Tonkin* This creates a game where you, in a long term, will have to plan and save supply and at the same time be prepared to react to your opponent's actions. In the short term you will be forced you make decisions based upon the number of operation points you have been given to spend in a row and the missions you need to accomplish. Basically one point allows one action, so if you receive three points that would, for example, enable you to move, barrage and attack. But if you only receive one point you would be forced to consider a different strategy. A feeling of panic is always close at hand when you haven't got enough points. But, on the other hand, you might want to save some becaue if you spend your ten points too early your opponent will have a lot of points left to spend in a row and you will be unable to react. Believe me, that will ruin your day.
This is a game of high tension and tough decisions, and you will not be rewarded for ineptitude. It is won by controlling territory and by forcing the other player to replace and reinforce heavily and this is a balance you have to keep an eye on. The margin between winning and losing gets smaller for every year, so compared to 1950, there is much more at stake in 1954 when an offensive which goes well or badly might actually decide the war.
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Game scale: The game includes the campaign game plus five shorter scenarios.
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Tonkin |
Game Components: |
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