与2GM战术相比有什么变化?盒子更大–;以及可折叠的游戏板–;而且艺术品更生动。但更重要的是,规则已经更新,为太平洋编写了新的场景,单人模式通过沙袋、弹药和一些好人的努力得到了加强。大量[…;]

What has changed compared to 2GM Tactics?
The box is bigger – along with the foldable game board – and the artwork is more lively. More importantly, though, the rules have been updated, new scenarios written for the Pacific Ocean, and solo mode reinforced with sandbags, ammunition, and the efforts of some good men. Lots of people, to be more specific and turn away from low hanging pop culture references …
While the complexity of deck building and card design is more elegant, this is not the focus of the game. Two sides fight and one will win. That is the goal. That is the point of the game. It is a tabletop war game that functions as a standalone expansion of the 2GM series, in which one to four players build an army, deploy it, and then take control of the terrain and the terrain through smart decisions about deployment, movement and engagement Fight fighting these troops.
Deploy units on the board, upgrade them during battle and command them with generals from your headquarters. Whether you’re fighting a custom battle against an opponent or following in the footsteps of real officers and soldiers during a historic engagement, the mission is the same: weaken the enemy and win the battle before succumbing to your own dedicated push against you.
Deck building is quite complicated as it requires knowledge of the cards and how they interact. Learning this is going to be an uphill battle, but once you find the right combinations it can be quite exciting.
The fight is unfortunately not that sophisticated. Players need to consider range, accuracy, cover, armor piercing ability, and damage. At the end of the day, however, it all comes down to a die roll. While this is its own job of simulating failure, truce, and all the other variables that make warfare a delicate and dangerous proposition, it can nonetheless feel harrowing and frustrating when facing an opponent with a strong unit, or one of yours Missing troops directly is killed instantly by a lucky critical hit. If you don’t like random odds in your games, the battle in 2GM Pacific won’t appeal to you. It’s definitely not for everyone.
On the other hand, if you’re reading this and you like war games and don’t care about the typical mechanics that go with these games, then there isn’t much here to shake you up. There will likely be a lot of incentives for you.
I don’t mind rolling dice as part of an attack. I prefer games where dice are just one aspect of a multi-faceted approach to combat. Take Forbidden Stars, for example. Dice are an important element in combat, but the cards you play are key to winning the encounter. The right cards can mitigate a bad die roll and win on your own. This gives the player more control over tactics and overall strategy. I appreciate this nuanced approach.
2GM Pacific doesn’t have this level of design in my opinion, but the dice doesn’t dissuade me enough that I see this as a point of contention that overrides everything else.
It’s just something you need to know. At its core, this game is a war simulation for building a deck that relies on dice to win or lose in battle. Getting the right troops in is part of the decision-making process. Attacking the right enemy units is key. Equipping your units with the correct support cards can lead to a firefight. But you always have to rely on the dice.
If I step back from design and discuss the game variations, I’ll say I’m not a big solo player, so I didn’t explore the AI deck and this part of 2GM Pacific like I did with the Pitched Battles and Historical scenarios but if you’re the type of gamer who switches between small gamers and solo play then there is a considerable amount of content in the game that you will appreciate. And this massive set pretty well reflects the sheer amount of cards hidden in that box and the repetition value that can be extracted if you appreciate the theme and style of the game.
There are a lot that I wish were different, but there are still a lot that is good here.
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