Announcement

Collapse
No announcement yet.

Victory in the Pacific AAR

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Victory in the Pacific AAR

    I will be running an AAR of Victory in the Pacific just to use a beer and pretzels version of the WWII Pacific conflict to compare to the AARs in these forums from the behemoth War in the Pacific computer game.
    I thought it might be interesting to involve forum members as much as possible. I will conduct the AAR from the Japanese point of view but will be playing both sides. It is a board game and so there is no AI.

    The mechanics are a bit unusual and the sides interact some the turn so I will make move of the game decisions for the first few turns. If things run well and there is sufficient interest then We can increase player involvement and perhaps run a second game with competing teams.

    This will start more with participants basically being the captains of single ships. There are only eight turns in this game but there are numerous opportunities for decisions. For the first run through of this eight turn game I will make the strategic decisions with increasing input from players. When battles occur involving players I will consult the players about if they wish the fleets they are in to engage in air or surface combat and which enemy vessels they wish to engage. I will accommodate their wishes to the extent possible but the fleet commander may override in some cases. Players will also be consulted on when to withdraw and how to conduct pursuit battles if any.

    I will also allow players to choose which areas their ships will be deployed to each turn if possible. This will frequently work for cruiser commanders but carrier captains and to a lesser extent battleship captains will often have to go where needed.

    Battles will occur each turn you may or may not be involved. Battles will usually involve several rounds. At the end of each round there will be a decision to continue the battle or withdraw. If your side withdraws you will be unable to control the area that turn. Battles can still continue in an area if the enemy chooses to pursue and is fast enough to catch you or vice versa.

    The following is a list of the ships available for captains first come first served. The first number is the gunnery rating used in surface/night combat. The second number is the armor/durability rating. The third number is the ships speed rating. If a forth number is present it is the ships air factor used in day combat. An asterisk by the number indicated increased combat power. it greatly increases the chance of that factor to damage an enemy.

    Four battleships (4-4-4) Fuso, Ise, Hyuga, Yamashiro

    Two new battleships (5-5-4) Nagato, Mutsu

    Four battle-cruisers/fast battleships (4-3-6) Kongo, Kirshima, Hiei, Haruna

    Six fast heavy crusiers (1*-1-8) Kumano, Chikuma, Mikuma, Mogami, Suzuya, Tone

    Eight heavy cruisers (1*-2-7) Ashigara, Atago, Chokai, Haguro, Maya, Atago, Nachi, Takao

    Four early or treaty heavy cruisers 1*-1-7 Aoba, Furutaka , Kato, Kinugasa

    Two light cruisers (1*-0-7) Oi, Kitakami

    Four fast carriers (1-3-8-4*) Zuikaku, Shokaku (1-2-8-3*) Soryu (1-1-8-3*) Hiryu

    Two heavy carriers (1-4-5-4*) Kaga (1-4-6-4*) Akagi

    Three light carriers (0-0-5-2*) Zuiho (0-1-5-2*) Ryuho (0-1-4-1*) Hosho
    "Put guards on all the roads, and don't let the men run to the rear."
    Major General John Buford's final words on his deathbed.

  • #2
    I would be interested in Nagato or Mutsu.

    Pruitt
    Pruitt, you are truly an expert! Kelt06

    Have you been struck by the jawbone of an ASS lately?

    by Khepesh "This is the logic of Pruitt"

    Comment


    • #3
      I used to play that, the logistics are daunting. The inevitable conclusion is that the Japanese had no chance against the US. They 'should've' joined up on the allies side for concessions like a hundred year lease on the oil fields of the DEI and a plentiful amount of US lend lease...

      They could've been one of the victors rather than a pitiful loser...
      Credo quia absurdum.


      Quantum mechanics describes nature as absurd from the point of view of common sense. And yet it fully agrees with experiment. So I hope you can accept nature as She is - absurd! - Richard Feynman

      Comment


      • #4
        Originally posted by Pruitt View Post
        I would be interested in Nagato or Mutsu.

        Pruitt
        You have the Nagato unless you have a preference.
        "Put guards on all the roads, and don't let the men run to the rear."
        Major General John Buford's final words on his deathbed.

