House Rules Our Group Uses To Play Pacific War.
House Rules Our Group Uses To Play Pacific War.
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Subject: Updated PW Files
These are the house rules our group uses to play Pacific War. They
are divided into three sections. Section I deals with important
alterations that we consider necessary for play. Section II deals
with "chrome" rules and optional rules. Section III lists rules that
others came up with, and which we use.
I. NECESSARY ALTERATIONS
Over time, our playings of the campaign game have uncovered some
issues in the Pacific War campaign game that directly influence the validity
of the game as a historical simulation. The result is that we now play the
game in an improved version that incorporates several house rules, and
this has greatly increased our enjoyment in what was already a top
product originally. The changes we made satisfy five (to us)
important criteria:
The last remark does not mean that we feel the game is not good unless
it has been significantly altered, but that unless an alteration was
significant, it was better to leave the original alone. If it ain't
broke, don't fix it. Note that the first rule change below (which is
clearly the most momentous one) is in our opinion also the one most
needed to give the full campaign (the Strategic Scenarios) more
historical accuracy.
The section below presents the rules. The historical (and game-related)
rationale for the rules follows afterwards.
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Rule changes
Note also that the rule does not limit combat in a hex to happen once
per week. After a unit has attacked in a hex, a new force of the same
side (that has not attacked this week) that enters the hex will still
have the choice to attack or deactivate in the next ground combat
phase. The unit that attacked previously will not take part in the
attack.
Finally, note that the requirements for movement and combat are
independent, i.e., a unit that starts a week in a hex with an enemy,
attacks, and remains alone in the hex after combat, can still move in
that week (although it cannot initiate combat again before next week
even if it should move into another enemy-held hex). During the first
month at least, we've found it advantageous to put markers on them
(choose any from any other game), since there's more going on at the
same time than in any later month. The increase in the fumble factor
is offset by the fact that now you don't move or attack so often.
In general though we haven't found using the markers a necessity.
Any 4E air unit attacking a ground unit uses its NAVAL rating instead
of its ground rating.
Damage and ASW strength: The ASW value of a DD or DE unit does not
decrease with every hit. Rather, it decreases by 1 when the unit has
suffered 3 hits, and again when the unit has suffered 5.
5. Task force organization and target selection in naval surface
combat.
In naval combat, all screen units must be placed on the Naval Display
before any core units are placed.
6. All submarines except for the STO submarine cannot search (not even
in their own hex). QSubmarines including the STO submarine cannot
search on the first turn of the Strategic Scenario.
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Discussion
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1. The rule on moving units only once per week basically drops ground
unit movement during battle cycles to a quarter of the original value.
This is a drastic change that we introduced because it became obvious
to us that the ahistoric rapidity of ground movement strongly skewed
play in the Strategic Scenarios (although our playings of Campaign
scenarios have also profited from the change).
- The Japanese have broken through the mountains near Imphal into
India, with a single half-strength quality 5 division blocking their
way into Calcutta.
[Note: I am aware that a Pacific War "Day" does not correspond directly
to a calendar day. For the following discussion, this is not a problem
as it deals with movement over the span of a whole month, so the
variations are covered.]
The first reason is that a ground unit in Pacific War can effectively
advance at a pace of 300 miles per battle cycle - this exceeds the
best efforts of the German Wehrmacht in France and Russia, but here we
are dealing with a mostly infantry force advancing on jungle roads.
There is also a full move in the contact phase. To illustrate the
point, the following table gives some rough estimates of the pure
movement ability of a typical Japanese infantry unit for three
different games: Operation Cannibal (on the Burma theatre), Singapore
(on the fall of Malaya), and Pacific War. The Operation Cannibal
numbers assume relatively good weather and average chitpulls. It is
assumed that no combat occurs. The Pacific War examples assume a
two-week operation with a 6-step (2-day) contact phase (leaving 6
battle cycles) and a three-week operation with a six-day (17-step)
contact phase, leaving 8 battle cycles (this is easily sufficient for
the initial operations in the game).
| in jungle | on roads |
-------------+--------------+---------------------+
Op Cannibal | 400 mi/month | 1000-1200 mi/month |
Singapore | 170 mi/month | 512 mi/month |
PW 2 weeks | 1400 miles | 2100 miles |
PW 3 weeks | 1800 miles | 2700 miles |
It will be noted that even if combat slows the Japanese in Pacific War
down by half, they are still far too fast. Even if only mixed terrain
(the worst that occurs on the PW map apart from impassable mountains)
were present, this would reduce the totals to 700 miles and 900 miles,
respectively - still far more in 2-3 weeks than the two
operational-level games allow in a month.
