War in the Pacific
2by3 and Matrix Games
 MSRP:$79.99
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 Defeat Tojo!
“ War in the Pacific: The Struggle Against Japan 1941-1945™
” is a completely new strategy game, based on the award winning
“Uncommon Valor” game engine. The scale is 60 miles per hex and losses
are individual vehicles, aircraft, guns and squads. Since half the
planet Earth is covered by the titanic Pacific struggle, the game is
massive in scope, covering thousands of ships tens of thousands of
aircraft. Virtually every ship, air group and battalion sized or larger
troop formation is covered in exacting detail. Massive, yet simple to
play, as the computer tracks all the factors and the interface allows
the player to concern himself with only the degree of detail he
prefers. Phases are one day, composed of two 12-hour impulses. A turn
is composed of 1 to 7 phases, at the player’s discretion. He may also
choose continuous play and may interrupt that by pressing a key.
The War At Sea - Besides critical hit locations for
all weapons platforms and any radar installations, individual armor
locations and a wealth of performance and characteristics data, each
ship’s crew has an experience rating for day and night combat. Every
ship from mighty carriers and battleships down to gun boats has a
commander with his own strengths and weaknesses. The game includes
thousands of ships chosen from over 300 ship classes.
A wide variety of aircraft are included in the game, ranging from the
awkward P-39 and the nimble Zero, to the heavy hitting B-29 and the
extremely fast and powerful Corsair. Pilots and crews are tracked
separately from aircraft and have individual skill and fatigue ratings.
When pilots are in short supply, they can be placed into the pilot pool
and reassigned to other groups
The War on the Ground - Troops are needed to maintain
and garrison bases and to deprive the enemy of his bases. So, troops
are handled with care. There are a goodly number of different types of
land-based units. The unit counters are mostly on division and brigade
level, but there are many independent regiments and battalions. These
are all represented by different unit counters and have different
capabilities and include engineers, combat squads, Marine squads,
support squads, air support sections, Sherman tanks, Stuart tanks,
motorized forces, a number of mortars and field artillery and many
others.
There are 15 campaigns included with the game, which
can be played against the computer opponent, hot seat, by secure email.
War in the Pacific now gives you the chance to fight the entire war
your way on every level.
Political Points
– Some troops are restricted in deployment. Australian troops must be
release from home defense, for instance, before they can be shipped off
to fight in New Guinea. And, Admirals can´t be everywhere, at once.
Each day, each player accumulates political points which can be used to
reassign assets to the various headquarters or to change leaders.
Japanese Production
– Groups cannot fly without planes, ships need to be built and tanks
have to come from somewhere. The Japanese player will never have enough
industry to build all he needs. He can choose to increase the size of
factories or change what they are building at the cost of retooling. He
can also speed up or retard the building of specific ships to the
possible detriment of the shipbuilding schedule. He will need oil and
resources to make industry run and will want to capture locations with
such materials as quickly as possible. Much of this gathering can be
automated, but the player will be able to fine tune the procedure or
manually order the loading and destination of his ships.
Key Features:
- WitP covers the entire Pacific Theater of WWII from Dec 7th 1941 until June 30th 1946.
- Huge game map - 148 X 148 hexes with each hex representing 60 nautical miles.
- The armed forces of every major nation are represented.
- The Japanese control their production.
- Oil and Resources added to the game for production.
- Complete player control of aircraft upgrades.
- Course and Speed – Course and speed is now provided with spotting reports.
- Divide Units – land and air units can be divided into sub units and recombined as needed.
- Table of Equipment - An option has been added that allows the player to view the TOE for the selected ground combat unit.
- Coastal Defense Units will now protect friendly mine fields.
- Air Dropped Mines - Starting in 1943 the Allied player may mine ports by using air dropped mines.
- Air Dropped Supplies – Supplies may be air dropped onto any friendly hex.
-
Air Transport Pick Up Option – You can now fly from one base, pick up
troops at another base and return them to the first base.