        Comment


        • #5
          Originally posted by Bwaha View Post
          I used to play that, the logistics are daunting. The inevitable conclusion is that the Japanese had no chance against the US. They 'should've' joined up on the allies side for concessions like a hundred year lease on the oil fields of the DEI and a plentiful amount of US lend lease...

          They could've been one of the victors rather than a pitiful loser...

          When you talk about daunting logistics you must be talking about War in the Pacific. Victory in the Pacific is actually a simple game with a lot of decisions, many combat rounds and complex strategic choices.

          It was a popular tournament game in its day.
          "Put guards on all the roads, and don't let the men run to the rear."
          Major General John Buford's final words on his deathbed.

          Comment


          • #6
            Zuikako or a couple of Chokai CAs for me!

            Only one ship each? I'd love to put together a Task force of carriers and cruisers that have the movement speed of 8, but I'll take what I can get.

            Of course, the dream ticket would be a pair of those carriers and 4 of the CAs.
            Last edited by The Exorcist; 24 Mar 16, 21:15.
            "Why is the Rum gone?"

            -Captain Jack

            Comment


            • #7
              The first decision I need to ask for input on is the Pearl Harbor strike force and its composition.

              In game terms the Japanese sent six carriers two battle cruisers and two heavy cruisers.

              Carriers- Hiryu, Soryu, Zuikaku, Shokaku, Akagi, Kaga
              Battle Cruisers Hiei, Kirshima
              Cruisers Tone, Chikuma

              Ships below that level are not represented in the game. We could send any additional ships that have a speed of 5 or more.

              There is a special free air attack for the Imperial Japanese Navy (IJN). Tey ave the advantage of knowing the US carriers will not be at Pearl and the IJN can attack and withdraw without opposition or pursuit. Te strike force can chose to remain for one addition battle (second strike) but only one more. Usually battles will continue until one side is eliminated or chooses to with draw.

              If the IJN chooses to remain to remain for a second strike any ships in Pearl still mobile can decide to sortie and engage the strike force. In addition four US carriers will each be randomly placed in various locations in the eastern Pacific or scheduled to arrive in Pearl next turn. They will each have a small group of cruisers with them.

              So the question is should we pull more ships from other operations to strengthen the Pearl Harbor strike or escort? The choice to stay for additional strikes will be offered after the results of the surprise attack is known.
              "Put guards on all the roads, and don't let the men run to the rear."
              Major General John Buford's final words on his deathbed.

              Comment


              • #8
                Zuikaku is yours. You can expect to be in the Pearl Harbor strike. You might look at my last post and provide input about possbile additions to the strike force or running with the historical group.
                "Put guards on all the roads, and don't let the men run to the rear."
                Major General John Buford's final words on his deathbed.

                Comment


                • #9
                  Originally posted by Widow Maker View Post
                  Zuikaku is yours. You can expect to be in the Pearl Harbor strike. You might look at my last post and provide input about possbile additions to the strike force or running with the historical group.
                  I think that all 4 Kongos should be there if possible. If we want to take that extra attack, we have to be able to cover the carriers.
                  "Why is the Rum gone?"

                  -Captain Jack

                  Comment


                  • #10
                    Originally posted by Widow Maker View Post
                    When you talk about daunting logistics you must be talking about War in the Pacific. Victory in the Pacific is actually a simple game with a lot of decisions, many combat rounds and complex strategic choices.

                    It was a popular tournament game in its day.
                    Yeah, War in the Pacific was what I was talking about. Damn lot of pencil scratching in that one.
                    Credo quia absurdum.


                    Quantum mechanics describes nature as absurd from the point of view of common sense. And yet it fully agrees with experiment. So I hope you can accept nature as She is - absurd! - Richard Feynman

                    Comment


                    • #11
                      Most of the Japanese Battleships were kept in port for fuel reasons. The Kongo Battlecruisers were the fastest capital ships early in the war and I think more fuel efficient. There must have been a reason why the Nagato was sunk in port in the Home Islands.

