Pacific Islands worth 3 icps


  • OK. I came across and old post from 2015 that Black elk started about making all the islands in the Pacific worth 1 icp.
    In the discussion was me BE DK CWO Barney and Baron. CWO posted awhile back which islands had air and naval bases based on WW2.
    I was trying to come up with something then but it fell to the wayside probably due to Hosting many games since then.
    DK has added a 1 icp to each of his Islands in his game and said there was no change as far as going for the islands in the Pacific at least. Dont know if other guys have come up with something but I know Baron mentioned groups of Islands give you a NO of 5 but most times from what I have seen from playing its not worth going for those NOs unless one side just totally controls all the Pacific.

    So my thought is make 6 islands in the Pacific worth 3 icps each with the added Air-Naval bases and Air Strips based on records. If some body has a better record of these then let me know. These 6 islands in my game dont have values. G40 may or other peoples games may have some king of value.

    So now you make these 6 islands Neutral but Pro either side. All you have to do is go and take it. Some islands will have some ground in them. So if Japan has Carolina island at start of game they do not get the money but they need to land a ground troop in it to activate and receive the ground troops and the 3 icps that will go towards there income. Same for US and rest of allies. If you want to activate an enemy island with ground troops you have to attack it and capture to receive the 3 icps. If you fail to capture island then other side gets the 3 icps added to there income.

    This money you receive from each Island can only be spent towards the pacific ocean and not for any land. So if you want to buy ground it can only go towards island attacks or reinforcements or any kind of Naval ship buy. Now this may still be up in the air for now if need to be changed to only naval ships and no transport buys.

    So  I included a map pic to show you the islands I made worth 3 icps. Now I may have to change one island for japan to make closer ? Dont know. I dont want to have it where its 12-6 allies favor. But 9-9 is better and if you want more islands then you need to go get them but to maybe slow down Japan a bit make them get that extra island and defend it. You still going to get some money towards a naval ship buy.
    All you have to do is place a white chip under your ground and naval buys to show u these pieces can only stay in the Pacific side and only land ground on Pacific islands. No biggie.

    Remember in my game the 3 of the Dutch Islands are worth 5 icp and have oil derricks on them and you can SBR them for Damage.
    Also besides doing convoy damage inside boxes you also can do 1 icp damage if your touching a convoy box on the outside of it.
    This gives you more options in the pacific side.
    Air bases scramble 3 planes
    Air Strips can only land 1 plane and scramble only 1 plane.
    Dutch New Guine only had a very small naval port so I left the full naval port in Papua and I dont
    have Guam on my map but would think thats to easy for Japan to hold. But

    Anyway post your thoughts to a certain point.

    Thanks SS.
    image1(25).png


  • @SS:

    So now you make these 6 islands Neutral but Pro either side. All you have to do is go and take it. Some islands will have some ground in them. So if Japan has Carolina island at start of game they do not get the money but they need to land a ground troop in it to activate and receive the ground troops and the 3 icps that will go towards there income. Same for US and rest of allies. If you want to activate an enemy island with ground troops you have to attack it and capture to receive the 3 icps. If you fail to capture island then other side gets the 3 icps added to there income.

    Anyway post your thoughts to a certain point.

    I don’t have any specific comments on the game-play effects that this proposal might have, but I’m wondering about the rationale for a couple of elements.

    First, there’s the “Neutral but Pro either side” element.  As far as I know, there weren’t any islands in the Pacific which were “neutral”.  Most, if not all, of the islands in the Pacific were either full-blown possessions (colonial or otherwise) of one of the main powers, or were “mandate” territories, i.e. were administered by a particular power for the (supposed) good of its resident population (if any), under a mandate granted by the League of Nations in the aftermath of WWI.  A good example would be the Japanese mandate territories (“the Mandates” as they were sometimes called), which covered a vast area and which gave Japan a substantial head start in controlling the Pacific when WWII broke out.  (See my map analysis here for a breakdown of who contolled what at which date: http://www.axisandallies.org/forums/index.php?topic=36590.0).

