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  Storm Clouds Over the Pacific 1931-1941 War In the Far East by Peter Harmsen   There used to be a dearth of books about the real beginning...

Storm Clouds Over the Pacific 1931-1941 War in the Far East by Peter Harmsen Storm Clouds Over the Pacific 1931-1941 War in the Far East by Peter Harmsen

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater




 Storm Clouds Over the Pacific 1931-1941


War In the Far East


by


Peter Harmsen




  There used to be a dearth of books about the real beginning of World War II. It was not in Ethiopia or in Spain, but in China where the fuse was lit. We have had some books lately that deal with the Second Sino-Japanese War. However, the field is nowhere near the rest of WWII as far as books written about battle and campaigns.


 This book starts right at the beginning of the conflict (others start at 1937 and the Marco Polo Bridge Incident). Japan is looking for resources and their own lebensraum in the Asian landmass. The author shows us the slide the Japanese took from a rather open slightly democratic nation to a militaristic fascist like state. There are wonderful bits of history that I have never read before. He informs us that a group of young naval officers (we usually associate the Japanese Army officers with rebellion) had determined to kill the prime minister and a completely harmless Charlie Chaplin during a visit in 1931. They were actually going to assassinate more government officials also but were stopped in their tracks by the secret police. One wonders if Mr. Chaplin was ever aware how close he came to death. The book is filled with these golden nuggets of history.


 The book goes on to explain the Japanese invasion of northern China and their conquest of Manchuria (afterwards changed to Manchukuo and given the last Chinese emperor Puyi as a puppet leader). The writer shows us all of the assassination attempts and successes of the young Japanese military officers against their own government. Then we see the slow slide to all-out war between Japan and China in 1937. The author shows us the drifting of Japan toward the other Axis powers. The book also shows the different attempts of the western powers to stop the war in China. It also shows the intense rivalry between the Chinese Communists and Chiang Kai-shek's government.


 We are then taken to the final desperate attempts from some on both sides to stop a war breaking out in the Pacific between Japan and the western powers. The author then takes us to the various Japanese attacks and invasions in December 1941. These include Pearl Harbor, the Philippines, Malaya, and the Dutch East Indies.


 The book is just under 200 pages long. It has a large section of Endnotes and a list of literature in Chinese and other languages. It comes with thirty-two pages of black and white photos of the actions and personalities shown in the book. It also has a small number of some very well-done maps. Thank you, Casemate Publishers, for allowing me to review this outstanding book. This is a fine history book on its own and hopefully will attract more writers to the subject.


Robert

Book: Storm Clouds Over the Pacific 1931-1941 War in the Far East

Author: Peter Harmsen

Publisher: Casemate Publishers

  Philippines '44 by Wargame Design Studio    On the cover is the dramatic moment when MacArthur lands back on the island of Leyte in th...

Philippines '44 by Wargame Design Studio Philippines '44 by Wargame Design Studio

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater




 Philippines '44


by


Wargame Design Studio





 
 On the cover is the dramatic moment when MacArthur lands back on the island of Leyte in the Philippines. A lot of people do not know that he was a Field Marshal in the Philippine Army. He had actually retired from the US Army in 1937. His own history is full of defenders and detractors. When the Japanese invaded the Philippines in 1941, he had been in charge of the defense of the Islands. One day after the attack on Pearl Harbor and war was declared, his air units were still nicely lined up on the airfields for the Japanese to destroy a good number of them (the Japanese could not fly on December 7th because of the weather). The rest of the '41 campaign saw the Japanese break through the Philippino/American forces time and again. The forces under MacArthur were nowhere near ready for war as the Japanese forces were. Unfortunately, the Philippines was lost to the Japanese in a matter of Months. This game is about the American invasion of the Philippines in 1944.




 This is what Wargame Design Studio has to say about the game:

"On October 20, 1944, General Douglas MacArthur delivered his famous “I Have Returned” speech upon landing on Leyte Island. It is one of the most iconic phrases of the war, coupled with some of the most famous photographs, that captured the moment as he waded ashore.

With the return to the Philippines in 1944, both Roosevelt and McArthur’s pledges were honored, but this was to be a titanic struggle to liberate the islands for the next eight months.

In Philippines ’44, as MacArthur you will command units from both the US Sixth and Eighth Armies as well as US Army Air Force and Naval air groups. The Japanese forces, led by General Yamashita, had at his disposal, three major commands, the Shobu, Shimbu and Kembu Groups. Yamashita’s command outnumbered the Allied forces but had to defend a vast territory with limited knowledge of where the Allied forces may land. All that is lacking is for you to kick off one of the largest land campaigns of the Pacific War."




