Aaron ThorneUnited States
Play Report: For my last play of this game, the random scenario was Western 15, which is a late war scenario pitting an Italian/British combined force against the Austria-Hungarian navy. The Allies want to bombard a couple Austrian ports, while the Central powers want to, of course, stop them. This is another large scenario, with lots of ships on each side, but the scenario puts them into specific fleets for you, and the Allies are even given their fleet orders, so there isn't that much to do except roll dice and plot movement. I played the Central powers, and had to figure out the best way to scare off the Allied ships. To make things more complicated, the Central powers player doesn't even get all of his ships until you roll a "6" on a die once the action starts. The Allied forces started bombarding my ports on turn 4, and I didn't even get my Battle fleet released until turn 14. Then it took 13 more turns to even get to where the bombardment was taking place, and then the Allies just ran away and avoided contact. I lost, 18 to 53.
Great War at Sea: Mediterranean - Final Impressions: While I find this game, and the Great War at Sea system as a whole, to be interesting, I would be lying if I said that I found it to be fun. Plotting fleet movement and trying to outsmart your opponent before any shots are ever fired is the most enjoyable part of the game. Once the game starts, though, it is too much of a slog, with a whole lot of die rolling and not that much action. The players do have meaningful decisions to make, but I find the whole thing kind of boring once the planning is over. I doubt that I will ever play this game again unless one of my friends wants to play it very strongly.
A blog to record my thoughts as I play through the 2015 10x10 challenge.
27 Nov 2015
- [+] Dice rolls