    Second, there’s the “activation” element.  I’m unclear as to what this is meant to represent.  As I think I mentioned in the previous discussing thread to which your referred, many of the islands in the Pacific were extremely valuable as naval and air bases but had little value in the conventional economic sense.  Some were little more than uninhabited coral atolls, or uninhabited / barely inhabited islands, and maintaining military bases there required almost everything to be shipped in.  To put it another way, they were income-consuming rather than income-generating territories.


  • The neutral suggestion means there pro allies or axis. With the value of 3 icps with the bases. In order to get more island hoping or warfare the territories need to be worth more money.
    As far as activation didnt want to add money for controlled islands at start of game. Whole perpose is to get more island warfare.
    Or then u split the islands.
    Japan 3 3icp islands = 9 icps
    US 2 3icp islands = 6 icps
    FEC 1 3icp island = 3 icps
    Each controls it at start of game. Income added to start of game.
    But Id rather not do this. Maybe to strong for Japan.

    I dont see anybody else suggestions that work.

    You could go to NOs but make them only 3-4 island groups for a 5-8 icp bonus ea. Not 5-6 island groups.

    Then with only use money pacific side gives u a extra piece buy. Im not gonna go after an a n base if its going to not work for me to far out of range.


  • @SS:

    The neutral suggestion means there pro allies or axis. With the value of 3 icps with the bases. In order to get more island hoping or warfare the territories need to be worth more money.
    As far as activation didnt want to add money for controlled islands at start of game. Whole perpose is to get more island warfare.
    Or then u split the islands.
    Japan 3 3icp islands = 9 icps
    US 2 3icp islands = 6 icps
    FEC 1 3icp island = 3 icps
    Each controls it at start of game. Income added to start of game.
    But Id rather not do this. Maybe to strong for Japan.

    I dont see anybody else suggestions that work.

    You could go to NOs but make them only 3-4 island groups for a 5-8 icp bonus ea. Not 5-6 island groups.

    Then with only use money pacific side gives u a extra piece buy. Im not gonna go after an a n base if its going to not work for me to far out of range.

    One idea for getting pretty much the same thing for which you’re aiming, but without introducing the problematic neutral/pro concept, would be this approach (the first three elements of which are unchanged from the OOB rules):

    • 0-IPC Pacific island territories start out under the control of certain specific powers (just as they do now) and with a value of 0 IPCs (just as they do now).

    • 0-IPC Pacific island territories can be conquered by enemy powers in the normal way (just as they can now).

    • A power which controls a 0-IPC Pacific island territory (either as the original owner, or through conquest) can build a naval base there, or can build an air base there, or can build both, (just as they do now, for the normal purchase price these bases cost).

    • During the game round which included the construction of a naval base, or an air base, or both, on a 0-IPC Pacific island territory, this base construction has no IPC effect.  This reflects the fact that setting up a base in such a remote part of the world is initially a money-consuming action.  During every subsequent round, however, a power which controls such an island collects 3 bonus IPCs if he has a naval base there, or 3 bonus IPCs if he has an air base there, or 6 IPCs if he has both kinds of bases there.  This can be said to reflect the fact that, over time, the operational benefits of having such a base start to outweigh the initial set-up costs.

    • A player who has one built just one type of base on an island during a particular round can build the other type in another round.  The +3 IPC bonus provided by the new base only becomes available in the round after its construction (as was the case when the first base was established).  In such a case, therefore, the player would, for one round, be collecting the +3 from his established base but would have to wait until the next round for the new base to bring his bonus up to a full +6.


  • May work your suggestion but would need to crunch numbers to see if it benefits u in the long run. Just think that it may give out to much money early if u own them and already have bases. Nobody could do much without bases already there and u would spend to much money early on bases.
    Would maybe have to see how many bases on mapand do the math.


  • My suggestion was for all games.

    In my game u cant build air or naval bases.
    So the ea base bonus of 3 icp wouldnt work.
    Its pretty historical and it starts in 41.
    Naval bases move only 2 in combat
    Naval bases move 3 in non combat only
    Makes you have to strategize more and earlier.

