A masterpiece.
Let's be clear from the start, this game is only for serious connoisseurs of the wargame genre. If that's not you, read no further, if it is, I believe this to be the finest example of strategic wargame yet made. Strong stuff indeed! So I'd better justify it hadn't I.
Well, to start with I believe WW2 is the best era for strategic games, it has the most interesting blend of air, sea, and land technologies. Secondly, in my opinion there are only 3 theatres that can give a really absorbing strategic game - Russia, The Pacific, and one that is crying out for development - the Mediterranean/North African campaign.
The Russian campaign tends to be rather one dimensional, with few really sweeping strategic choices to be made, so that just leaves the Pacific.
The game design here is absolutely masterful, it looks like a conventional hex and counter fest, but the excellent card driven system makes it much more than this. In fact if you are a dyed in the wool hex and counter man, this may not be to your taste at all - it's really nothing like USN.
This is a wargame that if you are willing to make the huge effort to learn (yes, it is very, very, complex) and are fortunate enough to have a gaming buddy of like mind, is going to give enormous enjoyment, and satisfaction. There is an excellent solo mode, so all is not lost if this monster doesn't appeal to your game group.
The only criticism, which applies to all games in this theatre, is that of course it's impossible for the Japanese to win. There is no historically plausible route to a negotiated settlement, even if you forego the Pearl Harbour attack.
This game manages to give the Japanese player a slim hope of "winning", but don't let that put you off, it's pure joy!
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