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Naval
“In Port” Acrylic Marker – 1/2" Blue UV Printed Game Token (x10)
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1/2" Blue Acrylic "In Port" Marker - Explore Combat History Through Miniatures
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Your Price:
$7.95
This blue acrylic 1/2" "In Port" marker represents naval unit status in historical board games. Ideal for use in Global War, Axis & Allies, and other board games.
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Part Number:
HBG_URL_0003
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Description
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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 and other global strategy war games
A sleek, functional upgrade for any war gamer's command board!
Axis & Allies House Rules: "In Port" Marker
The “In Port” marker is used to represent naval units docked at a naval base, shipyard, or coastal territory. This adds realism and opens up strategic options for repair, vulnerability, and defense.
1. In Port Status
Naval units placed in a sea zone adjacent to a friendly coastal territory with a naval base may be designated “In Port” during the Non-Combat Movement Phase by placing the marker.
Ships must begin and end movement in the same sea zone to be marked In Port.
In Port units are considered to be docked and protected but cannot move or attack until the next turn.
2. Defensive Bonus
Naval units “In Port” gain the following benefits:
+1 to defense rolls during naval battles in the adjacent sea zone.
If enemy units initiate combat in the port sea zone, the defender rolls first strike for one round.
If a coastal artillery unit is present in the adjacent land territory, it may roll an additional 2 dice at 3 or less during the first round of defense.
3. Vulnerability to Strategic Bombing or Shore Raids (Optional)
If enemy air units successfully bomb the naval base or shipyard, all “In Port” ships roll for potential damage:
Each ship rolls 1d6:
1: Hit and must be repaired (skip one turn before moving or attacking).
2–6: No effect.
Alternatively, if you’re using shore bombardments or raids, attackers may target ships “In Port” instead of the territory, with similar effects.
4. Repairs & Refit
“In Port” ships may be repaired for free if:
The adjacent territory contains a naval base and is not damaged.
The ship did not move or fight that turn.
Maximum of 1 HP per ship per turn may be repaired this way.
5. Blockaded Ports
If the sea zone where ships are “In Port” contains enemy ships, the port is blockaded.
Blockaded ships cannot leave port unless the enemy is destroyed or retreats.
You may not place new ships into a blockaded sea zone unless you control it again.
Optional Rule: Port Capacity
Each naval base can support up to 6 naval units “In Port.”
Exceeding the limit results in no defensive bonus for excess ships.
Strategic Impact
Encourages use of naval bases as hubs.
Adds incentive to conduct bombing raids on naval facilities.
Provides defenders with coastal defense opportunities while forcing attackers to plan for port attrition.
Q:
Is this a set of 5 or is it just one singular one. Because the price seems like it would be a set of five
Asked by:
McKay Bennett
- 1/27/2026
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In-Port Plate
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“At Sea” Acrylic Marker – 1/2" Blue UV Printed Game Token (x10)
$7.95
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