Thank you, sir. I am probably going to go on hiatus for a couple of months because of school, but I've got plenty of reviews posted to keep you watching till I get back.
This looks good. It would be nice to make a map scaled up double because those blocks look crowded. I have played a few of the block games and it is a nice system.
Michael Humphreys Good question. I like them both, but fun to my head I’d probably go with PV. I’m afraid BoB would get too Samer after a while, though I don’t know that that’s the case. PV just feels like a bigger game with more options.
Just like you I'm not a big fan of paper maps, but I suppose I can live with it if the game's good enough. I'm curious about two things, in the first turn can the Japanese do a Pearl Harbour strike? The second question is when units are being repaired - having their pips restored - can they do this anywhere on the map, or must they return to base? Good review!
The long game starts just after the Pearl Harbour strike. SO Japan just puleld that off and now move all other units. There is an optional rule to allow for playing more sandbox (before the strike) "whathappens" and also alterantive setup where you can shit units around (not freely but some). You can repair one unit one step in a SUPPLIED minor base, two steps totally in a SUPPLIED major base. As each hex is big that is 1-2 steps per hex (Hawai or Formosa is one hex).
Fog of war is created by the blocks, so you know where they are, you just don't know what they are. Between this and Napoleon, I like Napoleon quite a bit more.
There is a mounted board available for this, but it's half the cost of the game, and it's just "okay", if I'm being honest. I do like the artwork, as it's delightfully old-school, like a 1980's school textbook. But the board construction itself...eh. Now, I haven't had the time to play a complete game yet, but a friend and I grabbed some units and played a bunch of mock battles. Is it just me, or is this game heavily tilted toward the Allies? The only way the Japanese won in any of our naval and air battles is if they really outnumbered the Allied forces (like 7 blocks to 4), or if the Yamato battleship block was involved. Otherwise the Allies won every time, and quite easily to boot. We'd set up a battle that looked equal, and the US ships and planes would wipe the Japanese out, again and again. Either our die rolls were exceptionally unfavorable, or it seems a bit unbalanced to me. The only other complaint I have is the lack of player aids. My copy came with one rulebook, and I know that the charts are printed on the back, but I wish Columbia would've included a player aid chart separately for each player....especially since this was a Kickstarter that made PLENTY over the goal.
Cody, as a fellow history buff, did your sessions of PV tend to mimic things and decisions that might have resembled real history? I find simpler games easier to excuse away strange stuff. OTOH, a more complex Pacific war game like Empire of the Sun encouraged me (as a gamer wanting to win, not as a historical reenactor) to use my elite American air units as kamikaze near the end of every turn to reduce Japan's irreplaceable elite air units, because I knew I would receive enough replacements to get my air back to full strength in the next turn...that really kills enjoyment for me.
koomo801 I look at a historical Wargames as just that- a game. I’m not too upset with weird things going on, I’m not looking for a simulation. I find that often if a game gets too far into the weeds to mine the history, the result is overly complex minutia. I spoke with Jason Matthews, designer of Twilight Struggle, a while back and he said that as a designer the historical theme must take a backseat to gameplay and balance. I agree. The last thing I’d want is a scripted war game. That’s my two cents, anyway. Thanks.
The discriminating git is more like it. Drop the music, which sounds like a poor person's idea of the soundtrack to The Dirty Dozen. Meanwhile, glaciers race by as we watch close ups of two guys rolling a die, along with intense looks at cubes.
Hey man, I discovered your channel and have to say your reviews are perfect. Keep it up!
Thank you, sir. I am probably going to go on hiatus for a couple of months because of school, but I've got plenty of reviews posted to keep you watching till I get back.
This looks good. It would be nice to make a map scaled up double because those blocks look crowded.
I have played a few of the block games and it is a nice system.
@@greyone40 It’s a fun game, but more space would be nice.
Totally agree. Well reviewed. Napoleon is also my favorite CG game but Pacific Victory is right up there.
