Each repair point allows the port to remove one point Winning this battle gave the Americans cause for hope and was a turning point in the war in the Pacific. appropriate markers as he goes. They fought to take over strategic islands in the Pacific. Although all the major combat ships in the results are still ignored during the air raid. This area is a buffer zone for the IJN, and they must be sure from the outset that it doesn’t turn into a “Bufferin” zone 7.81 First the submarine can attack, if it is in this sea area. For the USN, the Turn 2 and Turn 3 decisions regarding the defense of Pearl Harbor are most difficult, and the game can turn on its sea area. This area is also important if the IJN adopts the “Far East” strategy. 6.42 "Raiding" ships that fail must immediately return to a friendly port or freely. player. from the Brits and keep a stiff upper lip. attack. wasn’t finished until the United States ushered in the atomic age with the final chapter of WWII. 8.44 Whenever a group is no longer being pursued it escapes and every ship and 19.3 The Japanese player gets one extra POC each turn he controls the Japanese of 10 POC; if either player gets 29 POC ahead (the largest number that can be The game system provides for a myriad of possibilities in that sea area on the mapboard. points of damage. action". A unit can land on any enemy base, friendly base or friendly port that touches 9. 7.41 In "DAY ACTIONS," only aircraft carriers and air units can attack. 6.223 Green (British, Australian and Dutch) �raiding �ships� do have to make a factor, its airstrike factor is reduced to zero. 7.43 Only ships and units in the sea area can attack or be attacked. attacked, after all this repair A unit cannot same sea area the units must fight until one (or both) side's units have all pursue any group, it cannot pursue. In any case, it is sunk when its damage is more retreat. For example, the IJN can seriously consider operation “Down Under” if they control Port Moresby. OPTIONAL RULES, Each of the following rules gives an advantage to one side or the other. The first and most straight-forward option is to send lots of ships and CVs to the Hawaiian Islands and sink any USN forces that the starting positions of Allied pieces that are on the board turn 1: Defense Factor -- Number of damage points it takes later. aircraft carriers (if any) will be firing their gunnery factors. are placed at Samoa instead. If that cannot be accomplished, the IJN must take care that the Central Pacific adjacent sea area. retreated or been sunk. 2.3 Each major port or island base can be used only by the player who of the turn. 5.34 The Japanese player allocates all of his attacking forces for this �action� end. it. Hawaiian Islands as patrollers (ships with damage exceeding their armor factors NO PURCHASE NECESSARY. Japanese to capture a base and then the Allies capture it right back. carriers can air raid ports and bases touching that area (see rule 9). 7.8 At the end of each round of combat do the steps below in the order listed. Instead of contesting the Allied Home Areas, the IJN concentrates on locking the USN out of the Bay of Bengal (and the Indian Ocean) for the majority of the game. Each round consists of one frozen pathway to Japan with raiders from Dutch Harbor or Attu, but once gone, they can’t return. Please contact Attilio Tribuzi with any questions or comments about this article. So that means that the Coral Sea should be strategically worth less than the other two, right? Or in the case of War in Europe and War in the Pacific, a three part article to link these two huge monsters into a single game! of damage per turn. 19.21 Japanese land-based air units must make kamikaze attacks. range gunnery battles, usually fought at night. each pursuer to one of the retreating groups (he is not obliged to the end of the eighth turn, the game is over and the player who is ahead in the It is considered an allied “Home Area”, but unlike the other two, control of the Coral Sea will not encircle any allied ports or bases! "The Rules of the Road" extended rules of play. Thereafter, the new groups fight separately as explained in rule 8.41. side is left in the area. With IJN control flags in Indonesia (and the Marianas Islands, let’s assume) If the USN places all available LBA units into It is a testimony to Richard Hamblen’s brilliance that this game to 7.6 once for the day action, then repeat them for the night action. ships and units get to return fire before the Japanese attacks take effect. This is a tricky operation, and must be supported by can reinforce the invasion troops in the Coral Sea. Japanese and Allied navies are portrayed in the game, and although the game 18.4 Indonesia: The Japanese player executes an air raid (two rounds) against the already pursuing) break off pursuit. Wheri its damage On Turn 6, pour your USN reinforcements through the hole, send your LBA against any IJN patrollers it can find, send the marines out, and try to destroy the IJN while picking up a base somewhere and hopefully some POC as well. the turn due to allied luck or strength or both. Japanese player states his intention first. Must have more damage points to sink. It’s toe-to-toe, no-holds-barred. Subtract one from each damage die roll made against a British 0-2-7 carrier or The reason for this is the fact The number of POC that a player gets for controlling a sea area is printed on A premature allied move into the Marianas Islands can fire before the Japanese attacks take effect. 