World War II
Strategic Games

Comparison

by Steven F. Sulzby



I'll discuss the relative merits of several WWII strategic level games, and why one is better-- in my opinion -- than the other:

    World in Flames (ADG)
    Empire of the Rising Sun (AH)
    Pacific War (Victory Games)
    Pacific Theater of Operations (SPI/TSR)

I've no experience in Pacific War, but I've always wanted to try it and have heard that it is the definitive game in this theater. I'd be interested in other people's opinions of the game.

I've tried Third Reich, way back in it's first edition. I was disappointed in its abstractedness. Each country moves uniformly equal 5-4 air fleets and nine-factor naval fleets. There is some nationalistic flavors in the army units, but within the same nationality, uniformity is the rule as well. My board had uninteresting white hexes. The economic war was one-sided and abstract, as well. It may well be that subsequent editions have put band-aids on these problems, but I moved on to other games. Based on my experience with Third Reich, I've never wanted to play Empire of the Rising Sun.

Pacific Theater of Operations almost hits the spot. It has about three good plays in it. However, once you figure out that you can move your fleets out and port strike the other side, before he generally has much of a chance to do anything, the game falls apart. However, it is easier to play than either TR or WiF.

For over a year, now, I've been a World in Flames enthusiast. You have command and control over Bismarck, Hood, Yamato, Yorktown, Me-109's, Lancasters, Patton, etc. New units being constructed generally have better values than last year's editions. Economic war is regularly done by the combat units you have on the board. Production, political alignments between the protagonists, minor alignments and military forces, variable U. S. entry flavored by events that occur, are just some of the goodies that the game has. The map could be aesthetically pleasing, but includes almost the entire world, and the open ground hexes look great. Naval war is complicated, but once you get the hang of it, it flows along well with the rest of the game. This game is very detailed and at my speed, a two-player campaign game requires 120 hours, minimum.

Other than time, the other drawback is that the final version lists for $120. Still, if you like the game, the hours of satisfaction that you will derive from it, will make it a very cheap entertainment investment.

Anyhow, I'm looking for players in the Los Angeles area


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