 The campaigns you will be able to fight are:

The liberation of Leyte: Oct 20, 1944 - Dec 23, 1944

The liberation of Luzon: Jan 9, 1945 - Jun 22, 1945

The liberation of Manila: Mar 3, 1945

The Northern Luzon Campaign: Mar 6, 1945 - Apr 26, 1945




 Once again, Wargame Design Studio has sent me a game to review that is too large to really do so, unless I devoted my entire gaming life to playing this game for about six months or more. There are too many scenarios, and they are so large that the campaign games cannot really be played until their outcome is decided. Luckily the game does come with some smaller scenarios that can be played in full. I am talking about the time a review would be expected of the game. Once you buy one of their games, feel free to forget about your life and dive in.




 While this is a brand-new game from Wargame Design Studio most of their games came from the John Tiller stable of wargames. These were originally released by HPS about 20 or so years ago. However, all of Wargame Design Studio's games have been updated thoroughly within the last few years. The games might have a resemblance as to their looks, but their DNA has definitely been changed. Even the resemblance is starting to go away with how many changes that WDS has built into the games. Some people have complained that Philippines '44 should not be listed under the title of Panzer Campaigns. It has been placed there because the only WWII campaigns that were released had Panzers. If you look on their web site and see Japan or the Philippines, it should not cause your brain to misfire. 




 As I mentioned before, these games are huge. The real work with these games is behind the surface. Look above at the listing of the troops and units that were included. These games go down to each single man, machine gun, and other weapons. I cannot even believe the amount of work that would need to be done to get this correct. Yes, we do have computers now but still the amount of cross checking boggles my mind. Look at the numbers in this breakdown below:

"Philippines '44 includes 76 Scenarios – covering all sizes and situations, including a solo tutorial scenario plus specialized versions for both head to head play and vs. the computer AI.

The master maps for Leyte (24,570 hexes) and Luzon (184,800 hexes) cover the main landing beaches and subsequent advances to liberate cities such as Manila.

The order of battle file covers the Axis and Allied forces that participated in the campaign with other formations added in for hypothetical situations.

Order-of-Battle, Parameter Data and Scenario Editors which allow players to customize the game.

Sub-map feature allows the main map to be subdivided into smaller segments for custom scenario creation.

Design notes which cover or include the production of the game, campaign notes and a bibliography that includes the sources used by the Wargame Design Studio team to produce this simulation game.

Philippines '44 provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet "live" play as well as two player hot seat."

184,800 hexes! Try and roll that neatly off the tongue.




 Now we have to dispel at least one myth. "My grandfather told me that the AI in these games is terrible". Yes, when using Microsoft 3.1 that AI was not that good. However, it never stank. People would play one game until they found a weakness in the AI and then use it and post about it continuously. If you have enough time in your life to spend doing that, then my hat is off to you. I would be able to play maybe once per week for a few hours. The amount of time that came between those hours of play were enough for me to forget about what I was doing, and possibly what my name was. As you can see from above, nowadays there are certain scenarios that have been set up from the very beginning to be played against the AI. Believe it or not, about 80-90% of the PC game players play against AIs. This number includes all of the multi-player games that abound now. 




 So, where does all this leave us? What we have is a game that if judged by board wargames would possibly be the size of a 4' X 4' skid or pallet. Just think about it. If you could ever find a place to put the maps, maybe a gymnasium floor, the next hurdle would be to start slicing and dicing the 30 lbs. of 1/2" counters. Unless you had hired out a good number of workers, there is no way you are not getting carpal tunnel syndrome in both hands. The sheer vastness of what goes into these games should make your head spin. A very large board wargame with this much depth would cost into the hundreds of dollars (ask my wife she knows). These can be bought for $39.95! I could paint that car for $39.95 (you have to be a certain age to get the joke).




 To try and explain how one of these games are played would be a pretty big task. That is why much smaller and easier scenarios are included in the games now. You would need to learn about Logistics and combined arms to name just two things that come to mind. If you tried to print off an AAR of one of the big scenarios, you'd better hope you have enough ink. One of the best things about these games is that they are meant to be played in a historical manner. These are not Panzer General clones. I am not saying that you are forced to only play the game out historically. You have to play it like a general from the 1940s. Japanese tanks out in the open against Shermans is just a foolish move. Now, if you dig in those tanks and put some other antitank forces with them, then you are talking. 

 


 The odd thing about the 1941 and 1944-45 campaigns is that both sides had changed places. In 1941 you had a smaller but better equipped Japanese force invade the Philippines. In 1944 the American invasion force was smaller but better equipped than the defending Japanese.

 Grognards who have played these games for many years will only have to get used to the new upgrades to this group of games. The smaller scenarios are where a tyro to these games should begin. These are very deep games that give you the control of units that a board wargamer is more used to than a computer wargamer. You have to control not only your tanks and infantry but also your air units and artillery.

