Imported
games have the allure of being foreign and expensive, they also often come with
the glamorous trappings of bad rules translation. Pacific War is all of these
things but first the good;
It’s short.
I’m not being factious here, generally Pacific Theatre war games are long and
complicated, which is fine but it leaves the shallow end of the dream pool
rather empty. The Pacific War clocks in around 2-3 hours and feels engrossing for
this life span.
You’ve got
a point to point map, pretty and functional but no pageant winner, a deck of
cards, and a load of counters representing ships that come in on a historical reinforcement
schedule. Each year long turn you get a variable number of cards. Players take
action rounds discarding a card to win the privilege of doing something and then
either play an event card, or move some ships, or resupply some ships (so they
can move again). Once out of cards they roll off for priority in taking more actions but if they roll doubles the year ends.
game in progress, with lots of light reflected off my plexi glass. |
Principally
this is a game about crashing big stacks of ship counters into each and
fighting battles. Expect about a third of your fleet to be sunk in a typical battle. Yeah, it’s pretty brutal if your name is USS Enterprise, but not so bad
if your name is Yamato (because you have a rad armour rating). You win the game
but parking a massive amount of ships key locations such as Japan, Hawaii, Philippines, or the prison colony. So sinking your opponent’s fleet makes it very hard for them
to capture any key locations. Hence the game drives you towards Leyte Gulf type encounters.
Note
Islands like Midway and the Solomons are locations but not worth anything of
themselves. This is where an aspect of cleverness in the design comes out.
Historically these places were a means to an end, rather than a goal of
themselves. It is so in the Pacific War. You might want to put down a speed
bump for the US cross Pacific drive but waste some lesser ships on a Solomons
suicide mission in the process. On the other hand you may play a more fleet in being strategy.
The game has simple rules, its one part simple CDG and one part bucket of dice
with a twist or two but through a simple
logistics system and a well thought through map it forces you to deal with many
of the historical dilemmas at broad strokes. How is the US going to get a supply
chain of ports across the mid pacific? When do you blow your fleet in one big
battle? Is the British fleet useful for anything accept sitting in India?
In summation
I would say this is a game that fills its hole in the market. I look forward to
playing again but I probably won’t remember it in a decade’s time. Some aspects
such as the event cards are rather vanilla CDG fair; get 1 vp, discard an opponent’s
card, but you can stack any number of
combat buffs into one fight, which is quite fun. I’ve accused it of being
expensive. Wargame prices have gone up quite a bit in the past year in ole
Blighty, in part due to questionable economics by fox hunters, but at near £50
it does seem a little steep for a single paper map beer and pretzels game. I’d
guess this games main competition is the old Dice in the Pacific or Holdfast Pacific,
having never played either I cannot say anything useful but yet I continue to
write out words wasting your and my time.
Does it factor in the importance of the small islands as airbases to ultimately get Japan to within heavy bomber range?
ReplyDeleteCheers,
Pete.
There are island airbases, and you can use these to cut supply or throw air units in to nearby battles but it doesn't really account for nuking japan, unless its on a card i didn't see.
ReplyDelete