![]() Placement of land-based aircrafts, one plane at a time, sides alternating.Moving Patrols out to sea, to take control of the sea areas.Arrival of reinforcements in a friendly port, or removal of units if required by date/turn.They are all identical each turn, except when mandated by special case (for instance the surprise attack phase of December 1941 in FC Pacific). The winner of the game is the side with a positive VP balance at the end of the scenario in play. At the end of the turn, once scores have been calculated, the leading side gets the balance and accrued it to its overall score. Each of those brings Victory Points (VP), not always the same for each side in a given sea, representing the different strategic importance of the various seas to the respective sides. The US side, playing last, has a slight strategic advantage.Įach turn, both sides will attempt to control the key sea areas on the map. The game is played in 10 turns of 4 months each, alternating the opposing sides. many scenarios of variable length and difficulty.a streamlined UI and easy controls, and a wealth of ingame information,.a very accurate database with faithful ships sketches, 3D models, and actual historical photos,.an AI that will attempt to foil your grand strategic plans or your local actions,.a challenging set of decisions each turn for the selection of which areas to keep under your control, seize from the enemy or harass,.game features day or night battles, island bases invasions, air raids against ports, reinforcements from other theaters of war,.straightforward battle mechanisms, handling the various aspects of naval warfare: gunnery exchanges, submarines and airborne attacks,.a simple (but not simplistic) set of game mechanisms, focusing on taking control of key sea areas,. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |