I’ve played
a fair amount of Empire of the Sun over the past 5 years and now there are two
magazine games based on the same system; South Pacific which is effectively a
trimmed down version of the 1943 (or is it 42) scenario from the original game,
and Plan Orange, a variant that takes a pacific war in the 1930s that was
war gamed and considered by both sides but never took place.
I’m not
going to discuss many of the games mechanics. Empire of the Sun is a very
complex game and it is also rather unique. The core conceit is that you play
cards from your hand to launch operations. An operation would be something like
the battle of the Coral Sea, or the invasion of Guam. Based on the resources
your cards give you, you would send out a fleet, your opponent may detect your
move, either by die roll or card play) and counter with their own fleet. A
battle or more may result perhaps followed by an amphibious landing. It’s a concise
way for Mark Herman (the designer) to get you to juggle intel, supply, and staff
team politics. The system does have command and control, on board supply and a
lot of the usual effects found in heavy hex and counter games.
KAGIUN! |
A benefit
of fighting a what if war is that there is no script to follow or break from. There’s
a giddy expectation looking over beautifully rendered pacific and determining
how you are going to conduct this war. And this is a game that requires
planning several turns ahead. The US must work out pretty early how many cards
they want to burn mobilising their fleet from the strategic map, and how many
axis they want to advance down. The Japanese, once they have taken the Philippines
(the games main objective) must weigh up whether they are going to fight the US
in the deep Pacific, or exploit the shorter lines of communication near the
home islands. Both are viable.
Plan
Orange, like Empire of the Sun, is a game that in equal measure can make you
feel really clever or really stupid. Clever, when you put together a multi card
plan and an overall game strategy and it blossoms as the cherry tree. You can
also very easily mess up, put your fleet in slightly the wrong place, waste a
key card or miss balance your army dispositions and find yourself completely
open.
I opted for a more defensive strategy as the IJN which resulted in a series of attritional fleet engagements |
This is not
an easy game to parse tactically, though it is easier than its parent game.
There are fewer pieces, air forces aren’t going to cut your supplies much and
the cards are less powerful. You will however have to contend with a less
mobile fleet than one has in Empire. Plan Orange is its own game, it’s a more
focused and short game than Empire of the Sun and in some respects I prefer it
because it lets me dial in on a few tough decisions and work through their
consequences.
This is the
best magazine game I have played with its sister game South Pacific probably a
close second. Most magazine games that I have played have something interesting
about them but feel undercooked. Plan Orange works in part because Mark
Herman has taken one his greatest designs and repackaged it near perfectly. There is some set up errata and rules are complex but it is worth it.
Given I fall into the 'miss- placing the fleet' and wasting cards category I'll look forward to my next game of it now I've got a better handle on the rules.
ReplyDeleteCheers,
Pete.