    But this is be side the point.

    With the 6 islands only youd think thats where most island battles worth fighting over. Got to start somewhere


  • @SS:

    May work your suggestion but would need to crunch numbers to see if it benefits u in the long run. Just think that it may give out to much money early if u own them and already have bases. Nobody could do much without bases already there and u would spend to much money early on bases.
    Would maybe have to see how many bases on mapand do the math.

    These problems could perhaps be solved by one of these methods, of a combination of these methods.

    • Players start out with no bases.  From that point on, there could be restrictions of some sort on when bases can be built, to prevent too much early building.  Players might only be allowed to build one base type on an island in one round, not both types at once.  There might also be threatre-wide restrictions, such as a player only being allowed to build a total of only 1 naval base and only 1 air base on 0-IPC Pacific islands in a given round.

    • Rather than jumping straight from 0 (building round) to +3 (all subsequent rounds), each base could show a gradual increase in value over time (which would actually be more realistic): 0 IPC bonus on building round, +1 bonus on first round afterwards, +2 bonus on second round afterwards, and maximum +3 bonus on third round afterwards.


  • Ya but need to keep it more kiss and use what’s there on setup.

  • '17 '16 '15

    This is what I ended up with on the Global 40 map:

    Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus.

    Japans “Strategic_Defense_Perimeter” National Objective is replaced by “Strategic_Islands”. They now receive 3 PUs for control of “Midway, Wake Island and Guam” when at war with ANY of the Western Allies.  The USA also acquires the “Strategic_Islands” National Objective when at war with Japan.

    On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines).

    The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan.

    The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.

    US usually takes the Marshalls early. Japan Guam. Which they normally do anyway. Japan also will go after DNG, which is also normal. They’ll take Ceylon as well. The rest depends on what strategy one uses, but does seem to create a little more action and sometimes a lot.


  • @barney:

    This is what I ended up with on the Global 40 map:

    Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus.

    Japans “Strategic_Defense_Perimeter” National Objective is replaced by “Strategic_Islands”. They now receive 3 PUs for control of “Midway, Wake Island and Guam” when at war with ANY of the Western Allies.  The USA also acquires the “Strategic_Islands” National Objective when at war with Japan.

    On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines).

    The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan.

    The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.

    US usually takes the Marshalls early. Japan Guam. Which they normally do anyway. Japan also will go after DNG, which is also normal. They’ll take Ceylon as well. The rest depends on what strategy one uses, but does seem to create a little more action and sometimes a lot.

    Thanks Barney.  I added your name to first post. I remember now you were messin with Triple A. .
    I am trying not to go with island groups if I can help it. My game doesnt have NOs but yes for G40 that works.

    Everybody is at the start of my game so action off the bat.
    As far as my 3 Dutch islands being worth 5 PUs I wont use the bonus there for either side.

    So pacific map you say japan or allies capture a island worth 2 or less they receive 2 PUs. I take it that is a 1 time bonus only and not adding to there income.

    Do you have a rule in place if u receive any island bonus money has to go towards pacific side only and not spent for land is Asia or India ?

    Thanks and Ill check my map with your suggestions and see if I go that route.

  • '17 '16 '15

    Hi SS

    Yea you get the 1 PU bonus every turn if you own it and are at war. So game start it doesn’t kick in unless Japan gets the ball rolling, which sometimes they do : ). The 2 bucks are every time you conquer it.

    I found that an extra buck, others opinions as well, wasn’t enough incentive. 3 bucks every turn would be too much imo, so ended up with if you do battle and win, you get rewarded. So yea, 2 bucks for conquer and 1 for owner. Next turn you’d just get the 1 for owner if nothing changed.

    You can spend the dough wherever you want, although US is probably only one that would spend it elsewhere in the global game. Maybe Japan.

    I like your idea about the bases, but i also like having to build them. I play where bases only cost 12 bucks as opposed to 15 oob global ( not sure what yours are ) so they’re a little easier to build.