 This game is going to be different than slicing Panzers or Shermans and T-34s across Europe. The terrain can be both a hindrance and a help depending upon your victory conditions in your chosen scenario. I almost always play the underdog in any wargame. In these scenarios it is the Japanese. The maps in most of the scenarios are large enough for you to give up land to keep your units intact and slow the American advance to a crawl. Unlike Yamashita, who historically had to deal with the Japanese Banzai attitude, the game allows you to give orders to your troops that will be obeyed. The American artillery is your greatest fear. You will always read in books that the Russians' God of War was their Artillery. The Russians would release the power of thousands of guns. Strangely, if you read the stories of Germans who fought on both the Russian and Western Front you will read a different tale. They say that nothing on the Russian Front had prepared them for the onslaught of the English and American artillery, especially the American. You will also have to deal with the American Air Forces. They have almost complete control of the skies around the Philippines. On the invasion beaches you will also have to deal with the guns of the American Naval Forces. One destroyer with four or five 5" guns can ruin your day, let alone the massive fire from a capital ship.

 Thank you, Wargame Design Studio, for letting me review this great addition to your already huge stable of games. In the time that it has taken me to review this game I see you have released at least two more updates to the other games. Now then, let us get you back to work on some of the more unknown battles and campaigns in history.

Robert

Wargame Design Studio:
Philippines '44:


  Japanese Tanks and Armored Warfare 1932-45 A Military and Political History by David McCormack  The Japanese tanks and their usage are usu...

Japanese Tanks and Armored Warfare 1932-45: A Military and Political History by David McCormack Japanese Tanks and Armored Warfare 1932-45: A Military and Political History by David McCormack

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater




 Japanese Tanks and Armored Warfare 1932-45


A Military and Political History


by


David McCormack




 The Japanese tanks and their usage are usually compared to the Italians in World War II. Both their tank tactics and the tanks themselves seem to be better suited to the 1930s than the 1940s. So, let us see if the author has some new insights on the Japanese tanks and warfare.

 It actually turns out that he does. For a country that had a very limited supply of automobiles and trucks and no home-grown plants to make them, Japan produced the first diesel powered tank in 1936. Using European tanks during the Manchurian incident in 1932, the Japanese had used tanks and trucks to move 320 kilometers in three days. This was by a combined arms ad hoc group of Infantry, tanks and towed guns. While it is true that the resistance they faced was not that great, it did show how some of the Japanese military was able to think in a manner very outside of the box for the time. This was the same as blitzkrieg or deep penetration that was written about in other armies, but just put on paper and never actually used. Britain was the first country to experiment with these units in the 1920s. However, lack of funds stopped all of their training in this direction.

 The author goes onto show how even though the Japanese thinking was very advanced, their manufacturing of tanks was slowed to a crawl. The Japanese Navy and Army were in a struggle for all of the limited manufacturing that Japan had during those years. The Japanese infrastructure was nowhere near the size that it needed to be to fight in World War II. 

 On page eighteen there is what first looks to be a small tidbit of information but in reality, is very significant. The author writes that the Japanese Army had an Achilles heel. This was their looking at logistics as an afterthought if it was thought about at all. I know we have read constantly that "amateurs talk about tactics, but professionals study logistics" (USMC Gen. Robert H. Barrow). On this page we find quotes from Edward J. Drea that shows that the Japanese actually looked down upon the transport and logistic troops. Military academy officers were not demeaned by being placed to such postings. He goes onto say that the troops assigned to logistics were not even eligible for promotion. This one page of the author's book explains away a lot of what happened during the Pacific War. The book has many other interesting points as well to share with us. 

 Thank you, Casemate Publishers, for allowing me to read this short but very deep book. This book is meant for anyone who has interest in World War II in the Pacific or the Japanese Armed Forces before and during the war.


Robert

Publisher: Fonthill Media
Distributor: Casemate Publishers

  Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications  "Starvation Island", "Island of Death&q...

Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater





 Guadalcanal: The Battle for Henderson Field, 1942 - 1943


by


War Diary Publications







 "Starvation Island", "Island of Death", or simply hell were among its many epithets. As bad as the conditions were for the American Marines/Soldiers, unbelievably the Japanese had it worse. The Japanese were forced to resort to cannibalism during the end of the battle for the island. Most everything rusted and your clothes would rot while you were wearing them. Contrary to some reports, the Japanese were not highly trained and acclimated to fighting in the jungles of the South Pacific. It was as much a shock to them as it was to the American forces that were on the island. Even being on the troopships before seeing the island was a misery. This is where our wargaming takes us with this game.

 The game was designed by Mike Nagel, and he also did the art, using the 1966 release of Guadalcanal from Avalon Hill Game Company as a template. It was not really taken up by the wargaming community as many of the Avalon Hill games were. In fact, I had played and knew about almost all of Avalon Hill's games and had never seen or heard about this one until reading about this game. 



