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Saipan: Conquest Of The Marianas box art

Saipan: Conquest Of The Marianas

Players

1-2

Time

?-?

Age

12+

Weight

2.29

Rating

6.12

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Saipan: Conquest of the Marianas has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Saipan: Conquest of the Marianas offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game also provides deep strategic possibilities, allowing players to improve their strategies over time. While the player interaction score is average, the game scales well with different numbers of players. Learning the game may take some time, but it offers a good balance between easiness and depth. Overall, Saipan: Conquest of the Marianas has a strong replayability score of 7.89.

Luck profile

Saipan: Conquest of the Marianas has a moderate influence of luck. Random elements, such as dice rolls or card draws, play a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Saipan was a critical objective in the US Navy's "island hopping" campaign in the Pacific; its two airfields were suitable for heavy bombers. Hence three US divisions were scheduled to invade Saipan on 15 June 1944, supported by nearly two-dozen battleships that had begun a bombardment two days before. More than 30,000 fanatic Japanese were entrenched on the island, dug into caves and other formidable defensive positions. The battle for Saipan proved to be one of the fiercest battles of the Pacific War, and the deadliest up to that time for both sides. Saipan utilizes the new Fire & Movement combat system that's designed so players can augment their units with "support fire" during the course of the turn. From naval bombardment to bazookas, units can receive support to engage enemy positions and formations, allowing combat to develop at all levels. A single engineer battalion, for example — perhaps supported by flamethrowers — could be tasked to assault a lone enemy infantry regiment defending a plateau. As its attack gets underway, however, the engineer battalion may suddenly come under fire from enemy mortars. More support will be needed to take the plateau, but assets are limited. In Saipan the attritional design of the new Combat Results Table simulates the true nature of the battles in the Pacific. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the actual fighting on Saipan. Winning the battle is thus a matter of maneuver, firepower and asset management. Game Scale: Game Turn: 2 days Hex: 1/3 mile (580 yards) / 538 meters Units: Company to Regiment Game Inventory: One 17 x 22" full color map One dual-side printed countersheet (80 1/2" counters) One Saipan rulebook One Fire & Movement Folio Standard rulebook Solitaire Playability: High (4 out of 5) Complexity Level: Low (2 out of 5) Players: 2 Playing Time: 1-2 hours (from the Decision Games' website and back of folio)

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Credits

Designers

1
Eric R. Harvey

Publishers

1
Decision Games (I)

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