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Sunday, July 16, 2017

Asia Engulfed (2007)

Asia Engulfed (2007)

Ratings

7.53156 out of 10 with 390 ratings
Board Game Rank: 1796
War Game Rank: 150

Description

from GMT website:

We are proud to announce the companion game to GMT Games' award winning Europe Engulfed. In Asia Engulfed the action takes place across Asia and the Pacific covering the entire war from the attack at Pearl Harbor to the final collapse of the Japanese empire.

Asia Engulfed is a complete stand alone game or it can be combined with Europe Engulfed to simulate the entire Second World War. A complete set of combined game rules allow for unit transfer, production allocation, and combined victory conditions.

Asia Engulfed focuses on playability and making players feel the pressures their historical counterparts were under. Players actually feel the pressures and stresses felt by the strategic level commanders in the real war. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in 6-to-9 hours once players become familiar with its elegant game systems.

Wood Block Units:
Wood blocks are used for both land and naval units to provide a realistic fog of war. Different colors are used for not only the different nations but also for land and naval units so there is no confusion as to what is what and who is who. Only the controlling player knows where their elusive carriers are until combat is engaged. Players will have to decide during their naval reaction move if they have the guts to intercept the enemy's unknown forces.

Supply and Oil:
Asia Engulfed incorporates a unique and simple system to realistically portray the Japanese resource limitations. The further your empire expands from Japan the harder it is to supply and operate your far-flung forces, not to mention defend your perimeter with a navy limited by its oil reserves.

China, India, and Australia:
All three are in play and potential targets for Japanese expansion. Could any of them been captured if Japan had focused its resources? While it isn't likely, they are targets that the Allies have to defend and often seem just out of reach. Optional rules can bring the Soviet Union into the game.

Redesigned Air System:
Air assets are critical to a successful campaign in the Pacific, influencing both movement and supply. A carefully designed area map allows air units to exert control into adjacent areas and move across areas to the next airbase without having to worry about tracking range or counting hexes. Carrier air assets are represented by their own counters allowing for their losses to be tracked separately from the carriers and for the Japanese to husband their elite pilots.

Redesigned Naval System:
The naval system is totally redesigned from Europe Engulfed and along with the air system an integral part of Asia Engulfed. Basing limits, extended range movement, naval reaction movement, carrier day or surface ship night combat, surprise effects, port attacks, invasion support, it's all there and when combined with block limited intelligence and a healthy dose of lady luck every engagement brings the thrill of a potential victory and the fear of a devastating defeat. Even submarines get to put in an appearance as they try to pickoff stragglers.

Production and Strategic Warfare:
Asia Engulfed Game Turns represent two months each and production and strategic warfare takes place within each of these turns. Production levels are easy to calculate and production choices include Special Actions, Aircraft Carriers, Battleships, Cruisers, Submarines, Land Based Air and Carrier Based Air units, Infantry, Marines, and an assortment of strategic assets. The USA conducts a strategic submarine campaign against the Japanese naval transport system and later in the war is able to direct strategic bombers over Japan.

Special Actions:
Special Actions are an innovative rule system to allow for not only extended operations during the course of a normal two month game turn but also to represent each sides unique capabilities. From code breaking to emergency rebasing, special actions provide a wealth of options for the player who has been able to commit the necessary resources to build them.

Rulebook and Playbook:
The 24-page rulebook is clearly written with many examples. Also included is a 24-page playbook. The playbook includes player notes, designer notes, combined game rules, optional rules, scenarios, index, and an extended example of play.

