steve crowley - Aug 5, 2009 5:46 am (45560.) new I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. Gandhi. >OTW for me is Decision's Advanced Pacific Theater of Operations Be interested in your comments on this one Tony. Have the rules changed much from the original? Some nice ideas in that original game but the game play itself was awful tony doran - Aug 5, 2009 6:25 am (45561.) new Remember Scipio Steve; Three new rules changes I think solve some of the problems with the original PTO game. the problems which leap out at me from the original were: 1)The "death Star" Supply Bases, which could be built anywhere, and were virtually indestrucible, and could supply everything within range. Those are now gone from the game. If you want to supply a unit, you have to carry the supplies to it (for the most part). 2) The ease with which naval units at sea could be located. The new recon rules make this far more difficult, and the difficulty increases with range. 3) The Massive CV forces which could roam the ocean at will. There is a new optional rule (which I highly recommend using) called, "Carrier Coordination", which makes it difficult to manage the air assets from a large number of carriers. Under this rule, it appears that 6 carriers is optimal, more, and as likely as not, you will not be able to control all the air assets effectively. This produices a far more historical result in terms of the number of carriers which can effectively operate together. One other change (which makes the game far more interactive-and is also present in AETO) is that during the Naval and Air Phase, the players alternate moving and fighting with Naval and air assets, rather than one side doing it all first, and then the other side.