Pacific Crossroads: A Preview
By Mike Bennighof, Ph.D.
June 2010
"I think you could make some money off that game," my girlfriend said to me
one day. "You know, the one with the fleets moving on the map."
And a lot of years later, the girlfriend is my wife and I'm still making a
living from that game with the fleets moving on the map. The latest
installment in the Great War at Sea is getting ready for launch, and
Pacific Crossroads will finally add the low-priced introductory game
that the series has always needed.
At just $19.99, the price is in impulse-buy territory and should let us put
the game in front of thousands of potential new fans. But there's plenty for
the old-line Great War at Sea player, too.
The map covers a piece of the Central Pacific Ocean, from the Northern
Marianas on the north and west to Ponape on the east and New Guinea with
Rabaul on the south edge. It's another beautiful piece of work by
Christopher West, who did the maps for August 1914 and Coral Sea and it
comes mounted on the same heavy cardstock we used in those games. Just like
the other games in the series, the playing area's divided into squares,
called "sea zones," each representing an area 32 miles across. Players plot
the movement of their fleets beforehand, the number of turns between plot
and execution depending on the mission given that particular fleet. When the
fleets make contact, play moves to the tactical map where judgment is
rendered with gunfire and torpedoes.
There are 12 scenarios, or separate game situations, included in the game.
The American player is usually attempting to move reinforcements or supply
convoys across the map to aid in the relief or re-conquest of the
Philippines. The Japanese are trying to stop this. There are also raids of
one side against the other, bombardments, and amphibious invasions. As this
is intended as an introductory game, some of the more complex missions like
minelaying are not included in any of the scenarios and there are no
aircraft or submarines present. We might include these in a supplement
later, as we know out hard-core fans will want them, but this game is
supposed to wet some newbie toes and get them hooked on this addictive game
system.
The Japanese have a major base at Truk in the middle-eastern part of the
map, and a minor one at Saipan in the northwestern corner. In some scenarios
they also have access to the Australian base at Rabaul. The Americans have
to make do with just one minor port at Guam.
Both sides have battleships and battle cruisers, with small contingents of
cruisers. The Japanese have much better battle cruisers with three of their
awesome Kongo-class ships, but the Americans have more battleships (though
they're slower) and the powerful torpedo batteries of their famed
flush-decked destroyers. We took a much more in-depth look at the counter
mix here.
All told, it's an impressive package and at just $19.99, offers an
incredible amount of play value. I designed it because our marketing genius,
Lys Fulda, said we needed to do it. And she was right. But it did feel good
to work on another Great War at Sea game. Just like the girlfriend, the
game's still here and it's still really hot.
It's hot — and it's almost here! Order Pacific Crossroads today!
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