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Great War at Sea: Airships (2008)

Players
2
Best: 2
Playing time
90–90 min
Age
12+
6.43
Average rating
21
Ratings
2.67/5
Weight
Designer:Michael Bennighof, Doug McNair, Ernie Wheeler
Artist:Shane Ivey
Publisher:Avalanche Press Ltd.
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 8, Interaction 5, Complexity 5.3, Theme 5
Strategy9.0
Luck8.0
Interaction5.0
Complexity5.3
Theme5.0

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

NauticalWargameExpansion for Base-gameWorld War IAviation / FlightHexagon GridDice Rolling

Overview

For a brief period, Ferdinand Graf von Zeppelin's giant floating cylinders seemed poised to play a major role in naval warfare. But just as the technology matured, high-performance aircraft, a spectacular accident caught on film and the Great Depression combined to bring an end to military and most civilian use of the rigid airship.

Airships is a supplement for our Great War at Sea series of games, building on the popular Zeppelins to take a further look at lighter than air operations. There are ten scenarios, or separate game situations, based on missions that took place or could have taken place. All are by Ernie Wheeler and Doug McNair.

This module is not playable by itself, but requires ownership of our Zeppelins supplement and Jutland and Mediterranean games to play most of the scenarios, and our U.S. Navy Plan Gold game and Sea of Troubles and Dreadnoughts supplements to play all of them. Each scenario has its own card in a spiral-bound booklet.

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