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Grand Admiral: Flashpoint Orange

Grand Admiral: Flashpoint Orange

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The conclusion seems unavoidable, therefore, that the naval effect of this whole arrangement is not the establishment of a 5-3 ratio of naval power between the United States and Japan with respect to the Far East. On the contrary, it means virtually complete disarmament by the United States in the Far East while Japan — though statistically less heavily armed at home than the United States is at home — is left overwhelmingly armed in the Far East.

— Philip Gengembre Hubert, 1922

In the wake of the Great War, a new arms race loomed. The United States and Japan each trusted in a strong navy to achieve future security and retain political influence. Within three years of the Treaty of Versailles, no less than twenty-five new battleships and battlecruisers had been ordered by the two powers, exactly equal to the number already in commission at the end of the War.

The Washington Naval Treaty of 1922 was meant, among other things, to put an end to increased militarization in the Pacific; but by feeding into Japanese resentment and heightening American fears, it could achieve no more than to delay the inevitable conflict. Had things gone differently, it might not have even done that much …

Grand Admiral: Flashpoint Orange includes the following:

  • The Grand Admiral rulebook
  • 150 full-color counters representing nearly all American and Japanese forces as of 1922
  • Data sheets listing 150 individually named ships, representing over 50 different classes, from destroyers to super-dreadnoughts
  • 17" by 22" game board

Grand Admiral™ is the collective name for Majestic Twelve Games' series of large-scale board games simulating naval combat during the age of the battleship.

Emphasizing simple game mechanics and fast gameplay without sacrificing historical accuracy, each entry in the Grand Admiral line stands alone. However, the core game mechanics remain constant, allowing players to combine ships from different products to create new scenarios and explore any number of "what-if" situations.

Although designed as a hex–n-counter board game, Grand Admiral can be easily adapted to tabletop play using any scale of naval miniatures. So, raise the battle ensign, sound general quarters, and damn the torpedoes — your destiny awaits!

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Erathoniel W. [Featured Reviewer]
July 15th, 2010
This is basically a good, if simple, naval combat wargame. It's pretty simple: Roll the dice, confirm hits, do damage, next round, draw a card, see what you can do. Ships are given a few factors that make the game fast, though I can't rea [...]
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Product Information
Copper seller
Publisher Stock #
File Size:
21.18 MB
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File Last Updated:
January 12, 2011
This title was added to our catalog on July 14, 2010.