    Yea I need to check your program out in detail some day. Just never seems to be enough time. : ) At any rate, just a couple ideas.

  • '23 '22 '21 '20 '19 '18 '17 '16

    SS, it sounds like you have basically already decided to make your Pacific islands worth 3 IPCs each, and you’re just looking for minor advice about whether to move an island over by one sea zone or something like that. As always, if your rule is fun for your playgroup, then, great, have fun! You’re not hurting anyone. That said, I can’t really offer you advice about how to get the balance right on your 3-IPC islands, because I don’t like the overall concept. Your custom map is attractive and colorful and has some territories in just the right places, but I just can’t stomach the idea that the Solomon Islands are somehow worth more money than Colorado and Utah, or that the Caroline Islands are worth more money than Shanghai. I know it’s a game, but that breaks my suspension of disbelief. If the numbers are off by that much then I’d rather be playing Lord of the Rings or Star Wars or something that’s not even pretending to be historical.

    The way I see it, the Central Pacific islands are a collection of tiny, barely inhabited rocks with no natural resources beyond a bit of fresh water, limestone, and coconut. In game terms, every central Pacific island put together (Iwo, Wake, Midway, Solomons, Carolines, Marshalls, etc.) is worth less than 1 IPC in terms of what can be generated or extracted from the islands themselves. So the question is, how can we make the islands relevant without blatantly ignoring the islands’ very low economic value?

    I see basically three options:

    • Naval Resupply Areas

    • Unsinkable Aircraft Carriers

    • Convoy Raiding Posts

    Naval Resupply

    Even if the islands didn’t have anything particularly useful on them, they were still a place where boats could dock, anchor, and make repairs or transfer cargo on a surface that wasn’t bobbing and sinking in the waves. 1940s naval technology made it difficult and risky to transfer fuel, personnel, spare parts, etc. on the high seas, so having control of some islands every few hundred miles where you could meet up with friendly ships and take care of logistics provided a real benefit to your overall naval war effort. In Global 1940-type maps, I think this is adequately represented by just putting naval bases on many of the islands. On smaller maps, you might choose to make the island chains worth 1 IPC each to abstractly represent this benefit. You could also have a national objective that provides, e.g., 3 IPCs if you have at least 2 island bases in the Pacific. It’s not clear that you really needed more than 2; having one staging ground to exchange parts and fuel and so on is a really big deal, but by the time you hit staging ground #5 in the same ocean, you start to see sharply diminishing returns.

    Unsinkable Carriers

    Another major use for the islands was as unsinkable aircraft carriers – numbers are tricky in Axis & Allies because we don’t know how many literal aircraft each “fighter plane” piece represents, but there was a big gap between the capacity of an “average” carrier and an “average” island air base. Truk hosted 300 Japanese aircraft, Rabaul hosted 117 Japanese aircraft, Henderson Field hosted 161 Allied aircraft, and Midway had 127 planes. By contrast, there were only 90 aircraft on the USS Enterprise, 78 aircraft on the USS Lexington, 72 aircraft on the fleet carrier Shokaku, and 30 aircraft on the light carrier Shoho. Officially, this gets picked up in the A&A rules by the fact that you can only put two “planes” on a carrier, but you can put as many “plane” miniatures as you like on an island. In practice, there is very little reason to ever put planes on an island in Axis & Allies because of the strange way that A&A counts aerial movement. Moving out of and then back onto an island counts as 2 movement points, and an airbase only boosts your movement by 1 movement point – so a tiny naval fighter plane sitting on a carrier somehow gets better range than a double-engine fighter plane sitting on a nice long flat runway next to a generous fuel depot, even when the carrier stays put and doesn’t sail toward battle to help pick up its expended fighters. In Global 1940, it’s sometimes helpful that an airbase lets you scramble 3 extra fighters to defend a sea zone, but the airbase is still of limited value, because that defense is static – the fighters landed on the island can’t easily be used to attack enemy targets in any other sea zone, especially if you’re short enough on carriers to want to bother with an airbase scramble. An airbase can help you cheaply maintain a naval stalemate, but it doesn’t give you much of a reason to want to own a chunk of the Pacific in the first place. I think if you wanted this to be the motive to take over Pacific islands, you’d need to fix the movement rules for islands. Maybe just make it so moving from an island to the sea zone that wholly encloses that island (or vice versa) is completely free.

