Whilst not bullet proof it forms something of a useful structure to be used for other scenarios.Īs part of this process I’m doing this solo so I can learn the game at my own pace and focus on what should be happening instead of racing through a game in any particular time period are playing in someone else. So this more or less covers most of the elements of play excluding (obviously) submarines and air assets.So without further ado here’s my run through of scenario five and the solo rules that I used to incorporate a hidden movement element for the game-bot OPFOR ‘player’ enabling solo play – This is useful whilst you’re working through learning the game system or for any of the other scenarios. I chose scenario five as it incorporates missile fire, gunfire, all rules for movement and detection and the use of hidden movement counters. So putting it to the test I put together a Tabletop Simulator module for the game and and playing through scenario 5 to give it a bit of a run through. There are a couple of online blogs that have some additional content for Captain’s Edition – Harpoon which are worthwhile checking out Captain’s Edition – Harpoon is much easier to get into and as the box says can indeed be started to be played in 30 minutes making it a game you can play with even those with only a passing interest in naval warfare. Harpoon, for all its super detail, can move things along a little slowly and requires a fairly heavy commitment to get across the rules often with a dedicated group of players. Unlike its namesake, Harpoon, emphasis is on play ability. Captain’s Edition – Harpoon is a relatively low complexity strategic level board game set during the latter stages of the Cold War for modern naval battles.
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