Integrates With:

Europe Engulfed




  • Designer: Jesse Evans, Rick Young
  • Artist: Rodger B. MacGowan, Mark Simonitch
  • Publisher: GMT Games
  • Year Published: 2007
  • Number of Players: 2 - 2
  • Suggested Number of Players: 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 480
  • Suggested Ages: 12
  • Language Dependence: Some necessary text - easily memorized or small crib sheet
  • Honors: 2007 Charles S. Roberts Best World War II Boardgame Nominee, 2008 Golden Geek Best Wargame Nominee, 2008 International Gamers Awards - Historical Simulation
  • Subdomain: Wargames
  • Category: Wargame, World War II
  • Mechanic: Area Control / Area Influence, Area Movement, Dice Rolling, Secret Unit Deployment
  • Family: Block wargames
  • Alternate Names: Asia Engulfed

Reviews

By
New C3i stuff only (not entire game) BIN: 5

By
Ziplock

By
Woohoo! Arrived just before Christmas!

9 out of 10
By
My favorite block game! A wonderful take on the Pacific War. It is a lot heavier than Avalon Hill's Victory in the Pacific, yet quite a bit easier than [thing=11825][/thing]. The obvious strategic warfare can be covered in a game like Columbia's Pacific Victory, but the chrome in this game is why it is so much better. The pain of managing your supply network and oil resources as the Japanese are wonderful. This game probably has my favorite repair/replacement system of any game on the market. And while the game is strategical, the combat is more operational with the more granular level that it employs. Plus, when it comes to chrome, it's fun to have both the Chinese nationalists and communists in the same game working together and apart at the same time.

By
Desperately want to get this to the table.

By
Never played

6 out of 10
By
Asia Engulfed is a game I want to love, but I can't get past tolerating. Or maybe "like despite itself" is a more appropriate description. Now for context: I played the game over two days with a buddy. It was my first game, and I think it was his second game against an opponent, third if you include some solitaire play he did. I played the Allies. He played the Japanese. So far so good. Then the markers start appearing on the board. Garrisons. Transport network. Naval influence or dominance. LBAs (land-based air). We got lucky and didn't need Out of Supply markers, or new fortified position markers. I hate the clutter on the board. To me, it is indicative of too many rules, and some don't even come into play all that much. Or would be better implemented via computer, or computer-assisted design (like Golem Arcana appears to be shooting for). Another thing that rubbed me wrong is the strategic non-game component, which is mostly pointless die rolling and non-choices to execute. Mostly meaningless, and I feel they are there mostly so you can see the designers read a book or two about the topic. I'd rather they had read a book on design, or human psychology, or something that told them POINTLESS BUSYWORK SUCKS! Honestly, why bother with a developer if the game doesn't get developed? Having said that, I do like the (somewhat complicated) naval combat system and the need to push, but just enough, as the American player. There's a neat bluffing component in the game that goes far beyond just having blocks in the game. So, overall, while I didn't love the game, it wasn't (mostly) because of the game itself, but really the memory aspects of it and the record-keeping it requires. Asia Engulfed is a game that I'm willing to play on occasion (and maybe even more than Europe Engulfed), but I can't justify owning long term.

7 out of 10
By
Good system. Hidden units keep the opponent guessng

By
3.8

By
Reglas y escenarios en castellano 2

By
P500 Preorder. Just received 12/10/07.

By
War

By
Not played yet.

7 out of 10
By
We didn't get too far, but the game seems alright. Fairly decent coverage of the Pacific War, and some cool concepts. Seemed to play a little slow, but I'd definitely be willing to give it another go.

By
11/13/14: Looks like the Vassal Module 3.1f may have a bug. Overall this may be difficult to do PBEM as there are a lot of potentials for opponent interaction with your move. We'll see.

8 out of 10
By
reglas en español

8 out of 10
By
Initial Impression: Although this wonderful wargame is accessible to most wargamers, it's a middleweight game that takes a bit of getting used to. The blocks work wonderfully with this level of game, masking fleet strengths until engaged. Air cover rules make the even the smallest of islands potentially key to strategic plans. The game's pace is fairly true to historical events, requiring the US to wait, build up, and plan thier offensive. Supply, transport, and oil resource rules help to drive the Japanese objectives. I've got to play more of this game.

7 out of 10
By
One of the better simulations of a hard to simulate war. The blocks give some of the "searching for the enemy carriers" action that dominated the war. A little long and not particularly tense.

