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Central Command: Superpower Confrontation In The Straits Of Hormuz box art

Central Command: Superpower Confrontation In The Straits Of Hormuz

Players

2

Time

?-?

Age

12+

Weight

3.14

Rating

6.06

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.

Replay value

The game offers a high level of variability, strategic depth, and scalability, making it highly replayable. The presence of expansions adds to the replay value. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The final luck score for Central Command: Superpower Confrontation in the Straits of Hormuz is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, allowing for some strategic decisions to influence the 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 minor role.

Overview

The Central Command Game simulates potential warfare between the US and the Soviet Union over the critical area of the Strait of Hormuz sometime during the late 1980s. The game concentrates on an hypothetical land and air campaign for possession of airfield and port facilities in Iran that could dominate the critical outlet for Western oil supplies from the Persian Gulf. It is assumed that other forces may be involved in combat elsewhere in Iran at the same time, limiting ground and air unit participation around the Strait to the forces included in this game. These off-board forces are assumed to be engaged in naval, naval/air, offensive counterair, or deep interdictional operations beyond the limited time frame of the game.

Media

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Editions

Edition Year Language Publisher / Region
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Credits

Designers

1
Charles T. Kamps

Artists

2
Kristine L. Bartyzel Dave LaForce

Publishers

1
Tactical Studies Rules (TSR)

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