                      Pruitt
                      Pruitt, you are truly an expert! Kelt06

                      Have you been struck by the jawbone of an ASS lately?

                      by Khepesh "This is the logic of Pruitt"

                      Comment


                      • #12
                        Originally posted by The Exorcist View Post
                        Zuikako or a couple of Chokai CAs for me!

                        Only one ship each? I'd love to put together a Task force of carriers and cruisers that have the movement speed of 8, but I'll take what I can get.

                        Of course, the dream ticket would be a pair of those carriers and 4 of the CAs.
                        Yes for now I'm sticking with with single ships to each participant. If your vessel is sunk you will survive and gain another ship as long as there are others available. I'm going to use a point award and penalty system to prioritize transfers when conflicts arise between player choices. I think there is potential to run this with a supreme commander on each side to make larger plans and then designate area or fleet commanders to run the actual actions.

                        There will be a lot of who shot and who and who got hit in which fights to give ships a unique history to follow. How to get participants involved in the decisions and keep the game moving is the trick.

                        The tactical battles involve a few simple decisions. Who to shoot at, when to run, when to chase, whether to try for day or night combat. But these calls have to be made repeatedly and they are influenced by and impact the overall game situation. So individual calls could just be chrome and color for the AAR or they could be crucial.

                        Running it this time to determine turn around time for turns and actions along with the right level of player/moderator responsibility.

                        After a couple of turns the mechanics should be pretty clear to anyone following the game. How best to use them we can adjust.
                        "Put guards on all the roads, and don't let the men run to the rear."
                        Major General John Buford's final words on his deathbed.

                        Comment


                        • #13
                          I don't see weakening the other task forces. The Pearl Harbor Force is strong enough to take on any American Carriers. Wasn't one American Carrier on the way back from dropping off Fighters to Wake? They had only Buffaloes onboard. I think they steamed in to Pearl the same day of the attack.

                          Pruitt
                          Pruitt, you are truly an expert! Kelt06

                          Have you been struck by the jawbone of an ASS lately?

                          by Khepesh "This is the logic of Pruitt"

                          Comment


                          • #14
                            Originally posted by Pruitt View Post
                            I don't see weakening the other task forces. The Pearl Harbor Force is strong enough to take on any American Carriers. Wasn't one American Carrier on the way back from dropping off Fighters to Wake? They had only Buffaloes onboard. I think they steamed in to Pearl the same day of the attack.

                            Pruitt
                            Just like the Japanese we do not know where the US carriers are. We do know we will not catch any in Pearl (just standard game start).

                            Of course if a limited strike is conducted the Pearl strike force can withdraw in complete safety.

                            There are four potential American carriers in the Pacific. After the first strike they will randomly be placed at sea in the Central Pacific, South Pacific, Hawaiian Island area, or scheduled to arrive next turn. If encountered each carrier will have a full air complement and be as dangerous as our carriers and have a speed of 7 the number of cruisers with them will vary between 0-3 with each carrier.

                            It is unlikely there will be four carriers in the game area the first turn. Four carriers that earlier is not historical but it is possible that there will be less carriers present than there were historically. The simple fact is we do not know and we do not know where they will appear.
                            "Put guards on all the roads, and don't let the men run to the rear."
                            Major General John Buford's final words on his deathbed.

                            Comment


                            • #15
                              Unless we do very well and completely crush the allies this game will be won or lost by controlling strategic areas each turn and scoring points for that while denying then to the enemy. There are 13 areas. They have different values to bot the IJN and the allies. Areas are controlled by having the last patrolling ships or land based air units in the area. It is possible for neither side to control an area but an area will not be contested.

                              We can enter enemy controlled areas but we cannot pass through them.

                              I will post later to show areas and bases currently controlled. If you zoom the image you can see the value of each area. Notice that the value is often different for each side. The red locations are major bases and the green locations are minor bases. Notice that some bases (either major or minor) are located on the border line between two areas. Those bases ave extra strategic value for land based air and naval movement range.
                              Attached Files
                              Last edited by Widow Maker; 24 Mar 16, 23:07.
                              "Put guards on all the roads, and don't let the men run to the rear."
                              Major General John Buford's final words on his deathbed.

                              Comment

                              Latest Topics

                              Collapse

                              Working...
                              X