From: Markus Stumptner Subject: Pacific War Q&A Last week, I got hold of the following file, which contains a number of clarifications for VG's Pacific War. Should be of interest to anyone who plays the game. Markus PACIFIC WAR QUESTIONS AND ANSWERS This file is a compilation of the snail and electronic mail correspondence between myself and PW designer Mark Herman. These are my PW rules Qs and Mark's answers. NOTE: the latest PW errata sheet from VG which I am aware of is dated 1 April 1986. 1. Engagement and Battle Scenarios: A ground unit is Deactivated due to combat or withdrawal. Is it therefore Deactivated for the rest of the scenario? -Yes. 2. 33RO: This is the only mention I can find in the rules to ground units' being disallowed to exit exit enemy-occupied hexes. Is this indeed "hard and fast," such that Retreat (mandatory and optional) and Withdrawal are the only exceptions? -Yes. 3. Clarification: Some air units (example: 1E air units) will be able to conduct searches (per the search chart) at ranges greater than their range factor would allow. I assume this is permissible (range factors are not used for searches). -Yes. 4. Clarification: A TF comprised solely of capital ships may have no more than 6 naval units in it. A TF comprised solely of non-capital ships may have no more than 4 naval units in it. Correct? -Yes. 5. Battle Scenario #4, Victory conditions: Must the Japanese still land at least one battalion of ground units on Guadalcanal to win if they have eliminated all U.S. air units on Guadalcanal at the end of the battle cycle? -Yes. 6. The 1 April Errata states that, in the Strategic scenarios, the British should place a 2E-L1 instead of a 2E-L0 at any British controlled airfield. Does this change also apply to Campaign scenarios 1 & 3? -Yes. 7. Do CVS, ST, & KRS submarine units carry intrinsic LRA units (1 each?) which deploy on the map when they establish seaplane bases, or do they merely establish bases for other LRAs in the OB? -The latter. 8. May a player split up a TF into new TFs during the movement or contact phases? -Yes. 9. What happens if a game has one day left to play (-> Battle scenario. Battle cycle = 2 days.)? -It's over. 10. clarification: Do LRA units count against the launch capacity of airFIELDS? -Only if they move, NOT if they search. 11. Battle scenario #3, special rule 2: Shouldn't this rule apply to the contact phase as well (and apply at the beginning, end, and during the contact phase)? -Yes-there is nothing in the wording to suggest otherwise. 12. clarification of 22L-0: May an AA disembark a ground unit and _then_ move? -No, especially an amphibious assault. 13. Who determines losses to unalerted air units (on airBASES) caused by air/naval bombardment (or damage to aircraft carriers), ground combat, or demolition? -Owning player. 14. LRA night attack (optional rule): Is search rolled for this attack to determine whether flak is fired before or after the attack? (The rule is unclear, and implies otherwise.) -No->flak occurs always. 15. Engagement Scenarios 3, 4, and 5: The Advantage player is specified in the instructions, but the Operation player is not. The latter is important for determining Lighting, which is very important and which begins each Battle Cycle- which comprise Engagement scenarios. (It seems pretty obvious to me who the Operation player should be in each of these; nonetheless, it should have been spelled out.) -Lighting is determined by die roll at all times during engagement scenarios. 16a. Pursuit: If the non-retreating player Pursues, must he do so with _all_ of his involved units, or may he do so with some, but not all of them? -Some, but not all. 16b. If the latter is allowed, must the non-retreating player pursue with the unit whose TQ was used to adjudicate the combat? -No, but its TQ is used to determine pursuit. 17. Note: according to the rules, cagey players can place a Force marker on the map on a one-for-one basis for every ground unit in a hex, & only involve those Forces (units) he wishes when attacking & forcing the other player to attack every Force (unit) he has (when defending) if the other player wants to take the hex. Or... the attacker can concentrate against the defending Force(s) (unit)(s) of his choice. Is all of this legal? -No matter how many force markers are in a hex, a combat involves all of them- not many individual battles. 18a. Engagement scenario #3: Is Lighting rolled for the 3 Japanese pre-game airstrikes? If so, is it rolled separately for each airstrike? -Yes. 18b. I assume that, regardless of the above, Lighting will be rolled again after the airstrikes (-> first step of the Battle Cycle). -No- all daylight. 19. Search: Does a successful Search detect all TFs in a hex? -Yes. 20. 10L-8: I assume _only_ TFs which have just concluded Naval Combat may reorganize at the conclusion of Naval Combat. -Yes. 21. 22L-5: If a combat strength of "1" is to be halved, is it 'halved' to "0" or "0^4"? -"0." 22. Must all targets for firing vessels (Naval Combat) be designated before any combat is resolved, or are targets designated/combat resolved sequentially? -The former. 23. (Pearl Harbor scenario, both Strategic scenarios): The special rules call for doubled hits against naval units. a) Does this apply to critical hits as well (are they doubled)? -Yes. b) Are hits against submarines doubled? -Yes. 24. Can submarines receive critical hits? -No. 25. (Both Strategic scenarios): RE Special Rule #7: Is this one _total_ step for the first 6 months or 1 step _per month_ for the first 6 months? -The latter. 