I had to run some errands today, but I managed to do something I’ve been meaning to since it arrived in May; I finally got Task Force: Carrier Battles in the Pacific (Vuca Simulations, 2023) to the table. If you’d like a better look at the whole game, Task Force was the first game I “stripped down for parts,” and my effusive commentary and component photos of questionable quality can be found here.
The first
three scenarios are single-player tutorials, introducing the concepts and rules
gradually. I’m somewhat a novice when it comes to modern-era naval games so I
appreciate the approach. There are some excellent materials available on
YouTube; Ruff at Rough Swordsman and Michael at Boardgames Chronicle both have
good playthrough videos, and I’m not embarrassed to say I’ve been checking both
out. Thanks, fellas.
Helpful scenario set-up board, populated, |
The first
scenario is the Attack on Pearl Harbor by the Imperial Japanese Navy (IJN). The
intention is to introduce how the air-to-surface combat and air-defence rules
work (a crucial part of carrier operations), before moving on fleet movement
and conducting search operations. I always appreciate the opportunity to learn
new games with unusual concepts or mechanics in bite-sized chunks rather than
the sink-or-swim approach. I’m not saying it’s the best way to teach and learn,
but it works for me.
The set-up
took a little longer than it might have if I’d used counter trays; there is so
much in the box that there was no way the three GMT trays I’d need to
accommodate everything were going to go in it (one would have been snug). I
bagged up the ships for each side by class, except for the carriers, which each
got their own bag to accommodate their air assets. While some of the planes
were generic land-base planes, three-quarters of them were from the carriers
involved in the actual Pearl Harbor raid, so I had to go fishing through extra
zip-loc baggies to make up their numbers.
Once the
helpful scenario template was filled, setting up the game map was a simple task
and quickly done. The Scenario 1 map is printed on paper; it’s the only one in
the whole box not mounted, I’m guessing because the scenario was written
specifically as a teaching exercise, and not meant to be repeated more than a
time or two.
Initial set-up (the calm before the storm).
The attacking
IJN planes are a mixture of high-altitude bombers (B), dive-bombers (D) and
modified Torpedo bombers (T). To make it a bit more of a challenge each wave completely,
then rolled, so as not to be able to cherry-pick weakened targets. Well, that’s
not entirely true; the scenario rules allow the first four planes attacking to
strike without dealing with AA fire from their targets. These were straight
runs, so I set these up first. I went straight for Battleship Row, and the two
closest to the mouth of the harbour channel, the USS Oklahoma and USS West
Virginia. I paired a much weaker B-Kate unit with a T-Kate unit from Yamamoto’s
flagship, the Akagi. The West Virginia got a full-strength unit of T-Kates from
the Akagi and the half-strength T-Kate unit from the Kaga.
Remainder of the First Wave; they'll have to deal with AA fire.
In
air-to-surface combat in Task Force, a low roll is a good roll. The attacker
also gains a -2 modifier when the target is stationery (e.g., a land-base or a
docked ship). Reader, I rolled ones on the Air-to-Surface Chart, sending the Oklahoma
to the bottom of the harbour and falling just one point of damage short of
sinking the West Virginia as well. Big ship damage is handled quite well in
Task Force. A battleship can shake off repeated hits of a few points (it’s a
battleship, after all), but each one has a rating on the lower left corner,
usually a 7 or higher. Let’s talk about the Oklahoma (7-rating). Meet or exceed
that number in a single attack, and that puts a Minor Damage marker on the
ship. But it doesn’t stop there; one more point of damage takes that marker off
and flips the counter to its Reduced side. The Oklahoma has a 7 on this side as
well. If the result you rolled was ten (7 + 1 + 2), it would end there; the big
old battleship would shake off those last few points. If the result was a
fifteen though (7 + 1 + 7), that would tear through that extra seven points
and put a Critical Damage marker on the ship. A critically damaged ship can’t
manoeuvre or defend itself, and just one more point of damage will end it. The Kates
hit the Oklahoma for nineteen points.
The USS Arizona sustaining damage.
The West
Virginia was a younger ship, and structural improvements had been incorporated from
the laying of her keel. Her initial integrity factor was 9, with another 7 on
her reverse side. Her initial attack fell just one point short of sinking her
outright.
The Second Wave attacks. |
I could go
and on with stories of the glory my brave pilots brought to the Emperor, and of
the sheer tonnage of metal sent to the bottom of Oahu harbour, but suffice it
to say five ships were sunk, four battleships
(the West Virginia among them) and the light cruiser Honolulu with another two
battleships damaged (the Arizona significantly, the Maryland only lightly –
probably operational again within days) and a cruiser, the San Francisco, for a
total of 30 scenario points, a full battleship short of the prize. To “win” the
scenario, 35 points would be required to reach a major tactical victory, 40 for
a decisive tactical victory.
The USS Maryland, takes 9 points damage; one more would have flipped her.
I could run
though it again, see if I can sink even more ships, but I don’t think so. This
was meant to be a learning scenario, and I think I’d like to take the lessons
and move on to Scenario 2: Sinking off the Prince of Wales and the Repulse.
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