Command at Sea: 5th edition – War at Sea 1926-1955
2025
BGG Average Rating
8.0
community average
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Players
1-12
Weight
3.00/5.00
⚙️ Game Mechanics
How this game works - core systems and player actions
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📖 About This Game
Command at Sea (CaS) is an award-winning World War II tactical naval rules set.
It can simulate almost every naval operation of World War II with accurate and consistent results. Victory depends as much on the tactics and planning of the players as on the ships and equipment under their command.
CaS emphasizes technical and historical accuracy using a streamlined, easy to follow rules structure that keeps the action fast-paced and fun. Combat resolution is built around a single die roll philosophy that keeps the players focused on the battle and not on the mechanics of the rules.
Command at Sea allows the player to experience the kind of decisions that a ship or battle group commander must make when he fights a sea battle during World War II. Victory depends on making the right decision at the right time. CaS is more than just a game, it is an accurate simulation. The models that make up the heart of CaS are based on historical technical data and extensive operational analysis. Tactics that were successful in actual battles will also work in CaS.
Some key points about the CaS game system are:
Detailed but simple gunnery system
Elegant torpedo rules including a lead angle solver
Accurate armor model including torpedo protection systems
Realistic damage results with varying degrees of severity for fire and flooding
Historically accurate modeling of sensors (radar, HFDF, sonar & visual)
Innovative aircraft rules which facilitate rapid resolution of mass air attacks
Simplified procedure for depth charge attacks
Sidebars provide historical background and a description of some of the matematical models used to calculate game values.
Our goal in designing Command at Sea was to make World War II naval combat as exciting and fast as possible, but without compromising historical accuracy or losing the tactical "feel" of the game. We believe we did just that, but we invite you the players to "assume the watch" and judge for yourselves just how well we hit the target.
—description from the publisher