    Convoy Raiding Posts

    This is really a special case of naval resupply, but part of the idea is that if you can base your subs and destroyers and so on closer to the merchant traffic that they’re preying on or protecting, then you can launch a lot more convoy raids or safely escort a lot more convoys. So, even if the islands themselves are economically worthless, the islands serve as a series of small, conveniently located naval bases that allow you to escort (or sink) ships carrying cargos that are worth a lot of money. The problem with this rationale is that 9 times out of 10, you’d be better off just using a convoy zone! If what you’re trying to represent is the idea that you’ve found a good place to raid merchant traffic, then put a merchant traffic icon on the map. Don’t put an island on the map. An island is not a fleet of merchant marine freighters.


  • @Argothair:

    SS, it sounds like you have basically already decided to make your Pacific islands worth 3 IPCs each, and you’re just looking for minor advice about whether to move an island over by one sea zone or something like that. As always, if your rule is fun for your playgroup, then, great, have fun! You’re not hurting anyone. That said, I can’t really offer you advice about how to get the balance right on your 3-IPC islands, because I don’t like the overall concept. Your custom map is attractive and colorful and has some territories in just the right places, but I just can’t stomach the idea that the Solomon Islands are somehow worth more money than Colorado and Utah, or that the Caroline Islands are worth more money than Shanghai. I know it’s a game, but that breaks my suspension of disbelief. If the numbers are off by that much then I’d rather be playing Lord of the Rings or Star Wars or something that’s not even pretending to be historical.

    The way I see it, the Central Pacific islands are a collection of tiny, barely inhabited rocks with no natural resources beyond a bit of fresh water, limestone, and coconut. In game terms, every central Pacific island put together (Iwo, Wake, Midway, Solomons, Carolines, Marshalls, etc.) is worth less than 1 IPC in terms of what can be generated or extracted from the islands themselves. So the question is, how can we make the islands relevant without blatantly ignoring the islands’ very low economic value?

    I see basically three options:

    • Naval Resupply Areas

    • Unsinkable Aircraft Carriers

    • Convoy Raiding Posts

    Naval Resupply

    Even if the islands didn’t have anything particularly useful on them, they were still a place where boats could dock, anchor, and make repairs or transfer cargo on a surface that wasn’t bobbing and sinking in the waves. 1940s naval technology made it difficult and risky to transfer fuel, personnel, spare parts, etc. on the high seas, so having control of some islands every few hundred miles where you could meet up with friendly ships and take care of logistics provided a real benefit to your overall naval war effort. In Global 1940-type maps, I think this is adequately represented by just putting naval bases on many of the islands. On smaller maps, you might choose to make the island chains worth 1 IPC each to abstractly represent this benefit. You could also have a national objective that provides, e.g., 3 IPCs if you have at least 2 island bases in the Pacific. It’s not clear that you really needed more than 2; having one staging ground to exchange parts and fuel and so on is a really big deal, but by the time you hit staging ground #5 in the same ocean, you start to see sharply diminishing returns.

