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Great War at Sea: U.S. Navy Plan Scarlet Front Page
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Great War at Sea: U.S. Navy Plan Scarlet (2010)

Players
1–2
Best: 2
Playing time
30–30 min
Age
12+
7.21
Average rating
17
Ratings
2.67/5
Weight
Designer:Michael Bennighof, Doug McNair
Artist:Susan Robinson
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 IBookSecret Unit DeploymentHexagon GridSimulationDice Rolling

Overview

From the Avalanche Press website:

In the early decades of the 20th century, the U.S. Navy made plans to fight many potential enemies. Plan Red, the strategy for war with Britain, included sub-plans for conflict with British Dominions. War with Australia, code-named Plan Scarlet, would be a purely naval affair.

U.S. Navy Plan Scarlet is a 64-page book supplement to the Great War at Sea series, focusing on the battles that could have taken place in the Central Pacific.

There are 25 scenarios, or separate game situations, based on battles that could have taken place under various nations' war plans: Australian raiders threatening American supply lines, Japanese moves against Australian-held ports, a Japanese forward strategy, and much more. And of course the thorough background articles you've come to expect from our supplements.

This module is not playable by itself, but requires ownership of Pacific Crossroads, Jutland, Cruiser Warfare, Black Waters and Sea of Troubles or U.S. Navy Plan Red to play most of the scenarios, and U.S. Navy Plan Gold and 1898 or Remember the Maine to enjoy them all.

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