Why was movement designed the way it was? It appears that despite the
thorough playtesting (which involved multiple full campaigns), the
development of the game did not experiment with a Japanese strategy
that ignored Malaya to get at India early on. This is excusable given
the effort that was obviously spent on the game and the strangeness of
the strategy, but the strategy works - for very "gamey" reasons, and
now that the problem has been found, it needs fixing.
And the effect of the new rule? The reduced pace on land produced by
the change is amazingly historical. The theoretical top speed of
marching infantry is still fairly fast (900 miles in a two-week
operation on roads), so there is no risk of falling below historical
advance rates, but we have a fourfold reduction over the original
"jet-powered" land units with a very simple rule. The pace of the
game overall is not actually slower, since naval operations still
proceed without change. The reduction in combat frequency also means
that supply is spent in more direct proportion to the number of
attacks one can attempt with a unit. One-hex island battles now can
approach their historical duration unless the attacker gets some
"rout" (i.e., very good) ground combat results. Ultimately the slower
movement slows the Japanese down in the beginning of the game, and
will slow the Allies down during the Japanese collapse (which went
extremely fast with the original rules, too - now, with four attacks
per month, there should be some prolonged fights over well-defended
islands, lasting more than a month just as the real thing). It should
be noted though that we have not tested the rule for the last two
years of the war yet - the campaign games we have started since we
introduced the rule some months ago have not progressed far enough yet
due to external time constraints (read, we've got a life).
Nonetheless, we consider it a drastic improvement. The reason for the
exceptions is to still provide a limited rapid transport capability
behind the front, and to avoid too much of a slowdown for amphibious
operations.
With the change, it's still quite possible to take a port out by air,
but it requires some effort. Note that historically, the Japanese
bombarded Rangoon throughout December 1941, and the port was a shambles,
but reinforcements were still arriving by "strategic transport" - the
same goes for Singapore in late January (actually, the British fed
reinforcements in virtually up to its fall - so obviously the Japanese
were not able to interdict the port).
With this rule change, 2E and 1E units will be preferred for ground
support, just as in reality. (Note that previously there was little
reason for the Allies to build 2E units - now there suddenly is a
place for tactical airpower.)
As for the bomber ranges, Mark Herman notes that such long-range
missions were flown and the reduced bombloads are already incorporated
in the rating, which is true, but even B-24s with the reduced bombload
flew 2600 mile roundtrip missions only rarely, and only from 1944 onwards
(when the required fuel-saving flight procedures had been learnt,
partly developed by British Liberator crews in India). Source: Alwyn
Lloyd's "Liberator."
Rule 4 (ASW screening). Previously, apart from the ASW sweep rule,
which represents the US intelligence advantage as much as anything
else, ASW capability in the game is absolutely passive. This has led
to players successfully sailing around the seas in task forces that
contained only carriers, because it is often possible to keep out of
the range of submarines, and Destroyers are not used for escort
duties, merely for naval combat, and the points thus saved are used
for other purposes. I was appalled when I saw this done the first
time, but I have to admit it works in the game although it would have
been anathema for any WW2 admiral. The altered ASW rule gives escorts
real *protective* capacity and encourages players to carry around at
least one DD per carrier in a TF without drastically reducing the
submarine's chances.
The damage rule for ASW is based on the fact that ASW combat is not
really formation work, so 5 DD's will be nearly as effective at it as
6.
Note to Steve Crowley: Given that most DD's have an ASW value of 2,
losses to screened ships will sink by 30% (e.g., take a DD per carrier
and 30% of the sub attacks on that carrier will be screened). If you
feel subs are still too powerful, make the screening value equal to
the ASW value + 1 (i.e., a ASW=2 DD will screen on a roll of 0-3).
Every additional +1 shift will reduce the sub attacks through that
screen unit by 10%. Try it out to find what value you like. For us
the unadorned ASW value was enough.
If you find players *still* focusing all fires on one BB per battle,
try experimenting with forbidding doubling up against targets until
all targets are covered. We don't use this at the moment though.
