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Victory in the Pacific» Forums » Rules

Subject: Questions about the mechanics and rules of this game rss

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J VK
United States
Edmonds
Washington
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1) How did the designers decide which ships would get airstrike and gunnery bonuses? Early on the small Japanese frigates have them but the later and stronger Yamato class do not. Also none of the land-based air do. What is that rationale?

2) What does the patrolling vs. raiding thing simulate? How does a ship going on a raiding mission suddenly render it incapable of controlling the sea?

3) Why does the Japanese sub unit spontaneously disappear? Similarly, why doesn't the American unit appear until as late as it does? I do recall something about American torpedo technology being substandard... is that it?
 
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Brad Miller
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The game is massively abstracted. The bonuses relate to the overall tech levels between the two sides, and the production and repair capabilities. Thus, the advantages the Japanese had early begin to disappear. I'm sure the designers notes and General articles had a more in depth look at this, but that's the jist of it.

#2. Again an abstraction. THe raiding ships are going fast, fast, fast, able to move three areas to strike at an enemy. They are not based in the area, patrolling the area, maintaining control over it, etc.

#3. Because the impact of Japanese sub operations was felt early in the war, while the US subs had more impact late. Thus, they flip-flop in the game.
 
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J VK
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Edmonds
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I can tell that the game is very abstracted, but I have been trying to "decompile" it and put the pieces back together, keeping it simple enough to be accessible and yet more variable so the gameplay isn't "on-rails" and clinging so closely to history.

The game's instructions specify that after turn 7, all Allied ships get gunnery radar which would add a bonus to their firing. It seems it's only the small frigates that get that bonus for the Japanese early on, and so I'm trying to figure out what precisely would justify that rule/aspect. Abstracted as it may be, there must be some legit reason.
 
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Thomas Chu

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I think that the Japanese heavy crusers were given the bonus because of they were mounted with the "long lance" topedos. They also has larger caliber guns than their US counter-parts. Japanese naval doctrine at that time also stressed night surface battles. Of course, this advantage disappeared once US ships got their radar and beame familar the technology. Check out the series of night surface actions off Guadacanal (the contest of the Tokyo express). An good read on this is "Japanese Destroyer Captain". It was written by a leading Japnaese destroyer captain who took part in many of the actions. Forget his name.
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J VK
United States
Edmonds
Washington
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Thanks for that. I will look into it.

What do you think of these proposed improvements to the game?

A) Advanced allied fighter (choose one in turn 9)

1) P-61 Black Widow night fighter
After allied player has deployed all land-based air units, he secretly designates two of those squadrons to contain P-61s. Land-based air that is so augmented now has the capability of participating in a night action, and with the same rules as though it were a day action. Its value is (1)/4/* at night. By day it is presumed the Black Widow would not be risked, and the unit behaves as normal.

2) F-80 Shooting Star
Land-based air: (2)/4/*
Bonus against enemy aircraft is +2.
-1 penalty to any unit attacking F-80.

B) Advanced Japanese fighter

1)Nakajima Kikka jet fighter
Land based air
(3)/4/*
Bonus applies against enemy air also.

2)Ohka suicide plane
In turn 9, Japanese get (1)/2/* land based air
Other land based air unit must be present and active in battle for its use (as escort and carrier).
Upon successful hit, add +2 to damage roll

C)USS Montana
7/9/5 battleship
Appears in turn 9 if US POC at midpoint of game

D)Yamato hull uses
Musashi can be made into 1/9/5/3 carrier
Shinano can be made into 6/9/5 battleship
Decision must be made 1 turn ahead
Decision written down secretly beforehand.
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