My son and I are just playing our second game today. Yesterday’s game was called on account of cluelessness. We played several things the wrong way. Unfortunately, I blame this on the rulebook not being fully developed with playing examples and situations that will certainly occur not even being mentioned in the rules.
I think this is a quality game. The appearance that a game will proceed quickly once we understand the rules is a plus because I couldn’t get him to stick with a full game of AAR. I received only one red chip, not the ten indicated in the rulebook inventory. I think the cruisers are too close to the size of a battleship, but that is because the destroyers are much too big to begin with. Downsizing cruisers and destroyers would improve the game for me. I also think more fighter aircraft need to be included because when you deploy a carrier, you want to place two aircraft pieces on the carrier, not an airplane and a chip. Then you need at least six additional fighters, one for each airfield you are likely to use (I think realistically controlling five might be the max that ever happens in a VP game). I really love the battlebox. I hated the situation where an opponent selected his infantry and empty transports. This system is a nice balance between randomness and focus. I always thought, especially in sea battles, that a player should have a chance to focus on particular ships. It also creates the right feeling of making escort ships relevent. There is good reason to have plenty of destroyers to pick up the random hit nto assigned to a missing battleship, or transport. It also gives a player a chance to hit the loaded transports which I find more satisfying from a realism perspective.
My son is rather timid and as the Americans has not made much of a fight. Unfortunately, my forces will build up (4 islands to 2 islands) and he will see they need to act with more purpose early. Studying the game, though, I see that it will be difficult for the Japanese to hold four islands through two turns. It appears to me the US will easily capture all of Guadalcanal and Melita on turn 1 and could build an airfield on Melita on turn 1 if they dare. Turn 2 will often see Santa Isabel fall to the Americans, unless the Japanese protect her too much, when New Gerogia will fall to the Americans instead.
The arrangement of the sea zones presents problems for the defender. There are just too many ways for an agressor to make progress and little opportunity for the defender to block him. This then appears to lead to a massive naval battle when niether side wants to make such a gamble. This really captures the feeling of tension and importance Guadalcanal represented to the Pacific war. Many folks heard about the Battle of Midway and know it was a turning point in the war. But few understand the significance of Guadalcanal as the Marine Corps victory that accomplished the same thing in the island campaigns.
I’d have liked some changes to the ships, and a few more fighters, but I give this game two big thumbs up!