Tide at Sunrise continues the philosophy that began with A
Victory Lost. Using tried and true mechanics but with some major twists, Tide at
Sunrise will be a major test of player skill that is rarely seen in the
wargaming hobby. Here, the base system is little more than the tried and true
game from SPI called Napoleon at Waterloo. But not all is at it
seems.
The game focuses on two aspects of the actual event. Players have
to manage their armies using an abstract logistical system called ''Transport
Points'' in the game. The Japanese Transport Points are an abstraction of the
merchant marine force that the Japanese had available in 1904 and 1905. This can
be disrupted from Russian naval activity. The Russian Transport Points are an
abstraction of the rail capacity of the newly built Trans-Siberian Railroad.
Weather can affect this total if there are heavy snows in Siberia. Colonel
Akashi can also stir up trouble and reduce the available Russian Transport
totals with sudden strikes and riots in the Russian heartland. Both players use
these points to bring on new forces and to replace battlefield losses. Finding
the right balance of the two uses is key to being successful in the
game.
Secondly, players must find the delicate balance between defending
and attacking on two separate fronts. How much defends and attacks towards the
all-important port of Port Arthur and how much attacks or holds the tough
mountain passes of Manchuria - the key to the open plains to the north – where
terrain is less defensible and victory points are everywhere.
Victory in
the game is determined by success in the naval war, the capture of key terrain
objectives and enemy losses.
Game components: One 22'' by 39''
full color map 140 1/2'' land formation counters 44 1 1/4'' by 5/8'' ship
counters 16 page full color rulebook
Wir
legen 10 Ziplock-Beutel für die Counter bei!
Nachlieferung: Mitte Juni
Wichtige Hinweise:
- Achtung! Nicht für Kinder unter 36 Monaten geeignet.
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