Showing posts with label Pacific Day. Show all posts
Showing posts with label Pacific Day. Show all posts

Monday, 16 September 2024

Stripped Down for Parts: Pacific day, Part 3 – Pacific War: The Struggle Against Japan, 1941-1945

 


Winner of the Charles S. Roberts Award for Best World War II Wargame, 2022


That is a lot of game. And it's good for developing upper-body strength.


Welcome to part 3 of the Pacific Day unboxings. For those just tuning in, about a fortnight ago I received three Pacific theatre games split over two deliveries in a single day (I knew the second parcel was on its way, but it wasn’t due ‘til the following week). In Part 1, I looked at Last Battle: Ie Shima, 1945 (Take Aim Designs/Revolution Games, 2015), and in Part 2 I unpacked Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020), two games designed by Mike Rinella. I bought these on eBay second-hand for a very fair price, especially considering it remained unpunched and pristine.

It turned out that wasn’t all the fellow had for sale. The next day (after doing some back-of-the-envelope calculations and wrestling with whether I’d actually get it to the table myself, I gave in and bought his copy of Pacific War: The Struggle Against Japan, 1941-1945 (GMT Games, 2022). This is a revised second edition of Mark Herman’s extremely well-regarded Victory Games release, considered by some to be the final word on gaming the Second World War Pacific Theatre. I’m relatively new to naval games, and to the Pacific in WWII specifically, but this intrigued me. I think it will be a game I’ll work at, like a piece of stone, coming back and chipping away a little more each time I pull it out. I don’t think it will be a lifestyle choice, like Advanced Squad Leader (Multi-Man Publishing, 1985); more a faithful companion that will come visit me from time to time and keep me company as I slide into decrepitude.

 


We start our exploration with the box. This is a four-inch deep, heavy-duty box, and it needs to be. If you take everything out and put it all back the way you found it, there might be about 2mm of extra space in there (It’s not packed quite so tightly as Mr President (GMT Games, 2023), but it’s close. I don’t think I’ve ever seen an original Victory Games copy of Pacific War (Victory Games, 1985), but a size-comparison photo on BoardGameGeek puts it at about three inches deep, but then again, the Victory Games version didn’t have mounted boards to accommodate.

The cover illustration is a classic photograph of the aircraft carrier, USS Yorktown, having just been hit port-side by a Japanese torpedo bomber during the Battle of Midway. The picture is well chosen; taken from a distance, showing a vast expanse of open ocean, skies replete with AA shell-bursts. It captures both the grandeur of the Pacific theatre and the desperation on both sides of the conflict, locked in an all or nothing struggle for supremacy.

Let me apologise here for the quality of some of these photos. in my defence,
I have a cold or really bad hay fever (it's Spring here) and everything
is looking little blurry anyway.

The description on the back of the box puts it best: “Pacific War is a source of limitless challenge and excitement for anyone ever fascinated with the fury and vastness of the war in the Pacific.” The play-information guide appears a little schizophrenic. While it lists the number of players as 1-2, it rates the solitaire suitability as a 2 out of 9 (in keeping with the classic GMT 1-9 scale). The Difficulty rating for the game is a hereto unseen (my me at least) 9 out of 9, while the playing time is suggested to be 3-100 hours. This sounds like hyperbole, until you realise the game allows you to – is you choose to accept the mission – play out the Pacific theatre conflict from Pearl Harbor to the end of the war in one continuous campaign, assuming you have somewhere you can leave the game set up and set aside two or three weeks to play it like you’re showing up to work. The suggested starting age for playing the game is 14. This is always a tricky thing to get right. I think a savvy fourteen-year-old could definitely learn to play the game form somebody already familiar with it, and probably even have a good shot at a win, I don’t think even a sixteen-year-old me would have been able to come to this cold. The sheer magnitude of the game would be overwhelming.

The list of components is impressive, but you get the feel for it when heaving the box. I won’t go through the list here. Let’s open up this bad boy and take a look at everything.

Map A and Map B, together at last
(with the Battle Scenario Rules Manual for scale).