    Unsinkable Carriers

    Another major use for the islands was as unsinkable aircraft carriers – numbers are tricky in Axis & Allies because we don’t know how many literal aircraft each “fighter plane” piece represents, but there was a big gap between the capacity of an “average” carrier and an “average” island air base. Truk hosted 300 Japanese aircraft, Rabaul hosted 117 Japanese aircraft, Henderson Field hosted 161 Allied aircraft, and Midway had 127 planes. By contrast, there were only 90 aircraft on the USS Enterprise, 78 aircraft on the USS Lexington, 72 aircraft on the fleet carrier Shokaku, and 30 aircraft on the light carrier Shoho. Officially, this gets picked up in the A&A rules by the fact that you can only put two “planes” on a carrier, but you can put as many “plane” miniatures as you like on an island. In practice, there is very little reason to ever put planes on an island in Axis & Allies because of the strange way that A&A counts aerial movement. Moving out of and then back onto an island counts as 2 movement points, and an airbase only boosts your movement by 1 movement point – so a tiny naval fighter plane sitting on a carrier somehow gets better range than a double-engine fighter plane sitting on a nice long flat runway next to a generous fuel depot, even when the carrier stays put and doesn’t sail toward battle to help pick up its expended fighters. In Global 1940, it’s sometimes helpful that an airbase lets you scramble 3 extra fighters to defend a sea zone, but the airbase is still of limited value, because that defense is static – the fighters landed on the island can’t easily be used to attack enemy targets in any other sea zone, especially if you’re short enough on carriers to want to bother with an airbase scramble. An airbase can help you cheaply maintain a naval stalemate, but it doesn’t give you much of a reason to want to own a chunk of the Pacific in the first place. I think if you wanted this to be the motive to take over Pacific islands, you’d need to fix the movement rules for islands. Maybe just make it so moving from an island to the sea zone that wholly encloses that island (or vice versa) is completely free.

    Convoy Raiding Posts

    This is really a special case of naval resupply, but part of the idea is that if you can base your subs and destroyers and so on closer to the merchant traffic that they’re preying on or protecting, then you can launch a lot more convoy raids or safely escort a lot more convoys. So, even if the islands themselves are economically worthless, the islands serve as a series of small, conveniently located naval bases that allow you to escort (or sink) ships carrying cargos that are worth a lot of money. The problem with this rationale is that 9 times out of 10, you’d be better off just using a convoy zone! If what you’re trying to represent is the idea that you’ve found a good place to raid merchant traffic, then put a merchant traffic icon on the map. Don’t put an island on the map. An island is not a fleet of merchant marine freighters.

    Thanks for reply. As far as 3 icp islands that is not going to happen. The basic idea was to get more action from islands and to see if there was anymore ideas out there. I probably go with each non value island will become worth 1 icp.
    I dont have NOs in game as of now. I dont believe in them unless it has to do with capturing territories and being rewarded for it for fuel and supplies etc. But if I dont go with barneys idea with a few tweaks probably have to go with island groups give you a NO bonus. If I dont go with 1 icp islands then I’ll go with 2-3 island NO bonuses of maybe 5 icps ea. If you make the NO worth 5-10 icps then that would make more Island warfare. I have to find the right island groups.

    I think going with NO for Island groups is the simple way to go. Just dont give any non value Islands a value.
    Also I could raise the convoy raid outside of a convoy box to 2 icp damage instead of 1 In the Pacific only.

    4 ships doing ave damage of 6-9 per convoy box in game now.
    4 ships doing ave damage of 9-11 per convoy box is probably to high. But at least now in game you can do more damage around a convoy box besides just inside it. Europe side is awesome. Constant raid battles going on on that side for most of game if Italy runs out 2-3 subs from Med. The problem was only raiding convoy boxes on inside. But now in game at least you can get to outside of some convoy boxes. So at least Some raiding increased in the Pacific.


  • Heres a list of island groups NOs for starters and can be adjusted.
    There for either Japan or US.

    A group    Grey
    Midway
    Wake
    Marianas

    B group    Orange
    Carolina
    Marshall
    Palan

    C group    Blue
    Dutch New Guinea   Japan
    New Britain                or
    Papua                     Anzac/Allies

    D group    Red
    Iwo Jima
    Bonin
    Wake

    E group    Green
    Carolina          
    New Britain        
    Solomon

    F group    White
    Borneo
    Celebes
    Java
    Sumatra

    All worth 5 icp bonus. This bonus may increase for certain island groups for more battles.

    I will also have 1 or 2 island group NOs for the Med.

