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A realistic tactical simulation of naval combat in the 1970s, for two players.
A realistic tactical simulation of naval combat in the 1970s, for two players.
A realistic tactical simulation of naval combat in the 1970s, for two players.
136 backers pledged €10,254 to help bring this project to life.

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Naval Battle in Archipelago (board game)

€10,254

136

Control your aircraft, ships, boats, and other craft to achieve supremacy and win the battle (or accomplish a special mission).

This game represents a combat between two fleets in a group of small islands. It can be treated as a real battle, or as an exercise where opposing sides (Blue and Red) fight for supremacy.

 

Suggestion for new design of the box. Voting in comments of Update #18.

 

 

 

 

 

 

 

The POCKET game is divided into two levels for easier introduction. Each level has new game elements:

- First level: Torpedo boats;   - Second level: ships - Corvettes.

 

The BASIC version has four levels:

- First level: Torpedo boats;

- Second level: ships - Corvettes, Destroyers, Ammunition and Repair ships.

- Third level: Helicopters and Frigates.

- Fourth level: Hovercraft.

 

The EXPANDED version has all levels from BASIC version, plus many new categories of vessels and craft: Missile boats, Missile Corvettes, Missile Frigate, Command ship, Dock Landing ship, Landing boat, Minelayer, Hydrofoils, Submarines, Transporters, Tanker, Utility helicopter, Combat helicopter, Transport helicopter and Hydroplane.

ENLARGED version contains all the elements from the EXPANDED version, but instead of the regular-sized boards are enlarged boards.

In " exclusive" you get extra elements: Aerostats, Mobile Landing Platforms and Oil Platforms.

 

 

This is one of our games with our original Triangle system. Each piece represent one ship, boat, helicopter... The movement mechanic is simple and very realistic for various types of vehicles, vessels, crafts and different kinds of weapons (guns, missiles, torpedoes...). The system is flexible and allows easy and precise positioning and determination of distance. The board is covered with a net of equilateral triangles. The vertices are points where pieces are positioned, while lines determine direction of the piece or marker.

In this game, the board has five types of points: dark blue (deep water), light blue (shallow water), red(land), orange (flat land where hovercrafts can pass), white (solid land where helicopters can land); plus special points: anchor (port) and buildings-targets (ammunition storage, workshop and fuel depot).  

In the Expanded version appear another type of points: square red (point where SSM and SAM launchers can be placed).

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Rules will be available on: English, French, Serbian, German, Italian, Swedish and Danish language.

If you want to translate the rules on some more languages, you will get a reward. Read more in Update # 8.

 

- PIECES

Cardboard pieces can be assembled on two ways (as you wish): fold it and glue it with cardboard hexagonal base; or cut off blue part and put it in plastic stand (see picture below).

Plus, you will also get plastic pieces. Detailed presentation of all of the plastic pieces will be shown in few days.

 

 

Each piece represent one ship, boat or craft.

 

- MARKERS

Most of the markers are made of thick cardboard - punched (print on front and single color on back, laminated on both sides). Markers of landed aircraft and SSM/SAM launchers are same as pieces.

- CONTROL PANELS

Control panels are used to track amount of ammunition loaded, damage suffered and amount of fuel left in helicopter. Beside that they contain all of critical information about represented piece:

- full name and number (for recognition)

- max speed (number added on the number rolled on blue dice)

- types of armament and range (combination of dice used)

- information about platform and fuel for helicopters

- effect of damage suffered (reduction of speed or turning limit)

- value in points

 

- DICE

- CARDS

Each player choose one card (or one of each category) and hide it. At any time in game a card can be used. Cards allow player to choose and destroy enemy figurines in certain sector on the board (depending on which card is chosen). There are three groups of cards:

- Remote controlled mines - sink all vessels in one sector

- Submarines - sink three enemy vessels in one sector

- Attack planes - destroy two enemy vessels / crafts in two sectors (one card represent interceptor planes which annulate effect of enemy attack planes)

Cards are used only for basic board.

- TURN COUNTER AND NOTEPADS

Turn counter is used to determine number of turns. It can show numbers from 0 to 99. Notepads are used for written coordinates of RC mines, and positions of hidden submarines.

 

At the beginning of every game, players choose vessels and craft with which they will play. The choice itself can be a surprise for an opponent, and in that way achieve initial tactical advantage.

Strategy, the plan by which player tries to achieve victory on the level of the whole battle may be either offensive or defensive. Offensive implies attacks on enemy positions with the intention to achieve supremacy on the whole or in a part of the battlespace. Defensive is primarily fortification of own positions and waiting for the enemy to attack. Intention is to inflict losses to the enemy by persistent defense, and after that to make the ultimate blow and finish off enemy forces.

In order to achieve strategic ideas, players use various tactics. One of tactical procedure is spreading forces on a wide front. The advantage of this tactic is the ability to act on every part of the board. Frontal attack from multiple sides can inflict great losses to enemy. Other tactics can be forming one or more task forces. The mission of a task force can be a direct attack on an enemy base.

