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The South Seas Campaign, 1942-43 box art

The South Seas Campaign, 1942-43

Players

1-2

Time

?-?

Age

12+

Weight

2.75

Rating

5.81

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

The South Seas Campaign, 1942-43 has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

The South Seas Campaign, 1942-43 has a high replayability score, offering a great degree of variability, strategic depth, and scalability. The presence of expansions adds to the overall replay value of the game. While it may not be the easiest game to learn, it provides a rewarding experience for players who invest time in understanding its mechanics and developing effective strategies.

Luck profile

The South Seas Campaign, 1942-43 has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a moderate role.

Overview

The South Seas Campaign, 1942-43, designed by Joseph Miranda, is a two player, strategic-level wargame of intermediate complexity that covers the struggle for control of the naval, air and land lines of communication between Australia and the US during those two years. Most ground units in the game represent divisions, brigades or regiments. Aircraft units represent two groups or air regiments (six to eight squadrons). Ship units mostly represent one fleet aircraft carrier, 'divisions' of two light or escort carriers, two battleships, four cruisers, squadrons of six to eight destroyers (plus Japanese light cruiser destroyer leaders), and various numbers of other ship types. On the area map, each inch equals 90 miles. Each turn represents from two weeks to two months, depending on the tempo of action at any given time. Special rules cover such things as: random events, reinforcements, withdrawals, refits, fog of war, off-map bases, interceptions, invading Australia, long-range bombers, protected targets, shore bombardment, commandos, airborne units, seaplanes, and the Tokyo Express. The game uses the system originally created for our earlier-published game, Red Dragon Rising. The turn sequence is as follows. Originally published in World at War magazine #18 (Jun-Jul 2011). I. Japanese Random Event Check II. Japanese Random Event Resolution III. Japanese Action IV. Allied Random Event Check V. Allied Random Event Resolution VI. Allied Action VII. Turn Record Phase

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Editions

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Credits

Designers

2
Ty Bomba Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

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