26. Errata Sheets: These refer to Command Points available in December 1941, not December 1942, I assume (Special Rule #1, Strategic scenarios). -Correct. I'll get it right one of these days. 27. May Players freely break down/recombine air units ("make change") prior to the mandatory Reorganization at the end of the Air Mission Phase? (Example: The Japanese strike against Pearl Harbor is Detected, Alerting the U.S. air based there. The U.S. can put 18 steps of air power in the air. However, in order to put 18 steps up, he must leave some units on the ground that he would rather put up because he cannot break down air units to make the steps work out right- he must go with the strengths given in the setup instructions.) -No. 28. The rules are vague about what happens when an escort engages more than one alerted air unit in air combat (the same problems are present when an interceptor engages more than one mission air unit): a) Does the escort/interceptor get to make a separate attack against _each_ enemy air unit, or does he just make a single attack? -The latter. b) If it is the case that the escort/interceptor makes a single attack, which player determines which unit(s) take losses? -Attacker (escort). 29. May 1E air units perform both strike combat and strafe combat during the same air mission? (The comprehensive Example of Play implies it may do one or the other but not both. The rules are mute on this point.) -It may do one or the other, but not both. 30. Task Forces may reorganize at the start of a friendly movement phase and at the end of Naval Combat. May they reorganize during a friendly Contact Phase as well? -No. 31. Operation Player Contact Phase: I assume the Operation player moves _all_ TFs he wishes one hex before advancing the Naval Movement and Day markers on their respective tracks. (The wording in 20L4-6 could be taken to imply that these markers are advanced after each _individual_ TF moves 2 hexes. The comprehensive example of play has not helped here.) -Correct. 32. Intercept (operational intelligence condition): May the Reaction Player halt the Operation Player's Naval Movement the instant _one_ TF moves 2 hexes, or must he wait until the Operation Player has finished moving _all_ TFs he wishes 2 hexes? (The Comprehensive Example of Play implies the latter, but the matter is not clear.) -The latter. . Message 100 Mon Jan 24, 1994 R.DUMKE [Russ] at 00:45 EST Hello, Mark, I have a few Pacific War Qs/clarifications for you: 1. Random Air Mission Cancellation (41-R-7): the last two sentences of this rule seem to conflict. There's just one die roll per hex, right? 2. Emergency Command Links, Tokyo Express (45-R-9):must the 6+ DD steps be activated to establish the Tokyo Express? If so, may they be moved/used for another purpose, or must they remain in the Tokyo Express Start hex? 3. (Clarification): I assume that Links between HQs and Ultimate Command Sources, as well as all Water Command Links, can be blocked per 45-R-8 (Blocked Command Links). 4. (Clarification): 52-L-2 states that the Operation Player must spend the Command Points he bid on unit activation, time multiples, and HQs. I assume the Operation Player can also spend bid Command Points on OSBs, Emergency Command Links, and Engineering. 5. Naval Repairs: may naval repairs be done at an unlinked yard? Finally, to clear up a few typos: a) 48-R-1: I assume the ref. to the North edge should be to the West edge (for location of Allied yards). b) 47-L-4: Command Link Example: the Allied unit in 1121 is 12 MPs from the OSB in 0922, not more than 12 MPs, and is Linked to that OSB. c) Map A: are hexes 1901 and 1902 Coastal Water or Open Water? Thanks. I know a few of the Qs are nit- picky, but I thought I'd list them in case you ever considered doing a 2nd ed. rulebook. Russ ------------ Category 21, Topic 18 Message 101 Mon Jan 24, 1994 R.DUMKE [Russ] at 21:55 EST Mark- Found 2 more Pacific War Qs for you: 1. 10-L-6: Task Forces can contain up to 4 non-capital ships. I assume this means up to 4 non-capital ship _counters_, given that non-capital ship counters represent more than one ship. 2. 36-R-1, India: The Japanese must exit 80 steps per this rule. Must these steps be permanently kept off-map as a garrison? If so, may units there be "substituted" by moving units on and off the map, and finally, must some sort of a command link be established to these off-map units? Thanks again, Russ ------------ Category 21, Topic 18 Message 102 Tue Jan 25, 1994 R.DUMKE [Russ] at 03:58 EST Well, Mark, I found One (hopefully) last Pacific War Q I forgot about previously: 50-L-8, Jap. Flight Instructors/Sqdrn. Ldrs. mentions eliminating L2 air _replacement_ steps. I assume this means eliminating L2 air steps already on the map instead (which are _not_ replacement steps); otherwise, this rule wouldn't work because one must always take the air repl. steps w/ the most training time, and you couldn't skip L1 steps in training in order to simultaneously take L2 & L0 steps as the text of the rule suggests. Thanks loads for your patience. I really do enjoy this game! -Russ ------------ Category 21, Topic 18 Message 103 Thu Jan 27, 1994 R.DUMKE [Russ] at 00:36 EST Hi, Mark! Two more Pacific War Qs came up that I'd appreciate your assistance with: 1. May an interdicted HQ be voluntarily disbanded? 