I have Empire of the Sun on pre order. Zatu games in the UK think they will be shipping around early October 2024, so I am using the time until I get it on the table to discover more about the game and try and learn how to play the game. Listening to the designer is a great way to start.
Great video, Mark. I discovered EotS after playing your South Pacific game from C3i. I really enjoyed SP! I’ve got an order in for EotS with GMTs next printing.
Really enjoying your presentation style and designer insight into this classic game. Your reaction to twin Tokyo Express cards was worth the price of admission. Nice touch to mention Messieurs MacGowan and Simonitch in the discourse--EOTS was a great accomplishment for all involved in bringing it to publication. I consider it a prized part of my collection. Hopefully the GMT P500 2nd edition will be realized in the near future. I support the nomination of FTP as an excellent candidate for your next foray; looking forward to more of these tutorials.
in the attack on Tarakan is there a reason that the critical hit (natural 9) rolled by the Dutch unit did not cause a step loss and thus eliminate the attacking Japanese 19th Army? I looked through the rules and could not find an exception to rule 9.2.6. I know it is ridiculous to think this could happen in real life, but I wanted to see what in the rules precludes it.
Mark, wonderful video. Just got the new EOTS and it is set up on my table. Sorry I missed you at Consimworld last week, it would have been a pleasure to introduce myself. I have a tactical question for you: Would the allies have been better off in retrospect had they played the Arcadia card, placed ABDA HQ, and saved all those units in Australia from being attrited? Thanks and I look forward to digging into the solitiare rules.
The games I have seen when the Allies play the ABDA card, is generally a good Japanese player will prioritize to eliminate the ABDA HQ before it can do any damage before the end of turn 2.. It seems to be a trade off like everything with this great game, if the Allies play ABDA they can gamble that the Japanese might have a weak opening hand which would cause them big problems and divert limited resources from other theatres. The game I just played ABDA was held as a future event card which turned out to be a good move as the Japanese had a ISR card on turn 3 which was neutralised by ABDA. Seems to depend on your opponent and the great variety of the cards.
Hey Mark. Would you please do a 2nd edition of VG Pacific War? i actually played the strategic scenario as the Japanese and of course i didnt win it, but i was able to hold out till late 1944 until the initiative swung too far towards the Allies where i had pretty much had to call the game. The rules i make for the Strategic scenario is how long Japan can hold out until Allied initiative is too far gone the US way? GMT games, help this guy make a second edition of VG Pacific War. It would fly off your shelves!
1:38:10 The cruiser has no chance to roll a 9? I double checked but maybe im missing something....I agree that naval AA is probably not strong enough but want to make sure I am not missing a rule
You are right the cruiser cannot return fire. Rule 9.4 page 21 to do with air parity. The air unit attacked the cruiser from 2 hexes away, and with no air power the cruiser can only return fire in its own hex. This rule I guess is to show how vulnerable traditional naval ships had become to airpower early on in the war. If a Japanese ship had attacked the cruiser in the hex the cruiser was occupying, then the 9 a critical hit would have counted.
Mark Herman Awesome... and great for you to do this. Btw, I wonder do you have play doing the Dec 41' turn? Or is it better to just start with the 42' after the initial strike (this is how I prefer to play).
Erez Ben-Aharon The '42 start allows you to dive right into the game without having to plan out the Japanese IAI operation. That operation can be time consuming and challenging for a new player. Once you have some experience with the game, it's a lot of fun as the JP to try various options for IAI. And it's definitely possible for the JP to have a somewhat stronger opening by starting in '41 - but only when you have some idea what you're doing!
Hi! How do you even begin to design a historical boardgame of this magnitude? I am a boardgame designer/publisher that has done a few Kickstarter campaigns, but with my games, I have the luxury of starting with a blank slate. This seems utterly daunting. Do you take research from other war games of this theatre, or did you start entirely from scratch?
Better than you'd expect for a card-driven game. It comes with a solitaire "bot" consisting of a set of flowcharts and a separate rulebook explaining their use, which plays a reasonable game. The bot is also a good training aid when you're learning the game, as you can use it as a "chief of staff" to offer advice on your own strategic choices.
The strongest point of this game is unlocking your units under specific HQs by use of cards. It so much simplifies turn flow. Wonder if it was inspired by Hearts of Iron computer game.
Why not put Enterprise CV on Port Moresby post battle 1.49.30, then allies able to put HQ and some reinforcements on New Guinea due to their air parity.
I have Empire of the Sun on pre order. Zatu games in the UK think they will be shipping around early October 2024, so I am using the time until I get it on the table to discover more about the game and try and learn how to play the game. Listening to the designer is a great way to start.
Love this idea Mark. I'm a visual learner so these videos make games much easier for me to pick up and get going. Keep'em coming.
Thank you for doing this, Mark. Really appreciate the insight into the opening and just general strategy associated with some of the cards.
nice video. I've got this on pre-order,and it is now wanted even faster.
Great video, Mark. I discovered EotS after playing your South Pacific game from C3i. I really enjoyed SP! I’ve got an order in for EotS with GMTs next printing.
Great video! This reprint cannot print soon enough. Thanks!
Great video Mark. Really looking fwd to playing this.
Really enjoying your presentation style and designer insight into this classic game. Your reaction to twin Tokyo Express cards was worth the price of admission. Nice touch to
mention Messieurs MacGowan and Simonitch in the discourse--EOTS was a great accomplishment for all involved in bringing it to publication. I consider it a prized part of my collection. Hopefully the GMT P500 2nd edition will be realized in the near future. I support the nomination of FTP as an excellent candidate for your next foray; looking forward to more of these tutorials.
Thank you… will do.
