THE MONSTER WITH HALF A BRAIN
THE EAGLE AND THE SUN, by
TERRY 'BELA' SHRUM and MIKE 'BORIS' CRANE
from FRESNO GAMING ASSOCIATION
Seven
22" x 33' maps, 1000's of counters, various charts and a rules book
or two. Published by FGA, c/o C&M
Hobbies, 8775 SW Maverick #903, Beaverton, OR 97005. $85.00, but don't bother.
Review by BRUCE G.
SCHWEITZER
Reputation is something that almost everybody struggles to
attain
and then fights to maintain. Unless, of course, you've got the wrong
sort of reputation
then you look for ways to change it. And then there's
Fresno Gaming Association, which appeared (see this issue's editorial) to go to
great lengths to reach the Zenith of Design Nadirs (which is, an oxymoron, but
so were FGA's two designers), and even greater lengths to maintain that
unenviable position.
Well, their long-awaited - if only by the people who
pre-paid - Pacific WWII game, Eagle and the
Sun, will not disappoint
those who have come to know FGA
and quake with fear that they will ever live
to publish again. EATS is truly a
monster game - monstrous in size, monstrous in cost and monstrous in the
unmitigated gall with which it seeks, yet again, to bamboozle a public
teetering on the brink of formal outrage. Like some old Boris Karloff movie
from the '40's, this is the Monster with Half a Brain.
FGA has pretty much survived on their reputation for
top-level graphics, and, at least in that respect, EATS will not disappoint. Quite simply, the game's components
look great. It also looks an awful lot
like SPI's War in the Pacific - (Ed. I
wonder why?) - except that EATS'
maps are prettier. Any resemblance to
creativity ends there, however.
The mechanics appear to be quite obvious. They use alternative daily movement for task
forces and missions for air forces.
(Planes are kept tract of individually.) Each day the phasing player undertakes air search, then moves his
task forces, after which he moves his
planes, resolving ship-to-ship combat before air strikes. Combat results are in % damage. However,
nothing is what it should be here.
The game comes with two types of supply rules - Basic and
Supply Points. With basic supply, units
and facilities trace supply back to Supply Sources, and the line of supply
(such as a merchant ship pipeline) can be attacked and damaged, resulting in
die roll modifications. For example, if
the pipeline to Truk is 50% damaged, there is a +5 die roll on any amphibious
attack upon it. The
"advanced" system uses supply points to do everything: fuel ships,
move land units, run air mission, or simply exist. Supply points can be moved via merchant pipe line (a merchant
ship in strategic mode every 16 hexes.)
Sounds interesting, huh? Unfortunately, the supply rules do not work.
A quick run-through of the Guadalcanal mini-campaign will
suffice to explain. The Allies start
with two task forces, one with 3 CVs and the other with three amph. If you use the basic supply rules, there is
No Way to supply the Japanese on Guadalcanal once they lose the airfield. You need a line of supply for that, and since there is no naval facility (port)
to use, you can't trace supply. So the
Japanese lose the campaign the first week, and the Muse of History goes belly
up in the Solomon Sea.
So let's use the "point" supply system. We put a merchant ship in strategic mode and move
supplies to ports. OK, that works
fine.Oops, how can the points be unloaded in tactical mode (like when the
Allies land on Guadalcanal)? The rules
do not tell us, and so the game stops dead in the water. The rules tell us to "
use some common sense with the
supply rules or use a modification of the optional supply points
system" After spending $85.00, I
expect more than an exhortation from the designer to do what he should have
done in the first place.
Our best bet here is to run through a sample game as an
illustration, using Guadalcanal to highlight the low-lites. (Some of this may
seem obscure, but stay with it for a few paragraphs, as all will be revealed.)
The Allies move up their amphibious task force and land at Guadalcanal,
positioning the CVs one hex to the south.
Now it's the Japs' turn. They
have 10 search planes at Guadalcanal and need a roll of 8 or less (10-sided
die) to find each Allied TF. Here, the Japs find both TF (there are some rules
for different levels of search accuracy).
The Japs have 50 Betty bombers in Rabaul, and they can reach Guadalcanal
carrying torpedoes. To fly any further they must carry less effective bombs.
There are also 50 Zeros that can reach Guadalcanal at extended range from
Rabaul. The Japs decide to strike the
Allied amphibious TF. Meanwhile, the
Allied CVs have assigned 33 F4F to CAP over that TF, plus 66 over the CV. The first battle is about to begin.
The Zeros are flying loose escort and they win the
bounce. 50 Zeros attack 33 F4Fs. The strength of a Zero at extended range is
5, the same as normal range. (What?).
50 Zeros x 5 = 250. The strength
of F4F is the same, except they are 4, extended: 33 F4F x 5 = 165. The difference between the Zeros and F4F is
thus 85. The air to air combat chart
used a % of this number to determine losses, from 50% to .5% as possible
results. There are die roll
modifiers,such as " -1" for "
no self-sealing gas tank and
inferior armor for U.S. aircraft-all types, early war." Hmmm, is this early war or not? The rules use the term "early war"
and do not define it. I decide to use
the modification.
