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Japan '46 by Wargame Design Studio & John Tiller Software  The invasion of the Japanese Home Islands st...

Japan '46 by Wargame Design Studio and John Tiller Software Japan '46 by Wargame Design Studio and John Tiller Software

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semi-historical



Japan '46

by

Wargame Design Studio & John Tiller Software






 The invasion of the Japanese Home Islands started with Operation Olympic. The Allies now have bases on the southern part of Kyushu. Unfortunately, the Japanese show no more signs of surrendering than before the invasion. This, contrary to Saddam, is the 'Mother of all Battles'. The Japanese are fighting tooth and nail, as was expected, for every inch of the Home Islands. The Operation named Coronet is now about to begin.




 Wargame Design Studio has really taken off in the last two years. In the beginning, they released three games in a new series called 'Panzer Battles'. This would be 'Battles of Kursk Southern Front', and 'Battles of Normandy', followed shortly after by 'Battles of North Africa'. Then they took on the role of Hercules and started a long list of labors in updating, and nearly revamping, the 'Panzer Campaigns' series of games from John Tiller Software. Once they were done turning all of those games into a 'Gold Version', complete with many new scenarios and tons of updates and fixes (especially visually), they have now turned their sights into doing the same for the 'Civil War Battles' series.




 So just like any other John Tiller Panzer Campaign game, Japan '46 is massive. These series of games do have smaller scenarios for the gamer to play, but the campaign games are really the stuff of legends. If they were board games you would have your entire table filled and then some. You would also be suffering from carpal tunnel syndrome from cutting apart all of the counters. The newer games, and the updates, are very solo playing friendly with the AI tweaked as much as possible. It is almost unbelievable the amount of game and information that you get when you buy one of these games. The historical write-ups and the designer notes are enough reading for long winter nights. If you are interested in tinkering, the games all come with an editor that pretty much can change anything but the name of the game. The series all go down to single guns and tanks when deciding on the variables for combat. The information on each army is exhaustive in its depth.




 Japan '46 is a continuation of the battles for Japan that starts right after the game Japan '45 (which if you haven't picked up, why not?). Except now you will be fighting in the Kanto plain, fighting for Tokyo and other major cities. On the Allied side you now have the French and Commonwealth forces to augment the US ones. The Japanese have four full Armies along with other forces and all the Naval and Air Forces that they have been husbanding until now. The game comes with 59 scenarios. These include:


The Invasion – March 1-5
The Breakout – March 6-10
The Linkup – March 12-17
The Battle of Tokyo – April 3-15
The Battle of the Kanto Plain – April 20-26

"The 59 scenarios range from small actions such as the “Counterattack at Choshi” (19 turns) to the huge “Operation Coronet” (608 turns) covering the entire campaign. The wide variety of scenario length and size will give the players a sense of the scope of the campaign. Weather conditions range from normal to mud. The game map accurately depicts the mix of terrain types that the Allies would have encountered during the operation."


 This is a list of some of the game features:
"Game scale is 1 hex = 1 km, 1 turn = 2 hours, with battalion and company size units.
59 Scenarios – covering all sizes and situations, including specialized versions for both head to head play and vs. the computer AI.
The master map covers the cities of Tokyo, Yokohama, Kagashima and the outlying areas to include minor islands (90,678 hexes) where Operation Coronet would have taken place.
The order of battle file covers the Allied and Japanese forces that could have taken part in the campaign with other formations added in for hypothetical situations.
Order-of-Battle 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.
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 to include descriptions.
Japan ’46 provides multiple play options including play against the computer AI, Play by E-mail (PBEM), LAN & Internet “live” play, and two player hot seat.Some sample screenshots follows;"


 One kilometer hexes with two hour turns for the invasion of the center of Japan. I am not kidding when I say that you have bought yourself a game to get lost in. Wargame Design Studio has tried to give the player many more options of scenarios than the games had before (this includes all of the games they have updated from earlier in the series). As you can see above, you can play a nineteen turn scenario all the way to the 608 turn campaign game. These games are what you think of when you are making a list to be lost on a desert isle with. Hopefully along with your computer you have the use of a solar panel array for electricity. The visuals in the game are all up to the 21st century as far as wargames, and zooming in and out is mouse wheel based. The game play is essentially the same as it was, meaning that if you played a Panzer Campaign game a few years ago you would not be lost. You will be however, surrounded by new parts of the game and hopefully notice how they have become streamlined.  


 The fighting is the same that you would have encountered in Japan '45 (and I will include a link to my review of that game). As the Allies you are fighting a desperate foe who has dug in and is awaiting you. The irresistible force has met the immovable object. Think the battles of Tarawa and Iwo Jima etc. on a grand scale. Playing as the Japanese you must plan your strategy very carefully. You do not have the material might of the Allies. If you are going to try and strike back at the Allies, make sure that your timing is perfect. You cannot afford to waste your troops in Banzai charges. The city warfare of this new game brings home battles like Stalingrad to your computer. I hope you have as much fun playing this game as I have. To be honest I have never had a John Tiller Software game that I did not like. They did seem to be getting long in the tooth, but with Wargame Design Studios help they have been given a new lease on life. Thank you both Wargame Design Studio and John Tiller Software for letting me review another excellent game. 






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