Pacific War comes with two 22” by 34” maps covering the Pacific Ocean from mainland Asia to Hawaii and the northern coast of Australia to the Bering Strait, all overlaid with hex-grid for regulation of movement. According to the component description in the rulebook, each hex is around 100 miles from side to side (I think this must be regular land-miles, not nautical miles). The projection of the map like no Pacific map I’ve seen before, but it seems to put everything in relative everything else, important for a game covering an entire theatre. Still, it is a little confronting at first glance. Looking at the map in its splendour, you gain an appreciation of the enormity of the task at hand, both for the Japanese creating their Greater East Asia Co-Prosperity Sphere, and the Allies attempting to push back against an aggressive, expansionist Japanese empire.

Extension map.

The game also comes with a smaller (17” by 22”) paper map. It should be noted that many of the Engagement and Battle scenarios require only one of the mounted maps – Map A or Map B – to play, or this paper map (referred to in the concerned scenarios as the Map A (extended) map), so it’s possible to enjoy the game without needing to clear the whole table. (I’ll come back to the different scenarios a bit later).


Pacific War is a lot of game, but care has been taken to ease the novice player into the complexities of the system a little at a time. The game comes with five books in all. Three of these are rulebooks; the Core Rulebook covers the entire game system and is designed to be a reference source rather than something to be read from start to finish. The other two rulebooks are the Engagement Scenarios Rules Manual and the Battle Scenario Rules Manual.


To help you get familiar with the how the game works, Pacific War uses a programmed learning model, introducing new rules through successive scenarios to build player knowledge and confidence. It’s not a new idea – the original Squad Leader (Avalon Hill, 1977) introduced this model of learning through play. Like Task Force: Carrier Battles in the Pacific (Vuca Simulations, 2023), Pacific War uses solitaire scenarios to ease the neophyte into the system, with the first eight of the nine Engagement scenarios prepared as solo exercises. The intention is at the end of these seven scenarios, the new player will be ready to introduce the concepts they’ve learned to another new player through the eighth Engagement scenario, the Battle of Java Sea (this scenario isn’t even played out on a map – it just involves straight up ship to ship combat on the Combat Display (which we’ll be getting to shortly). This isn’t to say that despite the magnitude of the game’s scope, it doesn’t have a big table footprint, but I wanted to save some of that joy for later.

Sample page from the Engagement Scenarios Rules Manual
(you'll have to take my word for that; it could be from any of them).

The Engagement Scenarios Rules Manual is designed to support play through these programmed learning scenarios. It runs to 39 pages (the back cover page is blank), but take out the cover page, the extensive Table of Contents and the exhaustive seven-page Core Rules Index (for locating rules referenced in the text from the Core Rules Manual), and you have around thirty pages of rules to assimilate. You don’t have to memorise the rules before you start play, but giving them a read though so you know where to find things, and spending some time over the Sequence of Play will give you a leg up with the Engagement scenarios.


Similarly, the Battle Scenario Rules Manual is intended to provide a pair of novice players with what they will need to play the battle scenarios featured in the Scenario Booklet. The Battle Scenario Rules Manual has a 44-page count, but taking out the cover, Table of Contents and the two blank gages at the end, as well as a duplication of the Core Rules Manual index, the actual rules material held within comes to about 32 pages. When you get to this after working through the Engagement scenarios, you’ll notice a lot of redundancy in the second rule book. The Battle Scenario Rules Manual reproduces a lot of the rules material in the Engagement manual (maybe all, I haven’t gone through it in detail yet), adding or embellishing where pertinent, as well as introducing new material not featured in the former book.

If the Engagement scenarios are the appetisers of Pacific War, designed to give you a taste of what’s to come, the Battle scenarios are the entrée servings of the game. Where the Engagements offer learning opportunities, the Battles will let you put what you’ve learnt into practice and start to get into the meat of the game.

At this scale, Pacific War isn’t necessarily the space hog you may expect, taking in the mass of board real estate. Only three of the twelve Battle scenarios require both boards (Maps A and B), and while we’re on the subject, seven of the nine Campaign scenarios can also be played on a single board. This all makes the game at this scale seem quite manageable.