The best the Japs can do is roll a 1, modified to a 0, which
would result in a "30%" result.
This means take 30% of 80,and that is how many F4F would be shot down.
The worse roll is a 10, modified to a nine, resulting in 5%. The Japs roll a 6, modified to 5, resulting
in a "9%" result: 9% of 80
means 9 F4F shot down, leaving 24. (Ed.
Our author is obviously no mathematician,
but let's let him run with this for a while.) These 24 shoot
back. 24 x 5 = 120,
attacking 250. The difference is -130.
Since the number is negative, the modifier is +1 for every -20, so it is +7 to
the roll. Adding in some other, usually unexplained, modifiers, we get 4 Zeros shot down.
Now the F4F go after the 50 Bettys. Fast-forwarding through the machinations, we
see that 11 Bettys shot down, of which the remaining 39 Bettys shoot back and
then attack the Task Force. 19 Bettys get zapped by AA, leaving 20 to attack
the ships. The anti ship strength of a Betty is .7, they're flying in with 14
strength points. We do a little
calculation here, throw in a modifier there, stir with some eyes of newt, and
what do we see? There is no way the
Japs can sink the ship!
While all this may sound somewhat reasonable, I do not like
the air to air combat system because the results are overly sensitive to the
number of defending aircraft. For
example, if there were 22 Betty bombers defending, you would take the F4F's
120, subtract 110 for the 22 Betty bombers, leaving a difference of 10. The most the 24 F4Fs could shoot down would
be 4 betty bombers. And I do not like the air to surface combat system because
there is almost no randomness and possible results are all pretty much the
same. As we see from the above example, the ship attacked can never be
sunk.
The game now grinds
to a halt as we head into-surface-to-surface, as FGA provides a tactical
display but no rules on how to use it. The same result table as Air to Surface
is used, with modifiers whose application is a doctoral thesis in
obscurity. The result
is that ships of equal class will always inflict 10%
- 20% damage on each other, a minimal result spread that produces major yawns.
Further play produced further futility. The combat systems
do not seem to work, as there is no reasonable spread of likely results. There is no chance to strike a task force
moving within your air range, so there are no "opportunity" strikes.
Also, there are such unlikely idiocies as having a CV with 50% damage being
repaired in five weeks
and at low cost.
A large airfield can be built in a week. This is obviously a quantum
leap in the construction industry of which most of us are unaware.
I started the Guadalcanal scenario three times, with each
game grinding to a halt when the game became unplayable because the rules were
unfathomable. I quickly became angered
that I had paid so much for so little.
FGA comments - far too many times for such statements to be anything but
grossly apparent attempts to deflect criticism - that the player should make up the rules as he goes along. My friend and I have spent about ten hours
coming up with rules to make the game playable; it appears to be a losing
battle.
I own SPI's War in the
Pacific . It is fairly easy to see that FGA simply lifted 75% of WitP and carried it over to EATS. Unfortunately, they dropped most of
their purloined package in the transition. Quite bluntly, I feel cheated at
paying $85.00 for a game with unwritten rules. This is a game on a massive
scale, and if you buy it, you're been taken on about the same scale. You may be
buying a game covering the world's largest ocean, but what you're getting is
only pond scum.
CAPSULE COMMENTS:
Physical Quality: The usual FGA strong point. One of the best
maps I have seen. The counters are also beautiful, but the print on them is
small and hard to read.
Playability: Unplayable. Owning War in the Pacific may help; despite FGA's
child-like attempts to copy it, it didn't seem to help them, though.. Solitaire
is not a play consideration here; it's what Shrum and Crane should get.
Re-playability: You won't get far enough into the first
go-around to worry about it.
Historicity: The rules go out of their way to call EATS a "game". Sure
and a white
elephant is a house pet. Any history that happened to wander in here was (a)
purely accidental, and/or (b) purely borrowed.
Playing Time: Although this is, ultimately, a long game,
the daily (!!) turns do go reasonably fast. Two hours to complete a week of
game time is reasonable. At about 175 turns for a full theater game, that
amounts to about a year of Sundays. That's what we mean by monster game.
Comparisons: Visually, very similar (ahem) to SPI's
classic, War in the Pacific. Same map, same planes. Anything else in this
area is light years better. Ultimately, Victory's Pacific War is still your best bet here.
Overall: Beautiful components searching - in vain
- for rules which, here, are some of
the worst never written. Don't buy this game if you expect to play it. (Ed. Actually, it's sold out, which only reinforces
P.T.Barnum's position as a marketing sage in my eyes).
The Editor Throws a Final Shovel of Dirt
into FGA's Grave:
Playing an FGA product was like necrophilia. You did all the work
and
if you enjoyed any of it, you probably needed a great deal of help.