By
Nice! Half the map of Europe Engulfed, maybe shorter to play too?

By
Looks pretty good. And I like the fact that it's just a one-mapper, increasing the chances of me getting it on the table before it's bigger and older brother, Europe Engulfed.

By
Birthday gift 2011.

8 out of 10
By
I played two short games an one long game and it works very good. I like especially the rules for building ships. It takes a long time to rebuild destroyed ships and you have to take care where you will fight with your fleets. The special action rule is great. A small rule with so many options.

By
Would like to compare to Fire in the Sky :(, Empire of the Sun :) and Victory in the Pacific :). Still unpunched. Update: 2011 - Never got around to trying it. After perusing the rules, I was not sure that I would ever get around to actually trying it out on my own. I think block games are not my cup of tea. My PTO prime-time players = EotS, VitP and Dai Senso.

By
G13

By
*

8 out of 10
By
Excellent game. Naval rules make it much more complex than EE

By
?

By
OT

8 out of 10
By
An excellent game system that portrays the Pacif War quite well at the grand strategy level. Companion game to Europe Engulfed, there are rules included for combining the two to play the entirety of WWII.

7 out of 10
By
Very interesting system and a great way to learn about this theatre. Works well to integrate all the contrasting scales of the theatre in a fairly smooth way. Takes too long to get to the table very often. I would rate this higher if I was more interested in the Pacific Theatre. For such a long game the naval battles are really variable and a few bad rolls can set you back almost a year of effort. This is very realistic (just look at Midway) but you must approach this game as an experience and not a traditional game where the winner played better.

By
Kids's Collection

By
Technically I own it, but not allowed access until Christmas. Part of my GMT p500 thank you sale purchase.

By
Just acquired 12/2007. Can't wait to get this on the table! :)

9 out of 10
By
UPDATE: Comments that AE is a little process-heavy are probably accurate. It's strange, for instance, that you have to do all your naval moves, interceptions, and what-not, then put the game on hold and resolve all your production before you actually fight the battles. It makes sense, units committed to operations can't receive replacements and fleets need downtime to refit, and the effect feels right. But there's no denying that inserting production between movement and combat is a little jarring. Also, there is a little trickiness to re-basing. For me, it's all OK once you get the intent of the design (for me, Fire in the Sky is arguably more straightforward rules-wise, but harder to get your head around), but I can't argue with the folks who find the process cumbersome, or at least tricky. --- UPDATE: After playing a bunch of AE now, I think it's not quite as totally compelling a game as EE. The game feels a little flabbier, with a fair number of turns in which not a lot happens - it's not the wall-to-wall action that EE is. It's also definitely swingy; throwing the carriers into battle is a roll of the dice, which is fine, but it argues for a shorter game; I think AE, like EE, is a touch long for comfort. Also it seems there is little incentive to split carrier forces as was done routinely historically; naval battles seem to be "all in" affairs. But that could just be me needing more experience with the system. I do still like AE a lot though. The PTO is notoriously difficult to game, and even harder when you're trying to retain compatibility with an ETO game, and Jesse Evans has done as well as anyone could be expected to given the constraints. There are many fine touches here, from island groups not usually modeled in these games to the clever area breakdowns, the tough production choices for both sides, and the very successful use of the limited intelligence provided by the blocks. Of the recent PTO games, including Fire in the Sky and Empire of the Sun, this is easily the most compelling. As always, if you're playing the campaign game, I do recommend starting in Jan '42. Also, the combined AE/EE game seems like it would have some issues, as the pace of the two games is pretty disparate. The AE players probably end up sitting around a fair amount. --- Awesome. Feels a little more derivative than EE, with a fair amount of borrowing from other games like Victory in the Pacific and Fire in the Sky, but AE still retains a lot of the same great operational feel as EE while being a very successful PTO game in its own right. I enjoyed it quite a bit, felt it was very evocative, and look forward to giving it more play. Still a little on the long side, though, I think. It's relative brevity was over-billed, I think; this is still an 8+ hour game for the whole war. Still, definitely more playable than EE, and *much* better player aids.

