Empire of the sun board game review




















Okay, so that was a lot, but we got through it! The cards can seem daunting when you have a new hand of 7, because they contain a lot of information and often have many exceptions to the written rules printed on them. But through careful thought, and most importantly a well laid out plan, you will be able to effectively use your cards to further your war efforts. If you enjoyed this entry, then watch out for the next in the series coming soon. You can always check out the Zones of Influence post as well as the brief introduction for this game if you want to learn more in the mean time!

Alexander, Thank you so much for this series! So, for me, this is the perfect way to organically grow into learning the game. Question driven by the Tactics Zones post: it would appear, to my inexperienced eye, that you spend an awful lot of time just counting hexes to establish distance from HQ, again and again, each turn for each chit. Like Liked by 1 person.

Hi there! Thanks so much for reading. You seem to be in a very similar boat as me, in that the rules were very daunting at first! I plowed through them to get the just, and then started to play very slowly just to see the rules in action.

As to your question, the short answer is yes. You do spend a fair bit of time tracing hexes for supply and command, and counting out the ZOIs. Like Like. Actually the Vassal module comes to the rescue. No more counting hexes. ZOI are. Thanks for undertaking these tutorials on EoTS. I have owned it for quite a while now, but have yet to play a full game due to the initial overwhelming factor. I have to learn it and then try to teach others how to play if I am not going to play solo.

Exciting stuff, thanks. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account.

Notify me of new comments via email. Notify me of new posts via email. Search for: Search. Date: November 3, Author: Alexander 10 Comments. Labyrinth by GMT. Share this: Twitter Facebook. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:. The focus of EotS is on directing major offensive axes of advance.

The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units. Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.

The key variable in determining strategic victory is the level of U. The Japanese win the game by forcing the U. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States.

The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS. Not a lot of detail but a good, solid overview. I need to know that when I get my newly purchased game home, I can set it up quickly and begin the learning process immediately. Empire of the Sun scores very highly in the setup department. There is a Master Scenario Setup List in the rule book that lists the complete setup locations for each yearly scenario as well as the full campaign scenario.

When the game was first released, I heard quite a bit of complaining about the rules; how confusing and disorganized they were. My first play of the game was with the version 2. But I must say that some parts of the v2. When played as an OC, the operations number in the upper left corner determines or partially determines how many units you may activate and how far they may move.

For example, if the U. The distance these three units could be moved is determined by multiplying the base movement allowance of each unit by the Ops value of the card. So, naval units could move 10 hexes base movement allowance of 5 x 2 Ops , ground units could spend 2 movement points base movement allowance of 1 x 2 Ops. All air units have differing ranges and possibly extended ranges , both of which would be multiplied by the 2 Ops value to arrive at their final range. The Ops value of the card played by the offensives player also governs the number of units that the reaction player may be allowed to activate, as well as the movement allowance of reaction units.

If it is a Military type event card, the event text may supersede the number of units that can be activated, how far they can move, and may influence the battles themselves. It may also impose other restrictions or grant some type of bonus to the activating player. Political type cards generally instruct the player to perform some type of action not directly related to unit movement or battle activities.

Resource type cards will normally provide some unexpected resource or reinforcement. And Reaction type cards are used by the defender to oppose an action by the offensives player.

As in most card driven games, the event text on the card may supersede standard rules. At the core of the Empire of the Sun combat sub-system is the notion of an Intelligence Condition , which may be either Surprise Attack , Ambush , or Intercept.

The Intelligence Condition has a huge impact on combat resolution. The Surprise Attack condition benefits the attacker, the Ambush condition benefits the defender, and the Intercept condition benefits no one.

The small numbers near the top left of the card i. If the offensives player had played the same card as an EC for the event , the reaction player would have had to roll 4 or less in order to change the intelligence condition. The underlying idea is that EC offensives are generally larger operations that would be harder to keep secret.

In game terms this means that offensives initiated by EC may declare multiple target hexes, whereas those initiated by OC can only have one target hex or, more properly, Battle Hex.

The card title and sub-title are there just for flavor. It does not govern where or when the card can be used. The important information on this card is as follows:. All of these units are well within the South Seas HQ activation range of 12 hexes. All hexes of the Solomon Islands and New Guinea that are not physically occupied by Japanese units are considered to be US controlled hexes. Movement allowance for all naval units, and any ground units being amphibiously transported, will be 15 hexes 5 base movement x 3 for the Ops card value.

They move together to New Georgia hex The Kongo 2 battleship moves from Truk to Bougainville hex and the Soryu CV moves to hex where it can provide air support to any battle hex within its 3-hex range. If they needed to move, their movement allowance would be 3x their printed movement allowance, staging from friendly airbase to friendly airbase. The 3x allowance is, again, due to the 3 Ops card that was played.

The final unit to be accounted for is the 19th Army unit on Baka. This unit performs an Amphibious Assault on Bougainville. There are no actual naval units involved in this move. When being transported this way, ground units move like naval units, but must never come under an un-neutralized enemy Air Zone of Influence. Since the card was played as an EC, more than one Battle Hex may be declared.

In other words, he lays out all the battles and the participants in each. Unless the US player has a special Reaction card that changes the Intelligence Condition in our example, he does not , he must roll a die to see if he has caught wind of the pending Japanese operation Intercept or if it remains undetected Surprise Attack. The EC on the card is 7, the US player must roll 7 or less.

This roll is modified by -2 since Japanese units did pass within the ZOI of an American air unit during the course of movement. The US player rolls an 8. With the -2 modifier, the net roll is 6 which is sufficient to have the Intelligence Condition changed to Intercept. In this example, that would mean that 5 American units can react.

Consider the situation here. Bougainville is under attack by a powerful invasion force. And the island of New Georgia is being occupied by a smaller invasion force. Any or all of these attacks can be opposed.



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