What comes in the box



 This is from the publisher:

"Deluxe Guadalcanal: The Battle for Henderson Field is a grand tactical game on the efforts of the U.S. Marine Corps and U.S. Army to capture and hold the island of Guadalcanal during the beginning of the island-hopping campaign to push back the Japanese empire.
Errors in strategy and logistics at large made this effort extremely difficult for the Marines, as they held on to the island in the face of Japanese onslaught with dwindling supplies.
Players experience huge swings of fortune from one side to the other and back again as the battle for the island unfolds. Critical to the efforts of both sides is the capture and holding of Henderson Field, an air strip whose control dictates air superiority and the ability to land supplies and much needed reinforcements.

The game includes a huge 17” by 55” map, provided in easily printed letter- and tabloid-sized sheets (8.5x11” and 11x17” respectively, this is for the Print-N-Play form of the game), that covers the northern extents of the island. Combat units are mostly battalions, with a smattering of regiments and companies, representing infantry, armor, and artillery. There are also specialized units such as engineers and LVTs that aid in the maintenance or destruction of Henderson Field as well as movement across the difficult jungle terrain.

The basis for Deluxe Guadalcanal is the original Guadalcanal game published by The Avalon Hill Game Company in 1966. The project began as an effort to create an updated version of the original game’s map, providing some tweaks here and there for accuracy or playability. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules and mechanics, and known errata to create a new, cohesive rules set of under twelve pages."



The Map in all its glory


 This is the component list:

352 laser-cut counters

2 19" x 27" full-color map sheets

2 player aid cards

9 special event cards

16-page rulebook

6-sided die



Close-up of the map and the tables and turn track


 
 The map is pretty big. Because of the actual terrain, it will never be thought of as a piece of art. However, it shows the island's topography as it actually was. It is a long and relatively thin map, although most gamers will have a place where it will fit. The Rulebook is in full color and is made of glossy paper. It is only sixteen pages long but has a good number of play examples. The type used in the Rulebook is nice and large and very easy to read. The game comes with two players aid cards that are on glossy hard stock. These have all the tables and the Sequence of Play on them. There is also a glossy hard stock one-sided sheet for the Optional Reinforcements Setup Chart. The counters are big and have the usual NATO, or what we have come to call NATO, markings. They are very easy to read and really pop out against the map. The cards are sturdy if a bit plain. They have a picture from the box on one side and the event side is really just type. However, matching the rest of the components, the type is nice and large.






 Sequence of Play:

Random Event

U.S. Victory Points

U.S. Naval Bombardment

U.S. Reinforcements

U.S. Artillery Supply

Guerilla Action (only the U.S. player)

U.S. Movement

Japanese Artillery Fire

U.S. Artillery Fire

U.S. Combat

Japanese Random Event

Japanese Victory Points

Japanese Naval Bombardment

Japanese Reinforcements

Japanese Artillery Supply

Japanese Movement

U.S. Artillery Fire

Japanese Artillery Fire



 I think the game is a very good one and is quite a testament to its original forefather. This is what was said about its first iteration:

"Although innovative in many ways, GUADALCANAL was a failure as a design and as a seller. The huge mapboard was virtually wasted as 95% of the action took place on 20% of the mapboard. GUADALCANAL was discontinued after having sold only 27,000 copies. Its failure left AH with the impression that the Japanese were poor “box office” subject matter for years to come."

 I think most wargaming companies today would jump for joy if they sold 27,000 copies of a game. The designer has added victory points for controlling the different village places on the map. This means that the whole map is really now in play. The game still has Henderson Field as its focal point. The whole reason both forces were in this jungle hell was the airfield. The original was also labelled 'very complex' by Avalon Hill. I think the game now is much closer to a medium complexity. This is even with the bells and whistles that the designer has added. The game play is still largely based upon each side's reinforcement schedule. Both players are also compelled, just as in reality, to deal with the lack or surplus of artillery supply. The naval war is abstracted. The air war and forces are not explicitly mentioned, but I believe those forces are added into the different sides' artillery strength. The rules also allow Japanese units to go into Stealth Movement. They can remain in that mode for three turns maximum. For each turn they remain hidden, and not detected by U.S. forces, they get to multiply their movement points. So, if a Japanese unit has been in Stealth Movement for two turns, they would multiply their movement points by two. When moving they can only move into jungle hexes and each of those cost four movement points. There is an optional rule to allow U.S. units to also use Stealth Movement.


 Thank you very much War Diary Magazine for allowing me to review their first published wargame. One can only hope that the endeavor is crowned with glory, and they publish many more.

