Within the ‘Amsterdam6Shooter’ Wargame Club we tried out the Pacific Command Rule Set for WW2 carrier warfare. Within Naval Wargame, battles between carriers are always a challenge as they normally fight outside visual or radar range. So, at your traditional 4 x 6 ft ‘battle space’ you require a scaled range to be able to fly hundreds of miles…how? And… ships, even Task Forces, can ‘hide’ in the vast empty spaces of the Pacific Ocean. How to mimic/play this? ‘Pacific Command’ uses a ground scale of 1 inch to 10 nautical mile. So a traditional 4 x 6 foot sea mat represents 480 x 720 nm. (most strike aircraft can reach to 160—240 nm.). Your Taskforces (TF’s) are initially represented by round colored fiches (with the TF name on it; a Fiche has a diameter of 15 nm.) and those navy assets are to be hidden in stacks of multiple dummy fiches. So both sides have a couple of stacks of unmarked same-color fiches and the other side can’t see where the TF’s actually are. So you have to start the game with the reconnaissance proces. Within those stacks a referee has issued additional fiches with ‘surprise events’, like ‘the enemy was able to read your radio transmissions’ or …. The air wing of carriers is represented by red (CAP aircraft) and black (strike aircraft) playing cards; the numbers on the cards don’t mean anything. And each side gets a number of ‘Command Fiches’ each turn. You need a Command Fiche to move a stack, conduct a reconnaissance action or send out an attack package, etc.
We played the historic scenario of ‘Coral Sea’; 1942 (level 3; 6 turns). I played the USA side. I had 1 Task Force, consisting of 2 Fleet carriers, 7 Heavy Cruisers, 1 Light Cruiser and 11 destroyers. My combined Airwing consisted of 8 squadrons of fighters (for CAP and/or reconnaissance) and 24 squadrons of strike aircraft (for strike and/or reconnaissance). I had also command of Tulagi Airfield on one of the Solomon Islands, with 10 fighter squadrons.
My opponent (Japan) had several TF’s with in total 2 Fleet carriers, 1 Light carrier, 3 Amphibious Groups and a lot of cruisers and destroyers. Japan had to take the Airfield and proceed south with those Amphibious Groups (to attack Australia in a next phase of the war).
As this rule set was new to us, we had lengthy discussions about how to understand the rules, in order to deploy our forces to the best. Later we found out that the best deployment (to win the game on victory points) was not always the same as a military sound deployment. So USA deployed 4 stacks of red fiches (only 1 stack contained US TF01) near the islands, in order to defend against the expected Japanese attack. However, Japan deployed her 3 white stacks (containing 5 TF’s) over the full 720 nm. length of the sea mat… And they only had to sail 480 nm. south to gather Victory Points. Oops, I didn’t see that coming.
With hind side (while writing this report) I realized that according to the Task Force Sheet some cruisers could launch aircraft from their catapult, but apparently those ships were not credited with aircraft?
My opponent (Japan) had several TF’s with in total 2 Fleet carriers, 1 Light carrier, 3 Amphibious Groups and a lot of cruisers and destroyers. Japan had to take the Airfield and proceed south with those Amphibious Groups (to attack Australia in a next phase of the war).
As this rule set was new to us, we had lengthy discussions about how to understand the rules, in order to deploy our forces to the best. Later we found out that the best deployment (to win the game on victory points) was not always the same as a military sound deployment. So USA deployed 4 stacks of red fiches (only 1 stack contained US TF01) near the islands, in order to defend against the expected Japanese attack. However, Japan deployed her 3 white stacks (containing 5 TF’s) over the full 720 nm. length of the sea mat… And they only had to sail 480 nm. south to gather Victory Points. Oops, I didn’t see that coming.
With hind side (while writing this report) I realized that according to the Task Force Sheet some cruisers could launch aircraft from their catapult, but apparently those ships were not credited with aircraft?