    Barney you got any thoughts on this or tweaks from your play as far as with your pacific island changes ?


  • @SS:

    The basic idea was to get more action from islands and to see if there was anymore ideas out there.

    I sympathize with SS when he wishes that the Central Pacific islands would see more action, which would indeed make the game more interesting if they did.  To draw a parallel, this is similar to the long-expressed wish by many players for the cruiser unit to get bought more often and see more action.  And in both cases, I think that the root cause of this under-use problem is the fact that the A&A games – even when it comes to a version as large and complex as Global 1940 – are (of necessity, since they’re board games rather than full-blown wargames) a highly simplified and abstracted representation of WWII.  As a result of the simplifications and abstractions they involve, certain map places (like the Central Pacific islands) and units (like the cruiser) end up looking rather pointless in the game, even though their importance was clear and substantial in the real Second World War.  To use those two cases as examples:

    • The real-life importance of the Central Pacific islands in WWII had to do with the mechanics of how Japan and the US controlled (i.e., either fought to get control of, or fought to keep control of) the vast and mostly empty stretches of the Pacific Ocean – something which isn’t modeled into the A&A game, either in terms of how these operations actually worked or in terms of the completely unrealistic size of the Pacific Ocean on the map.  The gradual US advance westward across the Pacific from 1942 to 1945 illustrates that these operations hinged on island-based control of the airspace and of the waters of each successive region through which the US was advancing.  In short (and what I’ll describe here is a very simplified sketch), the script worked as follows.  By securing a new island territory – say, the Marshall Islands – the US gained both airbases and naval bases.  To conquer the next island territory down the line – say, the Carolines – the US would begin by using its Marshall Island airbases to start securing the airspace of the Carolines.  This initially would involve trying to demolish Japan’s Caroline Island air forces on the ground by long-range bomber attack.  As the airspace around the Carolines would become more secure, the US Navy would start venturing into the area to speed up the airspace-securing process (using medium-range carrier-based airstrikes against Japan’s planes and runways) and would also start securing the waters around the Carolines (in part to cut them off from resupply).  Once the Caroline’s airspace and waters were sufficiently secure, the US would send in an amphibious invasion force; this would operate in conjunction with continued US attacks from the air and from the sea (including naval bombardment and short-range carrier-based airstrikes).  Ground troops – Army and/or Marines – would ultimately be landed on the beaches and would fight their way inland until the island was secured.  Other islands in the island group would receive the same treatment.  And once the whole island group was secure, the US would repeat the whole process for the next island group down the line…say, the Marianas.  To put the whole thing in a nutshell: air forces would be used to secure the air, which in turn would allow naval forces to secure the water, which in turn would allow ground forces to conquer the land (specifically, island territory), and the newly-secured island territory would allow the process to be repeated in order to make the next jump westward.  A&A doesn’t work like that (at least not in that level of detail in its OOB form), so it’s not surprising that in A&A the Central Pacific islands don’t see much action.

    • In real-life WWII, cruisers saw more action than battleships for a couple of reasons, both of them related to the cost differences between these two types of gun-armed surface-combat vessels (which were conceptually similar, though very different in terms of the scale of their features).  One reason was sheer weight of numbers: naval powers had far more cruisers than battleships in their fleets because cruisers (especially light cruisers) were cheaper and faster to build (just as destroyers were vastly cheaper and faster to build than cruisers; the US Navy ended up with hundreds of destroyers, if I’m not mistaken, though destroyers were conceptually quite different types of warships).  The other reason was that, because battleships were more expensive to operate (in terms of crew size and fuel consumption) and represented a more serious blow if they were lost in combat (because they represented such a huge investment), admirals tended to more cautious about sending battleships into combat that cruisers, whose combat loss was, frankly, more affordable.  For a classic example of this skittishness, look at the Japanese superbattleships Yamato and Musashi, which spent most of their careers at anchor in bases located far from the front lines.  The same thing happened in WWI with the battleships of the British Grand Fleet and the German High Seas fleet: they spent much of the war at anchor, in part because it was felt (though not necessarily said out loud) that it was more important for them to stay float than sink the enemy.  Again, A&A doesn’t model this very well in its OOB rules.  The battleship unit was the first A&A unit to be created, back in the original game, and then the destroyer was added in the original Europe and Pacific games; when the cruiser was introduced later (I can’t recall in which game), Larry may have had no choice but to try to jam it as best he could between the existing rule conception of the battleship and the existing rule conception of the destroyer, with (arguably) results that made the cruiser an unattractive purchase.