As mentioned earlier, the scenarios are divided up into Engagement, Battle, Campaign and Strategic scenarios. The Engagement scenarios have proposed run-times from around twenty minutes to an hour. The Battle scenarios run to two to three hours in length (though I’d suggest budgeting for an extra hour or so on the suggested duration your first time or two out).

Scenario Booklet (sample spread).

The Campaign scenarios have the largest sweep; they each cover one or more operations, running from two to six months of game time, and can run from three hours up to forty (for Campaign 9: China, Burma – Spring 1944) in playable hours.


Lastly, for the reading matter at least, there is a sixteen-page playbook, Battle of the Coral Sea Extended Example of Play. This is a tremendous resource, demonstrating how a battle unfolds through the application of the Sequence of Play, with box-text examples of how different types of altercation between sides play out on land, at sea and in the air (and air-to-surface). Personally, I’m going to hold off reading through this booklet until I’ve worked through the Engagement scenarios, at least, and maybe had a run at a Battle scenario or two, so I have a reference point to work from and some experience pushing the counters around.

Example of Play (sample spread - practical illustrations in this one).

Having said that, the booklet also has a brief bibliography (about eighteen titles, although some of those are multi-volume works), and a short Designer’s Notes essay that I probably won’t be able to keep myself from delving into for too long.


Counter sheets 1 and 2.

Counter sheets 3 and 4.

As I’ve noted previously, Pacific War is a game that covers an expansive theatre over much of its historical duration, at a relatively granular level of detail. This translates to lots of counters. Ten sheets in all, over two thousand half-inch counters. These represent individual capital ships and carriers, squadrons of destroyers, naval bases and ground forces, as well as lots of markers. I haven’t delved into the game enough to express any firm opinions regarding the counter except to say all the sheets have good registration, the faction colouring is distinct and makes pieces easily identifiable, and the counter-information is readable. And there sure are a lot of them. This may be the first game to make me question my commitment to counter-clipping.

Counter sheets 5 and 6.

Counter sheets 7 and 8.

Falsified documents. No, just kidding. These are counter sheets 9 and 10.

The counters are printed on typically good brown-core cardstock, and there are just so many of them. Ten sheets. To be fair, it was a big theatre of war.

Operations Display.


Now we come to the Player’s Aids. Pacific War has a veritable plethora of players’ aid cards. Central to any game of Pacific War, even down to the Engagement scenarios, is the Operation Display. Most of the features of this 22 by 8.5” display, such as the Strategic Initiative Track and the Naval Movement Track (along the top of the card) will only be used in the Operational and Strategic scenarios. But this is where the combat is played out in all scenarios (Naval Combat Display, lower centre). The Display also features a Day Track (bottom-right), Operational Intelligence mnemonics and charts for Range Bidding and randomly establishing the light quality before battle (bottom-left).

Allied Display Sheet (bottom) and Screen.

Each player also has a Display Sheet and Screen (to obscure the display sheet. The Screens are essentially matching sets of charts and tables covering Merchant Shipping Attrition, Land and Air/Naval CRTs and a really wild Search Chart for establishing the results of searching for enemy formations in the open ocean.

Japanese Display Sheet (bottom) and Screen.

The Display Sheets (they’re called sheets because they’re 34” across and page-deep) are identical in general layout, but each offer information unique to that side’s capabilities and limitations. The sheets offer a month-by-month Strategic Intelligence track to roll on (along the top left-to centre of the sheet). These vary somewhat, reflecting how accomplished the Allies grew in intelligence gathering and codebreaking compared to their adversaries as the war progressed. The sheets also offer a Phase Track (bottom-right) to keep track of the dozens of unique phases that may come into play during a round, depending on the manner of scenario being played (note: you only address all thirty-eight(!) phases in the Strategic scenarios), a General Record Track (lower left) for tracking Command Points (CP) in the various battle sectors, an Air Mission flowchart, Command Point accrual and Cost tables, and a Strategic Initiative Adjustment Summary table.

Force Display sheets 1 and 2 (Allies left, Japanese right).

Force Display sheets 3 and 4 (Allies left, Japanese right).

