We wish to announce our Autumn "Wargaming Weekend"
Andy has been running board wargaming weekends for the last 30? years, formally and formerly as part of the European Historical Board Wargaming Society; lately with what we regards as friends. Second Chance Games has a large enough customer base that we thought we would be able to organise a board wargaming weekend and open it up to our customer base. Our Autumn one is established yet we welcome new attendees. We are rooted in the board wargaming industry and this is one way we can give back to the community.
Very good condition unpunched 2nd Edition copy, Maps and Tables laminated.
"The War Against Japan, 1941-1945." "A game-simulation of the Pacific and Asian theaters of World War II, at the strategic level.
Simulated are the major political, military, and economic events of the war from 1941 through 1945, as Japan fought the United States for mastery of East Asia and the Pacific.
Two scenarios and a campaign game chart the course of the war."
Pearl Harbor simulates the military, economic, and political struggles between Japan and the Allies in the Pacific Ocean from late 1941 till 1945.
Players control air, ground, and naval units on a strategic scale -- the map ranges from Karachi to Pearl Harbor, hexes are about 150 kilometers wide, and turns represent three months of the war.
Units can only be built and used by expending "Economic Resource Points" (ERP's). If you lack the ERP's to build a carrier, for example, it does not become available until you collect enough to do so. ERP's are automatically collected through control of specific objective cities with known values of their ERP's. Control of Canton, for example, is worth five ERP's while Manila is worth one. Thus, both players try to control those cities with the highest ERP value, leading to realistic military strategies.
Units must be "in supply" by being connected, by land or by sea, to a player's "capital" (Tokyo for Japan's army, for example). Enemy control of your capital means your units are out of the game.
The game can have as few as two players (Japan and Allies) and as many as seven, with players assuming the roles of different facets of these two sides. For example, Japan's Navy and its Army can be controlled by two different players, each with separate ERP's and objectives.
Players on the same side can loan ERP's to another player -- with no need to pay them back -- but are not required to do so. This can lead to conflict within a side, just as happened in the real war.
Three scenarios exist: one simulating the first year of the War (beginning in December 1941), one simulating Japan's increasingly desperate struggle to survive (beginning in December 1943 and going to August 1945), and one that starts in December 1941 and goes to August 1945.
Players can agree to continue the game beyond the latter until one side controls all capitals of the other side. Each turn consists of two phases, each that include the following six segments: (1) phasing side totals and decides how to expend ERP's, (2) phasing side moves units, (3) non-phasing side moves "reaction" units, (4) both sides engage in combat, (5) both sides return to bases (which can be lost in combat), and (6) phasing side activates, repairs, and re-deploys units (all of which costs ERP's).
The second player repeats the above segments for a complete turn.
Combat consists of several steps, including air to air, anti-aircraft, air bombardment, ship to ship, ship bombardment, and ground attacks.
The phasing side is permitted up to two carrier air attacks against enemy ships, and the non-phasing side can respond with a "counter-strike" carrier air attack for each such attack by the phasing side. Thus, combat can get long and involved. The order of attacks is crucial but somewhat realistic.For example, all air attacks against ships are completed before surface to surface ship combat occurs.
The game also uses "Leaders" that can enhance the military capabilities of units they are close to. For example, the "Yamashita" Unit increases the combat factor of any ground unit within two hexes of it.
Almost no attempt is made to distinguish different capabilities of ships or aircraft. For example, all aircraft have identical values for their strength in naval attack, ground attack, air combat, and defense against both enemy planes and AA fire; all land-based aircraft on a side have identical ranges; and these value never change for the entire game. It is as if all land-based, Allied planes between 1941 and 1945 have the range and bombing capacity of a B-24, the fighter capacity of a Mustang, and the ship attack capacity of a Hellcat.
The advanced game adds complexities like submarine campaigns, Soviet Union entry, and strategic bombing.
There are also several optional rules to add complexities and realism to the game, including interplay with the European Theater.
If all rules are used and the game played until total victory by one side, then _Pearl Harbor_ will become QUITE involved. It is NOT a game for beginners. However, it well represents the difficulty faced by Japan in trying to produce enough military units to win a war against foes with almost unlimited capacity to do so.
840 Counters : Two Maps 200 kilometers per hex : Units are corps or armies, naval squadrons, air wings or groups and individual leaders. Moderate to High Complexity Designed by John Prados as "Third Reich in the Pacific"
Base postage cost: £4.50
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