  

  These are the two latest volumes of War Diary Magazine:




CURRENT ISSUE:  Number 21

MEETING TRIUMPH AND DISASTER:  The Italian Campaigns in East Africa and Greece by Paul Comben

THE FALL OF CRETE:  The Games by Andrew McGee

CRETE:  The Battle by John Burtt

GUADALCANAL:  Updating a Classic by Michael Nagel

ROADS TO LENINGRAD AND MOSCOW:  Con-Z House Rules by Clair Conzelman

THE ITALIAN ARMY IN THE RUSSIAN CAMPAIGN by Patrick Cloutier

FRONT TOWARD THE ENEMY:  A Review by Arrigo Velicoga

PASS IN REVIEW:  Capsule Reviews by John Burtt and Hans Korting



The Coming Issue:
THE RUSSIAN CAMPAIGN vs. RUSSIA BESIEGED by Art Lupinacci


Robert

War Diary Magazine:

Guadalcanal: The Battle for Henderson Field, 1942 - 1943:

  Across the Pacific by Pacific Rim Publishing   The above is the artwork for the US release, although I am kind of partial to the Japanese ...

Across the Pacific by Pacific Rim Publishing Across the Pacific by Pacific Rim Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater





 Across the Pacific


by


Pacific Rim Publishing





 The above is the artwork for the US release, although I am kind of partial to the Japanese edition cover below.



 Games that portray the entire war in the Pacific seem to be rather easy to find. They are probably right after Waterloo, The Bulge, and the Russian Front games as far as the amount of them. Unfortunately, when there is a crowded field of games, some will be left behind. Not because there is something wrong with them, but just because the public's fancy was caught by other games. This game has some unique points to it, but before we go there, let us describe what comes with the game. Here is the lucre in the box:

36 by 48 inch map of the Pacific Basin from Pearl Harbor to Imphal, Dutch Harbor to Brisbane
960 die-cut back printed 5/8 inch counters
24-page rules booklet
24-page Designer's Notes, Historical Commentary, and Examples of Play booklet
Two 11 by 17 inch color back printed Order of Battle charts — one Japanese, one Allied
Two 8-1/2 by 11 inch Unit and Carrier Air Groups Display charts — one Japanese, one Allied
Two 8-1/2 by 11 inch Task Force Display charts
Two 8-1/2 by 11 inch Charts and Tables card




 The listed size of the map is somewhat misleading. When you start to open it up, it seems like you are opening up one of the Russian dolls. Each flap seems to lead to another folded piece. I actually measured it, because it really seemed larger than the stated size. The colors are plain, and there is no glitz whatsoever. However, it is fully functional, and there are no ambiguities about the hex terrain. The counters are large and very easy to read. Again, they are more functional looking than arty. The Player's Aids are fully in color and well done. The Rulebook and Player's Handbook are in black and white. The Rulebook is twenty-four pages long. The rules are naturally a bit more involved than some other games. You are playing out the entire Pacific War. The Player's Handbook is split into three sections Designer's Notes, Historical Commentary, and Examples of Play. To give you an example of the Historical Summary:

"Tokkotai is a shortened form of TOKubetsu KOgokiTAI, meaning "special attack corps" or "special attack unit". Tokko is a shortened form of TOKubetsu KOgo, "special attack". The Japanese usually referred to these special attacks as Tokko and to the units that performed the attacks as Tokkotai." 
This is how informative the Historical Summary is. The Naval counters are a combination of different ships, and do not represent just one ship. Here are some examples:

Japanese
BB-1 - Fuso, Yamashiro
CV-3 - Zuikaku, Shokaku
United States
BB-10 Missouri, Wisconsin
CV-3 - Wasp, Hornet




 The designer Michaels Myers also wrote a book on the Pacific War. The name of it is 'The Pacific War and Contingent Victory: Why Japanese Defeat was not Inevitable'. After reading his Designer Comments I had to read a copy of the book for myself. It stands to reason that his ideas for the game came from his own ideas on the Pacific War. This comes from the Game Notes, and sums up the games premises:

"Across the Pacific questions the usual assumptions and allows players to test alternative strategies. For example, it is often assumed that Japan had no chance to win the Pacific War. The problems with this assumption is that (1) it assumes a kind of unproved historical determinism, (2) it undermines the problem-solving accomplishments of the Allies in the Pacific war, and (3) it neglects to take into account Japanese potential advantages. Such an assumption leads to wargames where the only interesting action takes place at the beginning or the end of the war. It is thought that the Allies could have done better in Malaya or the Philippines, but the main course of the war is assumed to be an ineluctable progress of the allies toward victory, whether that be occasioned by an invasion of Japan or atomic bombs."




 To use the designer notes again:

"The heart of the operational combat system in Across the Pacific is the creation and use of Naval Task Forces and Task Groups."

 The developer, Mark A. Kramer,  goes onto show all of the different strategies that Japan can use instead of the historical ones. 

Using the SSA regiment and an SNLF regiment to ensure the capture of Wake island on turn one. With the intention of capturing Guam on turn two.
Not splitting the IJN by trying to maintain two major bases at both Tokyo and Truk. 
Creating a Type-B Task Force in Tokyo to augment the carrier raid against Pearl Harbor, and using the guns to obliterate the initial USN deployment.
Invading and isolating New Guinea on turn one before the US and Australian troops can get there.
Go for an all out attack in China on turn one. It will make your conquest of southern Asia much more difficult, but will cut the need for keeping large forces pinned in China. It will also negate the Allied bombing campaign from China.