Turn 1 (Japan initiative)
At the beginning USA and Japan got their ‘Command Fiches’. Japan got 5, USA got 6 Fiches. Japan deployed her airwing above her carriers (but that is only made visible on the JAP Task Force Sheet, not on the map/stacks). USA deployed her CAP’s around the airfield and her airwing around her 2 carriers (only visible on USA Task Force Sheet, not on the map). Japan moved her furthest away stack 8 inch (80 nm.) forward (to the south. Cost: 1 Command Fiche). USA conducted a reconnaissance task from the Tulagi Airfield on the nearest Japanese stack (no detection, due to bad dice. Cost: 1 Command Dice).
Second Command Fiche: Japan moves her second stack 8 inches to the south. USA (Tulagi airfield) conducts a second reconnaissance attempt against the nearest Japanese stack and reveals that this is JAP TF 02 (Light carrier). However also ‘unexpected event nr 3’ has been revealed with this action, so USA is now ‘punished’ with the fact that US radio codes have been expose to the enemy…
Third Command Fiche: Japan and USA moves each one of their stack 8 inches. Although the Japanese stack of TF 02 is revealed, an US strike against it is out of range. Tulagi airfield has only fighter squadrons and the strike aircraft of the US TF 01 are out of range.
Fourth Command Fiche: Japan conducts reconnaissance (probably from one of her 2 previous moved stacks) on the US stack to which US TF 01 belongs, but sees only 2 dummies… In return, USA (Tulagi Airfield) conducts a third reconnaissance on the stack of JAP TF 02 and reveals the Amphibious Group, destined for the airfield. During this reconnaissance proces I revealed also an ‘unexpected event’, resulting in a 6-inch repositioning (backwards) of the revealed Japanese TF 02 near the Solomon Islands. So the Japanese TF 02 was fully revealed and almost back to her starting position. But still out of range of US strike aircraft…
Fifth Command Fiche: Japan conducts a reconnaissance on another US stack, but finds only a ‘unexpected event’; resulting in 1 loss of an US ‘Command Fiche’ and 1 JAP gain of a ‘Command Fiche’! USA moves 1 stack 8 inch forward (to which US TF 01 belongs, but the opponent doesn’t know that).
Sixth Command Fiche: only Japan has a sixth Fiche. During a JAP reconnaissance on an US stack it encounters an ‘unexpected event’ and looses a ‘Command Fiche’ (which she doesn’t have anymore this turn). USA gains a Command Fiche and uses this to move a stack 8 inches closer.
At the beginning USA and Japan got their ‘Command Fiches’. Japan got 5, USA got 6 Fiches. Japan deployed her airwing above her carriers (but that is only made visible on the JAP Task Force Sheet, not on the map/stacks). USA deployed her CAP’s around the airfield and her airwing around her 2 carriers (only visible on USA Task Force Sheet, not on the map). Japan moved her furthest away stack 8 inch (80 nm.) forward (to the south. Cost: 1 Command Fiche). USA conducted a reconnaissance task from the Tulagi Airfield on the nearest Japanese stack (no detection, due to bad dice. Cost: 1 Command Dice).
Second Command Fiche: Japan moves her second stack 8 inches to the south. USA (Tulagi airfield) conducts a second reconnaissance attempt against the nearest Japanese stack and reveals that this is JAP TF 02 (Light carrier). However also ‘unexpected event nr 3’ has been revealed with this action, so USA is now ‘punished’ with the fact that US radio codes have been expose to the enemy…
Third Command Fiche: Japan and USA moves each one of their stack 8 inches. Although the Japanese stack of TF 02 is revealed, an US strike against it is out of range. Tulagi airfield has only fighter squadrons and the strike aircraft of the US TF 01 are out of range.