By
GMT

By
Heavy Wargame #1 2013 - Not played.

8 out of 10
By
As good as, perhaps even better than Europe Engulfed. The rules are rationalised, the board is even more ergonmic. The pieces are just right. I have never appreciated this theatre, but am beginning to understand it better thanks to this game. Civiliacio-ludo Absolute re-ludebla.

7 out of 10
By
Complex! But interesting!

4 out of 10
By
Rules turned me off. Sold unplayed. Nothing worse than "steps" of generic CVs in a Pacific game. Really lame.

By
comprado via preorder. año 2007. cambiado el noviembre 2014

By
Z - markiert

8 out of 10
By
I was originally surprised that the designers of Europe Engulfed were trying to use the same system to design a game about the pacific theatre of WWII. I didn't think they would manage to create a very good game. I was very wrong! They managed to give you another great game full of difficult decisions, while retaining a very realistic feel I don't have room to go into all of the great rules they incorporated into this game.

9 out of 10
By
Further play has revealed the following: a) excellent depiction of the geography of the theater. the use of port boxes, islands, and areas (each with its own basing and combat restrictions) does much to add depth to the geographic considerations a player must evaluate. b) great (and realistic) use of fog of war. Rick Young has commented that one of his gripes with Pacific Victory is that there is too much FOW. (i.e. you should be able to at least tell an air unit from a naval unit). He's right (although Pac Victory is still a great game). AE strikes just the right balance in the FOW department. c) Excellent depiction of the impact of American submarine power. d) the game is (as another commentator here has noted) "process heavy". There is a very detailed sequence which must be followed. Fortunately, the game comes with some outstanding player aids, including a Player Turn sequence chart. The process is mildly intricate, but once you've done it a few times, it becomes second nature. e) The game is (to my thinking, at least) more complicated than EE. However, this is not surprising given that the Pacific is a much more complicated theater to depict. The mix of land, naval, and air units added to the various geographic considerations almost mandates that the game will be more complicated than one covering Europe. Overall, a very interesting game and one which requires the ability to think through many different considerations -- each of which has an effect on the others.

By
2 player block wargame [see also Europe Engulfed]

By
Opened, but unplayed. Unpunched and unstickered.

7 out of 10
By
GMT Games

By
Clipped

By
Wargame

8.5 out of 10
By
The battle simplicity of a block game, but with rules and mechanics that really capture the nature and constraints of the Pacific war for both sides. The impact of Japanese supply rules and pilot training limitations is especially notable.

7 out of 10
By
The Asian war fascinates me but is difficult to game. This looks promising so far. Only toyed around with it solitaire.

8 out of 10
By
A worhty companion to EE, similar system but play differently. Significantly shorter (around 8 hours). It gives a good feel of the theater the hidden blocks work very well with the naval part of the system. The political rules are simpler than EE but the aero-naval system and the supply rules are more complex, the rules add a lots of chrome which result in more complexity, be prepared to miss some important rules during your first games. But after that the game play rather fluently. There are less operationnal decision to make than in EE the game is much more strategic, but at the same time you must pay attention to many small details. Fighting usualy involve only a few units on each side, there's nothing comparable to EE russian front. As you have very few WERPs to spend each turn the decision are all the more excruciating.

9 out of 10
By
EE goes to the Pacific. Good, straightforward handling of logistics.

10 out of 10
By
Amazing game - first time I have really understood the structure of the Pacific War. Can I give it more than 10? This one gets better and better.

By
Haven't played yet, but willing to. Read rules through once... odd.

By
March 3, 2012: Just got it. Plan to link it to Europe Engulfed for the next step up from Axis & Allies 1940 Global.

By
[b]Purchased on:[/b] 7/20/15 [b]Purchased from:[/b] ebay (www_nobleknight_com) [b]Purchase price:[/b] $119.95 (+ $19.80 SH) [b]Notes:[/b] - Purchased New [b]Weight:[/b] 3.79 (6/13/17)

By
After one play: This game is not what one would call intuitive. Nosiree...

