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Blue Water Navy: The War at Sea

Blue Water Navy: The War at Sea

2019·Stuart Tonge

Videos
11
Creators
1

How-to-play. Blue Water Navy: The War at Sea is covered on BoardGameVideo.com by 11 how-to-play guides.

2 players
60 - 960 min
Very heavy weight: Rules-dense, long sessions

From BoardGameGeek

June 15th 1983: NATO fights the fight it was created for and the fate of the Free World hangs in the balance! Will the Blue Water Navy deliver the convoys desperately needed in Europe or will the Red Banner Northern Fleet smash them at sea, allowing the Red army to steamroller Western Europe? Blue Water Navy covers the war at sea, air, close-ashore and low-earth orbit from the Kola Peninsula in Northern Russia to the Mediterranean Sea and West over the Atlantic Ocean to the United States and Cuba. The game models the full order of battle that could be expected in 1980's wartime, from multi-regiment Soviet Tu-22 Backfire bombers to multiple US carrier groups. The game is card driven, with each card providing points to move units or trigger special events such as ‘KGB Assassinations' and ‘Space Shuttle'. There is also a reaction mechanic where most cards can be used in the other player's turn to perform a spoiling event such as ‘Raid Aborts' and ‘Friendly Fire'. The heart of the game is detection. Task Forces can only be attacked once detected. By contrast, land air-bases can always be attacked – their enemy knows where they are. The race to detect opposing Task Forces begins as soon as they enter potential striking range of units such as the formidable Soviet bomber formations, or perhaps the Soviet's submarine fleet which, whilst it has considerable strength, cannot effectively detect enemy forces without help from its comrades. NATO must not only deliver convoys, but also protect its allies! Norway will be hard pressed, as will Denmark. Both will require urgent reinforcement. In the Mediterranean Sea, Soviet forces must be halted by naval aviation strikes. In the deeper seas, NATO may enact it's promised attack on the Soviet nuclear deterrent and the Soviets may attempt to respond. Perhaps the Typhoon SSBNs will flee under the Arctic ice to await doomsday, or hole-up in the White Sea. Perhaps the Soviets will use nuclear weapons and scatter those NATO forces that are no-doubt determined to bomb the Soviet's Kola Peninsula bases. The game models Politburo approval (Soviet leadership) through a stability mechanism, and whether the Soviets feel they can reduce New York to cinders through the use of ‘First Strike Points' – these allow the use of things like chemical or nuclear weapons. The game has spies, technological theft, satellites, B-52's, special forces and Soviet spy trawlers.. Complexity: 6 out of 10 (medium) Solitaire suitability: 6 out of 10 (medium) Time Scale: Each turn = 1 day Map Scale: Each area represents 500 nautical miles square Unit Scale: Each counter represents 10 ships, 3 submarines, one squadron or regiment Number of Players: 2 Playing Time: 1-3 hours for scenarios and 8-16 hours per campaign game Components: 2 map 4 countersheets: counters are a mix of 1 inch, 5/8″ and ½” markers 2 decks of 55 playing cards 6 double-sided player aids 2 single-sided player aids 1 rules and scenario booklet 10 ten-sided dice 1 box and lid set (from publisher's website) The errata file, which is updated as we find them is here https://boardgamegeek.com/thread/2264466/errata-thread Vassal Module is available here http://www.vassalengine.org/wiki/Module:Blue_Water_Navy

Blue Water Navy: The War at Sea

Which Blue Water Navy: The War at Sea video should I watch?

Blue Water Navy: The War at Sea has 11 videos from 1 creator: 11 how-to-play guides. They date from February 2023.

If you like it, try 2 Minutes to Midnight, also by Stuart Tonge, or The Lamps are Going Out: World War I, Quebec 1759 and The Guns of Gettysburg, which share several of its mechanics.

All videos

Blue Water Navy Playthrough 3 AirstrikeHow to play13:27

Blue Water Navy Playthrough 3 Airstrike

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fatgreta gaming

Blue Water Navy Playthrough 6 REVISED The War Rages OnHow to play18:21

Blue Water Navy Playthrough 6 REVISED The War Rages On

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fatgreta gaming

Blue Water Navy Playthrough 7 Ships Action and Capital ShipsHow to play14:39

Blue Water Navy Playthrough 7 Ships Action and Capital Ships

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fatgreta gaming

Blue Water Navy Playthrough 8 You sank my aircraft carrier!How to play23:51

Blue Water Navy Playthrough 8 You sank my aircraft carrier!

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fatgreta gaming

Blue Water Navy Playthrough 9 Amphibious InvasionHow to play12:33

Blue Water Navy Playthrough 9 Amphibious Invasion

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fatgreta gaming

Blue Water Navy Playthrough 10 REVISED Bomb RunHow to play18:04

Blue Water Navy Playthrough 10 REVISED Bomb Run

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fatgreta gaming

Blue Water Navy Playthrough 11 Capital Ships and Limited AmmoHow to play7:39

Blue Water Navy Playthrough 11 Capital Ships and Limited Ammo

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fatgreta gaming

Blue Water Navy Playthrough 12 Why you should play the campaign gameHow to play16:23

Blue Water Navy Playthrough 12 Why you should play the campaign game

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fatgreta gaming

Blue Water Navy Playthrough 2 First OpsHow to play24:02

Blue Water Navy Playthrough 2 First Ops

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fatgreta gaming

Blue Water Navy Playthrough 4 Ships ActionHow to play17:54

Blue Water Navy Playthrough 4 Ships Action

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fatgreta gaming

Blue Water Navy Playthrough 5 REVISED Missiles Missiles EverywhereHow to play24:24

Blue Water Navy Playthrough 5 REVISED Missiles Missiles Everywhere

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fatgreta gaming

Blue Water Navy Playthrough 7 Ships Action and Capital Ships14:39

Blue Water Navy Playthrough 7 Ships Action and Capital Ships

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fatgreta gaming

Blue Water Navy Playthrough 8 You sank my aircraft carrier!23:51

Blue Water Navy Playthrough 8 You sank my aircraft carrier!