The history of warfare teaches us that there is not one strategy or tactic that guarantees victory. Tactics that have shown to be good in one conflict have often experienced defeat in the next conflict. Much depends on the consistency of implementation of the plan.

 

SCENARIOS

A game has three main ways to end and determine the winner: 1) destroy all enemy vessels and craft; 2) destroy all buildings in the enemy's main base or 3) capture enemy main base with commandos.

A game can be played with the included scenarios. The Basic game has its own scenarios included. The Expanded game has a larger board and many more types of vessels, aircraft, and other pieces. It is possible to imagine dozens of completely different tactical situations. Several scenarios have been written, and the authors are working on more. All scenarios that are not included in the printed edition will be available on our website.

After the campaign, supports may suggest their own scenarios. Some of the suggested scenarios will be part of the printed edition, others will be included on our website. There will be awards for the best scenario writers!

 

 

 

 

 

 

 The size difference between Expanded and Enlarged set:

 

 

 

 

 

 

 

 

 

Enlarged set comes with a gift: Naval Battle in Archipelago MICRO

ADD-ONS

When ordering two or more reward options, the shipping cost is paid only for the more expensive one.

For example, if you want Expanded and Pocket - choose "Expanded" option and add €20, which is the price for Pocket without shipping.

One Micro set: + € 3
Both sizes of plastic pieces for Pocket or Basic set: + € 2
Both sizes of plastic pieces for Expanded or Enlarged set: + € 4

 

- PIECE MOVEMENT

Blue dice determine how far a piece can move.

- Ships may move up to the number rolled (each forward move or turn of 60° counts as one).
- Boats and Hovercraft move similarly, but faster (2 plus the number rolled).
- Helicopters have two modes of flying: hovering and progressive flight. Hovering is moving to any neighboring point and turning in any direction. In progressive flight, the Helicopter moves straight forward or slightly left/right to a neighboring point (without turning in place). The distance moved it the number rolled plus 5, and piece may not move less.
- Hydroplanes move the same way as helicopters in progressive flight, but faster (+7). When moving on water it moves the same way as ships.
- Hydrofoils also have two modes of movement. They can move the same way as ships or, when moving at high speed, their hull raise above water and they move in a similar way to progressive flight of helicopters (the number rolled plus 3).
- Submarines may move on the surface or under water, in the same way as ships, but slower.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

- ACTIONS (SHOOTING AND OTHER)

This game is for two players or teams. In each turn, a player rolls several blue dice depending on the number of active pieces. After movement, each piece may act. In most cases that is shooting (those can be pieces that have moved in that turn or not). The range of a gun, torpedo, or missile is determined by red and green dice. Red dice have numbers: 1, 2, 3, 4, 5, and 6; and green have numbers: 1, 2, 2, 3, 3, and 4. If the target is reached, that is a hit (otherwise it is a miss).

- A torpedo rolls one red die. If it doesn't reach its target, in the next turn it can move once more- one green die is rolled and the torpedo may hit another target. A torpedo may hit boats only from the rear and ships from any direction. Torpedo movement is the same as progressive flight (without turning in place), but it can turn only once (for 60°). It can only hit targets in the water.

- Gun shells fly straight and in a parabolic path, so it can hit targets over islands or boats. Range is determined by rolling one red die and one green die.

- Missiles can also turn 60° once. Air-to-Air missiles can only hit targets from rear and their range is determined by one red die. Air-to-Surface and Surface-to-Air missiles have the same range - two green dice. Surface-to-Surface missiles have higher range – the sum of two red dice.

- Cruise missiles have the highest range. Their flight is divided into two turns. They fly exactly as a helicopter in progressive flight, the number rolled plus 5, but use red dice instead of blue dice. They may be shot down by an A-A missile.

- Machine guns have short range, and may target an aircraft or a hovercraft.

- Depth charges can only hit submerged submarines.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

By backing this project you get an excellent and innovative game. This is first in line of our games on . Reasons to back now on are:

1. It's cheaper than it will be in retail.

2. Subsidized shipping.

3. Some game variants will not be available in retail.

4. Special content available only on ( exclusive) .

5. You can be a sponsor - your name and picture printed on whole batch.

 

 

 

Risks and challenges

This is our first campaign on , but not our first board game. We have been designing games for over 20 years, and have produced them since 2004. The game has been in development for several years, during which it was expanded and refined. In August of this year we completed all of the written rules of the game. At this moment, the rules are being translated into English.

Our company can produce this game in partnership with other manufacturers. We have the files ready for print and some of tools of production. We can even make prototypes and small batches with quality as serial production. Our production plan covers limited batches of special variants as well as the large batches that we expect.

In the future we intend to start campaigns for dozens of our games. We want to show our best for our first project, so backers will want to support the rest of our games.

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    One copy of Naval Battle in Archipelago (basic)
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    One copy of Naval Battle in Archipelago - Pocket
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    One copy of Naval Battle in Archipelago - Micro
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    Kickstarter exclusive
    +
    T-shirt

    Your name and picture printed on box for whole Kickstarter batch (for all backers)

    Free shipping

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Funding period

- (30 days)