By
Bought NIS for $40 including shipping

6.5 out of 10
By
Block game. Light weight rules plays very nicely. Very much a game, not so much a simulation.

By
Preordered through the p500.

8 out of 10
By
New naval rules (From Europe Engulfed) work quite well although it did feel like a lot was pinched from Fire In The Sky. I like it, but once a naval encounter happens, the block mechanism loses its effectiveness in modelling the issues of finding an enemy fleet. There's not quite enough on the board to easily hide where those carriers have gone.

By
Not Played

By
For TRADE/SALE

By
GMT

7 out of 10
By
Very interesting system that is unfortunately buried behind an opaque manual (why is supply the first section after the turn order when it doesn't come up until after naval movement?) The system is quite a puzzle for the Japanese player who must deal with supply network, a dwindling oil reserve and very little WERPs to rebuild his army. The biggest challenge for the Allied player is bidding his time and waiting for any opening. After the 1942 turn however, the Allied must go on the offensive and should have all the resources to do so. Intriguing and worth playing (and replaying). As difficult as the rules are, things will become clearer when you start pushing counters around.

9 out of 10
By
Finally completed the campaign game after two aborted efforts (due to bonehead playing). It took us 15 hours, but I love this game! My favorite PTO game.

By
not yet played

By
Możliwość gry Japońcami = Musze to mieć :)

9 out of 10
By
Very nice PTO game that incorporates a very key aspect of the war - limited intelligence - with a very challenging economic game (particularly brutal for the Japanese). Also, incorporates China, which was woefully lacking in Fire in the Sky. I would also say that this is the best PTO game I've played but there's no denying that the rulebook could do better work. Not so much that critical info was missing but rather it was hard to absorb some of the opaque rules.

By
Bought for £16 on ebay.co.uk.

By
Very good condition. Never played.

9 out of 10
By
I like it better than EE due to the lower block density and the very interesting naval mechanics (it's my first PTO game). I am not even sure whether it is really more complicated than EE. It adds the naval rules, but a lot of complicated EE stuff is gone: no weather, fewer ground unit types, fewer political rules, fewer special actions, less complicated sea-supply through fleet points. And I think the added naval/air rules are rather intuitive (and fun). Some criticize it for being "procedural". Actually I cannot see how it is more "procedural" than any other wargame of this scope. As to the naval move phase happening before production, which some find strange: it's mainly a way to enable your fleets to secure supply through otherwise enemy-dominated sea zones, as they are at port at the beginning of the turn. Completely reasonable. You get a lot of material in the box, including much better player aids than for EE. The production sheet is full of errors, though. Rulebook is a bit cluttered.

By
Could be worth checking in to.

9.2 out of 10
By
bloczki

By
One of the few games I regret trading away, but its 8hr playtime would have kept it on the shelf forever...!

By
stickered, yet unplayed

5 out of 10
By
Good stuff here but way to long.

By
Block game crossed with Third Reich. Neat idea, haven't played it yet.

6 out of 10
By
What looks to be a great Pacific campaign that needs to see table time, after attempting Europe Engulfed, first. It's tough to get enough table time these days for big games like this. Surely it'll take a week to play- but I can't wait for those days. Update: sold. Just can't see enough time to play this, particularly with Triumph & Tragedy Pacific on the horizon also, it's too much of a simulation for me.

By
No lo he probado, pero si es la mitad de buena que el Europe Engulfed (mi wargame favorito) será un pelotazo.