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 9 Amphibious Invasion12:33

Blue Water Navy Playthrough 9 Amphibious Invasion

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 10 REVISED Bomb Run18:04

Blue Water Navy Playthrough 10 REVISED Bomb Run

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 11 Capital Ships and Limited Ammo7:39

Blue Water Navy Playthrough 11 Capital Ships and Limited Ammo

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 12 Why you should play the campaign game16:23

Blue Water Navy Playthrough 12 Why you should play the campaign game

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 2 First Ops24:02

Blue Water Navy Playthrough 2 First Ops

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 3 Airstrike13:27

Blue Water Navy Playthrough 3 Airstrike

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 4 Ships Action17:54

Blue Water Navy Playthrough 4 Ships Action

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 5 REVISED Missiles Missiles Everywhere24:24

Blue Water Navy Playthrough 5 REVISED Missiles Missiles Everywhere

fatgreta gaming

fatgreta gaming

Blue Water Navy Playthrough 6 REVISED The War Rages On18:21

Blue Water Navy Playthrough 6 REVISED The War Rages On

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fatgreta gaming

Creators who cover this

All channels
fatgreta gaming
fatgreta gaming
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2 Minutes to Midnight

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About Blue Water Navy: The War at Sea

From BoardGameGeek:

June 15th 1983: NATO fights the fight it was created for and the fate of the Free World hangs in the balance! Will the Blue Water Navy deliver the convoys desperately needed in Europe or will the Red Banner Northern Fleet smash them at sea, allowing the Red army to steamroller Western Europe? Blue Water Navy covers the war at sea, air, close-ashore and low-earth orbit from the Kola Peninsula in Northern Russia to the Mediterranean Sea and West over the Atlantic Ocean to the United States and Cuba. The game models the full order of battle that could be expected in 1980's wartime, from multi-regiment Soviet Tu-22 Backfire bombers to multiple US carrier groups. The game is card driven, with each card providing points to move units or trigger special events such as ‘KGB Assassinations' and ‘Space Shuttle'. There is also a reaction mechanic where most cards can be used in the other player's turn to perform a spoiling event such as ‘Raid Aborts' and ‘Friendly Fire'. The heart of the game is detection. Task Forces can only be attacked once detected. By contrast, land air-bases can always be attacked – their enemy knows where they are. The race to detect opposing Task Forces begins as soon as they enter potential striking range of units such as the formidable Soviet bomber formations, or perhaps the Soviet's submarine fleet which, whilst it has considerable strength, cannot effectively detect enemy forces without help from its comrades. NATO must not only deliver convoys, but also protect its allies! Norway will be hard pressed, as will Denmark. Both will require urgent reinforcement. In the Mediterranean Sea, Soviet forces must be halted by naval aviation strikes. In the deeper seas, NATO may enact it's promised attack on the Soviet nuclear deterrent and the Soviets may attempt to respond. Perhaps the Typhoon SSBNs will flee under the Arctic ice to await doomsday, or hole-up in the White Sea. Perhaps the Soviets will use nuclear weapons and scatter those NATO forces that are no-doubt determined to bomb the Soviet's Kola Peninsula bases. The game models Politburo approval (Soviet leadership) through a stability mechanism, and whether the Soviets feel they can reduce New York to cinders through the use of ‘First Strike Points' – these allow the use of things like chemical or nuclear weapons. The game has spies, technological theft, satellites, B-52's, special forces and Soviet spy trawlers.. Complexity: 6 out of 10 (medium) Solitaire suitability: 6 out of 10 (medium) Time Scale: Each turn = 1 day Map Scale: Each area represents 500 nautical miles square Unit Scale: Each counter represents 10 ships, 3 submarines, one squadron or regiment Number of Players: 2 Playing Time: 1-3 hours for scenarios and 8-16 hours per campaign game Components: 2 map 4 countersheets: counters are a mix of 1 inch, 5/8″ and ½” markers 2 decks of 55 playing cards 6 double-sided player aids 2 single-sided player aids 1 rules and scenario booklet 10 ten-sided dice 1 box and lid set (from publisher's website) The errata file, which is updated as we find them is here https://boardgamegeek.com/thread/2264466/errata-thread Vassal Module is available here http://www.vassalengine.org/wiki/Module:Blue_Water_Navy

Designer

Stuart Tonge

Artists

Stuart Tonge, Bruce Yearian

Publisher

Banana Games

Categories

Aviation / FlightModern WarfareNauticalWargame

Mechanics

Action PointsArea MovementCard-DrivenDice Rolling
View on BoardGameGeek ›
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