Well, frederick319, thanks to your response further up the thread, I settled on getting the 335 piece printed version instead of the rarer 330 piece printed one. I found one on ebay and to my surprise, not only did it have the red Chinese pieces (which were pretty clear in the pictures), it also had all 8 of the Wildcat/Hellcat pieces as well as the miscounted US infantry pieces with 12-olive infantry and 25-green Marines! So a double bonus since olive infantry are easy to come by!
Production values seemed pretty close to my original Pacific set (345 piece printing with the red Japanese pieces).
I think the set up from the FAQ was what I was thinking of. After posting I also found Saburo Sakai’s recommendation of using the OOB set up, 24 VPs for Japanese Victory and giving the Allies an extra 12-16 IPCs to spend on turn one.
My group hasn’t had many plays of this version and to keep it in rotation keeping it as balanced as possible is a priority.
Yes i really miss all of the unique rules these older games had to offer. Like the j1 kill everything rules, or the allies paying for oil rule in europe. Convoying was wayyy beter in these games, but the problem i have with it is that its not an attack. Maybe we should have the ships roll dice and whenever they hit, the other player loses money, ON THE TURN OF THE AGGRESOR! The problem i have is that by the time its the enemies turn, they have destroyed you fleet that was blockading you convoy. Having it be an attack would fix so many issues when it comes to convoying.
I am thinking of allowing the US to move bombers to India in a non-combat more in one turn, and then move the bombers to China on the next, either with a combat more or non-combat more. It took the US only two weeks to fly bombers from Seattle, Washington over the Atlantic Air Route, across Africa to Cairo and then to India. As for fighters, once landed at Takoradi in West Africa, they could be flown to India and China on the same air route. That was how the British were getting aircraft quickly to the Mid-East, and the route was functioning well by December of 1941. It took two weeks for a newly completed B-17E to fly from Seattle to Java in the Netherlands East Indies and participate in its first combat mission.
If I add cruisers to the game, I will go to a 12-sided die roll to increase the differentiation in combat abilities between destroyers, cruisers, and battleships. With respect to AA fire, the Japanese were pretty bad when it came to ship-borne AA weapons, while the US cruisers were on par with the battleships. I allow for shore-bombardment by all ships, but only in support of an amphibious invasion. No battleships standing off shore and clearing the area without an invasion. No aerial attacks on infantry either except in conjunction with an infantry unit, whereupon the infantry get a plus 1 on their attack roll, similar to artillery support.
As a side note, the US refitted an older British Light Cruiser with an armament similar to that of a Fletcher-class destroyer, but with less automatic weapons due to top-heavy problems. The British rated it as an Anti-aircraft Cruiser. Just something to think about when defending against air raids with US destroyers.
We just played a modified version of the 1st Edition Pacific game in my summer gaming class, using the Red Minis. It had 6 players, 5 Allied and the Japanese. The Allied were the U.S., Australia, British India, the Netherlands, China, and Japan. The Netherlands did not have an IC but could buy some units from the United States using income from the refineries in the Dutch West Indies and Lend-Lease credits. The Japanese player won because the Allies failed to cooperate effectively. Getting 5 middle school and high school males to cooperate is not at all easy, just like Allied cooperation in World War 2. It makes for a great learning tool.
Playing any Axis and Allies game with more than two players makes if far more interesting than a basic two-player game.
That’s great about the red Japanese Army ! They are pretty cool. Just keep in mind all those modifications were after " many games in the books " and two equally experienced players.
I am still on the “journey” though I have played many times. I am currently playing around with a No Japan Victory when India falls. It just seemed like the USN was just getting itself in a position to challenge the IJN when it was "all over ". I like the idea of fighting for the islands, naval, and airbases……it is what the Pacific War was all about. Have fun!
I know that I did not ask this question, but I would like to say thanks for the clearly worded answer. I think there was once an essay on the subject a long time ago, but I could no longer find it when I had some questions on this subject a while back…again thank you. Loose Moose
Well, I’d like any good Pacific Map with the island named. So I guess a Pacific 1940 map with the label, or a better/bigger downloadable version of the ‘original’ Pacific game board, which already had it labeled. Either would be great for me (and my family).
I have a photo of my grand dad playing baseball on the island…. naval officers versus cooks. 🙂
I have played a lot of A&AP and I’m normally the good ole USA. 5 Bombers is a great U1 purchase. Battleships in my opinion cost too much and you don’t have time to use them. Aircraft Carrier, 2 Fighters, Destroyer, and a sub on U2 and U3. To keep Japan from VP win you have to SBR Japan and Big Boats don’t help you there. Once you take land in range of SBR you don’t need boats but always good to have a couple subs to sub stall. I’ll be playing 3 games tomorrow and I bet I have played 40+ games of this version.
It’s been posted before, but may be relevant to these latest modification suggestions: a relatively simple mod to balance things is to move japan’s VP counter at the end of the whole round instead of at the end of Japan’s turn. Thus to keep its gains, Japan has to think even farther in advance.