Quick update…
My new tweezers arrived from Amazon. They are way too narrow. Tweezer fail. Back to the drawing board.
Saipan, End of Turn 4 Update
Things look grim for the US forces. The Japanese have destroyed 4 of the 6 beach landing zones, and have the US forces split and isolated.
The die roll gods have not favored the US, and a ground support rule misunderstanding further stacked the odds against the invaders.
As things head to the ninth day of the battle, the US would need some significant help from the die roll gods to establish any sort of perimeter.
Thoughts
It’s been interesting to revisit a board game like this, after probably 20 years away from playing.
I confess I’m not a fan of how the combat rounds play out. There is the adjacent forces’ strengths, then ranged barrage strength, then off-board ground support strength, then final ranged protective fire from the defense, all added in to each battle. This means that you’re fiddling with writing numbers down on paper to track what’s been used or not. More than half the combat strength in a battle often comes from elements not directly involved in the combat. It often feels like you’re just shifting numbers around that aren’t connected to the units present. I’m not sure if I’m articulating this well, but the combat feels a bit too abstract for what I was expecting from a board game.
I don’t know if I was just more tolerant of these sorts of things back then, or have gotten spoiled by computer games that track all these things, or this is just … weak design. Perhaps it’s a little bit of all these things.
Having said that, I’m enjoying getting away from screens, and the tactile nature of the game has a charm to it that is relaxing and fun. I’m looking forward to exploring more games going forward.