
- BGG rank
- BGG #10,936
- BGG rating
- 7.5
Fear God & Dread Nought
- 2–3 players
- 360 min
- Complexity 4.3/5
- 2001

Expansion for Command at Sea: 4th Edition – War at Sea 1926-1955
2014
Rules assistance for Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard)
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) is an expansion for Command at Sea: 4th Edition – War at Sea 1926-1955 released in 2014 for 2–8 players, 120–240 minutes per game, and ages 12 and up. It was designed by Ed Kettler and its main mechanics are Simulation.
Building on Clash of Arms’ critically acclaimed Rising Sun, Steel Typhoon features 36 scenarios covering the biggest and most famous naval battles of WW II in the Pacific: Rabaul, Truk, the Marianas, Leyte, and Okinawa, plus hypothetical scenarios that challenge the players with historical alternatives. Designed by Ed Kettler, Steel Typhoon is the culmination of over a decade of research and testing. Designed specifically for the Command At Sea 4th edition rules, Steel Typhoon, along with the data supplements American Fleets and The Emperor’s Fleet, completes the picture of the USN versus the IJN in the Pacific Theater during the latter half of World War II. This supplement has been updated to include all errata from the earlier edition, as well as being upgraded to the 2012 damage point standard. —description from the publisher
Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) supports 2–8 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) is 120–240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) belongs to these categories: Wargame, Miniatures, and Nautical. Its main mechanics are Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) are: Ed Kettler. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Steel Typhoon: The Second Half of WWII in the Pacific (2012 Standard) as an expansion for Command at Sea: 4th Edition – War at Sea 1926-1955. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Command at Sea: 4th Edition – War at Sea 1926-1955 to use it. Check that your edition of Command at Sea: 4th Edition – War at Sea 1926-1955 is compatible, as some expansions were revised between editions.