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Alan Saunders
Australia
Wollongong
New South Wales
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I bought this game 25 years ago, but hadn't played it at all until tonight. It's not a classic by any stretch of the imagination, but it was an amusing diversion for a Saturday evening, and we'd certainly play it again sometime.

The rules played well, and the turn sequence was fine once we got used to it (Fire, Move, Close Combat). Units need to be hit twice before they die, and recover at the end of the turn, so you need to plan your combats well, and make sure you overwhelm the enemy where you can. You need to keep your wits about you remembering which units have moved and fired each turn, but the low unit density doesn't make this too hard.

A few observations:

The HEA units seem to be generally better than those of the EEC. The EEC get more of them which helps balance this out in the second and third scenarios, but it does make the first a little unbalanced. Be aware of this.

The rules also make mention of skymobile infantry a couple of times, but they aren't in the game. I guess they were trimmed out at some stage, but the editing process didn't catch them. One of the scearios give the HEA victory points for killing SSM units, despite the fact that the EEC doesn't have any in the scenario.

Firing is simultaneous, with units that are disrupted or destroyed during the phase still being able to shoot. So it does seem a bit odd that you still roll for initiative and alternate firing on a unit by unit basis. There doesn't seem to be any point to this most of the time.

Nice game.

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Alan Saunders
Australia
Wollongong
New South Wales
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Re:General Comments
Another interesting quirk we spotted:

A unit in clear terrain can fire down into an adjacent dry sea hex, but a unit in the dry sea hex cannot fire up into the adjacent clear terrain. Both can fire up onto a mesa though.

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