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avatar_Elias Nordling

D-Day at Tarawa

Startat av Elias Nordling, 13 september 2014 kl. 07:45:31

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Elias Nordling

Skrev just nedan pÃ¥ Consimworld. Orkar inte översätta det, och tror att publiken här är verserad i engelska  :P

On the table for me is D-Day at Tarawa, the follow-up to D-Day at Omaha Beach. I thought the first game was perhaps the best of its decade so was stoked for a sequel. I'm halfway into my first game.

The rules for landing the troops can only be described as inadequate and thr designer has been giving answers in the game's topic that I wouldn't be able to infer from the rules. But other than that the rules are tight.

For a couple of reasons, the game isn't quite as tense (or I have just been lucky) As Omaha. First, in both games you got an auto-defeat if you had enough companies reduced to half-strength or less. In Omaha this was a very real risk, but in Tarawa it happens if ALL infantry units currently in play are reduced. This just isn't very likely to happen and can be avoided by placing a unit in a safe base area. Incidentally I think it can also happen on turn 1 before you get to act, but I think you'd have to be extremely unlucky for this to happen.

Second, in Omaha you again and again ran into situations where you felt "Shit, there is no way I'm going to be able to dislodge these guys. In Tarawa, there is a new combat mechanism called close combat as an alternative method of attacking. It works and plays well, but it is also fairly easy to succeed with at a cost of a step or two. So you never really get stuck against a tough position, it's just a matter of attrition.

That doesn't necessarily mean the game is easier to win, capturing the required number of enemy positions for a win.

The situation in the game is more chaotical. In Omaha, you needed to get off the beach, clear the drafts then start moving inland. In Tarawa it,s just one big beach with Japanese all around, so it becomes a bit more whack-a-mole. There is no shingle to hide behind, no difficult walls to cross, just defenders to take out. I think this is historical.

The game follows the system of Omaha fairly closely (with the exception of close combat) but has enough differences with the way the Japanese act and the challenge of the landings to keep it fresh. It isn't just the same game with new map and counters.

I didn't find it quite as gripping as Omaha, but it still has this "I'll just do one more card play before I quit for tonight"-quality. So far I'd rate it a strong 4 where Omaha was a 5, but it is close enough that if you find the topic of Tarawa more compelling than Omaha, you will probably like Tarawa better.

Ska tillägga att det är ett solitärspel. Omaha kunde enkelt spelas som ett samarbetsspel men det låter sig inte göras lika lätt med Tarawa.
"Your value to me as a tester is your vandal instinct at breaking games!"