Command Control Of Conflicts In Air, Land & Sea
February 13, 2019 by cassn
"He will win who knows when to fight and when not to fight" - Sun Tzu, The Art of War
In Air, Land & Sea, you are a general trying to strategically plan the most effective locations for deployment of your forces. There are, of course, three different theatres for conflict; air, land, and sea. Through control of two out of three of these places, you will win the battle. However, winning the battle does not always mean winning the war!
Air, Land & Sea is a two-player micro-strategy battle game. At the start of each battle (round), each player is dealt six cards which make up their forces. Players must then play their cards in a strategic order, one at a time, to create the most effective battle strategy and dominate air, land & sea encounters.
Cards are area specific and grant special abilities when played, although they can also be played as 'wild' cards in any theatre by being played face down. However, these face-down cards lose their special abilities, so players must consider their strategy before placing their forces.
At the end of each battle, the winning player loses points based on the units left undeployed. This means that sometimes the opposing player may surrender the battle in order to deprive their opponent of further opportunity for more points. As such, a solid battle strategy is essential for Air, Land & Sea, and a lost battle may be necessary to allow for a later victory.
Air, Land & Sea will be released by Arcane Wonders in March 2019 but, until then, you can keep up-to-date with information through their official website.
What is your favourite micro-strategy game?
"winning the battle does not always mean winning the war!"
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Combined forces for the win.
Sounds complicated, more like a guessing game, then perhaps not. Please do a lets play.