
Designer:Jeff Horger, Chuck Maher, Neal Cebulskie
Artist:Rick Reinesch
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 5.3, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity5.3
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

NauticalWargameWorld War IISecret Unit DeploymentArea MovementSimulationDice RollingMovement Points

Overview

World War 2 was the largest and most violent extended naval war in history. From September 1939 until the surrender of Japan, the high seas were a global battle zone filled with mighty battleships, nimble cruisers, silent hunters, and flat-tops bristling with planes. Before our eyes, we witnessed the changing of warfare on the high seas as the thunderous old guard fell to air power and submarine Raiders prowled the open waters and the carrier showed its true diversity and adaptability.

Seas of Thunder not only allows players to re-create the Atlantic or Pacific theaters of the war but to see how challenging the entire picture was for their leaders. How do you protect a globe from German raiders? How desperate was it for Britain when France fell and they were left to fight Germany and Italy alone on the high seas? What is the right balance for the Soviet fleet split between four distinct fronts (Baltic, Black Sea, Arctic, and Pacific)? If the Mediterranean force weakens for the allies, from where do they draw ships? Does Japan strike quickly or play for attrition when they arrive on the halfway point? Will America fight in two fronts, three, or four?

In Seas of Thunder, players will experience the tension of too much sea to cover with too few ships, the frustration of being caught unprepared, or the intensity of a vital stand contesting a high-value sea area. Victory is neither sudden nor guaranteed. In each battle, a flight of Catalinas, the lack of ASW, the improper distribution of air power, or even a missing minesweeper could be the difference between success or failure.

What's in the Box

Seas of Thunder may not have every ship in the conflict, but it has the ones you know.

1 Mounted Map (Double-Sided with pre-Pearl Harbor scoring on one side and post-Pearl Harbor scoring on the other)

1200+ Combat Ship counters (Capital ships down to Destroyer Squadrons, Submarine Grops, and Mine-sweeping Flotillas)

132 Convoy & Utility counters

14 Port Cards (1 per side for each of 7 scenarios)

Combat Sequence Cards for tracking combat

Plus sundry dice, rules, scenario details...the usual.

Seas of Thunder is every bit a full-force strategic-level representation of the conflict on the high seas during World War 2. Players have to manage a global disposition of their warships with frequently too much ocean to cover and not nearly enough ships to cover it.

Each nation has access to the historical ships that sailed in the conflict. Each country's fleets have advantages and disadvantages that are unique to them.

—description from the publisher

Expansions

Seas of Thunder: Blueprints
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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