Aww, rats. I knew Iwo Jima wasn’t Butterfield, but for some reason I assumed he was doing the Saipan game.
Whoa, really? That’s huge! I love how the close combat system is so important, and how it plays so different from the rest of the game. Whereas most combat is strictly deterministic, close combat is sheer randomness and therefore extremely dangerous. High stakes, lots of random events, very very scary.
I can totally see that in Omaha.
There’s some of that in Peleliu, but it’s not very well surfaced in the design. Basically, Peleliu is three separate games: the first day of the invasion, the second day of the invasion, and a literally separate scenario for the Umurbrogol Mountains, where the Japanese were dug in with artillery, shelling the airfield even though the US controlled the rest of the island.
It’s my opinion that the real meat and potatoes of Peleliu is the second day. This is where you have to carefully match your forces to the Japanese defenders, and where you have to more carefully navigate the map, deal with command and control issues, and contend with events related to thirst, the jungle, cliffs, and so on. Yet most players will never get this far.
That’s because there’s no standalone scenario for the second day, because it’s always going to take shape based on how the first day went. Rather than having a tactically crunchy beach in a geographical space, Peleliu just shreds your forces for a full day – its “beach” is more of a temporal space – and then leaves you to work with what’s left on the second day, when all the different unit actions come into play and the Japanese are most dynamic, when you’re set loose on the wider map, when you have to weigh which positions to attack to meet your victory conditions.
But so few players are going to get that far, so they’re left with a game about a bunch of US Marines getting chewed up as they deploy onto the island. If they’re following the victory conditions (i.e. the rules), the game will almost always slam shut before they get that far. GG! I can’t tell if it’s a design oversight, a statement on the futility of taking Peleliu, or just an intentionally punishing wargame. Probably some combination of the three.
But I’m with you on the “losing has never been so enjoyable” perspective. I’m not really playing Peleliu to win. I’m playing it to see if I can do better than I did last time.
-Tom