Just got out my first edition again. Now rereading the rules!
Thank you very much Mark. Please do more :)
Great video! Very well done. Look forward to more.
nice video of an complex game, good explaining and presentation
Job well done, Mark!
Thanks John...
great idea and a wonderfull video! I really enjoy it. I hope to see others, maybe on different subject (how about a GBOH?)
Can't wait for the next printing to finish!
I wish the actual game had different sized counters for ships (big) and air (small) and had a larger map.
Excellent video. l now want this game.
I want the larger scale version of the map and counters. :-)
Great video. Not repetitive. It looks as if you've played this game a few times. :-)
FYI this video signed me up for the current P500. It really makes a difference seeing game mechanics.
I'm really glad to have this as I think my girlfriend got me Empire of the Sun for Christmas.
Very interesting, thanks!
Impressive!
Thanks a lot Mark, that's a lot of work!!
And I think your dice hate the Japanese ;)
Wonderful game, thanks to you mate
Thanks Mark. Now I can use those strategy to beat my brother. He always beat me.
This looks like a great game. It also looks very complicated. I don't know about this one. We shall see.
Great video. Are the hi resolution graphics files available so we can pimp our games too?
in the attack on Tarakan is there a reason that the critical hit (natural 9) rolled by the Dutch unit did not cause a step loss and thus eliminate the attacking Japanese 19th Army? I looked through the rules and could not find an exception to rule 9.2.6. I know it is ridiculous to think this could happen in real life, but I wanted to see what in the rules precludes it.
Mark, wonderful video. Just got the new EOTS and it is set up on my table. Sorry I missed you at Consimworld last week, it would have been a pleasure to introduce myself. I have a tactical question for you: Would the allies have been better off in retrospect had they played the Arcadia card, placed ABDA HQ, and saved all those units in Australia from being attrited? Thanks and I look forward to digging into the solitiare rules.
The games I have seen when the Allies play the ABDA card, is generally a good Japanese player will prioritize to eliminate the ABDA HQ before it can do any damage before the end of turn 2.. It seems to be a trade off like everything with this great game, if the Allies play ABDA they can gamble that the Japanese might have a weak opening hand which would cause them big problems and divert limited resources from other theatres. The game I just played ABDA was held as a future event card which turned out to be a good move as the Japanese had a ISR card on turn 3 which was neutralised by ABDA. Seems to depend on your opponent and the great variety of the cards.
I should clarify: Where did you get the larger 6' x 4' map printed and laminated. I prefer larger gaming maps. Thanks! Scott K.
Hey Mark. Would you please do a 2nd edition of VG Pacific War? i actually played the strategic scenario as the Japanese and of course i didnt win it, but i was able to hold out till late 1944 until the initiative swung too far towards the Allies where i had pretty much had to call the game. The rules i make for the Strategic scenario is how long Japan can hold out until Allied initiative is too far gone the US way? GMT games, help this guy make a second edition of VG Pacific War. It would fly off your shelves!
1:38:10 The cruiser has no chance to roll a 9? I double checked but maybe im missing something....I agree that naval AA is probably not strong enough but want to make sure I am not missing a rule
You are right the cruiser cannot return fire. Rule 9.4 page 21 to do with air parity. The air unit attacked the cruiser from 2 hexes away, and with no air power the cruiser can only return fire in its own hex. This rule I guess is to show how vulnerable traditional naval ships had become to airpower early on in the war. If a Japanese ship had attacked the cruiser in the hex the cruiser was occupying, then the 9 a critical hit would have counted.
Thanks
Mark awesome idea... one for FTP planned? :)
Great suggestion, I have a few more to do for EoTS, but based on your suggestion I will do a few in the near future. Thanks for the support.
Mark
Mark Herman Awesome... and great for you to do this. Btw, I wonder do you have play doing the Dec 41' turn? Or is it better to just start with the 42' after the initial strike (this is how I prefer to play).
Erez Ben-Aharon The '42 start allows you to dive right into the game without having to plan out the Japanese IAI operation. That operation can be time consuming and challenging for a new player. Once you have some experience with the game, it's a lot of fun as the JP to try various options for IAI. And it's definitely possible for the JP to have a somewhat stronger opening by starting in '41 - but only when you have some idea what you're doing!
John Steidl Excellent points, totally agree.
Error in resolving the air attack on Kwajalein, no?
Shouldn't the 4-8 CL in the hex take the critical hit instead of the 10-10 air unit?
LagunaDSWtOR I suspect Mark overlooked this when explaining the air attrition strategy
Hi! How do you even begin to design a historical boardgame of this magnitude? I am a boardgame designer/publisher that has done a few Kickstarter campaigns, but with my games, I have the luxury of starting with a blank slate. This seems utterly daunting. Do you take research from other war games of this theatre, or did you start entirely from scratch?
Where did you get the map printed and laminated?
maybe some company make this game in digital version
I mean "beats me"
How does the game play solitaire?
Better than you'd expect for a card-driven game. It comes with a solitaire "bot" consisting of a set of flowcharts and a separate rulebook explaining their use, which plays a reasonable game. The bot is also a good training aid when you're learning the game, as you can use it as a "chief of staff" to offer advice on your own strategic choices.
The strongest point of this game is unlocking your units under specific HQs by use of cards. It so much simplifies turn flow. Wonder if it was inspired by Hearts of Iron computer game.
Why not put Enterprise CV on Port Moresby post battle 1.49.30, then allies able to put HQ and some reinforcements on New Guinea due to their air parity.
Too complex for me.
Presentation is often herky-jerky, with the presenter lost as to which phase he is in and what to say next. Somewhat irritating.
Good video bu honestly very long.
Try and keep videos to 7-14 minutes