Recommend
16 
 Thumb up
 Hide
6 Posts

Pacific War» Forums » Sessions

Subject: Pacific War, Campaign 2, Philippines, December 41 Solo rss

Your Tags: Add tags
Popular Tags: [View All]
Stephen Pearce
United Kingdom
flag msg tools
mbmbmbmb
After taking the advise from the Wargames Forum I picked up a good condition copy of Pacific War from ebay. I've worked my way through some of the engagement and battle scenarios but I'm really interested in the bigger campaigns. I choose the Philippines campaign for my first run through as I thought it more interesting than the Malaya campaign (Campaign 1).

Set up was relatively quick and the play quite reasonable considering its a) solo b)my first go at a campaign. Much flicking the the rulebook occurred, may have to print out an in use copy if I can find an electronic version.

December 41
1st Operation, Japanese Op (Scenario rule)
Japan activates its fleet at Pescadores into two task forces, the six step 1 Engine + 2 Engine air units there and the fleet at Okinawa. Ground units activated are 65 Brigade and 48,16 Divisions.

Contact
One of the Pescadores Task Force (TF) loads the 65 brigade into an APD with a DD escort. The Other Pescadores Task Force loads the 48 Div into the Transports escorted by the bulk of the fleet (CA, couple CL's and some DD's). The Okinawa Task Force loads the 16 Divs into the Transports. Naval Moves see the Okinawa fleet move down and then all 3 fleets moving toward the Northern Philippines. The 65 Brigade TF moves to the Babuyan Channel whilst the 2 Divisions to the Adjacent airfield. Being 2 hexes from Manila the allies try to and do spot 2 task forces causing an end to Operational movement. 3 days have passed.
The Operational Intelligence is revealed as Intercept and the allies activate and move 3 sub units to attack. They cause 3 hits, including the APD carrying the 65th and AA carrying the 16th Div, both of which ground units take 2 step losses. ASW causes 1 step of damage back to the subs.

Battle Cycle (summary)
Allies win the advantage and cause more damage with the subs, fortunately for the Japanese missing the transports. The Japanese then unload the Ground units over-running two allied air fields. The transports run back to Pescadores and will deactivate, whilst the cruisers and destroyers move down and will bombard Luzon. Japanese air strikes shoot down most of the inexperienced allied 1E air over Manilla during a couple of vicious rounds of Strike vs CAP. Additionally air strikes damage (2pts) the fortress at Corregidor. Meanwhile the Japanese troops spearheaded by the 48th Div march into Luzon, smashing the North Luzon Corps which had been broken by the Naval Bombardment. Into Manilla where the allies move the recently activated South Luzon Corps and have the Reserve Corps already. Three rounds of combat before the end of the Op, the first is bad for the Japanese and causes a mandatory retreat, the Japanese pass their Troop Quality (TQ) test and stand firm taking 5 losses. (I assume that 1 TQ test for the stack rather than individual units here).The other rounds are pretty even but the allies lose their front and best (the reserve corps) unit due to losses. As the op finishes the Japanese 48th Div has taken 10 out of 11 steps but Manilla looks like it will fall soon.

2nd Operation – Japanese (by die roll as per Solitaire rules)

The first 2 week op cost a lot of points to the Japanese start the next op with 8pts and the Allies 2pts.
Japan activates a DD, APD and the 146 Regiment at Peleui; The 16 Div and 56th Brigade at Manilla and a DD and Marine Battalion at Pescadores.

Contact
The Japanese task forces move out (after loading troops) but the force from Pescadores is spotted immediately by the allied air from Manilla (1E spotted, as Recon had been lost during a strafing attack during the first op). As reaction the allies activate the Mindano Division and move it to Davao and move their subs to try and intercept the Japanese TF's. Subs are too far away with just 1 move.

Battle Cycle 2nd Op
The TF with the 146 Regiment moves toward Davao, now intending to land just north to avoid an Amphibious assault, meanwhile the TF with the Marine battalion moves southward towards Panay, almost being intercepted by subs en route. After 4 days of fighting in Manilla (2 battle cycles) there are heavy Japanese casualties - (5 TQ Japanese vs 3TQ US, -3 shifts for terrain) 9 steps of Japanese losses vs 4 US. The two Japanese units are almost exhausted. A final attempt is made by diverting the Marine Battalion to Manilla where it leads the Assault (TQ 7) and forces a mandatory retreat on the US forces. Rolling high they fail and are forced out of Manilla.... and now I see the fatal mistake the allies have made.
Manilla is overrun, the remaining air force is destroyed (few low quality 1E and some 4E bombers), 11 steps of subs will also be lost and the Langley.... but the US HQ is there, lost off map the allies will not be able to activate any units for the remaining 3 months.

That is it game over really. I run the end of turn to see how replacements work.

Plenty to think about, what a great concept the Operations are, although its going to get pretty complex as the force sizes ramp up.

A question if anyone can answer, during battle cycles can any HQ be used to activate units or does it have to be the one that initiated the Operation?
14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
B. Lenting
Netherlands
Wageningen
Gelderland
flag msg tools
Avatar
mbmbmbmbmb
Great to see somebody playing this game. Makes me want to crack open the box too!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
M. van H.
Netherlands
Utrecht
flag msg tools
mbmbmbmbmb
to answer your question, here's the answer from the consolidated Q&A:


Can you use any HQ to activate units? Or only the
HQs used to initiate the Operation/Reaction? -- Any
HQ can be used during an act/deact phase, not just the
initial HQ, but no more than one HQ can be used per
act/deact phase.

The Q&A can be found here:

http://grognard.com/errata/pacwar1.pdf

Best,

Houtje
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Herman
United States
New York
Unspecified
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Electronic scan of my rules are available on my website.

Www.e-markherman.com

Mark
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
wilee23 usmc

Alabama
msg tools
A question if anyone can answer, during battle cycles can any HQ be used to activate units or does it have to be the one that initiated the Operation?

If memory serves, each HQ has a range. The range can be extended, but not by much. I remember writing VG and posing the hypothetical question...what if the Japanese struck and took out every American HQ, then conquered every available port (yes, it is hypothetical), would this be a Japanese victory? They said, "yes". lol
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Herman
United States
New York
Unspecified
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
wilee23 wrote:
A question if anyone can answer, during battle cycles can any HQ be used to activate units or does it have to be the one that initiated the Operation?

If memory serves, each HQ has a range. The range can be extended, but not by much. I remember writing VG and posing the hypothetical question...what if the Japanese struck and took out every American HQ, then conquered every available port (yes, it is hypothetical), would this be a Japanese victory? They said, "yes". lol


The restriction is you can only use one HQ per phase to activate units, but it can be a different HQ each time.

I was probably the person who answered your inquiry. Did you ever pull it off?

Mark
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.