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Subject: Too long & no time... rss

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Mike NZ
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What would be an alternative to this game, ww2 naval battles board game, solo, short playing time & way less rules!whistle
 
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Sean McCormick
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This is a fabulous game, and despite the dense rulebook, it's not very hard to play. You should slog your way through the basic rules and give it a try. The game is well worth the investment of effort.
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Jesse Escobedo
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Fleet Commander: Nimitz Should come out this year.

Jesse
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James Fung
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Firstly, I don't think there's too many rules. Okay, when you add optional rules like radar (and shadows from islands) and spotlights, the game starts to become cumbersome. But the basic game is: create formations, give orders, find the enemy, hopefully sink him before he sinks you.

I think the problem will be solitaire and less rules. In order to create a credible solitaire opponent, many games have fairly elaborate solitaire opponents based off the situation on the map: Carrier, D-Day Omaha Beach. Then there's those which filter the solitaire opponents' actions through lots of tables to keep the player guessing: B-17, Patton's Best, RAF. Then there are some which are rather dumb but throw lots of enemies at you: Field Commander series, Leader series, Raid on St. Nazaire.

For WW2 South Pacific naval battles, the first is the most logical choice because the US and Japanese generally had parity in forces, but the Japanese were very canny night fighters.

The game is long though. I wonder if there's a way to abstract away from hexes but still maintain the maneuvering and range calculations essential to naval combat.
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Sean McCormick
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LordJesse wrote:
Fleet Commander: Nimitz Should come out this year.

Jesse


Very different scale, I should think. But definitely simpler.
 
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Mike NZ
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seanmac wrote:
This is a fabulous game, and despite the dense rulebook, it's not very hard to play. You should slog your way through the basic rules and give it a try. The game is well worth the investment of effort.


fusag wrote:
Firstly, I don't think there's too many rules. Okay, when you add optional rules like radar (and shadows from islands) and spotlights, the game starts to become cumbersome. But the basic game is: create formations, give orders, find the enemy, hopefully sink him before he sinks you.

I think the problem will be solitaire and less rules. In order to create a credible solitaire opponent, many games have fairly elaborate solitaire opponents based off the situation on the map: Carrier, D-Day Omaha Beach. Then there's those which filter the solitaire opponents' actions through lots of tables to keep the player guessing: B-17, Patton's Best, RAF. Then there are some which are rather dumb but throw lots of enemies at you: Field Commander series, Leader series, Raid on St. Nazaire.

For WW2 South Pacific naval battles, the first is the most logical choice because the US and Japanese generally had parity in forces, but the Japanese were very canny night fighters.

The game is long though. I wonder if there's a way to abstract away from hexes but still maintain the maneuvering and range calculations essential to naval combat.





Thanks for all the suggestions especially the 2 above...gonna give it another read thru...I love the subject & the look of the game/components so...I'm reading! Thanks.

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Judy Krauss
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If you want to just play with the Basic rules for a while until you feel like reading the Standard rulebook, I posted several new Basic game scenarios that can be played solo or 2-player (and a 2-player Basic variant, if that interests you), here:

http://boardgamegeek.com/filepage/24002/tokyo_express_expans...
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Mike NZ
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Jude wrote:
If you want to just play with the Basic rules for a while until you feel like reading the Standard rulebook, I posted several new Basic game scenarios that can be played solo or 2-player (and a 2-player Basic variant, if that interests you), here:

http://boardgamegeek.com/filepage/24002/tokyo_express_expans...


WOW yes many thanks! These will be great! Wonderful! cool

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Sim Guy
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Jude wrote:
If you want to just play with the Basic rules for a while until you feel like reading the Standard rulebook, I posted several new Basic game scenarios that can be played solo or 2-player (and a 2-player Basic variant, if that interests you), here:

http://boardgamegeek.com/filepage/24002/tokyo_express_expans...


Moves! That's where I saw this before. I was trying to find this variant years ago and couldn't remember where I'd seen it last. It was in one of my friends collection of Moves magazines.

And here it just pops up like the little gold nugget it is. TEx may get some more playing time this year.

Thanks Jude.

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The play's the thing ...
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Going thirty-eight, Dan, chill the f*** out. Mow your damn lawn and sit the hell down.
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Jude wrote:
If you want to just play with the Basic rules for a while until you feel like reading the Standard rulebook, I posted several new Basic game scenarios that can be played solo or 2-player (and a 2-player Basic variant, if that interests you), here:

http://boardgamegeek.com/filepage/24002/tokyo_express_expans...


Thanks for this Jude, now I just have to pull my finger out and actually play it ...
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Jesse Escobedo
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The Vassal module is your friend.

http://www.vassalengine.org/wiki/Module:Tokyo_Express

Jesse
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Judy Krauss
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You're all welcome. Sorry about the columns not lining up properly (especially on the second page). I tried to fix it once, and I keep meaning to try again...
 
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Nigel Hodge
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This would have made a great computer game (especially with the variant "into the slot from the duration " from the General magazine!).
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Kirk Allton
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Dont give up the ship too quickly on this game to all who are just trying it out. Just set up the basic scenario and run through it a couple of times...things will start to come together in no time. As to the original question, Nights of Fury Guadalcanal is a good game too.
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