Fourth Command Fiche: Japan conducts reconnaissance (probably from one of her 2 previous moved stacks) on the US stack to which US TF 01 belongs, but sees only 2 dummies… In return, USA (Tulagi Airfield) conducts a third reconnaissance on the stack of JAP TF 02 and reveals the Amphibious Group, destined for the airfield. During this reconnaissance proces I revealed also an ‘unexpected event’, resulting in a 6-inch repositioning (backwards) of the revealed Japanese TF 02 near the Solomon Islands. So the Japanese TF 02 was fully revealed and almost back to her starting position. But still out of range of US strike aircraft…
Fifth Command Fiche: Japan conducts a reconnaissance on another US stack, but finds only a ‘unexpected event’; resulting in 1 loss of an US ‘Command Fiche’ and 1 JAP gain of a ‘Command Fiche’! USA moves 1 stack 8 inch forward (to which US TF 01 belongs, but the opponent doesn’t know that).
Sixth Command Fiche: only Japan has a sixth Fiche. During a JAP reconnaissance on an US stack it encounters an ‘unexpected event’ and looses a ‘Command Fiche’ (which she doesn’t have anymore this turn). USA gains a Command Fiche and uses this to move a stack 8 inches closer.
Turn 2 (USA initiative).
USA gets 6 Command Fiches, Japan 5. All Airwings are deployed again.
First Command Fiche: USA and JAP stacks move closer towards each other.2nd Command Fiche: USA closes Japanese stacks. Japan conducts reconnaissance on an US stack full of dummies.
Third Command Fiche: USA conducts a successful reconnaissance on the nearest JAP stack. It finds JAP TF 01 (with 2 fleet carriers), but as this is still out of striking range, I decided to put this TF 01 Fiche back in the stack and not disclose this succes towards Japan. Japan conducts reconnaissance on an US stack full of dummies.
Fourth Command Fiche: USA reveals during reconnaissance an ‘unexpected event’ and looses (again!) a ‘Command Fiche’. The JAP Amphibious Group hides themselves in ‘the fog of war’ and is not visible anymore (and can not be attacked unless revealed again). The Japanese now have 1 extra ‘Command Fiche’.
Fifth Command Fiche: Tugla Airfield is unable to reveal the advancing JAP stack. The JAP stack comes closer and with their 6th (gained) Command Fiche, Japan attacks Tulagi Airfield. USA personnel destroys the remaining US aircraft and equipment, but the US presence on the Solomon islands is terminated… Two victory points for Japan!
USA gets 6 Command Fiches, Japan 5. All Airwings are deployed again.
First Command Fiche: USA and JAP stacks move closer towards each other.2nd Command Fiche: USA closes Japanese stacks. Japan conducts reconnaissance on an US stack full of dummies.
Third Command Fiche: USA conducts a successful reconnaissance on the nearest JAP stack. It finds JAP TF 01 (with 2 fleet carriers), but as this is still out of striking range, I decided to put this TF 01 Fiche back in the stack and not disclose this succes towards Japan. Japan conducts reconnaissance on an US stack full of dummies.
Fourth Command Fiche: USA reveals during reconnaissance an ‘unexpected event’ and looses (again!) a ‘Command Fiche’. The JAP Amphibious Group hides themselves in ‘the fog of war’ and is not visible anymore (and can not be attacked unless revealed again). The Japanese now have 1 extra ‘Command Fiche’.
Fifth Command Fiche: Tugla Airfield is unable to reveal the advancing JAP stack. The JAP stack comes closer and with their 6th (gained) Command Fiche, Japan attacks Tulagi Airfield. USA personnel destroys the remaining US aircraft and equipment, but the US presence on the Solomon islands is terminated… Two victory points for Japan!
Turn 3 (Japan initiative).