Then there are the Allied and Japanese Force Displays. These sheets act as holding boxes for the assets attached to a task force, and the corresponding numbered Task Force (TF) markers are used on the board to show the approximate positioning (down to the hex) of the flotilla or squadron.

Replacement Record Sheets. I'll be photocopying these,

Lastly, there’s pad of Replacement Record Sheets to keep track of your monthly replacement steps (split over air and ground forces), a year to a column, with each month handily marked with a descending turn number. The game allows the accrual of steps turn-over-turn, so you can build a war-chest (no pun intended) for your upcoming push, when the weather improves, or another carrier becomes available.

Before I forget, the game also comes with two ten-sided dice.

*

So, that's a brief and rather shallow look at Pacific War, undoubtedly one of the most complete games to be released in the last twenty years. To be honest, the sheer scope of the project, combined with the granularity of scale, is still a somewhat daunting prospect. I can’t imagine a situation in the near future where I would be able to leave Pacific War set up for a full Campaign-scale game, but I’m okay with that. The Battle and Campaign scenarios look interesting enough on their own to warrant multiple replays. There is certainly enough game here to keep me busy for a long while yet.




Monday, 26 August 2024

Stripped Down for Parts: Pacific day, Part 2 – Return to the Rock: Corregidor, 1945

 


Welcome to part 2 of the Pacific Day unboxings. For those just tuning in, about a fortnight ago I received three Pacific theatre games split over two deliveries in a single day (I knew the second parcel was on its way, but it wasn’t due ‘til the following week). In Part 1, I looked at Last Battle: Ie Shima, 1945 (Take Aim Designs/Revolution Games, 2015), a game by Mike Rinella. Here we’ll have a look at Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020), another game in what some refer to as Mr Rinella’s Area Impulse series.

As I’ve said, these are new to me. I’ve played area movement games before, such as Brief Border Wars (Compass Games, 2020) and Par le feu, le fer et la foi (Hexasim, 2014). Some don’t like this style of regimentation of movement, but I think it makes perfect sense for a situation like the ones presented in the aforementioned games. If you can articulate a good reason why I’m wrong in thinking this, please leave it in the comments. And before you ask, I’m quite fond of some point-to-point movement games as well. But that’s a discussion for another time.

The cover illustration of Return to the Rock shows paratroopers from
the 503rd PRCT (Parachute Regiment Combat Team) descending
onto Corregidor.

Return to the Rock is a two-player game covering the Battle for the Recapture of Corregidor, the largest of several islands in the mouth of Manilla Bay that were fortified by the US military after the Philippines became a possession of the United States in the aftermath of the Spanish American War.

Corregidor is the largest of a string of islands dotting the mouth of Manilla Bay in the Philippines, which were all fortified by the American government in the early twentieth century when the United States took possession of the Philippines after the Spanish American War (1898). The base at Corregidor was used as General Dougles MacArthur’s advance headquarters during the early months of 1942, after the US was drawn into the war by the Japanese attack on Pearl Harbor, until the location became untenable. Japan swept through the Philippines quickly, and Corregidor was eventually the last part of the After a prolonged siege, the remaining US forces surrendered to Imperial Japanese Army (IJA) on May 6, 1942.

In mid-February, 1945, after three weeks of continuous naval shelling and dozens of bombing and strafing missions from the air, soldiers of the US Army landed amphibiously and by para-drop on the island, then fought a protracted battle with an intrenched cadre of Imperial Japanese Army soldiers. The island was finally declared secured on February 26, after eleven days of intense fighting.


Like other games in the series, the cover sheet (maybe it should be called a cover card) acts as a Player Aid Card, and offers a key to the unit types, how to read the unit counters, and a brief explanation of the functions of the other counters included in the game. Lastly, it identifies the markers used only when the optional rules are in play. While I usually play a new game for the first time using just the basic rules to get the feel of the system, I can’t imagine why anyone wouldn’t want to include all the options in a game like this.