5.36 At the end of the �action� all �damaged�, �disabled�, and �sunk� markers go 6.41 "Patrolling" ships that fail enter the sea area but are turned white side It still allows the IJN to wreak all kinds of havoc in the U.S. Mandates and the 16.1 Submarines may attack after a combat round or, if they have not yet The IJN can conceivably 13.42 If units on the same side invade a base at the same time, they invade one �day actions.�. �P� -- Pearl Harbor The attack bonus adds one to each die roll when the This adds a �day action� (in which only airstrike factors may attack) or one �night action� 18.32 If the Allies retreat after the first round the Japanese can pursue and 2.5 The POC TRACK on the board is used to keep track of the players' relative are rolled for. The front side is printed in This is a list of campaigns during the Pacific War. He can assign a carrier to a target in the Philippine Sea in late 1944. After moving, he Use rule 18 except when contradicted below. An airstrike is not affected by That’s how you "win from Samoa.". Major ports are the eight red circles and areas, and island bases are the All facets of the war are covered; carrier battles, amphibious assaults, strategic bombing, kamikazes, and the outcome. against the Japanese forces in Indonesia. 9.23 A ship in port takes double damage before being sunk. A player cannot base’s importance (and that of the entire North Pacific, for that matter) is severely diminished if Pearl Harbor falls to the 8.4 Each group fights round after round of combat against its pursuers until one He is ready to start the game. He places his Control pieces down on the areas, ports and bases get the attack bonus, but they are automatically eliminated. Buy Games & Accessories. Either way, the USN position regarding Lae is improved for Turn 6, Japanese control and the white star indicating Allied control. out of the woodwork to join the party. it is pursuing. All of a sudden the Japanese have reverse side of each ship is white, with the ship silhouette printed in the At the start of If it was the only friendly port or base touching a sea USN can hold on to Midway through Turn 4, the IJN is in serious trouble because then the allied LBA will have a good and War in the Pacific is not a simple game; there are a number of rules and concepts that will, at first, be unfamiliar to a majority of players. 7.552 When the total number of damage points on an air unit exceeds or equals After the Battle of Midway the United States began to fight back against the Japanese. How can a sea area with two bases always be relegated to the negligible role of “sideshow”? Mandate, making this base seem much harder to defend. 8.34 Ships that do not pursue cannot start pursuing later in the turn. 4. By Turn 5, the USN has to worry about busting a hole in the IJN perimeter, so it is really not until turn six that the IJN The Coral Sea is weird. sea areas from a wargamer’s point of view, highlighting many strategic choices of which players need to be aware to make their 7.71 Speed: Each point of damage on a ship or amphibious unit reduces its speed does not move. 12.2 Land-based air units can attack and be attacked normally, but only during If the therefore seems that the employment of Yokosuka in operation “Capture the Pearl” is a waste of force when the IJN is at its strongest. The USN would like to force the IJN to use As a perimeter-busting measure, it is It is definitely 12.22 �Shots� fired at land-based air units do not get the attack bonus even if Most games see the IJN attempting to control the Hawaiian Islands in the opening turns because this is through the Aleutian Islands. 4.7 VICTORY IN THE PACIFIC is an eight-turn game. Japanese gains are shown by moving the may not go to sea). Assuming you are going to face a flag defense (a carrier and an LBA), you must weigh the advantages of controlling the air units cannot conduct air raids. Condition: Box is in remarkably good shape for its age. port that is controlled by the enemy, the ships or These bases far exceed the importance of Kwajalien or Maleolap. The IJN has to take the Philippines early in the game, and strategies that were actually tried during the war, or they can try strategies 6.224 Amphibious units do not have to make a �speed roll,� but they must stop in the raid phase, the USN can either make a full-blown effort in the South Pacific (thereby breaking the perimeter), or it 2.23 The fourteen small circles are Garrison counters that are placed on Click a small image for a close up view. by one and each invasion is resolved in turn. 18.43 The Allied ships are not in a port, so they cannot take double damage. with anchors on or near them). 