Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942 cover
2021BGG rank #2,005

Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942

by Jeremy White · GMT Games

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Players1–2
Time30–120m
ComplexityMedium
Age14+

About the game

What is Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942?

Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare. COMPONENTS 22 x 34" mounted game board Two 8.5"x11" Inset Maps (2 sides of one physical sheet) Three 11"x17" player aid cards Two 8.5"x11" player aid cards Two Task Force Displays Sheet and a half of counters 240 wood segments and cylinders Rule book Advanced Battle Rules Tutorial booklet Solitaire Scenario booklet 2-player Scenario booklet Four 6-sided dice

How it plays

Mechanics

Dice RollingGrid MovementHexagon GridSimulationSolo / Solitaire Game

On the shelf

Categories

NauticalWargameWorld War II

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?