G'day all,
While I wrote the below review a while back I thought I'd share it here as the 2nd expansion is in pre-order stage (and has a campaign system)and while the game is a stand alone card based game – our gaming group is having a lot of success with using 1/700 miniatures to play it.
From:
link
Modern Naval Battles: Global Warfare is a card based resource management style game published by Dan Verssen Games ( dvg.com ).
Game Components:
110 full colour action cards (missile combat, gun combat, torpedo combat, Air Support, Bomber Strike, Battle plan, Screening ship, Intel, Repair, Near Miss & superior tactics) – action cards are used for attack and/or defence managing your fleet composition to utilse your action cards best is very important to victory.
110 full colour ship cards (Argentina 9, China 14, France 13, Japan 12, Norway 7, Taiwan 11, United Kingdom 14, United States 15, Soviet Union 14 & non-combatant 1)
2 6 sided dice (you don't need more than 2, additional 6 sided dice are useful aid in tracking multiple attacks/defenses)
Full Colour Rules Booklet
(which is available as a free pdf from dvg.com – 8 pages of core rules with plenty of clear explanations and examples)
Game Scale: Individual Ships
Players: 2 to 6 (more than 2 better)
Time to Play: 1 Hour (to 2 hours)
Complexity: Low to Moderate (high replay potential, skill rewarded)Example of play: see mnb-gwscenarios.pdf
Comments:
Game components: Very nice high resolution picture images on cleanly cut card. The action and ship cards fit easily into standard card plastic sleeves (not included) to provide greater protection if required.
Rules clarity: Excellent, only a very few errata/questions not addressed in the Rules As Written (RAW). Three optional rules, 4 scenarios included.
Games Mechanism: Resource management – both of fleet selection, deployment/re-deployment and action cards – is eloquent and rewarding. The uncertainties involved are challenging yet the game is not chance driven, as good asset management usually can minimise bad luck and maximise good luck.
Replay value: Very high – each game progresses differently.
Disadvantages:
* The fleets are not balanced, this can lead to fundamentally unbalanced games were a player is more likely to win due to their fleet selection than to their skill/luck. (see link
The more players playing the less this is an issue as it is in the overall interest of the weaker fleet players to gang up on the strongest and knock them down/out early.
(see link
This difference in fleets can be used to balance players skill. e.g. when introducing this game to others it may be appropriate to give the newer players the better fleets.
* Limited online community, compared to some other naval games (e.g. Wizards – War at Sea), there is at present as far as I can disern very little "buzz" abot MNB:GW – which is a shame as this is a very nice game that I believe deserves better support. It may be that the soon to be released expansion will inspire online support/discussion of this game and further expansions.
Possibilities
* Using miniatures – currently we are often using 1:700 scale ships, 1:350 scale aircraft and 1:144 scale missiles with the RAW.
(see link
* Collectable Card Game market – MNB:GW could easily be marketted as a CCG rather than as a boxed game. Of course this might not fit DVG's present market strategy but I believe it would be worth considering.
*Collectable Miniature Game market – as mentioned previously the Wizards naval game War at Sea is proving to be popular and profitable. It is likely that there is a more limitted market for modern naval gaming – but possibly worth investigating.
Overall:
I really like this game and heartily recommend it.
9 out of 10
ps. some very nice pics at:
link