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Central Command: Superpower Confrontation in the Straits of Hormuz
Central Command: Superpower Confrontation in the Straits of Hormuz
Central Command: Superpower Confrontation in the Straits of Hormuz
Central Command HQ countersheet front

Central Command: Superpower Confrontation in the Straits of Hormuz (1984)

Players
2
Playing time
240–240 min
Age
12+
6.00
Average rating
62
Ratings
3.14/5
Weight
#22886
BGG rank
Outside top 5,000
Designer:Charles T. Kamps
Artist:Larry Elmore, Dave LaForce, Kristine L. Bartyzel
Publisher:Tactical Studies Rules (TSR)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 5, Complexity 6.3, Theme 5
Strategy7.0
Luck5.0
Interaction5.0
Complexity6.3
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameModern WarfareHexagon Grid

Overview

The Central Command Game simulates potential warfare between the US and the Soviet Union over the critical area of the Strait of Hormuz sometime during the late 1980s.

The game concentrates on an hypothetical land and air campaign for possession of airfield and port facilities in Iran that could dominate the critical outlet for Western oil supplies from the Persian Gulf. It is assumed that other forces may be involved in combat elsewhere in Iran at the same time, limiting ground and air unit participation around the Strait to the forces included in this game. These off-board forces are assumed to be engaged in naval, naval/air, offensive counterair, or deep interdictional operations beyond the limited time frame of the game.

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