-
Target Selection – It is possible to select a target that is out of
range so that you can set up a carrier strike the turn before.
- Atomic Bombs – When available an atomic attack can be made on any city with industrial center.
- New City Attack Option – The player can select a city to attack and the industry within that city to be targeted.
-
New Fire Bombing Mission - City attacks on Manpower have a chance of
creating high fire levels that will cause damage to any and all
industry within the city and has the possibility of creating a
firestorm.
- Kamikazes – After January 1944, if
the Allies get too close to Japan, the Japanese player can form
Kamikaze squadrons to smash into enemy ships and drive them away from
the homeland.
- New ASW Taskforce – Use the ASW
Combat task force to locate and attack enemy submarines before they are
able to fire their torpedoes.
- New Escort Taskforce – Use the Escort task force to escort your damaged vessels back to a safe port.
-
Manchukuo Garrison Requirement - The Japanese player must keep a
certain number of assault points in the Manchukuo area or the Soviet
Union may be activated.
- Political Points -
Each day, each player accumulates political points which can be used to
reassign assets to the various headquarters or to change leaders.
-
Preparation Points – Ground units can prepare to attack a given
location by setting its future objective and accumulating preparation
point prior to making the attack.
- Ship Repair-
Now you have a choice of where to send damaged ships for repair. Each
side has a number of different ports to choose from and each port is
rated for its own repair capabilities.
- Special
Ships - A submarine, PT or DD tender may help two ships per turn repair
(they give a bonus equal to increasing the port size by 2). A repair
ship may help four ships per turn repair.
- Training of LCUs – Land combat units can now be trained, until they reach 75% experience.
- New Set Speed Order – Take full control of your task force and pick the speed setting you want.
- New Reaction Range Order – Rein in your aggressive commanders by setting the maximum range they are allowed to react..
-
New Unload/Don’t Unload Order – You decide if the taskforce will unload
upon arriving at its destination. Now you can send that taskforce into
a port to refuel without it unloading its cargo.
-
New Do not Refuel Order – Tired of having merchant ships suck up all
the available fuel? Now you can set them to Do Not Refuel and save that
fuel for you war ships.
- New Auto-Disband Order
– With this set to on the taskforce will automatically disband when it
reaches its destination saving. This is a great option when sending
ships into port for repairs.
- New Max Range
Settings for Air Groups – Worried about that invasion taskforce just
off the coast? Set the max range for your air groups to 1 an ensure
they defend their home island.
- New amphibious assault rules that make use of specialized ships and landing craft.
-
Filters have been added to most information windows, which allow the
players to easily find the information they are looking for.
-
Engineers and Demolition - There is now an added demolition routine
that looks at the number of engineers at a base when it is captured and
gives them a chance to damage factories, airfields and ports before the
capture.
- British Ship Withdrawal - Withdrawals
of British Ships (Human player only and only in full map scenarios) –
On the first of each month the computer will calculate which, if any,
ships must be withdrawn by the human player by the end of the month.
-
Chinese Partisans - All Chinese Nationality bases that are controlled
by the Japanese are subject to damage by partisans, if not adequately
garrisoned.
Game Data
- Complexity: Advanced - Grognard
- Field of Play: Operational
- Historical Period: World War II
- Theatre: Pacific
- Unit Scale: Battalion with Individual Ships & Planes
- Turn Play: Selectable 1- 7 day turns
- Players: 1 or 2 Players
- AI: Either Side
- TCP/IP: No
- PBEM: Yes
- Game Editor: Yes
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Requirements
- Windows 98SE / ME / 2000 / XP
- Pentium II 600 Mhz CPU (rec. 800Mhz)
- DirectX 8
- 128 MB RAM (rec. 256 MB)
- Direct X compatible Soundcard
- 8MB Video Graphics Card 16 BIT Color
- 8x CD-ROM
- 900MB free Hard Disc space
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