Something similar to the "put DD's into the screen" rule was also
printed in the GENERAL back with Mark Herman's article. (Which I
btw recommend unrestrainedly to everyone interested in the game.)
Those are the rules and the reasons why whe introduced them. Overall,
they have made the game more historical, and more enjoyable, but not
slower or more complex. I recommend trying them in your next game,
and comments are appreciated. While developed in the context of the
Strategic Scenarios, some of these rules (in particular the reduced
ground movement) make some of the early Campaign scenarios (e.g.,
Malaya and the Philippines), which used to be highly unbalanced and
boring, into actual nailbiters. Now the Japanese players have to work
to replicate the historical Japanese advance rates instead of having
them dropped in their lap. At the same time, the ability to reach or
exceed the historical performance is still well within their grasp.
Here are several "chrome" rules (so we didn't put them on the list
with the other rules).
Chrome Rule 1: The Manila hex is CLEAR terrain. The Corregidor hex
also includes the Bataan peninsula, which is MIXED. Activated units
can move from Bataan to Corregidor freely by ground movement. Place
the Corregidor fortress marker on top of forces on Corregidor and
place forces on Bataan on top of the fortress marker for clear
distinction. Units cannot attack "across", i.e., they actually have
to move to the proper part of the hex to attack, and a subsequent
attack still counts as amphibious assault. An amphibious assault on
either is not possible unless the other is controlled (i.e., the
Japanese cannot land troops on Bataan to prevent a retreat there).
The Japanese cannot use Manila as a port except as a
submarine-protected anchorage until Bataan is free of Allied units.
Why this rule? Well, while the resistance level of the US forces on
Luzon now corresponds much better to their historical performance, the
SW Pac HQ (and with it, Allied control of the Manila port) now
survives much longer than it did historically. That's because the
Manila terrain is "mixed". Historically, the vicinity of Manila was
considered indefensible, so the troops retreated to Bataan, while the
city was declared open and surrendered to the Japanese in December.
It is arguable whether minor terrain details should figure in a
strategic game, but the survival (or not) of an Allied HQ in the first
three months of the war does have some strong repercussions on the
first year of the war, so this special rule is presented for those who
are willing to live with the stacking in the Corregidor hex. As for
the port rule - the port entrance to Manila was directly beneath the
guns on Corregidor, so the Japanese will have to land on Corregidor to
use Manila for strategic transport.
In theory, the important part of the rule is declaring the Manila hex
clear - when Manila falls, the Allied troops could just as well
retreat into South Luzon and the Bataan part could be omitted. But a
crafty Japanese player could prevent that by an auxiliary landing
there, whereas the Japanese had no inkling of nor intent to refuse a
retreat to Bataan. So, when giving the Japanese a break in taking
Manila, it's only appropriate to give the Allied troops the chance to
retreat somewhere to continue as a thorn in the Japanese side for some
time. Note: This last modification will again make the Fall of the
Philippines scenario quite a bit easier for the Japanese.
The Japanese did not know where the US carriers were - they should have
to search for them just as in reality. This is a variant that we have
agreed on but so far not played.
With the rules as written, OSB's can only be built in named locations
or Linked Ports, but the choice of Named Locations on the map seems to
be based on historical choices, not on necessity.
For every OSB occurring as part of a command link that traces its own
command link over water or over land directly to a port without OSB,
multiply the points spent by 1.5. (E.g., a 1-point unit that is
linked only via 2 OSB's would cost 2.25 points to activate; a 3-point
unit, 6.75.) Round up the activation totals (do not round per unit
and then add up).
Chrome Rule 6: All Dutch units have a TQ of 2 for all purposes until
the end of March, when they change to their printed rating of 3. (For
a justification of this rule, see the analysis on my webpage
concerning the Japanese landings in the Dutch East Indies.)
After the Operations player has deactivated all units, the day marker
is only advanced once (after the first battle cycle, on which the
Reaction player can still attack), but for the other four battle
cycles it is not advanced. They have to be kept track of by other
means. The operation player has to announce that he has deactivated
all units when this has happened, and the reaction player can then
deactivate or activate accordingly.
During the latter four Battle Cycles, submarines of both sides cannot
move although they can still attack. Using this rule, the Reaction
Player can no longer delay an operation by a full week by simply
keeping a rear area unit active. The submarine rule was added to keep
the range of submarines from increasing over the span of a month.
Modification History
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