World War 3: 1989, East Asia Front (2025)

ag.gameitem.AGID:
Spielzeit: 2200
Mindestalter: 16
Spieleranzahl:
1 - 4
ag.gameitem.publisher:
Compass Games
Spiel-Designer:
Ian Raine,
Eric Farago,
Greg Warren
Künstler:
Bruce Yearian
Mechaniken:
Dice Rolling,
Hexagon Grid,
Grid Movement,
Simulation
Beschreibung
1989: Worsening tension in East Asia brings old adversaries closer to war. Europe stands on the brink of Armageddon. Destabilization in the Persian Gulf causes regimes to teeter on the brink of collapse.
Will East Asia be the spark to start the firestorm that is World War 3?
This design expands the theaters involved in the Third World War, Designer Signature Edition with the Korea, Hokkaido, Manchuria, and Taiwan sub-theaters—along with a new theater-wide battle for up to four players. Several additions have been made to the system to capture the nuances of war in this region, including Tension Cards, Industrial Area terrain, Mega Cities that fill entire hexes, Railroads & Rail Transport, Front Supply Heads, and Fortifications.
Tension Game – the Battle for East Asia full campaign calls for the play of tension cards, which cover the events leading up to the outbreak of World War 3. These events occur through the play of cards and operations on the map due to the tension.
Industrial Areas – this new terrain type represents a conglomeration of smaller municipalities combined with manufacturing industries. These areas can influence hostile military movements as a conglomeration, along with defensive troops.
Mega Cities – these cities are so massive and dense that they essentially fill an entire hex. They have a hugely complex web of highways, streets, and alleys intertwined with various building types and sizes. While these cities won’t affect combat any more than a major city, because of their sheer size, they affect movement. (Mega Cities have a population of over 5 million in the metropolitan area.)
Railroads and rail transport – given the vast distances covered and the lack of an extensive road network in the theater, railroads are a key component of providing supply and facilitating the movement of troops.
Fortifications – the Soviets have Fortified Zone units throughout East Asia located at potential conflict with their adversaries, often consisting of outdated equipment. In contrast, the Chinese have built-in defensive positions along the Soviet border.
Front Supply Heads – were used by the Soviets to extend their supply lines via railroads.
Product Information:
Complexity: 6 out of 10
Solitaire Suitability: 8 out of 10 (no hidden units)
Time Scale: 1 week per turn
Map Scale: 45 km per hex
Unit Scale: divisions, with some brigades and regiments, 100 aircraft per air unit
Players: one to two per individual game, one to four for full campaign
Playing Time: 6-10 hours per individual game, 36+ hours for full campaign
—description from the publisher
1989: Worsening tension in East Asia brings old adversaries closer to war. Europe stands on the brink of Armageddon. Destabilization in the Persian Gulf causes regimes to teeter on the brink of collapse.
Will East Asia be the spark to start the firestorm that is World War 3?
This design expands the theaters involved in the Third World War, Designer Signature Edition with the Korea, Hokkaido, Manchuria, and Taiwan sub-theaters—along with a new theater-wide battle for up to four players. Several additions have been made to the system to capture the nuances of war in this region, including Tension Cards, Industrial Area terrain, Mega Cities that fill entire hexes, Railroads & Rail Transport, Front Supply Heads, and Fortifications.
Tension Game – the Battle for East Asia full campaign calls for the play of tension cards, which cover the events leading up to the outbreak of World War 3. These events occur through the play of cards and operations on the map due to the tension.
Industrial Areas – this new terrain type represents a conglomeration of smaller municipalities combined with manufacturing industries. These areas can influence hostile military movements as a conglomeration, along with defensive troops.
Mega Cities – these cities are so massive and dense that they essentially fill an entire hex. They have a hugely complex web of highways, streets, and alleys intertwined with various building types and sizes. While these cities won’t affect combat any more than a major city, because of their sheer size, they affect movement. (Mega Cities have a population of over 5 million in the metropolitan area.)
Railroads and rail transport – given the vast distances covered and the lack of an extensive road network in the theater, railroads are a key component of providing supply and facilitating the movement of troops.
Fortifications – the Soviets have Fortified Zone units throughout East Asia located at potential conflict with their adversaries, often consisting of outdated equipment. In contrast, the Chinese have built-in defensive positions along the Soviet border.
Front Supply Heads – were used by the Soviets to extend their supply lines via railroads.
Product Information:
Complexity: 6 out of 10
Solitaire Suitability: 8 out of 10 (no hidden units)
Time Scale: 1 week per turn
Map Scale: 45 km per hex
Unit Scale: divisions, with some brigades and regiments, 100 aircraft per air unit
Players: one to two per individual game, one to four for full campaign
Playing Time: 6-10 hours per individual game, 36+ hours for full campaign
—description from the publisher
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-29 00:57:33.181