  • Yes CWO in my game cruisers can M3
    D12 system
    Cruisers A7 D7 M3 C9
    Battleships A9 D9 M2 C15
    Naval Bases
    Move from any naval base in combat is only 2
    Combat should slow you down
    Move from a naval base in non combat is 3
    This is nice because it forces you to plan naval battles.
    Now the Cruiser can M4 this does help you send out faster to some sz. as blockers or future attacks. But remember subs get FS and can take them out plus they cant due nothing to a sub if its convoy raiding. You need tacs and destroyers for them. Plus Sub can submerge even if destroyer present. Destroyer then would use its Depth Charge Attack.

    Plus if US gets there NA of fast carriers the can also move 3.
    Plus there is a tech in game that has carriers can carry 3 planes.

    Plus figs and tacs M5 in game
    Plus figs cant land on carriers only naval figs and dive bombers and those planes only M4

    Plus Us and Japan has the NA island bases where they get a +1 move from them. So now planes can M7 from an airbase.
    This has not unbalanced the game. Havent had a game yet where US got all 3. There is a lot more action in the pacific also with Tacs can hit surfaced subs and subs cant hit subs.

    This has made the convoy raiding just like it was in war on Europe side.


  • @SS:

    Heres a list of island groups NOs for starters and can be adjusted.
    There for either Japan or US.
    Colored chip shows the island groups in map pic. Helps to see them and to tweak.

    A group     Grey
    Midway
    Wake
    Marianas

    B group     Orange
    Carolina
    Marshall
    Palan

    C group     Blue
    Dutch New Guinea   Japan
    New Britain                or
    Papua                     Anzac/Allies

    D group     Red
    Iwo Jima
    Bonin
    Wake

    E group     Green
    Carolina          
    New Britain        
    Solomon

    F group     White
    Borneo
    Celebes
    Java
    Sumatra

    All worth 5 icp bonus. This bonus may increase for certain island groups for more battles.

    I will also have 1 or 2 island group NOs for the Med.

    Barney you got any thoughts on this or tweaks from your play as far as with your pacific island changes ?

    image1(26).png

  • '17 '16 '15

    yea it seems to me that it’s generally easier to prevent a NO bonus than attain it. The big money islands for JPN being an exception, at least early. Still think it’s a good idea that could produce more action, depending on ones strategy.

    Just have to try it out : )

    Cool way you change up the  combat movement and non.


  • @barney:

    yea it seems to me that it’s generally easier to prevent a NO bonus than attain it. The big money islands for JPN being an exception, at least early. Still think it’s a good idea that could produce more action, depending on ones strategy.

    Just have to try it out : )

    Cool way you change up the  combat movement and non.

    Still may not go with the Dutch Island bonus. There worth more money each now. But if Japan owns all 4 islands and the 3 islands are maxed out on Oil Derrick damage 15, they would still collect the NO 5 bonus. Because Oil derrick damage goes against your income total. So Japan would lose 15 icps in income but gain back 5 from NO bonus. If you capture a territory with a damaged Oil Derrick the damage doesnt go against your income total. But you have to repair it if you want the territory to count towards a NO or a 1 VC Bonus point in game.


  • I seem late into this post but we have to sit down and figure out what the value of the territory is worth is based on. Most of us will automatically say it represents resources right? Well unfortunately, not every island is going to be worth anything if it is based on resources, take Iwo Jima as an example. The island is completely worthless but it became great worth based on its military value of having an airstrip long enough for bombers to takeoff and land.

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