9 out of 10
By
Slow to the block game party, having misunderstood these games as poor at solo. Boy am I wrong... maybe I wasn't wrong, but I am now because of my failing memory. I can't for the life of me remember all the upright units after I switch sides. Fascinating game, doesn't have any political elements of note, its all been abstracted out and absorbed within the movement/combat/production rules. The war in China is extremely simplified for gaming sake and for what it is trying to do, it works well. The highlight for me is the naval production and combat which reflects the strategic realities well even if the details are fuzzy from this high up. The fight for Burma is rather well done with the Japanese doing the Ichigo thing better than historically. The way the game handles Japanese supply and raw resources is excellent and very easy with surprisingly low overheads in terms of fiddly-ness. I am playing the short Tipping the Balance 5 turn scenario and the Japanese is rolling over the Allies around Guadalcanal (with some excellent die rolls), there was a Battle of the Solomon Sea where the Japanese Carrier Fleet was able to surprise and sunk the entire U.S. Carrier Fleet, leaving the U.S. without Carriers in Sept/Oct of 1942. Pretty terrible. Probably would concede if it were a face-to-face game, but I will go through the motions for a couple more turns just to see what can be done about the situation and to get more comfortable with the rules. I am still getting use to all the many moving parts and there were some glaring mistakes made by the Allies. Probably should of held back with attack for a couple of turns to build up and to out build and disrupt the Japs and ensure enough ground troops, air & sub support prior to moving into the fray. Probably should have bogged down the Japanese more in China & Burma to divert resources that way, as well as threaten their resource areas in China. Game doesn't compare with Empire of the Sun, that game is much more complex and detailed. This game also is quite different from Axis Empires: Dai Senso! which has a lot more complicated political system and even though its counter density is low, its still quite high compared to a block game. There are a ton of tables in that game whilst its buckets of dice for this game. The fog of war is great and I think makes this game stand out compare to the others, it makes naval games make so much more sense, and you now longer need all them search and encounter rules to emulate contact. Funny that this game didn't have dummy counters at all (not any use solo, but multiplayer..) I will be updating the rating as I get more plays in... (Forgot to mention: The production values are AMAZING, the map looks great and the spaces actually have enough room for the blocks! The map also uses a thicker than usual card stock, the blocks are simple by handsome. The rules were oddly arranged though, it wasn't done in the usually turn sequence order and I found myself jumping around a bit when learning and referencing. BUT the index at the back is a Godsend!)

4 out of 10
By
See review also. The timing in this game is clever, the way the naval and air systems have been grafted on the basic ground system really must have taken a lot of time and effort. Getting it to work must have been a nightmare and it ends up working. I think Rick Young has an outstanding understanding of getting nice timing mechanisms into games. But I don't see the options here I need to see for a really long lasting game for me. To me, it boiled down to this: Japan decides at the beginning to do one of four things: fight in China, fight in Burma, try to invade Australia or sit around and do nothing but the obligatory East Indies invasion and hope for a marginal victory. So essentially the game boils down to a strong early offensive if you're the Japanese, then battening down the hatches and moving as little as possible (so as not to waste oil or transport). The US will eventually come with insane forces so you have to hope to make them spend SAs, hope they don't roll sixes and sit your fleets in a threatening place with enough oil to respond for a major fleet action. As the US, you will struggle to do anything for the first, say 5-10 turns lest they face the overwhelming Japanese navy. Then you invade islands with as much force as possible and hope for high rolls. To me there isn't enough tactical interest here to make this script interesting. Beyond that the system had some things that soured me as well. CBAs are reasonably lethal to ships, but generally attacking a fleet even with air superiority is suicide for your CBAs because of any enemy air and very strong AA. That was frustrating--getting the drop on your opponent with a superior air force and seeing it virtually shredded because I decided to attack. Additionally I felt there were some odd incentives to blob your fleet as a giant fleet for the AA protection and as the Japanese as a deterrent. Finally, the air selection mechanism in combat is unsatisfying because the steps of planes available to you are not granular enough, making the whole assignment game a nuisance. Have I just described the real war in the Pacific? Yes. So don't take this necessarily as an indictment of the designers historicity. The game was well designed but it is not at the top of games I want to play again. I found it very scripted and also sometimes frustrating. That said, I got about 3-4 full campaigns out of it so I am no expert. But the games did not make me want to become an expert either. Traded away

By
Acquired Feb 2008 -

By
Have Errata Counters (C3i #20)

By
Never Played Traded for Marching Through Georgia

6 out of 10
By
Looking forward to playing this one. Rating based on reading the rules and pushing around a few blocks. Very ambitious game.

