View CartCheckout  | FAQS | Contact Us | Terms & Conditions & Shipping 
Categories

Page
« Prev |1|2| Next »
Home
New Releases and Pre-orders
Guru Specials
Fantasy, Horror and Science Fiction
Strategy, Trading and Economic Games
Family and the Younger Gamer
Military, Historical and Political Games
Abstract and Two Player Only Games
Gamer Accessories
Lists, Awards, Recommendations and Themes
Building and Exploration Games
Party, Dexterity and Deduction Games
Race and Sports Games
Train and Transportation Games
Card Games
Board Games
Dice Games
Miniatures Games
Roleplaying Games
Games by Publisher
Jigsaw Puzzles
Shopping Basket
ItemQtyPrice

Subtotal: £0.00
Delivery: £0.00
Total: £0.00




 
Our Price: £39.99
  Against the Odds 58 :  Clash of Carriers: The Battle of the Philippine Sea

Against the Odds 58 : Clash of Carriers: The Battle of the Philippine Sea


1-4 players, ages 12+, 60-120+ minutes

by Against the Odds

The Battle of Midway was fought between seven carriers. Compare this to the Battle of the Philippine Sea which featured a total of 24 carriers on both sides! It was simply the largest carrier battle of all time which will never be surpassed.

Clash of Carriers, by designer Mark Stille, portrays this epic battle. The historical result saw the Japanese carrier force shattered, never to recover for the rest of the war. While this showdown is almost always treated as a one-sided affair, in this game players will have every opportunity to better the historical outcome or maybe even reverse history.

The Japanese player can use the superior range of his carrier- and land-based aircraft in coordinated waves to hit the US Navy while his fleet maneuvers out of US aircraft range. Historically, despite poor aircraft coordination, many Japanese aircraft broke through the US fighter screen to attack US carriers. What could better coordination accomplish?

The American player can opt for an offensive strategy with a number of task groups to try and inflict even more massive losses on the Japanese naval force instead of settling for defeating the Japanese air strikes. US submarines inflicted losses and tracked Japanese fleet movements -- can they do so again, or will Japanese counter-measures foil historical results?

Clash of Carriers uses the same game system as Imperial Sunset (in ATO #17) which stresses playability over complexity. Random activation allows air and naval forces to maneuver and attack.

Task group, submarine, and dummy task group counters maneuver on the map, adding uncertainty to enemy force locations. Detection plays an important role in the game, but uses straightforward mechanics to enhance fog of war but not overwhelm other aspects of the game. Neither player will possess perfect knowledge of an enemy task group until the AA fires, bombs drop, and torpedoes launch.

Once found, air strikes and surface battles play out on tactical maps for speedy resolution. Anti-submarine warfare is equally smooth. Carriers, battleships, and cruisers are denoted by individual counters, while destroyers are represented in squadrons. Two to four counters are used to represent the various air groups on both sides.

The basic historical scenario offers the 1944 OBs, but what-if scenarios add optional surface and air forces and allow greater flexibility and coordination than performed in history.

All considered, the famous "Turkey Shoot" is not a given.






Out of Stock
We will next be posting orders out Monday 29th December




Customer Reviews
Write an online review and share your thoughts with other shoppers!