Jeremy Pritchard
Posts: 588
Joined: 9/27/2001 From: Ontario Canada Status: offline
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Even if the IJN manages to sink all of the USN carriers, the US should be producing enough LBA that they will still have a seady advance (albiet not as fast). With the US continually producing carriers, they will invariably regain their carrier superiority even though the Japanese might have wiped them out repeatedly. Attrition will inevitably favour the US. I have looked at a lot of 'what if' sites, and they state that even had the IJN won at Midway, by 1944 they would still be outnumbered qualitatively and quantitatively. Realistically, by 1944 (usually) the US has the choice to attack wherever they want. The Japanese can only really delay the American advance. No matter the US casualties, I cannot forsee the US accepting anything other then Unconditional Surrender. Basically any piece of territory will be taken by the US eventually, it is basically a matter of time. This is what I feel to be important in the game. Time. The timing of when things happen is very important to be modeled. Back to the ever popular Singapore situation... If Territorial and casualty VP's are only counted at the point of occupation (i.e., you only get points if you occupy a base) then this is what will happen. 1941 - British evacuate as many units as possible from Malaya/Singapore (Save on losing casualty VP's) (Base VP's to UK) 1942 - Japanese easily secure Singapore/Malaya (Base VP's to IJA) 1944 - Britain returns to Malaya/Singapore primarily because of the use of the 18th British and 8th Australian Divisions. (Base VP's to UK) 1945 - Game ends (Base VP's to UK) The way that this game goes it ends almost as if the Japanese never took the base (as VP's are only calculated at the end of the game). The withdrawl of UK forces was smart because having them stay and fight Japan will give them nothing, but retreating to retake the base when VP's count (near the end) is the most intelligent thing to do. Casualty VP's will count only against you, so why risk units when losing them will give you nothing, even if you manage to delay your enemy significantly. With a flexible VP system it will be like this... Historically, from December 1941 to February 1942 the UK get, say, about 200 VP's for holding Singapore. 1941 - Every turn the British get 20 VP's for holding Singapore (once Sintapore is taken, even if it is retaken they lose this VP bonus) - The Japanese will gain 200 VP's (a one time bonus) for taking Singapore by February 15, 1942. (Every turn after that they lose 0-50 VP's until they get Zero, or something like that) So, it is beneficial for the UK to delay the Japanese, as they not only gain VP's, but make Japan lose them. It is beneficial for the Japanese to take the base sooner, as to gain the 200 VP bonus, and limit the number of VP's the UK gets. As you can see, if the base is captured on the historical date, both sides will recieve 200 VP's. So, if everything is done historic (still resulting in Japan's defeat), neither side would 'win', and it would be a stalemate. The Avalon Hill game Operation Crusader gave points per turn for bases, as for every turn you held on to Tobruk you gained 100 VP's. VP calculation like this help to remove the ever present threat of hindsight taking control. Of course the British know that holding Singapore is virtually impossible, and without any reason to do it they will not. However, with significant VP's to be lost or gained by holding it for just a few months might be enough to get them to want to throw away the 18th and 8th Divisions. Different VP values for both sides is also important. The Japanese will not get as much for Singapore/Malaya as the British, nor should the UK get as much if they liberate it. The Japanese know that by 1944 there will be 5+:1 odds against them, and so does the US. All the US has to do is sit back until 1944, when they charge in will all of their pre-war carriers and Essex's equipped with F6F's and TBM's. Absolutely, casualties and territory control is important, but it should not be the only determination of victory. Using this method, the only way that Japan can win is if unrealistic situations are introduced (i.e., US surrender if casualties get too high, they control enough territory, you run out of time etc..). These reasons really would not have resulted in a Japanese victory in the real world. Pacific War was done in a time before complicated victory systems could be included into games, due to code limitations. The goal of the game is to get the players to do better then history without adding unrealistic victory levels. Should the Japanese have a bad few turns, the game could be over if casualty and territory VP's are all that matters. With mission VP's, they might be able to still pull off a victory, or a stalemate, even with a disaster or two. Without a flexible VP systme the US does not really have to play smart either. All they have to do is sit back and wait for the men and material arrive before starting their attacks. However, we all know that the Allies counterattacked in 1942 in all theatres (SW and Central Pacific as well as SEAC), and faced a lot of problems and casualties in achieveing (and sometimes not achieving) all of their goals within their timeplans. Sure, sometimes you might refuse a mission because of knowing that your next mission might be too risky (like taking PM might lead you to the mission of taking Australia). However, the mission VP's might be a little more flexible. Instead of continuing to advance, maybe your next mission is to hold and defend your conquest, gaining VP's for holding it each turn, or gain a bunch of VP's if you hold it until a certain date, allowing you to withdraw witn no VP penalty after this time. These can be major VP bonanzas, worthy of risking your best troops and ships over. Should the US stop at the Marianas to bomb out the Home Islands, possibly the Japanese will gain enough VP's through holding Luzon, Formosa and Okinawa in the face of economic VP loss due to bombing? It forces players to be not only more aggressive, but more defensive. It would be like a series of small UV's in the game, where you will gain VP's for taking and/or holding bases, possibly even getting VP's for destroying enemy equipmend (i.e., the USN gets a one time bonus of 1000 VP's if they do a Doolittle raid, and possibly the IJN gets 500 VP's for every enemy CV sunk by a certain date for the IJN after the Doolittle raid, encouraging a Midway like invasion to draw out the USN).
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