 So the designer has given you, as the Japanese and Allied player, a whole host of different strategies to try out. You are not even forced to attack Pearl Harbor. This is something that is usually a given in any Pacific war game.




 Each turn represents five months of the war. There are nine turns in total. These are the different scenarios you can play:

Across the Pacific - The Grand Campaign
Remember Pearl Harbor - This starts in May 1942 and assumes the Japanese acted historically. It ends in August 1945.
Midway - This lasts only one turn.
Guadalcanal - This lasts two turns.
The Rising Sun  - This lasts for one turn. It is a solitaire scenario with the player as the Japanese for the first five months of the war.

  As with any game that differs from the norm you have to put more effort into learning the rules. Two of the big rules or ideas in the game are 'Air Umbrellas' and CEL (Combat Effectiveness Level) for units. The Air Umbrella is a way for the player to keep a large area under his own air control. Historically, after 1942 the Japanese pilots were badly trained. The CEL rules in the game make it possible for the Japanese player to husband his good pilots, and get them into the good second part of the war airframes. POLs (Petroleum, Oil, and Lubricants) are the supply markers of the game. Almost any player action will use up a POL marker. 




 I really like the game and it is a shame that it seems to have been lost in the shuffle in 2010 when it was released. The variable strategies for both sides is one of its main points. While the Kamikaze attacks are open to the Japanese player, there is also the possibility that you will not need them.  The limited postings I have seen on the game find that players do enjoy the game and its concepts. Thank you Pacific Rim Publishing for letting me review this sleeper of a game. They seem to have a wide range of products to take a look at.

Robert

Pacific Rim Publishing:

Across the Pacific:



 

Okinawa! by Tiny battle Publishing  It is April 1945. The Allies are bombing Japan with Superfortresses from...

Okinawa! by Tiny Battle Publishing Okinawa! by Tiny Battle Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater





Okinawa!

by

Tiny battle Publishing









 It is April 1945. The Allies are bombing Japan with Superfortresses from the Marianas Islands. Okinawa is the next island closer to Japan. It is actually large enough to have ports and could be used as an emergency strip for the bomber streams to and from Japan. Iwo Jima was the last island that the Japanese would try to defend at the beaches. It has taken them a while, but the Japanese have worked out two different strategies to deal with the US invasions. The first, as mentioned, is not to defend the beaches, but tunnel in and defend the most defensible part of the island. This hopefully would negate at least some of the US's overwhelming firepower. The second is the 'Divine Wind' Kamikaze. This is the name of the storms that saved Japan from the Mongol Invasions almost 800 years ago. So, the stage is set for the game.

 This is what comes with the game:

176 counters with which to stage your desperate struggle.
1 striking 22x17-inch map.
1 rulebook to rifle through.
1 Player Aid Card to call in reinforcements.
A non-military issue Ziploc bag to billet your troops.

You’ll need to requisition two D6 from your divisional quartermaster.

(Tiny Battles quips not mine, but I like them.)





 This is the sequence of Play:

Reinforcement and Amphibious Assault Phase
Command Phase
Air and Naval Operations Phase
US Movement Phase
US Combat Phase
Japanese Movement Phase
Japanese Reserve Phase
Japanese Combat Phase
End Phase

 The counters are 5/8's in size. They are your typical plain Jane NATO counters. The main thing is that they are large enough and the colors used make them easy to read. The map is mostly of the Southern part on Okinawa. It does have plenty of off map boxes for all of the different areas and holding stations. It is easy to read and well done. The color choices on it match the counters as far as being easy on the eyes. The rulebook is twenty eight pages in length and is in color. The components are all well done without any flair. They are of a high standard, but not 'artistic'. There is nothing wrong with that. It is a game that is meant to be played, not a work of art for the wall.




The Scenarios include:

1. Start of the Nightmare - Turns 1-4 and does not cover the Air    Campaign
2. The Shuri Line - Turns 4-9 The Air Campaign is abstracted
3. The Thunder Gods  - Naval-Air Scenario Only
4. Okinawa! A Fools Day's Work - Turns 1-12 Full Campaign
5. Okinawa! Free Setup - Turns 1-12 Free Setup




