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- A Willing Foe and Sea Room -
dobhome Dawn of the Battleship simulates naval warfare from 1890 up to 1904, just before technology began to quickly change in the years leading up to WW I. During this period, there are no all-big-gun battleships, aircraft, gun directors, or radios. In the 1890s, 1,500 yards was considered effective range, and 3,000 yards was long range. You will find that you must get much closer to hit than you might expect if you have played other naval games.

If you have played other Admiralty Trilogy games, this one uses the same terms and game system as the others (Harpoon, Command at Sea, and Fear God & Dread Nought). That makes it easy to learn and you know it will be accurate.


- DAWN OF THE BATTLESHIP PRODUCTS -



Dawn of the Battleship simulates naval warfare from 1890 up to 1904, just before technology began to quickly change in the years leading up to WW I. During this period, there are no all-big-gun battleships, aircraft, gun directors, or radios. In the 1890s, 1,500 yards was considered effective range, and 3,000 yards was long range. If you've played naval games for other periods, you'll notice that you have to get in real close if you want to hit.

Dawn of the Battleship gives the player a taste of what it was like to command a ship or formation during a late 19th/early 20th century sea battle. A player with little or no experience in naval combat can quickly learn the basic principles of naval warfare, and use them in the game to fight and win. Tactics that worked in history will work in this game.

It can not only to recreate famous naval engagements such as the battles of Manila Bay and Santiago de Cuba, but also the myriad of "almost" battles between the rapidly growing fleets of Europe, Japan, and America.

This game uses the same terms and game system as other Admiralty Trilogy games (Harpoon, Command at Sea, and Fear God & Dread Nought). That makes it easy to learn and you know it will be accurate.





In February 1904, Russia had the world's third largest fleet, while that of Japan's was ranked fourth. By September 1905, Japan had become number three and Russia had fallen below the top ten. Dawn of the Rising Sun contains nineteen scenarios for the Admiralty Trilogy's Dawn of the Battleship> game, covering all the major surface engagements of the Russo-Japanese War, which led to this stunning reversal of fortunes.

Dawn of the Rising Sun is used with Dawn of the Battleship rules, which are part of the Admiralty Trilogy system, making them easy to follow for experienced gamers and novices alike. Tactical turns represent three minutes, with intermediate turns (for extended maneuvering) representing 30 minutes. Gun hit chances are based on a combination of factors such as visibility, range, target size, number of rounds fired at the target, and the speed of the firing and target platforms.

In addition to well-known battles such as Port Arthur, Yellow Sea, and the Tsushima Strait, several smaller battles have been included. The scenario book is full of original after action reports as well as helpful sidebars on a wide range of topics. Each scenario has its own map, showing the disposition of forces. The separate annex booklet includes all the ships that were involved, including information on the guns, torpedoes, and fire control of the era, making it a valuable reference in itself.

Players purchasing the Dawn of the Rising Sun Scenario booklet will also need the 28-page annex booklet ($4.00), which provides information on all the ships and weapons needed to play the scenarios.





This 28-page booklet provides information on all the ships and weapons needed to play the Dawn of the Rising Sun scenarios.





This is a scenario supplement for the Admiralty Trilogy game Dawn of the Battleship. Twenty-nine scenarios cover not only historical battles, like Manila Bay ("There Came Upon Us Numberless Projectiles") and Santiago de Cuba, but hypothetical scenarios based on historical disputes that almost led to war, and US Navy War College studies of that time.

All the statistics needed to play the scenarios are included in detailed annexes, covering the navies of the USA, Great Britain, France, Germany, Russia, Italy, Japan, Spain, and Chile. This includes not only accurate, historical information on the guns, but also new data on those deadly automotive torpedoes and naval mines.





This is a collection of the charts and tables that appear in the Dawn of the Battleship rules. Designed for quick reference, it provides all the charts and tables needed for fast game play. Only rules-related charts and tables are included here. The Data Annexes are provided in the scenario booklets.





In Mahan's Wake is ATG's third supplement for Dawn of the Battleship. It has thirty-one scenarios, a mix of historical battles, like the Sino-Japanese War, near-historical ("almost happened"), and fictional scenarios.

The latter include a series of scenarios called the Great Maritime War of 1899, by William Le Queux, one of the many "war scare" books of that period (the techno-thrillers of that age). The story line was converted into playable scenarios by the knowledgeable Bob Eldridge, who unfortunately passed away in 2017. Mike Harris, his co-author, has finished the work.

In addition to the scenarios, the book includes annexes covering all the ships and weapons required to play them.





This product supports the Dawn of the Battleship (DoB) supplement In Mahan's Wake, which provides 31 scenarios set in the pre-dreadnought period (1890 – 1904). A Form 10 lists all the statistics for the ship, along with weapon ranges and hit chances, maneuvering data, and a damage tracking form - all the information needed to use that ship in a DoB game.

Consisting of over 450 separate Form 10s, this product provides a page for each ship that is used in the In Mahan's Wake scenario booklet. The ships are listed in their exact configuration for each scenario. If a ship was refitted between one battle and the next, it has a form for each one.