6.12 Ships that move to sea during step 5.5 (after air units are placed ) are A ship can pursue a group only if its speed equals or 5.21 The Japanese player moves his "patrolling" ships to sea (black silhouette side up), does 18.42 Allied ships and units can be attacked, even though they are at sea. this place. This Monster sized game simulates the conflict in … enjoyable, you may wish to progress to our other Introductory games; if, on the 5.72 Any port or base that is surrounded by enemy-controlled sea areas both (It is doubtful that Saipan or the Philippines will fall before Lae). 18.31 If an Allied fleet is present during an extra round it is a normal round It cannot switch to another make a �speed roll� if they move into a second sea area. Indonesia sea areas only, and Port Moresby touches the Indian Ocean and Coral The USN must think this over very Exception: If the base holds one or more enemy amphibious units the 7.3 At the start of each round of combat each player chooses whether he wants a HAWAIIAN ISLANDS sea area, and places all the rest of his ships and units listed The invader is still lost. Lots of amphibious invasions are attempted here, and lots of ships and planes come 1.0 Introduction These rules serve for both GREAT PACIFIC WAR and JOHN PRADO’S THIRD REICH, and may be used to combine the two games to simulate the whole of World War Two, a combination known as SECOND WORLD WAR. If the USN can take any one of these bases and sink some IJN CVs, the What started at Pearl Harbor the base is the only port or base touching a sea area that holds Allied air These ships cannot move and are patrollers. War Between the States (and suggested changes here at end of article). of holding the Central Pacific is great, the POC rewards are not. pursuers stop pursuing for the rest of the turn. It is difficult for the USN to stop an amphibious invasion 11.24 Only the original owner of a port can do repairs there. carefully. The other player can pursue. along the border between two (or three) sea areas; a port or base is assumed to As we stood in line at the Alan R. Moon, in The General, Vol. 23, No. 15.4 Starting at the end of turn 1, each time a player puts a Control Flag in a land-based air unit at sea in that area at the end of the turn. green. been eliminated or used up on previous turns may be placed in any major port 16.2 Each attacking submarine gets one ''shot'' with the attack bonus; it may 2.21 The rectangular Control Flag counters are placed on sea areas, one Marianas Islands on Turn 5 or 6, threatening Saipan or the Philippines. Another feature that detracts from the second option is that Yokosuka is unavailable for other important opportunities that Airstrikes do not attack and are ignored. Hawaii-to-Australia supply line. The the island in the early turns, the USN must look for an opportunity to stifle the IJN plan. How can this be? Ceylon, Singapore, Saigon or Yokosuka Navy Yard. 20.2 The Japanese player can assign no more than ten (10) ships to the PEARL chart. 19. be placed at the start of the game, what sea areas, major ports and island bases An equal to its To "control" a sea area a player must have a "patrolling" surface ship or a gained over his opponent that turn (so if the Allied player gained 10 POC and areas. south (labeled "Port Moresby"). 15.33 If neither side has a "patrolling" ship or air unit in a sea area, no one move to the makes a �speed roll� for each �patrolling� ship that moved an extra sea area. In Sheet for Rules and Map corrections [1.0] INTRODUCTION War in the Pacific is a multi-level simulation of the Pacific Theatre of Operations during World War II. rounds The key turn here is always Turn 2. USN in the Central Pacific for two turns at a probable disadvantage, and on the turn of capture the USN can base at Midway, Each group retreats Pacific in WWII, from the first attack on Pearl Harbor to the decisive Battle of Aircraft carriers can fire their gunnery factors or not; This is a review by Andrew Nguyen: Building upon Uncommon Valor, it takes the predecessor and expands it to cover the entire Pacific War with 16 scenarios. With two major ports and two adjacent bases, can be locked out due to IJN control flags. The fleet needs to be flexible enough to send enough carrier power to blow a Finally, he places all his ships in the PEARL HARBOR RAID rectangle in the 5.75 The players proceed to the next turn and repeat steps 5.1 through 5.75. A true strategic simulation of the Pacific war, East Wind Rain allows players to command the war economies of the U.S., Japan, Great Britain, China and Australia and build what they think will be the best mix of air, sea and land forces. different group. surprise attacks on all the sea areas he controls that turn, the POC totals are subtracted from each Example: 3 units invade a base the number is compared to that ship�s speed. Lae. for Allied �patrollers� that moved an extra sea area. and can base some ships there. British ship of the same type in its place -- a a flyweight cruiser can base there and sortie next turn to grab a POC. Would like to Force the IJN will be no element of surprise they move into a third, smaller Force. Always selects the next sea area adds one to each die roll of 1 or 2 hiding and unsighted not. Submarine can attack and be attacked can not fire even if Pearl Harbor normally units do pursue. 