 What actually makes the game unique is the designer's ideas and the choices he has made behind those ideas. The later Pacific battles are to some gamers, in a word, boring. The Japanese are tunneled in and the US and Allied forces have to burrow them out. Oh, you do have the occasional Banzai charge. Playing the Japanese, let alone the Allies, to some people borders on tedium. But I digress; back to the designer. His historical notes are worth the price of the game by themselves. He realizes that the Kamikaze campaign was not some last ditch hare-brained foolish idea. It was a well thought out decision that fit the realities of the Pacific campaign at the moment. The 'Great Marianas Turkey Shoot' had shown the Japanese that conventional air strikes against the Allies were useless. They only resulted in the loss of the plane and pilot for NO REASON. The Allies had become so advanced in Carrier Warfare that they were practically invulnerable. As the designer shows, the Kamikaze were able to not only lessen the Japanese losses, but they actually damaged the Allies. A Japanese pilot that attacked an Allied Carrier force was a dead man at this stage of the war. There was no way around it. He could spend his life futilely trying a conventional attack or spend it by actually damaging the enemy. That was the choice, pure and simple. The designer 'gets' it. He is one of the few (very few) people who understand the actualities of the Pacific War at the time. He is not finished in his heresy though. He  also understands that the last cruise of the Yamato (Operation Ten-Go) was not a one way ride to Valhalla. It was a military operation meant to coincide with a large kamikaze attack. The Yamato had enough fuel to get to Okinawa and back. The Yamato's sister ship Musashi had proven that she could take punishment like no other battleship ever, and still keep up a good speed. Because most of the US pilots had concentrated on the Musashi, the other ships escaped mostly unscathed in the Battle of Leyte Gulf. The timing of Operation Ten-Go is one of the Japanese player's biggest ace up his sleeve.




 There is one design decision that I am iffy about. This has to do with the difference of opinion between the Japanese Commander Lieutenant General Ushijima and his Chief of Staff, Lieutenant General Isamu. Isamu was still a proponent of the Bushido way of Japanese warfare. Meaning that the will of the Japanese soldier was more important than the physical reality of the Allies' firepower. Because Isamu actually forced his view on the commander twice during the battle, the game mechanics follow this. The Japanese player has to roll on the '32nd Army Stance Table' during his part of the turn's Command Phase. The table is different for each of the three months of the battle. If 'Defense' is the result of the die roll, then the Japanese Player can do whatever he wants that turn. If it comes up 'Counterattack', then he must attack with at least two regiments or lose the game. Only one counterattack per month must be mandated. If the Japanese Player attacks on his own with at least two regiments that fulfills the monthly obligation.  




 So, we have deduced that I agree with most of the designer's way of thinking. What about the darned game? It plays well from either side. Yes, the Japanese are mostly just trying to defend as long as possible and inflict as many casualties on the Allies as possible. You can attack as the Japanese, although as a strategy I believe it falls flat as it did in reality. If they had not attacked out of their bunkers, the battle would have lasted longer. As the Allied commander (there is a British Carrier Force with you), you have to take the Island as quick and as casualty free as possible. The Japanese player wants to be like murderous fly-paper that you just cannot get rid of. The game rules turn what could be a slog into as interesting a conflict as it was in reality. The Allies have tremendous Naval and Air Forces at their command. They can pummel the Japanese pretty much every turn if they are left alone. The Japanese Player has only ten 'Kikusui' (air strikes) to unleash on the Allies for a full game. He cannot afford to strike every turn. I liked the first game Tiny Battle Publishing sent me to review even though it was a bit unconventional. This game, due to the designer's fore thought is a great representation of the battle. Thank you Tiny Battle Publishing for allowing me to review this gem. You can find some links below.

Robert

Tiny Battle Publishing:

Okinawa!:

My review of ' Rifles in the Pacific':





Panzer campaigns Japan '45 by John Tiller Software  It is fall of the year 1945 and the Allies (United States) ar...

Panzer Campaigns Japan '45 by John Tiller Software Panzer Campaigns Japan '45 by John Tiller Software

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Pacific Theater

Panzer campaigns Japan '45

by

John Tiller Software





 It is fall of the year 1945 and the Allies (United States) are determined to invade Japan. This is an alternate universe where there has been no Atom Bomb, and Japan is still refusing to unconditionally surrender. The U.S. has designed a plan to invade Japan called 'Operation Downfall'. The first part of the plan is 'Operation Olympic', the invasion of the island of Kyushu. That the U.S. troops will face fanatical resistance is a tremendous understatement. Even women and children have been semi-trained to fling the invader back into the Sea. The U.S. certainly has the firepower to inflict tremendous casualties on the Japanese people, but does it have the resolve to face the amount of casualties that will be inflicted upon it? Panzer Campaign Japan 1945 gives you the chance to game the outcome of Operation Olympic.




 John Tiller Software has been dishing out meat and potatoes to wargamers for twenty years. Yes, some of their games are that old. It is also true that the very core of the game is still the same. I can hear the groans now. "Oh this makes my eyes bleed",
"A computer game is old in six months", "How do you expect us to play the same old thing". I not only expect you to play it, but also to like it. We play boardgames that make these games seem like whipper snappers. They have been continuously updated down through the years to make the games still great, and not just ones that are played for nostalgia. The latest round of updates have definitely brought the games visually and play wise right back at the center of computer wargaming.




