Okinawa!
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.
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
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.
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