What changed in the Admiral's Edition

Ben Knight

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Although multiple things have changed between the1998 edition and the 2018 Admiral’s Edition, Atlantic Storm will be very familiar to any long-time fan. Here are the basic changes.

Force Deck
I added 24 new cards and removed 18 old ones. In most cases this was simply substituting one U-boat or escort ship for another. I did this so I could add 24 more instances of historically-based fate. Of the cards that remained, I tweaked around two dozen values after doing more research and to improve the balance between both sides. The Admiral’s Edition also includes more events, and I revised some old events. My goal has been to increase the opportunities for play and to reduce the frequency with which players choose to discard. However, the most obvious change in the Admiral’s Edition is that Force cards are now a larger (tarot) size, which makes it easier to see the values on the cards from across the table.

Convoy Deck
I added 2 more convoys to 1940, and 3 more to each of the other years. I also added a Storm event. The Storm has a different effect than the original Storm event (that card in the Force deck was renamed and slightly changed). Two-thirds of the convoys are now fated (previously only half of them were), and the percentage of Empty and Full convoys has increased (while the percentage of Half-Full convoys dropped). The convoys still use the standard card size so they won’t inadvertently get mixed in with the Force Deck.

Rules
The rules now offer several ways to build the Convoy Draw Pile: Quick, Random (18 rounds, which is 2 shorter than the original edition), Loaded (no Empty convoys), Fated, and Everything. Players get a chance to adjust their starting hands, and Bonus cards are easier to play. When a tied combat happens, all players are allowed to discard from their hand prior to the upcoming round in the hope of drawing cards that will be playable. I clarified a couple of other rules, and I updated the 2-player rules to fit 3 players as well. I added rules for a Chronological Version and a Team Version for people who want those experiences.

Solitaire
Lastly, I added rules for a Solitaire game, which uses elements of the Team Version but with specific rules for enemy plays. You never get to call suit in the Solitaire game (the enemy always starts each round), but otherwise you have the normal decisions to make about managing your hand and responding to what has been played. Those who know Atlantic Storm well should typically beat the enemy in Solitaire unless they use the “Increased Challenge” rule, which slightly increases the likelihood of enemy plays.

All in all, I hope the above changes appeal to the fans of Atlantic Storm and give them new chances to tell stories about the battleships they caught or the U-boats that got away.
 

Peter Muenker

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Although multiple things have changed between the1998 edition and the 2018 Admiral’s Edition, Atlantic Storm will be very familiar to any long-time fan. Here are the basic changes.

Force Deck
I added 24 new cards and removed 18 old ones. In most cases this was simply substituting one U-boat or escort ship for another. I did this so I could add 24 more instances of historically-based fate. Of the cards that remained, I tweaked around two dozen values after doing more research and to improve the balance between both sides. The Admiral’s Edition also includes more events, and I revised some old events. My goal has been to increase the opportunities for play and to reduce the frequency with which players choose to discard. However, the most obvious change in the Admiral’s Edition is that Force cards are now a larger (tarot) size, which makes it easier to see the values on the cards from across the table.

Convoy Deck
I added 2 more convoys to 1940, and 3 more to each of the other years. I also added a Storm event. The Storm has a different effect than the original Storm event (that card in the Force deck was renamed and slightly changed). Two-thirds of the convoys are now fated (previously only half of them were), and the percentage of Empty and Full convoys has increased (while the percentage of Half-Full convoys dropped). The convoys still use the standard card size so they won’t inadvertently get mixed in with the Force Deck.

Rules
The rules now offer several ways to build the Convoy Draw Pile: Quick, Random (18 rounds, which is 2 shorter than the original edition), Loaded (no Empty convoys), Fated, and Everything. Players get a chance to adjust their starting hands, and Bonus cards are easier to play. When a tied combat happens, all players are allowed to discard from their hand prior to the upcoming round in the hope of drawing cards that will be playable. I clarified a couple of other rules, and I updated the 2-player rules to fit 3 players as well. I added rules for a Chronological Version and a Team Version for people who want those experiences.

Solitaire
Lastly, I added rules for a Solitaire game, which uses elements of the Team Version but with specific rules for enemy plays. You never get to call suit in the Solitaire game (the enemy always starts each round), but otherwise you have the normal decisions to make about managing your hand and responding to what has been played. Those who know Atlantic Storm well should typically beat the enemy in Solitaire unless they use the “Increased Challenge” rule, which slightly increases the likelihood of enemy plays.

All in all, I hope the above changes appeal to the fans of Atlantic Storm and give them new chances to tell stories about the battleships they caught or the U-boats that got away.


When can we expect to see Atlantic Storm published?
 

Ben Knight

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Hi, Peter
LnL brought about 100 copies to World Boardgaming Championships in July, which they sold out. The tournament there has attracted a core of players for 21 years, so LnL wanted to have copies present for them (and because I was running the tournament). The game will be open for pre-orders in the LnL store sometime this month. Thanks for your interest!
 

David Heath

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The game is done and in containers heading to us in the United States. I am updating the product page and adding the Player's Mat product. You will be able to order it at a discount (any time between now and Monday. The games should ship to customers by the end of the month (December).

David
 

BathrobeDave

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The game is done and in containers heading to us in the United States. I am updating the product page and adding the Player's Mat product. You will be able to order it at a discount (any time between now and Monday. The games should ship to customers by the end of the month (December).

David

This is great news! I'm still not seeing a store page and searching returns no results. If the store page is out there could you post the link?
 

Alain

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Hello,
i want to buy the game only for solo mode and has never played with the old version before. Is it possilble to have a little bit information about the solo rules ?

For example, does the player see the IA cards ? How are the IA decisions are made : randomness, priority chart ? Duration of a solo game ?

Thanks by advance for any information you can give.
Alain.
 

David Heath

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The solitaire game gives you control of all forces on one side while the game system plays the other side. Use the Standard Rules with the following changes.


Start by choosing which side you want to be, Allies or Axis. Then create two Force Draw Piles as follows:

  • Remove from play the four Event Cards that are not side-specific: Empress of Britain, Surprise, Fuel Shortage, and Pivotal Battle. They will not be used.

  • Divide the remaining Force deck into an Allied deck and an Axis deck

  • If you elect to play Allies, keep the Allied deck intact but remove Admiral Dönitz, B-Dienst, and U-461 from the Axis deck. They will not be used.

    If you elect to play the Axis, keep the Axis deck intact but remove Admiral Tovey, Ultra, and Gray Ranger from the Allied deck. They will not be used.

  • Shuffle the Allied and Axis decks separately and place them facedown as the respective Draw Piles.

    Next, build the Convoy Draw Pile as follows:
    • Remove the Storm Event from the Convoy deck. It will not be used.

    • Shuffle the Convoy deck and deal 17 convoys facedown as the Convoy Draw Pile. Remove the other 34 convoys from play.

      The game will last 17 rounds (or longer if there is a tied battle in any round).
 

Alain

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Thanks for the these set-up information. Is it possible to have some information about how IA opponent take decisions ?
 

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