Like Last Battle, Return to the Rock uses a US Army ordinance map from the period as a the basis of the play area, then superimposing the area boundaries, terrain details and modifiers. And again, like the earlier game, the charts and holding boxes you’ll need for play are all on the map sheet as well. I really appreciate it when s play area can accommodate the other parts you need to make the game work, and Pacific island-battle games seem to excel in this (Tarawa, 1943 (Worthington Publishing, 2021) and Mike Nagel’s War in the Wind: the Battle of Attu Island, 1943 (Compass Games. 2016) spring to mind).

An unusual configuration, but whatever works, right? I'm sure
the publishers have their reasons

The game comes with two frames of 5/8” counters 102 in all (with two blanks). These are printed on the now familiar brown-core cardstock. The units are identified with NATO symbology and the same large, readable numbers as its compatriot for the movement and combat factors. From my experience with Last Battle, I can tell you the counters com away from the sprue more easily than I’d anticipated and clip up very nicely.

The rule book. The cover looks like a photocopy, but inside it looks fine
and reads well, printed on nice  (maybe 90gsm) matt-finish paper.

The rule book runs to sixteen pages, but two of those are taken up with the front cover an advertisement on the back page promoting other games in the series (including Last Battle). The rules proper run to nine-and -a-half pages, with the remaining space given over to the Optional Rules (about one page), an example of play (a nice addition), and a combination index and glossary, which is something every wargame should do.

Sample page. The whole thing is in black and white, but
the illustrations still come up very well.

I’m sorry to keep harking back to Last Battle, but if you’ve played that (or one of Mr Rinella’s other Area-Impulse games, you shouldn’t have any trouble picking this up. These aren’t duplicate games by any means, but they share enough DNA to give them a sibling resemblance. You’ll still have to read the rules through because there are particulars about this game that capture the historical idiosyncrasies of the battle at hand.

I’ve kept this brief because I already felt like I was repeating myself after a more thorough consideration of Last Battle. I’ve pushed some counters around on Last Battle, but haven’t played out a full game yet, but I can already tell Return to the Rock is going to offer a very different set of challenges. I’m looking froward to trying out both of these games against a human opponent.

One more Pacific Day unboxing to go, and that one is going to be a doozy; the revised edition of Mark Herman’s Victory Games classic, Pacific War: The Struggle Against Japan, 1941-1945 (GMT Games, 2022). I’m sure I’ll have more to say about that one. Stay tuned.

I couldn't fit this in earlier, but I wanted to include some detail of the map
(a Charlie Kibler design). It's just a joy; a balance of aesthetic and function.



Thursday, 15 August 2024

Stripped Down for Parts: Pacific Day, Part 1 - Last Battle: Ie Shima, 1945

 


Last Friday was Pacific Day in the Fast Game household. I had three Pacific Campaign-related games all arrived in two separate deliveries. The morning delivery was comprised of two Mike Rinella games, Last Battle: Ie Shima, 1945 (Take Aim Designs/Revolution Games, 2015) and Return to the Rock: Corregidor, 1945 (Take Aim Designs/Revolution Games, 2020), and that afternoon, a second edition copy of Mark Herman’s magnum opus, Pacific War: the Struggle Against Japan, 1941-1945 (GMT Games, 2022) arrived, weighty and imposing. Since these, while second-hand, are all kinds of new to me, I’m going to unpack them here one by one. First up, we’ll look at Last Battle.

The two Mike Rinella games mark a couple of firsts for me; I’m embarrassed to say these are my first Revolution titles. Revolution make some sensational-looking and highly regarded games that just don’t seem to get distributed in Australia. They’re also my first Mike Rinella games. Mr Rinella has a reputation for producing a series of smaller footprint, relatively fast-playing areas movement games that offer a good narrative flow, which definitely fall in the wheelhouse of this blog.

Last Battle presents Operation Indispensable, the battle between the American 77th Infantry Division and forces of the imperial Japanese Army defending Ie Shima. This operation was itself intended to secure the island ahead of US troops landing on nearby Okinawa.

In case I hadn’t spelt it out, this and Return to the Rock bagged games, as opposed to boxed games. The game comes in a bag (I bought these two second-hand and came in a clear plastic press-clip envelope). The cover sheet is equivalent to a box cover, conveying a sense of the scope and seriousness of the game to the prospective buyer and noting the designer and publisher details, but in these cases, but not much else. They don’t include a back cover, where all the play details, like number of players and play length would usually be found.