 These are the features of the game from the horses mouth:

Game scale is 1 hex = 1 km, 1 turn = 2 hours, with battalion and company size units.


44 Scenarios covering all sizes and situations, including specialized versions for both head to head play and vs. the computer AI.

The master map covers most of the island of Kyushu (87,720 hexes) where Operation Olympic would have taken place.

The order of battle file covers all of the forces that would have taken part in the campaign.

Order-of-Battle and Scenario Editors which allow players to customize the game.

Sub-map feature allows the main map to be "chopped" up into smaller segments for custom scenario creation.

All new images for unit art on both sides, including guns and vehicles covering all of the forces of the Allied and Japanese armies involved in the operation.

Design notes which cover or include the production of the game, campaign notes, sources and a scenario list.

All new game graphics including terrain, in game counters and 2D & 3D units as well as the toolbar icons.

All new sounds.

Japan '45 provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN Internet "live" play, and two player hot seat.




 These are the scenarios:

Panzer Campaigns: Japan '45 Operation Olympic covers the entire campaign to take southern Kyushu from November to December 1945: 


The landing on Tanega-Shima - 1 thru 3 November 1945

The Invasion Phase - 4 thru 6 November 1945

The Breakout Phase - 7 thru 10 Novemeber 1945

The Linkup Phase - 14 thru 17 November 1945

The Final Phase - 19 thru 24 November 1945

Japanese Counterattacks - Mid December 1945

The 44 scenarios range from small actions such as the 6-turn, second day fighting at Ariake Bay to the super-large 283 turn "Take Kyushu" scenario. The wide variety of scenario length and size will give the players a stiff challenge! Weather conditions range from normal to mud. The terrain on Kyushu can be as much of an obstacle to victory as the enemy forces. 




 The game is not for the faint of heart or for someone who is looking for a Panzer General fix. This is a game where you will study the map longer than a Chess board before you make your move. These games are for the gamer who is in it for the long haul. The game play is meant to show how difficult it would have actually been to successfully invade the Japanese Home Islands. Playing as the Allies, you have to have your crowbar and C4 handy. You are not going to break a thin crust and then sweep your tanks for miles like Patton. This is Iwo Jima and Okinawa on a grand scale. As the Japanese player you are not going to be able to push the Allies back to sea. The Allies' monumental advantage in firepower etc. won't allow it. You are going to have to tenaciously fight for every inch of your homeland. The Japanese player will have to accept losses that would make the Eastern Front seem like a walk in the park. That said, this is what makes the game great. We play these for exactly the reasons mentioned. The long scenario will try you as much as playing The Campaign for North Africa. The good thing is that your cat won't mess up the counters and your wife won't give you evil sideways glances because her dining room table has disappeared. John Tiller Software games give you the ability to have that monster set up 24-7 just waiting for you to devote some time to it. 




 Without all of the updates to the games, and the tedious (I mean strenuous) play testing, I might slam the game also. I actually was a play tester for one of the Civil War games, and it is no joke that I had a kid go through High School before it was done. I had to drop out because it seemed too much like a job. The largest improvement to the games for me is the AI becoming so much better and the scenarios being much more solitaire gaming friendly. The early games were not really meant for solitaire playing except just to learn the games rules etc. They are now so much better in that regard. I know sometimes the AI will make a dumb move. So will Bill, that guy you play games with on Saturday nights (and so do you!). You can play the game if you want against human opponents. However, you can also now have a great solo game experience. The other new part to all of the games is the addition of an easy to use and unbelievably complete editor for anything and everything. You don't even need to play the game. The person who is into minutiae can fiddle for years on any aspect of the game.

 I have probably spent too much time writing about/defending the whole series of games that John Tiller Software puts out. It is just that they span so many eras that any wargamer can find something they would like to play in their repetoire. Japan '45 is an acquired taste. Some people enjoy gaming the Pacific War land battles and others find them a bit boring. I just suppose it comes down to a matter of taste. I normally do not like to play 'what if' battles unless they are based on what very nearly did happen historically. Had the A Bomb fizzled out (it was a very real question at the time), this invasion would have taken place. The Allies had drawn up all of the plans for the campaign and we know the Japanese dispositions for the campaign as well. So in this case, we are not entering the realm of make believe. It is much like gaming Operation Sea Lion, except that this is a grueling slugfest without an end. 




 Old yes (so am I, and I bet you are also), hell these are ancient for computer games. Just fire up a simulation from 1999 and see how much it resembles Pong. Enjoyable, you bet. Let us just hope that John Tiller Software keeps cranking them out for the next twenty years.

 Not only did I misspell campaigns in the title, but I forgot to mention anything about Wargame Design Studio. WDS is the brains behind all of the newest updates including this game and the Panzer battles series, among others. 

Link to the games page:

These are links to other Tiller games I reviewed:



Robert
hpssims.com