Next War: Taiwan 2014
- Players
- 2+
- Play time
- 120–480 min
- Complexity
- Heavy 4.3 / 5 (27 votes)
Description
Seventy year later division run deeply strait separate republic china roc people republic china prc time change greatly prc fail conquer island taiwan nationalists republic china end chinese civil war state separate politic economic grow apart side hurl man weapon material maelstrom modern combat attempt settle bitter division allnext war taiwan volume gmts series war game followon war korea allow player fight near future war island taiwan sequel communist leadership prc decide time end rhetoric posturing bring longlost democratically govern roc island fold socialist harmonious societydue nature terrain surround taiwan game feature expand abstracted playable naval system include submarine threat asw warfare antinaval strike addition rule exist combine war taiwan war korea simulate expand conflictnote war series introductory wargame intend create system series allow detailed study modern warfare venue engaging gameplay say standard game rule encompass fairly straightforward ruleset think consider pretty quoteasy learn experienced wargamer player choose play standard game scenario relatively quick game s suit real flavor war theatre come advanced game control airpower clearly side strength weakness player want minimonster game experience play advanced game campaign scenario optional rule definitely deliver ownership war korea require playunitsground unit war taiwan represent primarily brigade regiment battalion army prc roc united states ground unit rate attack defense strength movement capability unit efficiencyair unit represent fighter bomber attack squadron major combatant rate allweather capability range average pilot skill ability airtoair combat close air support strike missionsnaval unit capability abstract somewhat war series sea control mechanism reflect result surface subsurface battle game naval unit counter represent major aircraft carrier battle group amphibious ready group navy additional amphibious capability represent special force capability change naval system include naval display play aid allow movement air range etc sea surround taiwan submarine threat level asw level matrix prc ally respectively represent subsurface conflict naval warfare allow attempt deny usage beach amphibious assault port beachhead sea transport antinaval strike include cruise missile allow force enemy naval unit withdraw risk lossesmap terrainthe game map present island modernday taiwan scale roughly mile hex map cover entire island include hold box track displaysgame systema game turn generally compose ofweather determination bad weather severely hamper air naval operation activity significantly slow ground operationsinitiative determination airnaval phase air superiority level air availability determined sea control establish modifiedspecial operation phase advanced game allow player utilize special operator recon raid mission enemy linesstrike phase advanced game allow player launch air strike cruise missile artillery ssm strikesone movement combat phase allow side react fight advantage initiative player nonconteste turnsarrival reinforcement replacementsvictory determinationcombat resolution examine unit strength unit efficiency represent training doctrine morale terrain combat take place crt tend bloody nature reflect believe degree attritional warfare early lethality modern weapon game casualty represent actual combat loss loss unit cohesion bring rapid pace modern army able engage exploit battlefieldscenariosthere standard game scenario small cover week war divide island roughly equal section focus initial assault prc establish beachhead port introduce player basic mechanic system give insight attack defense strategy big game player play entire campaign game use entire map standard game rule scenario provide examine theoretical amphibious landing attempt islandthe advanced game scenario come flavor agrave la nato war europe strategic surprise tactical surprise extend buildup offer player ability game variety quotat start war scenario base vary level readinessthere international posture matrix agrave la flashpoint golan fifth arabisraeli war allow player experiment variety intervention option nonchinese player regionin addition set rule cover play combined war taiwankorea gamein war taiwan taiwan strait fire goliath prc array david roc people liberation armynaval commander conquer long separate island week bring bear republic chinas army commander hold renew communist assault help arrive happen korea go therersquo way find outcomponent x map x naval display counter sheet rulebook standard advanced rule game specific rule x player aid x player aid side die game design development mitchell landoriginal system design gene billingsleytime scale day turnmap scale mile hexunit scale brigade regiment battalionnumber player play team.
Text from the DM1 dataset (preprocessed).
Categories and mechanics
Domains
The source lists no specific categories or mechanics for this game.
Publishing details
- Designers
- No data
- Publishers
- No data
- Year
- 2014
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