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On the shores of a sleepy island in the Mediterranean

Miklos hunkered down in the trench just in front of the tree line. The crashing waves were in front of him and his fellow Crispans - and riding in on them were the landing boats from the Spanish naval ships sitting off the coast.

'Yes, come you dogs,' he thought. 'Our land forces will give you one hell of a fight!'

He knew that the coastal defense ships had been beaten back by the incoming fleet - he only hoped the navy had given as well as it got.

He glimpsed to his right and he could see the single precious Gatling gun that the Crispan government had bought from the Confederate States of America. That, along with a few boxes of rifles and a few old cannons was all that stood between the freedom of his home island and the domination of the Spanish conquistadors.

As the boats made the breakers, the cannons behind his position and the Gatling gun opened up, and he could see the Spaniards making for the beach. The hellfire of the Gatling cut down many of the attackers before they could even get out of the water.

For a moment, Miklos allowed himself a glimmer of hope that if they could push back strongly enough the Spaniards would be forced to reconsider their desire to make the island one of their territories.

With a loud blast that glimmer was gone as suddenly the bunker where the Gatling gun was became an inferno. Loud whistles, followed cannon blasts behind him, suggested that the cannons were also under a barrage of fire.

It was now, as the fight become more fierce, that Miklos noticed a ship which had come in closer than the others. The thought of it broken on the shallows almost made him smile.

Almost.

Until - ever so slowly - the ship began to rise up out of the water on enormous metal wheels affixed to the hull below the water line. The ungainly and clumsy craft raised itself up above the water and began to advance onto the beach itself. The landship rained down a hellfire of artillery from its heavier guns, as well as sheets of lead from troopers inside the beast firing from the side portholes.

All around him, Miklos could see his compatriots. The fear was evident on their faces as many dropped their rifles and ran away from the mechanical monstrosity. Elsewhere, the dead lay with the same fearful expression permanently affixed.

In his heart, Miklos wanted to take up his rifle and fight for his freedom, for his nation’s very existence.

His head knew better and he took to flight with the others.

The battle, like the Island of Crispo's sovereignty, was at an end.

A new Era among the superpowers had begun.

When the Navy Walked introduces an expanding universal setting, of a Steampunk Victorian-era science-fiction genre, yet with a multitude of highly advanced alternate technology elements to offer the player a multi-dimensional experience.

Start with the miniature gaming system, which is based on a new ruleS engine which uses large unit forces to allow strategic-level planning. The WTNW system uses rank and file gameplay featuring an innovative command feature that allows players a simultaneous combat experience. WTNW is a fast-paced style wargame, complete with mishaps and other types of non-reliability, similar to what's found in Steampunk.

The WTNW system is not an 'I-go-you-go' rule set, but is rather a phased movement and action system where units are activated based on command values. Combat (hits and damage) are still resolved by die roll of a D6.

Multiple supplements (such as Conflict on Mars! and Airpirates!) support and advance the setting timeline, and introduce new units and factions.

A skirmish ruleset is planned for late 2012 to allow smaller scale/squad sized encounters for those situations where a larger game isn't practical, or to be used as 'parallel events' within the scope of a larger combat scenario, where the outcome of the smaller engagement could have an impact on the larger battle.

A Role Playing Game (RPG) system is also planned (beta by 2013), to allow a free flowing gaming experience for GM and player alike. One key element will be a smooth transition and rewards feature allowing the RPG player's characters to be 'involved' in the miniature's game in a manner that is well balanced for both the RPG and miniature game, and fair to the players involved.

When The Navy Walked is a constantly evolving realm, full of political intrigue, villains, hero's, and warfare. Set against this backdrop, works of fiction which will follow (and advance) the timeline will be available from time to time, giving names to the hero's who make When The Navy Walked their home.

Will YOU be the next great General of When The Navy Walked?

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              What Are People Saying about When the Navy Walked?

"If you are thinking, "Hmmm, I might be interested in that." You are. Believe me" - Mark Cookman

"From the get-go I can see this is my kind of game...When the Navy Walked has both players activating their units in a shared turn, with some actions even taking place simultaneously...For me personally, the real stars are the breadth and challenges of the background, along with the far-reaching power in the unit building, closely followed by the command system and wider ruleset." - Porky at the Expanse

"I love the work you have put in and rationale too, the toymaker's conference is a nice idea. Your layout is very clean and effective and what you have done with our images is excellent. I will make sure Pax customers become aware of WTNW." - Nic Robson, Eureka Minis

"I'm not a big Steam Punk guy, but I've read the rules and they look fun! Definitely worth the price of admission!! WTNW is a slick set of rules, too. I think folks will get a lot of use and enjoyment out of 'em!" -Shawn Carpenter, Ambush Alley Games.