Indeed!
I know they are not related, but if you were asked to play either this or Battle of Britain, which would you choose?
Michael Humphreys Good question. I like them both, but fun to my head I’d probably go with PV. I’m afraid BoB would get too Samer after a while, though I don’t know that that’s the case. PV just feels like a bigger game with more options.
I have the first edition... should I switch?
Al Mol I really don’t know how this has changed between editions, so I’m afraid I can’t comment.
Just like you I'm not a big fan of paper maps, but I suppose I can live with it if the game's good enough.
I'm curious about two things, in the first turn can the Japanese do a Pearl Harbour strike? The second question is when units are being repaired - having their pips restored - can they do this anywhere on the map, or must they return to base?
Good review!
Thank you for your comments. However, I am not the guy to ask about rules questions. ;) Have you tried BGG?
The long game starts just after the Pearl Harbour strike. SO Japan just puleld that off and now move all other units.
There is an optional rule to allow for playing more sandbox (before the strike) "whathappens" and also alterantive setup where you can shit units around (not freely but some).
You can repair one unit one step in a SUPPLIED minor base, two steps totally in a SUPPLIED major base. As each hex is big that is 1-2 steps per hex (Hawai or Formosa is one hex).
not near the excitement you had for Napolean..... 70% less? Love Napolean.
Is there any carrier battles? Searching for the enemy battle groups?
Fog of war is created by the blocks, so you know where they are, you just don't know what they are. Between this and Napoleon, I like Napoleon quite a bit more.
They have giant "mousepad maps" for this game and Julus Caeser. Might revive your interest. More "epic" imo
Interesting.
There is a mounted board available for this, but it's half the cost of the game, and it's just "okay", if I'm being honest. I do like the artwork, as it's delightfully old-school, like a 1980's school textbook. But the board construction itself...eh. Now, I haven't had the time to play a complete game yet, but a friend and I grabbed some units and played a bunch of mock battles. Is it just me, or is this game heavily tilted toward the Allies? The only way the Japanese won in any of our naval and air battles is if they really outnumbered the Allied forces (like 7 blocks to 4), or if the Yamato battleship block was involved. Otherwise the Allies won every time, and quite easily to boot. We'd set up a battle that looked equal, and the US ships and planes would wipe the Japanese out, again and again. Either our die rolls were exceptionally unfavorable, or it seems a bit unbalanced to me.
The only other complaint I have is the lack of player aids. My copy came with one rulebook, and I know that the charts are printed on the back, but I wish Columbia would've included a player aid chart separately for each player....especially since this was a Kickstarter that made PLENTY over the goal.
Interesting. I didn't feel it was particularly unbalanced. Also, mine did come with two rulebooks. Weird.
Cody, as a fellow history buff, did your sessions of PV tend to mimic things and decisions that might have resembled real history?
I find simpler games easier to excuse away strange stuff. OTOH, a more complex Pacific war game like Empire of the Sun encouraged me (as a gamer wanting to win, not as a historical reenactor) to use my elite American air units as kamikaze near the end of every turn to reduce Japan's irreplaceable elite air units, because I knew I would receive enough replacements to get my air back to full strength in the next turn...that really kills enjoyment for me.
koomo801 I look at a historical Wargames as just that- a game. I’m not too upset with weird things going on, I’m not looking for a simulation. I find that often if a game gets too far into the weeds to mine the history, the result is overly complex minutia. I spoke with Jason Matthews, designer of Twilight Struggle, a while back and he said that as a designer the historical theme must take a backseat to gameplay and balance. I agree. The last thing I’d want is a scripted war game. That’s my two cents, anyway. Thanks.
The discriminating git is more like it. Drop the music, which sounds like a poor person's idea of the soundtrack to The Dirty Dozen. Meanwhile, glaciers race by as we watch close ups of two guys rolling a die, along with intense looks at cubes.