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And so we have Great War at Sea: Airships with five airship-centric battle scenarios and five operational scenarios. Previews of the five battle scenarios follow:. This did not sit well with the Austro-Hungarian Empire, which saw it as a dangerous precedent that could inspire land grabs by Greece and Serbia. Though Austria was allied to Italy, the Austrian navy had a long-term rivalry with its Italian counterpart and would not have balked at an order to rein them in.
But if the Regia Marina had gotten wind of such Austrian countermoves, they would have brought in their own airships to escort the invasion fleet and warn of any approaching trouble. Note: This scenario uses pieces from Mediterranean and Zeppelins. Comments: This is an interdiction mission with the Austrian battle fleet engaging the Italian occupation force and trying to destroy enough troop transports to keep them from taking the Dodecanese Islands.
Each side gets two airships, which have only minimal offensive capability themselves, but both also have eight pre-dreadnought battleships and plenty of armored cruisers, so the player who uses his airships to best effect for gunnery spotting will likely come out on top.
Had the German sailors obeyed orders, the first ships to reach the Thames would have been the Imperial battlecruiser squadron. Had zeppelins escorted them, they could have created an even bigger conflagration. Note: This scenario uses pieces from Jutland and Zeppelins. Comments: This is one of those elaborate battle scenarios, which I really enjoy designing.
The tactical map approximates a section of the Thames estuary, with the central shaded hexes representing an island and the southwestern and northwestern board edges being land. There are shore batteries on the island and land edges, but the British player starts out with only three airships on the board.