Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series
BGG rating
7.8

Expansion for Command at Sea: 4th Edition – War at Sea 1926-1955

Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series

1997

Rules assistance for Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–12 players
  • 150 min
  • 12+
  • Complexity 3.8/5

Rules assistant for Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series

What would you like to know?

Answers come from the official rulebook, with the page to check.

Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series is an expansion for Command at Sea: 4th Edition – War at Sea 1926-1955 released in 1997 for 2–12 players, 150 minutes per game, and ages 12 and up. It was designed by John D. Gresham and Michael Markowitz and its main mechanics are Hexagon Grid and Simulation.

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About the game

Part II of the Mediterranean Naval War; July, 1941 to August, 1942. While Rommel's Afrika Korps was capturing the attention of the world, its fate was being decided in the Mediterranean sea. No matter how brilliantly the Field Marshal and his troops performed, the struggle could not be won without the supplies and equipment necessary to fight. Supermarina II, Volume 4 in Larry Bond's Game: Command at Sea portrays the apex of the struggle for naval supremacy in the Mediterranean, the vital supply link for both the Axis and Allied sides in North Africa. Containing two dozen new scenarios, Supermarina II shows the full range of operations that were the naval war in the Mediterranean Sea. Covering the period from July of 1941 to August of 1942, Supermarina II details everything - from U-boat attacks on battleships and aircraft carriers, to all out big-gun fleet engagements between battleships and cruisers. There are several scenarios that are highly suitable for solitaire play, a campaign scenarios depicting the many vicious Malta convoy battles, including Operations Harpoon, Pedestal, Vigorous and Halberd. Also the classic surface engagements of First and Second Sirte, as well as the battles of the Malta striking forces. You must own Supermarina I to play this module.

Questions and answers

Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series supports 2–12 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.