Keep track of naval operations with this 1/2" round blue acrylic "At Sea" marker, UV printed in white for maximum visibility and durability. Ideal for use in Axis & Allies, Global War, and other naval-focused tabletop strategy games, this marker lets players indicate when ships are actively deployed or in transit.
- Size: 1/2" square
- Material: Durable blue acrylic
- Print: UV printed in white
- Purpose: Track naval status, movement, or engagements
- Compatibility: Works with Axis & Allies, Global War, and other global strategy war games
A sleek, functional upgrade for any war gamer's command board!
Axis & Allies House Rules: "At Sea" Marker
What is the “At Sea” Marker?
Use the 1/2" blue acrylic “At Sea” marker to designate sea zones where units are engaged in naval transit, movement delay, or extended deployment—adding a layer of realism and tactical planning.
1. Naval Transit Delay
- Ships entering a sea zone more than 2 spaces from their point of origin must place an “At Sea” marker in that sea zone.
- These ships remain “At Sea” until the next turn, unable to continue moving or initiate combat.
- Enemy ships may attack them during their own turn.
- You may remove the marker at the beginning of your next turn to continue movement or engage in combat.
Purpose: Reflects the time required for long-range naval deployments, simulating mid-ocean vulnerability.
2. Naval Patrol Mode
- Place an “At Sea” marker in a sea zone where battleships, cruisers, or destroyers are stationed to represent patrolling or blockading.
- These ships gain +1 defense if attacked while the marker is present.
- However, they cannot move while the “At Sea” marker is in place.
Purpose: Encourages commitment to naval zones and simulates strategic control of key waters.
3. Submarine Stealth Zones
- Submarines stationed in a sea zone with an “At Sea” marker may declare Silent Running:
- During enemy movement, submarines cannot be attacked unless an enemy destroyer is present.
- They may choose to engage after enemy movement is complete, striking first if attacking.
Purpose: Encourages use of submarines for long-term control and silent blockade operations.
4. Convoy Zone Designation
- Use “At Sea” markers to designate active convoy zones (if not already marked by your game).
- When an enemy enters a zone with a friendly “At Sea” marker and convoy route, they must:
- Roll 1D6 per convoy-capable ship.
- 1–3 = Convoy raided; target loses 2 IPCs (or per your game’s convoy rules).
Purpose: Adds flexibility and flavor when existing convoy zones are limited.
5. Amphibious Operations Marker
- Before an amphibious assault, place an “At Sea” marker in the sea zone where transports and warships stage for invasion.
- If the invasion is delayed due to political or strategic reasons, the marker stays and reminds players of the buildup.
- Optional: If the marker remains for 2 turns or more, enemy air or sub units may roll once per turn to “disrupt landing” (1 = destroy 1 transport).
Purpose: Simulates staging and risk of prolonged invasion fleets.
Optional Rule Variant: “At Sea” Maintenance
Each sea zone with an “At Sea” marker costs 1 IPC in upkeep per turn. This represents naval fuel, supply, and patrol efforts.
Ships are considered to have two states- either in port or at sea
When at sea ships behave normally.
When in port ships are subject to special rules.
- A ship can be designated "in port" during your combat movement phase. Ships can move up to their movement allowance before going "into port"
- A to "into port" there must be a friendly operational naval base in the sea zone.
- A naval facility can have up to 3 times its production slots in port for a base (so 3 ships for a minor or 15 ships for a major) Each damage on a base reduces its in port capacity by 3. A submarine base may base up to 3 submarines, with a reduction of 1 for every damage.
- When in port, ships are considered to be in the sea zone containing the naval base. If the base is on the border of two zones, one must be designated. If there are multiple bases in a zone, the base must be designated.
- Enemy ships may attempt to move through a zone with ships in port. Both sides make a roll of a D6. if the defender wins, then the opposing ships must stop at the previous zone. If the mover wins, then they may immediately proceed to up to the remainder of their movement points.
- When in port, ships may not be engaged in combat by surface ships.
- A ship in port may defend against a strategic bombing raid on the facility in which it is ported. This is done in the same manner as facility AAA fire, and is limited to one die per ship at 3 or lees, and no more die total than the number of attacking bombers. (This is in addition to facility AA fire.)
- If a naval base is damaged and there are ships in port there, then 3 ships must be sent out to sea immediately for every damage marker.
- Ships in port may be attacked by aircraft. Air Units attacking ships in port gain a plus two to their attack value, which is cumulative to other modifiers. The Naval base containing the ships may fire up to 3 AAA rolls at the attacking planes. Ships in port defend at half their defense value, rounded up. Planes must state which base they are attacking, and may only attack ships in that base. Subs in port may be hit by aircraft not on Maritime air patrol. (This represents attacks such as Pearl Harbor or the Taranto Raid, and the ease of hitting stationary ships.)
- Submarines may attack ships in harbor for one combat round if they are in the same sea zone at the end of the combat movement phase. They roll one dice with target select on a 1 and first strike. Subs attack at half their attack value, rounded down. Enemy ships in port may not return fire. (This represents such as the sinking of the Royal Oak, or the 1941 raid on Alexandria)
- If the land zone containing a naval base with ships in port is captured, then immediately roll on die for each ship. On a 1-2 the ship escapes and is immediately placed in the sea zone. On a 3-8 the ship is scuttled and removed from the game. On a 9-12, the ship is captured and immediately replaced with the corresponding unit from the capturing power.
- Aircraft on Carriers in port are considered cargo (This represents the lack of room for flight operation on a carrier in port)
- Ships may leave port during the non combat movement phase of their turn, and may move up to their movement allowance.
- When a ship is placed on the map, during the place units phase, it may be designated as "in port" if there is available space at the shipyard where it was placed. If this is not done then it is considered at sea.