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OVERVIEW:
Computer Game: Windows Genre: Wargame, Naval Grand Strategy Type: Turn based Maximum Players: 2 Internet | Play-by-Email | Moddable Availability: Safe Box | Download Developer: KE Studios Designer: John Hawkins
On a fateful December day in 1941 the sound of sirens shrieked across the vastness of the Pacific as the military forces of Imperial Japan struck against an unprepared foe. Within hours the main battle line of the United States Navy lay in Pearl Harbor with broken backs and shredded hulls, the sea awash with blood and oil, while all across the Pacific American, British, and Dutch forces suffered defeat.
While the toll was terrible at Pearl Harbor it could have been much worse. No carrier had been in port, the submarine force had barely been touched, and most importantly the massive fuel tank storage facilities went unscathed. Instead of slaying the giant the Japanese only awoke it.
By mid-1942 Japan's dream of uniting the Pacific under the Greater East Asia Co-prosperity Sphere began to fade with the defeat of the Imperial Japanese Navy at Midway. From that point forward the struggle between the Allies, led by the United States, and Japan became one of attrition. Slowly Japanese territorial gains began to shrink, as the Allies began to close an ever-shrinking ring around Japan through a campaign of island hopping in the Pacific and bitter jungle warfare on the mainland of Asia. In 1945 the ring had closed and the Allies were faced with the prospect of a long bloody invasion of the home islands of the Empire of Japan unless they could force surrender. Ushering in a new age of warfare the United States did force that surrender, thanks to the use of two atomic weapons that saved countless lives of Allied servicemen, ending once and for all Japan's Imperial ambitions.
In KE Studios' War Plan Pacific players take on the role of the supreme commanders of either the Japanese or Allied forces fighting for dominance of the Pacific during the Second World War. Commanding the historical air, naval, and (abstractly) ground forces that fought in the epic clash will history repeat itself or will the war end with the Americans, exhausted from years of bloody battle, negotiating a peace treaty with Japan?
War Plan Pacific takes a bold approach to grand strategic wargaming. Balancing historical reality and gaming playability, War Plan Pacific makes commanding entire fleets and air groups highly intuitive, allowing gamers to easily concentrate on strategy rather than being bogged down in minutiae as would be expected in a game featuring such a massive scope of conflict. Not only that but War Plan Pacific was designed from the start to be playable in a single session! That's right, a Pacific War title that doesn't take as long as the real war to complete.
With multiple victory conditions, extensive air and naval orders of battles, exciting battles with just the right amount of chrome to make them shine, the ability to face off against either the challenging AI or another live opponent, War Plan Pacific is a rewarding game that offers endless replayability. And with a session length measured in hours--not days, weeks, or months--this is one strategic war game that you have no excuse not to play even in today's hectic world.
Will surrender come on the deck of the Missouri or the Yamato? Find out when you make your own destiny with War Plan Pacific!
FEATURES:
♦ Turn based grand strategy wargame of the war in the Pacific from 1941 until 1945, influenced partially by the classic Avalon Hill board game, Victory in the Pacific.
♦ Playable by one or two players. Multiplayer is supported via Internet play.
♦ An emphasis on playability allows a complete game to be played in under three hours. That's right, from Pearl to Nagaski in three hours.
♦ The theater of operation ranges from Singapore in the east to San Francisco in the west and the Aleutians in the north and Brisbane in the south. Point-to-point based movement. One month turns.
♦ Twenty nine bases of strategic and historical importance.
♦ Eye-catching digital counters of individual historical ships of light cruiser or larger size, amphibious transport groups, convoys and air groups representing the forces of the Imperial Japanese Navy, United States Navy, Royal Navy, Royal Australian Navy, and Royal Netherlands Navy.
♦ Three scenarios. One purely historical, two with alternate set ups.
♦ Two victory conditions for each side: one a "quick" win while the other a slower win. As the Japanese isolate Australia or survive until the American public loses its taste for war. As the Allies strangle Japan's oil supply or force them to the surrender table through a massive ♦ Scenario files are XML text files that can be edited, which also allows the OOB and ship capabilities to also be modified. Likewise, base information, sea distances, and relevance to victory conditions can also be changed.
