The odd thing about this game is that I can't find anywhere a reference to War at Sea--not on the box, not in the rulebook; no credit or thanks are given by the people currently listed as the designers. Very strange when it's simply an adaptation of the original Avalon Hill game. I like it because it's one of the few wargames where I can just sit there with a non-wargaming friend and make ka-boom sounds constantly for a couple of hours.
I'm not really sure how I feel about this one or its brother game, Don't Tread on Me. Half of me feels like they're just long repetitive gauntlets of maximizing my mathematical efficiency (with some really nice helpings of clever historical detail added in), but the other half thinks, "Wow, I don't have to even read the rules before I begin!" That is seductive.
Oh, and I almost forgot this one...
From the publisher:
"Fire When You Have a Moment! is Self-Inflicted Wound Games’ new so-so title simulating the final Allied assault on Berlin in 1945.
"There is nothing at all innovative in the game; it’s simply covering well-trod ground but in a new shiny package with a name no one’s quite thought of yet, plus cool cover art. Though impressively massive in size, consisting of three 22” x 34” maps and over 2400 counters, it does not even remotely 'put a high premium on playability,' producing a veritable fountain of errata from the get-go and almost, but not quite, requiring a 2nd edition. The possibility of that 2nd edition will be bandied about for years by wishful thinkers before we say yes or no to it. It’s kind of a moot point, as after one-third of a play or so, it’ll wind up on your shelf, mostly forgotten.
"The game comes with a 48-page rulebook which will be helpful, but not entirely; because the Internet-friendly concept of living rules has given us an easy out from doing as much playtesting as we probably should, you should think of them as a good, solid first draft of how the game should be played. Hopefully you, the consumer, will sort of finish designing the game for us via online forums many purchasers of the game don't even look at--that’ll really help us to move on and crank out the next new title for you to buy and kinda regret for doing so.
"The box does include one unique feature: a tiny list of people who might actually A) sit down for a full face-to-face play with you and B) play the game more than once to actually explore its nuances and strategies. (Note: Since the list was taken from the original subscriber base of The General, not all contact information is current.)
"So if you’re looking for a product to give you that exciting new-game sensation for 45 blissful minutes only to quickly make you realize you’ve got another dust-collector on your hands, Fire When You Have a Moment! has it all: tons of rules and exceptions, long setup time, and a decidedly unpolished feel. Attack!"
I was on the fence about this one. Not a conflict I was drawn to, two factions and one bot. I quite enjoy the four factions in Cuba Libre, though I'm not sure how much of a riot it is to play the Syndicate.
But on the other hand, I like the idea of having one COIN game that is two factions only, and I like to have a few conflicts in my collection that were not on my radar. Colonial twilight? Why not. I'm really looking forward to Gandhi as well. Oh, and if I was going to go for this conflict, plus as a COIN, Brian Train seemed a no-brainer.
I know COIN has nice production but this is a really nice one from a first glance. Even the dice choice is quite funky.