Coral Sea

Game Review

by Don Lowry


Staying with WWII, but getting back to board games, brings us to one of the latest offering from Game Designer's Workshop. The physical format is what we have come to expect from GN : Mailed in a corrugated cardboard box, heavy paper map, colorful, high-quality die cut unit counters, a folder full of 3-hole-punched 8 1/2" x 11" sheets of paper containing the rules, charts, etc.

There are 13 of the latter in CORAL SEA, and one 8 1/2 x 11" sheet of unit counters (Japanese Navy - red on white, US Navy - black on grey, USAAF black on olive green, and Australian naval and RAAF - white on olive green. The 22 1/2" x 28 1/2" mapboard is printed in black and (mostly) blue on white. The area represented is eastern New Guinea, northeastern Australia, the Coral Sea and bordering islands as far south and west as New Caledonia. Each hex is numbered and is a scale 40 miles across. One turn represents 6 hours of real time.

CORAL SEA is an innovative game in many ways. For one thing game turns are not divided into player turns. Instead, players alternate activity within phases. In the Initial Phase weather is determined and new squalls generated, aviation maintenance is performed. and combat ait, patrols (CAP) are committed secretly. Then comes the Reconnaissance Phase, Air Movement Phase, Combat Phase, Air Return Phase, Ship Movement Phase, and Terminal Phase wherein replacements are taken and CAPs are revealed and landed. A very unique feature is called "Initiative". During the Intial Phase for each turn each player rolls one die and the high roll has the option of assuming or declining the initiative.

The player holding the initiative moves during the Air Movement Phase and designates the order of combat. As the Japanese player he may invade. As the Allied player he may gain reinforcements.

Weather consists of squall counters which appear in the northwest of the board, according to a table and a die roll, and move southeastward across the map according to wind speed, which is rolled for each turn. Ship counters do not appear on the mapboard, until engaged in combat. Instead they are grouped into task forces, whose composition is known only to the owning player - and even task force counters do not always appear on the map, only when they are revealed by reconnaissance or are partiaZZy revealed when conducting air operations (they are then placed on the map within two hexes of their actual location).

Aircraft counters of the proper type can be committed to any one of the following missions: level bombing, dive bombing, torpedo bombing, fighter escort, interception. CAP, or scouting. Task force movement is secret and recorded on each player's task force location chart in writing. In a manner similar to BAR LEV aircraft losses are 50% permanent and 50% replaceable.

The Japanese player wins if he successfully invades Port Moresby, New Guinea. As a gauge to the efficiency of a win, however, a point system is used. While naval games are not really my bag, I believe that, if it is yours, you'll enjoy CORAL SEA very much. It seems to be reasonably realistic and internally consistent, and a worthy addition to the GDW line up. It sells for $7.75 ppd, and it is available from Game Designers' Workshop, 203 North Street, Normal IL 61761.

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© Copyright 1975 by Donald S. Lowry
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