♦ Turns consist of forming and disbanding task forces and assigning them to either patrol, raid, or invade. Patrol defends friendly bases, raids assault enemy bases and their defending forces while invasions attempt to capture and control enemy bases. Additional turn elements include designating ships for repair, supply efforts, and land based air location.
♦ Combat is fast paced and uses a virtual 'Battle Board' with players choosing to engage their foe in gunnery duels or over the horizon with the use of air power. Air strikes must face CAP and flak, while in surface battles the Long Lance torpedo can be an Allied vessel's worst nightmare. Invasions involve transport groups attempting to overwhelm a base's defenders, softening up targets with pre-landing aerial and surface bombardments.
♦ Plenty of tough choices! With never enough forces to cover the vast Pacific, and with the need to be both offensive and defensive, each turn is one of exciting choices. Historical advantages, disadvantages, and doctrine have been built into the game without the need of cumbersome rules or mechanics, allowing War Plan Pacific to model the war but keep the game playable in a single session.
♦ Each side offers a unique playing experience, keeping gamers constantly engaged in the strategic cat and mouse game that marked the war in the Pacific.
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| Positive Customer Review |
Daraf (Guest)  |
8.31.10 5:33 PM |
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A lot of Simulation Without a Lot of Your Time
This is a strategic level simulation of the Pacific War in World War Two with limited tactical control. There approximately 30 geographic locations on the map connected by sea lanes. This game is based on one month turns. At the beginning of each turn the player decides which geographic locations to invade, raid, patrol or supply. There is some ability to transfer airplanes to a base from other nearby bases. The player also decides which ships to assign to which missions, or to send them to port for repair. Once the strategic decisions are set, the tactical phase begins. At the end of the tactical phase, your ships may put into any friendly port, which means you may have to look for them to give them their next mission.
Combat only occurs in the vicinity of the geographic locations. Ships against shore based aircraft combat occurs in raids and invasions. If the enemy has assigned some naval assets to patrol the location then ship to ship warfare can occur. The tactical choices are limited to choosing to withdraw, engage in air to surface combat or to engage in surface to surface combat. If aircraft are involved you can assign the fighters to either escort friendly strike aircraft or to protect the fleet. You cannot assign targets. The leads to frustration as you watch your dive bombers pass up carriers and rain bombs down on the Yamato which has the ability to absorb dozens of bomb hitS. But, that is the way it went; the bombers sometimes could not find the carriers.
Ships are modeled down to the cruiser level. I suppose there must be invisible destroyers that accompany the other ships. That is the only way I can account for all those long lance torpedoes. Only the Japanese ships have torpedoes. The Allies' anti-aircraft firepower improves over the course of the game. This seems to be modeled by giving ships that join the war later more AA ability. This produces some inversions of reality. For example, USS Texas arriving in 1945 has 50% more AA ability than USS Washington which arrives in 1942. It appears that all the ships in a battle contribute to AA performance of the fleet, so it all averages out. It also appears that Allied aircraft get better as the game goes on, but that may be just the effect of larger numbers.
British carriers have only fighters and torpedo planes. There are no fighter-bomber planes. Your fighters can only fight against other aircraft. Some significant classes of US ships do not appear including Atlanta (AA Cruisers), Cleveland and the escort carriers. The cruisers would add significant AA ability. It might have been over whelming. There are no kamikazes. Maybe it is a wash. There seems to be a higher percentage of hits than in the actual war, but the ships can survive a greater number of hits than in the actual war, so it is about right with regard to the ability of aircraft to sink ships.
You can create your own scenarios. The scenario files are XML which can be edited in notepad or almost any word processor. I like notepad because its limited ability produces limited side effects. It is a little tricky, but you can add in the missing cruisers. Adding the escort carriers is a problem. You can make them either US or British ships. If the former, then they will carry dive bombers, which they did not actually have, or they can be British, but they might get recalled to the Atlantic.
But all in all, I do have a lot of fun playing this game. As advertised, it takes about three hours to play the full game. You can play either side and either side can win. As far as I can tell, this game is bug free and well behaved.
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