USA gets 6 Command Fiches, Japan 5. All Airwings are deployed again. What is the situation on the map? Given the fact that unrevealed stacks can only travel 8 inch/turn, it is near impossible for Japanese Amphibious Groups to reach the southern border of the map in the remaining turns…So the best option to gather more JAP Victory Points is to sink USA carriers. They are in range (JAP aircraft have a range advantage over USA strike aircraft) and have become more ‘visible’ as most US ‘dummy’ stacks now have been revealed.First Command Fiche: Jap TF02 and Amphibious Group leaves Solomon islands and tries to rendez-vous with other JAP stacks. Note: this makes sense in a military way, but doesn’t help gathering Victory Points. USA fails to conduct a successful reconnaissance on a JAP stack.
Second Command Fiche: JAP stack (with 2 fleet carriers; USA knows this but didn't told JAP) and US stack (with 2 fleet carriers; officially unknown to JAP) closes each other.
Third Command Fiche: JAP reconnaissance attempt by 1 strike package reveals both US fleet carriers. As the USA ships are detected by strike aircraft on a reconnaissance mission, within striking range (and the fact that JAP is allowed within the rules to conduct coordinated attacks), the whole JAP airwing (18 attack squadrons) is allowed to deploy at once (!). US TF 01 is allowed to defend this reconnaissance-turned-into-attack by 8 fighter squadrons (CAP, in the picture as Fokker G-1 fighters) and AAW fire from her surface combatants. The outcome of the fight is determined by loads of dice. USA fighters shoot down 3 attack squadrons and the AAW fire from the escorts shoots down only 2 attack squadrons, so 13 attack squadrons throw a lot of dice, resulting in hits on both USA carriers (throw of ‘6’) and hits on 3 destroyers. Carriers and destroyers sink, giving Japan an additional 2 Victory Points (1 for each carrier).
What can the USA still do? The revealed USA TF01 now only consist of cruisers and destroyers and can only attack the JAP TF01 by gunfire. However, it has no speed advantage over the Japanese fleet so it can’t come closer than the current 16 inch (160 nm.). Every future Command Fiche step the USA TF will be attacked by the Japanese carrier aircraft, until all USA ships are sunk…. So the only way is to try to sail away?Anyhow, we decided that Japan won this Naval Wargame (and that -if this was for real- it probably had major impact on the next historic battle ‘Midway’! Or the intended JAP amphibious landing on North Western part of Australia…
USA gets 6 Command Fiches, Japan 5. All Airwings are deployed again. What is the situation on the map? Given the fact that unrevealed stacks can only travel 8 inch/turn, it is near impossible for Japanese Amphibious Groups to reach the southern border of the map in the remaining turns…So the best option to gather more JAP Victory Points is to sink USA carriers. They are in range (JAP aircraft have a range advantage over USA strike aircraft) and have become more ‘visible’ as most US ‘dummy’ stacks now have been revealed.First Command Fiche: Jap TF02 and Amphibious Group leaves Solomon islands and tries to rendez-vous with other JAP stacks. Note: this makes sense in a military way, but doesn’t help gathering Victory Points. USA fails to conduct a successful reconnaissance on a JAP stack.
Second Command Fiche: JAP stack (with 2 fleet carriers; USA knows this but didn't told JAP) and US stack (with 2 fleet carriers; officially unknown to JAP) closes each other.
Third Command Fiche: JAP reconnaissance attempt by 1 strike package reveals both US fleet carriers. As the USA ships are detected by strike aircraft on a reconnaissance mission, within striking range (and the fact that JAP is allowed within the rules to conduct coordinated attacks), the whole JAP airwing (18 attack squadrons) is allowed to deploy at once (!). US TF 01 is allowed to defend this reconnaissance-turned-into-attack by 8 fighter squadrons (CAP, in the picture as Fokker G-1 fighters) and AAW fire from her surface combatants. The outcome of the fight is determined by loads of dice. USA fighters shoot down 3 attack squadrons and the AAW fire from the escorts shoots down only 2 attack squadrons, so 13 attack squadrons throw a lot of dice, resulting in hits on both USA carriers (throw of ‘6’) and hits on 3 destroyers. Carriers and destroyers sink, giving Japan an additional 2 Victory Points (1 for each carrier).
