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Postcard Coral Sea
Postcard Coral Sea
by (Self-Published) (2022)
Player Count
1 to 2

Player Ages
10+

Playing Time
40 minutes to 1 hour, 10 minutes
Categories
  • Wargame
  • Bluffing
  • World War II
  • Print & Play
  • Designers
  • Lou Coatney
  • Mechanisms
  • Hex-and-Counter
  • Dice Rolling
  • Press Your Luck
  • Grid Movement
  • Force Commitment
  • Hidden Movement
  • Artists
  • Lou Coatney
  • Family
  • Components: Postcard games
  • Rating: 7/10 from 1 users

    Description

    Micro game necessitated by postcard format.
    11 day and night turns. SECRET Allied code-breaking possibility to get Yorktown as well as Lexington fleet carriers.
    Neat Port Moresby landing rule: number of surviving (of 11) Japanese transports plus UnDamaged shore-bombarding Japanese cruiser units roll 2 dice to see if they take it. Battle can continue in following game turn.
    Japanese Surprise advantage possible if Surface Combat happens and is at night.
    HORRIBLE weather 50% contact capability even in same hex! Air ops: blind 1st wave airstrike, PBY&Mavis Recon, 2nd wave airstrike, with possibility of 1st wave catching an enemy 2nd wave on deck.
    High Altitude bombers CAN be risked at Low Altitude.
    It's a little monster. }:-)
    Diminuation of Coral Sea: Naval Battle for Australia, May 1942 minigame which I have yet to finish.
    Plays in about an hour. This one can go extremely either way, and fast.

    And anyone is free to print this or my other 3 (so far) postcard games off in postcard format ... as long as my copyright statement and the Dedication are retained ... to mail/give to family and friends.

    (Of course, for your own personal copy you will want to photocopy-enlarge the components ... the front at both A4 (for the units) and A3 (for the chart) and the back/rules as large as you need them. :-) )

    —description from the designer

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