By
Historical wargame / 2 players Young & Evans / GMT Games

4 out of 10
By
Marcus Island. Marcus is not big enough to have an airfiled capable of B-29 operations. yet, in AE, this is a strategic airbase space that allows the US to conduct B-29 raids on Japan. While this maybe isn't a big deal to many, it means that the Western North Pacific is a viable strategic objective to the US, when it actually wasn't. Check out a picture of Marcus Island and you can see why - the runway on the island is only 1300m and can't be any longer than that. Tinian, an actual B-29 base, had a runway twice as long. Even if you could take-off from such a runway, there is no room on that island for more than a token number of planes. While Marcus broke this game for me, it isn't like there aren't other issues. As with many Pacific War games, each side will create a mega-stack of ships with AA that will shoot down excessive airborne attackers. I think the land-based air also has some issues in that you can take out defending counters by a simple raid attack; I think the Cactus Air Force at Guadalcanal showed that it was simply not possible to completely eliminate a defender with long-range attacks. The digital loss of land based air (rather than gradual attrition) makes it possible to create gaps in the Japanese defenses that is just not realistic. Eventually, someday, someone, will create a Pacific War game where carrier air power is modelled correctly, and CVs are not all bunched in a single alpha-stack, but this game isn't it.

9 out of 10
By
Really liked this game, seems very well designed. Faster than EE, nice tough decisions to make as the Japanese due to limited resources. Well implemented maritime combat too.

By
I want to learn this game. There seems to be a ton of potential for a deep strategic level game. But the rules overhead is high, with a long time commitment. Maybe one day I will find my way into this one.

8.5 out of 10
By
Best PTO game I've played, although the tactical battle system is kind of unnecessary for its scale. The Japanese supply and transport subsystems are simply brilliant. The only caveat is a horrendous rulebook that makes even harder to overcome an initially steep learning curve.

8 out of 10
By
My first impression was that this was a pretty clean system, which provides a good feel for the period. Some of the rules lead the game down a historical path, but this is more on the resource level, where the Japanese were struggling with a dwindling oil supply. The transport pool is also straight forward and adds flavor to the game. The only thing I did not like were the dice (which says a lot!)

9.1 out of 10
By
A bit more complicated than Europe Engulfed. Good integration of sea battles in the block system.

8 out of 10
By
A good solid game. I think I may prefer to EE, but both are solid. My only criticism are personal taste, 1 I'm not a big fan of bucket of dice combat resolution. I think the fleet combat would be more to my liking if it was more abstract. Other than that this is a nice block game with enough tension took keep interest and it feels less scripted than it's counterpart.

By
K

9 out of 10
By
One of the Pacific War games I like most. Very good components and tense gameplay without many rules.

7 out of 10
By
Love it, but it did take us 3 days last time we played.

By
Wargame Secret Santa 2010!

8 out of 10
By
This is the best WWII Pacific War game experience I've had in a long time. I especially like that China is included (many Pacific games completely omit that front). The fog of war is good, and the different abilities of the land based air and carrier base air units feel right. I like the air allocation step in combat which requires you to designate which planes are CAP, escort/dogfight, and bombers. Naval combat is dicey, but looking at the many surprising historical results of WWII Pacific combat, that seems appropriate in my humble opinion. The game mechanics encourage the kind of island hopping strategies historically used. The game feels a bit less scripted than Europe Engulfed, but that may be my inexperience (only 1 learning game and 2 real games so far).

9 out of 10
By
Great looking game! The rules differ on some major point from its predecessor "Europe Engulfed" but the rules make sense and are well written. The game components are great (as usual) and the game-map fits on the dining table (measuring half the size of the EE map).
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