What can the USA still do? The revealed USA TF01 now only consist of cruisers and destroyers and can only attack the JAP TF01 by gunfire. However, it has no speed advantage over the Japanese fleet so it can’t come closer than the current 16 inch (160 nm.). Every future Command Fiche step the USA TF will be attacked by the Japanese carrier aircraft, until all USA ships are sunk…. So the only way is to try to sail away?Anyhow, we decided that Japan won this Naval Wargame (and that -if this was for real- it probably had major impact on the next historic battle ‘Midway’! Or the intended JAP amphibious landing on North Western part of Australia…
Verdict
The actual playtime of this naval wargame was approx. 2 hours. Personally I consider myself a tactical & miniatures Naval Wargamer with interest in simulations. Although I really appreciate the thinking proces of the game developer how to get the vast distances of carrier warfare and 'the fog of war' into the game, I missed the technical play of more tactical games. And the marvelous pictures in the Game book (see below) puts you on the wrong foot! As a player you're not standing on the bridge of a high value unit. The focus of the game is to achieve victory points (VP) on a very big map. USA started this game with 5 VP. According to the rules, USA retained at the end 5 VP’s but Japan had only gathered 4 VP, as there was no time left during the last 3 turns to get additional VP’s for getting JAP Amphibious Groups to the southern edge of the ‘battle space’. But everybody understands that Japan had won this specific Naval Wargame; not only tactical but also strategical: 2 USA carriers sunk and the Soloman islands free to occupy by JAP.In the aftermath discussion I was advised that it probably was better if I had revealed the presence of the JAP TF 01 in turn 2 / 3rd Command Fiche. Because a revealed TF/stack can only sail with a speed of 4 inches/turn (vs. 8 inches/turn for an unrevealed stack). However… with the aim to get Amphibious ships from the Northern edge of the battle space to the Southern edge (with the solely reason to get VP’s) and my military sound (?) efforts to try to defend the Solomon islands by concentrating my stacks in that corner - which didn’t make sense in the play… I have my doubts if I like this kind of (almost) board game. Maybe I can get used to it? It has definitely positive things: you can play this quick, it requires much thinking and has a good detection phase. But you can't play this solo.
The actual playtime of this naval wargame was approx. 2 hours. Personally I consider myself a tactical & miniatures Naval Wargamer with interest in simulations. Although I really appreciate the thinking proces of the game developer how to get the vast distances of carrier warfare and 'the fog of war' into the game, I missed the technical play of more tactical games. And the marvelous pictures in the Game book (see below) puts you on the wrong foot! As a player you're not standing on the bridge of a high value unit. The focus of the game is to achieve victory points (VP) on a very big map. USA started this game with 5 VP. According to the rules, USA retained at the end 5 VP’s but Japan had only gathered 4 VP, as there was no time left during the last 3 turns to get additional VP’s for getting JAP Amphibious Groups to the southern edge of the ‘battle space’. But everybody understands that Japan had won this specific Naval Wargame; not only tactical but also strategical: 2 USA carriers sunk and the Soloman islands free to occupy by JAP.In the aftermath discussion I was advised that it probably was better if I had revealed the presence of the JAP TF 01 in turn 2 / 3rd Command Fiche. Because a revealed TF/stack can only sail with a speed of 4 inches/turn (vs. 8 inches/turn for an unrevealed stack). However… with the aim to get Amphibious ships from the Northern edge of the battle space to the Southern edge (with the solely reason to get VP’s) and my military sound (?) efforts to try to defend the Solomon islands by concentrating my stacks in that corner - which didn’t make sense in the play… I have my doubts if I like this kind of (almost) board game. Maybe I can get used to it? It has definitely positive things: you can play this quick, it requires much thinking and has a good detection phase. But you can't play this solo.











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