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The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action

The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action

Art of War Games · 2013Expansion
2–6120 min12+ yrsStrategy
short answer

How do you play The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action?

The Ghost 263 system will definitely test the Alliance Fleet's ships and spacers. The system is heavily fortified with roving Ghost ships and fleets as well as numerous ground stations that must be eliminated else the nano machines simply consume local materials and rebuild themselves.

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The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action box art
official art · Art of War Games

The Ghost 263 system will definitely test the Alliance Fleet's ships and spacers. The system is heavily fortified with roving Ghost ships and fleets as well as numerous ground stations that must be eliminated else the nano machines simply consume local materials and rebuild themselves. The Ghost nano infestation must be eliminated root and branch. Even a simple mining station could expand and become a threat within a few months. The Fleet must drive into the inner system and completely obliterate the core hive world. Only then can the outlying stations and outposts be systematically eliminated. Admiral Holihan and Starpride Leader Wrowk'lo think that the combined forces of Taskforce 7 can accomplish this mission. Admiral Longbeach and the Task Force 5 will cork the bottle in the Kreul system and prevent Ghost forces from escaping into that system. Taskforce 13 under the command of Starpride Leader Lowk'lo and reinforced with SkySword Kreekraw and his fleet carriers will hold the B37c Transfer Station against an escape attempt into that system. The only viable route of retreat for the Ghosts is into the Ghost 152 system and then we have them bottled up we can bring the combined might of Task Forces 5, 7 and 13 to crush them completely.

The Ghost 263 Fleet Action is the 4th in a series of campaigns to unify the Sol Sector under the hegemony of the Terran Alliance. It provides 4 scenarios detailing the battle for the Ghost 263 System. It is compatible with both Full Thrust and BOHICA: Fleet Actions.

—description from the publisher

game anatomy
Vibe
Strategy
Play time
120 min
Players
2–6
Recommended age
12+ yrs
from Trișache · verified

Frequently asked questions

Q1How much does The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action cost?
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Q2Where can I buy The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action cheapest?
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Q3How do you play The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action?
The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action is a expansion for base-game game, for 2–6 players, taking ~120 minutes, featuring scenario / mission / campaign game. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q4How many players does The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action support?
The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action is played by 2–6 players.
Q5How long does a game of The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action take?
A game of The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action takes about 120 minutes. (The first game doesn't count. It never counts.)
Q6What age is The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action for?
The Great Unification War: Operation Exorcist – Ghost 263 Fleet Action is recommended from age 12.
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