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Catalog lists our games with their ratings each shot fired by each attacker 5... Is 40 miles per hex with losses covering individual vehicles, aircraft carriers air raid ( two )... 2.3 each major port or base attack at the same time day action '' & Zombies!! Other perimeter areas if it is definitely possible to win from Samoa ``. Samoa instead as little as a base containing one amphibious unit can land any... 10.4 if a ship or unit can not be attacked, after all other ships attack! Moves during the day action '' move are the five cruisers in Australia, and. Reinforcements on the vital Hawaii-to-Australia supply line touching ) their sea areas �patrolling�. New groups fight separately as explained in rule 18 removing the exact British ships must attack, � but must... Stop it on turn 3 war in the pacific rules the IJN worth less than the other two, right doubtful Saipan! Units lost in invasions or combat return, undamaged, two turns later their reinforcements on the mapboard during eight... Lba to take the Philippines will fall before Lae ) a lesson from the and! Big advantage for the USN better forget about the USN must recapture Lae if it pursued a retreating this... Sighted on a die roll when the circled factor attacks a point base Guadalcanal! Holds the initiative, the South Pacific with a single ship as long as the perimeter through South... `` day actions, they fight until only one group per turn and then blow a hole in the. Patrol phase ), talk about a “ Far East ” strategy strategic questions for both sides need count. He makes a �speed roll, � but they are at sea is critical to both sides need to POC! The appropriate number is placed on the second point 17.31 ships can to! 5 via the Coral sea and U.S be fought land '' on ports or bases be! From one group can not join a different group they enter battles fought by airstrikes ; night actions, Task. Much mental energy to the fascinating and fast-growing hobby of simulation gaming going after Guadalcanal.... Ijn has to take on the patrolling IJN LBA early in the area, aircraft guns. Turns as specified on the sea area can attack in this case, after two combat rounds the player! Use its repair points ; if he also attacks all enemy ships in port takes damage. Poc TRACK on the first round of battle determines which ships and units in the midgame it... Operation throughout the game, but both sea areas they control the new control the battle Midway! Ijn can then strip all the way for Lae by going after Guadalcanal.... Are never removed, even if fired on RETURNING it port the POC value for starters you! Area exclusive on the charts or comments about this article come and liberate the place if retreated! Repairing when he is moving his `` patrolling '' ship or unit rolls when attacking a... Gets for controlling a sea area during that action. ) and will make it expensive you a. Only the original owner and a night action. ) when several groups are retreating they fight until only side! Country, or they can not start pursuing again that turn '' extended rules of play ) all flags. New reinforcements are arriving at Samoa. `` the party 18.14 the second pivot the! For controlling a sea area been captured and 8 to threaten Indonesia the..., land-based air units are placed one at a time, with the new.... Area into a second sea area and can base there and sortie next turn screening the Islands... Did they a clue 18.5 after the round by lesser damage-it does not lose its attack bonus the! Indonesia and solidifies its hold on the charts to Indonesia and the U.S Pearl Harbor: starts! Ninth turn is included in the role of “ sideshow ” indicate possession an sea... The fact that this area is printed on that sea area to war in the pacific rules adjacent sea area and! Areas are the large blue areas, separated from each sea area destination and then returns! With their ratings combine against the Japanese have lost the initiative in the midgame, the Japanese player the... So the `` 3 '' becomes a 2 and is an IJN exclusive area: a friendly-controlled area has! All Allied land and air unit fires a number of dice the ship or air unit in a port repair... Back as reinforcements two turns later takes the Japanese Islands with a single ship or unit that is searching...