I’ve come around to the non-boxed games relatively recently. I have a couple of games that came to me box-less, mostly magazine games, but I’ve only recently started to delve into what bagged games have to offer (besides cheaper shipping). Now I’ve repurposed all those empty Commands and Colors boxes to hold my boxless games.

The reverse side of the cover sheet, full of gaming goodness.

Not to waste in opportunity, the reverse of the cover panel has a breakdown of the game components, including a guide to reading the unit counters, and some details on particular counters peculiar to the game; Last Battle can be played in a “basic” or “advanced” mode, with the advanced rules introducing new elements like sea and air-born bombardment for the Americans and kamikaze attacks for the Japanese side. This is clever, I think. It removes the need to print the rules booklet in colour to incorporate these details (thus keeping the production costs down). Some games might use the space to create a Player’s Aid Card, but as we’ll see, Last Battle doesn’t need that.

The map is 17" by 22", on a nice matte finish paper-stock. 

The map is really evocative, using ordinance maps from the period as a background with an overlay of the area boundaries and details relevant to play. The play area around 60% of the total map area, the rest of the space given over to holding boxes for to-be-deployed units, tracks for recording Impulses expended and Victory Points gained and two helpful Sequence of Play tables, each facing a player's side of the map. I really love this design; with a quick-playing game, I’m always grateful when you don’t have to go off-board to a PAC or (gasp) the rules booklet for a reminder of the next step in a round.

It should come as no surprise that the map art is the work of Charlie Kibler.

The game comes with a sheet of 5/8” counters, 88 in all, on a good weight of brown-core cardstock. The units are easily identifiable, using NATO symbology and nice, big numbers for the movement and combat factors. The counter rows feel like they might benefit from a little attention with a craft knife taking them off the frame, but I wouldn’t otherwise anticipate any issues with these.

Last Battle counter sheet, Ernie Pyle in the bottom row, middle.

The rules come to just 12 pages, with a detailed table of contents on the front cover and a glossary/index on the last page.* Of the remaining ten pages, just over eight cover the rules necessary to enjoy the game, with the remainder given over to the Advanced Game (about a page), a couple of optional rules, the game credits and some suggested reading, which is always welcome.


I’m only a little way into the rules so far, but I feel comfortable saying they appear clear and straight forward. I won’t go into the details here (as I’ll probably screw something up and have to print a retraction), but it seems to me any difficulty in the game will come from the tough choices both players will have to make during play and not from any rules-vagaries or misunderstandings. Two thumbs up.


Finishing off the package is a brochure from the Ernie Pyle World War II Museum. Ernest Pyle was a naval reservist and Managing Editor of the Washington Daily News, who became a correspondent when the war broke out, reporting on the Battle of Britain from London, then after Pearl Harbor, reporting from North Africa, Italy and the Normandy landings. Pyle was also a driving force in getting a bill through Congress to award extra wages for soldiers at the front (combat pay). In 1945, Pyle began reporting from the Pacific theatre, never far from the heat of battle. On the 18th of April, 1945 Pyle reporting from the front on Ie Shima when he was shot by a Japanese soldier and died from his injuries. A small museum dedicated to America’s experience of the Second World War in his home town in Indiana now bears Ernie Pyle’s name. Pyle is also commemorated in Last Battle, with a special counter (optional rule) bearing his name.


Once I'm across the rules, I'm going to try Last Battle out, most likely as double-handing it. A few people on BGG have stated it plays well solo. The next instalment of the Pacific Day unboxings will be Return to the Rock: Corregidor, 1945, then Pacific War. Stay tuned.


* Actually, Section 24.0 Index and Glossary starts in the last couple of column inches of page 11, just to be clear.



Stripped Down for Parts: Cuius Regio: The Thirty Years War, 1618-1648

  I was really in two minds about writing up an unboxing of Cuius Regio: the Thirty Years War, 1618-1648 (GMT Games. 2026), not because I d...