So, John and I played our first Empire of the Sun game yesterday. Overall, we found the rules to be pretty clear. They're also surprisingly redundant (as in "explaining things several times to enable gradually getting deeper as one continues into the heart of the rules") for something that Steve Newberg had his hands on (not that I dislike SimCan rules but many others are not too fond of them). Some of the clarity does rest in the new parts of the living rules, and there were a couple of issues that were clarified since then. (For example, if there's a star marked on the '9' result, and no star on the 'more than 9' result, then the rule says that the star only applies if you get a '9' result. Sorry, Stephen - it would have been better to leave the stars out entirely.) We played the 1942 scenario, and it started out reasonably historical. I went for Singapore first and eventually took it, and then Rangoon, defeated some interservice rivalry, shifted China, turned away a brief interservice rivalry interlude, had one failed try at Manila and the turn was over. (At this time I didn't have any appreciation for the card distribution, but looking at it from afterwards, I had a single black card in the first two turns, in fact most of the second turn I played with 1-rated reaction cards.) There were two failed attempts on Manila because the number of hits generated was one too low. The limit on one declared battle hex is not a problem if you can only activate a few units to go after a big target hex anyway, but with a '1' card you can't activate both air and naval support. I used a lot of cards to get the obvious targets and only managed to take Manila on turn 3. By this point things had started to seriously diverge. Our inexperience turned the game into a bit of a drole de guerre (the usual CDG effect). The strategic maneuvering is quite similar to Pacific War at reduced scale - setting up air units to keep your supply lines open. One has to get used to that - as a result we saw a lot of deep strikes at unprotected HQs. Losing a corps is a good exchange for causing four or five step losses to the other side in the attrition Phase, so both the ANZAC HQ was taken out and SEAC put out of supply despite the fact Rangoon had been retaken by the British. Conversely the only reason Hanoi and the Japanese South HQ didn't fall were the restrictions on Chinese movement, and I missed the easy way to take the Australian Mandates by grabbing Guadalcanal immediately, and the next turn the whole area was absolutely crowded by Allied ground and air units and the chance was past. In the end, the game was a tactical Allied victory. The combat system seems to work well, the card system, too. Lots of colour, lots of hard decisions, and a pretty good feel of the overall forces shaping the course of the war. I assume (hope) that the screwy effects are a question of the learning curve. It seems to have the same problem as in every other game that has corps level units: not enough counters to cover all the terrain, so a lot of places are left entirely undefended (I now see where people get the idea of landing on the Japanese Home Islands in 1943). It does not have quite the same degree of strangeness as some of the other card driven games in that most cards are military anyway, so choosing a flexible 3 OC invasion instead of a event card with 6 logistics but only one land unit shipped does not strike one as incongruous. However, one aspect that *is* odd is the War in Europe cards, where you essentially say 'OK, I'm ignoring that victory in Europe now to do some things over here in the Pacific.' Certainly in the scenarios, playing a couple of WiE cards is more important than playing two 3-rated operations to grab that resource hex in Burma. That feels weird. In another angle, taking Rangoon makes the Japanese more vulnerable, not less, since they can't supply it by sea, when historically the opposite was the case, at least from what I've read. Here they South HQ has to be moved to Singapore (costs two operations) to enable sea supply to Rangoon. The ABDA HQ occurs by a card - if you don't get that by turn 2 and Manila and Singapore fall according to plan, all the Dutch units will starve on the map (Perhaps that's planned because they are too tough otherwise?). And while moving through an air unit Zone of Influence means the other side has a greater chance of being at your target in time to defend it, it has no effect on any losses you may take, thus reducing the main historical risk to deep strikes. Overall, the game feels like many of the one-mapper Pacific Games, but with the cards effectively providing a lot of individual chrome random events, sugarcoating the planning issues one normally focuses on. The planning has not disappeared of course (since one plans with the cards all of the time) but the connection between physical means, objectives, and plans that I'm used to in Pacific games seems a bit more distant, as if operations were handed down from FDR (or Emperor) instead of planned by the Chiefs of Staff (or the Imperial Staff). Not bad, quite colourful, and certainly something to be played a lot. Not sure it will replace Pacific Fleet as my favorite one-mapper. Markus Last 3 games played: Bay of Bengal, Singapore, Empire of the Sun --------------- http://www.dbai.tuwien.ac.at/user/mst/games/ --------------- "Bakayaro! Bakayaro!" ("Stupid Bastards! Stupid Bastards!") -- Admiral Aritomo Goto's last words to his staff, October 11, 1942 _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net http://mailman.halisp.net/mailman/listinfo/consim-l