2. May the Reaction Player buy Penalty Time? If so, is he bound by the same restrictions as the Operation Player would be (e.g., can't initiate combat except for submarine combat)? Thanks again, Russ Category 21, Topic 18 Message 105 Thu Jan 27, 1994 MARK.HERMAN at 19:41 EST Ok Russ here are your answers. Msg 100 1. Mission Cancellation: One die roll per hex per mission. 2. Emergency Command Link: the DD's are not activated and they cannot be used for any other purpose while the link is established. If they are eliminated or reduced the Japanese player must designate another DD in the hex or the link is broken. 3. Yes all links can be blocked even Ultimate ones. 4. No- those other functions such as OSB's occur earlier in the turn. The bid must be spent on activating units for the operation. You do get a free OSB as per 34-L-7. 5. No it must be linked. a. Yes North is west b. Yes you are correct c. 1901 and 1902 are Coastal hexes, what the hell are you doing down there. msg 101 1. Yes it means four counters of non-capital ships. 2. There are no transfers for the exited steps and India cannot reenter the war, so you do not have to maintain a command link. msg 102 Yes, but I agree the wording is awkward. msg 103 You may voluntarily disband from an interdicted port but it is treated as an involuntary disbandanment for returning to play purposes. I believe that's the lot. I'm glad you still enjoy that game. I still play it from time to time when I get free time, usually at AvalonCon. Mark ------------ Category 21, Topic 18 Message 111 Mon Jan 31, 1994 R.DUMKE [Russ] at 23:07 EST Mark, Thanks a bunch for your Pacific War rules answers; some of the Qs were quite important. Every time I think I have finally asked the last Q on the game, a few more come up, though! So I'll stop making promises I can't keep (maybe I should get into politics!) and kindly ask for your assistance with the following Pacific War Qs/clarifications: 1. Is airbase capacity used for air unit movement during a contact phase? 1.a. According to the rules as written, a player could apparently move air units during the contact phase solely along a chain of aircraft carriers, as long as the final carrier had enough capacity. Is this legal? 2. Must CV-capable air units base on and operate from aircraft carriers only of their same nationality (e.g. U.S./British)? 3. Air-Sea Rescue: Do rescued steps undergo training, or do they come back immediately (>Replacement Phase) as steps of the same status level? 4. Japanese Sqdrn. Ldrs. (50-L-8): Must the L2 steps removed from the map be removed from a Linked location? Thanks again. I really appreciate the way you support your games on GEnie. Russ ------------ Category 21, Topic 18 Message 112 Tue Feb 01, 1994 R.DUMKE [Russ] at 23:30 EST Mark, good thing I don't make promises anymore! Is there another Gardner Island (terrain type?) on Pacific War's Map B 0952, or is this a typo? Thanks, Russ ------------ Category 21, Topic 18 Message 113 Fri Feb 04, 1994 R.DUMKE [Russ] at 03:44 EST Greetings again, Mark! I've more big Qs for your big game, Pacific War... 1. If a player does nothing with his naval units during a movement phase except reorganize his Task Forces, is there still Search? 2. May the Operation player spend _more_ Command Points during an Operation than he bid? 3. (BIG) question: May a ground combat unit fight more than one gound combat in the same hex in the same ground combat phase if it is still stacked with an enemy ground combat unit/units? 3.a. Similarly, if a ground combat unit pursues, may it continue to conduct ground combat as long as it pursues into a hex or hexes occupied by one or more enemy ground combat units? 4. The Search Die Roll Modifications (found on the screens) is ambiguous for the first two bullets. It sounds like there is a -1 DRM for every Task Force in the hex (starting with the 2nd) AND a -1 DRM for every individual naval counter in each of those additional TFs (first bullet). A similar situation obtains for the second bullet with respect to Forces and individual ground units in the additional Forces. What gives? Just finished kicking the Allies out of Malaya, had great fun. The multi-ground combat per GCP interp I gleaned from the rules let me do it in one month... Russ ------------ Category 21, Topic 18 Message 115 Sun Feb 06, 1994 MARK.HERMAN at 09:08 EST Here are the replys to Russ's PacWar Q's. Msg 111 1. Airbase capacity isn't in effect during Contact phases since it takes place over a longer period of time in most cases and isn't time critical. However, you can't use CV's as airbases for non-CV aircraft and nationality rules viz a viz carriers must still be observed. Thats the answer to your second question also. 3. Air Sea rescue comes back as the same type literally. So whatever it was before it was shot down, type, level, nationality, whatever is the same. 4. Japanese L2 instructors must leave from linked airbases. Except for Involuntarily disbanding HQ's (voluntarily) most things in the game require a linked precondition. msg 112 There is a Gardner Is at the location you mentioned, its not a typo as far as I can tell without pulling out the original maps, and its an ATOLL as shown by the hex symbol. msg 113 A hex can be searched once per Movement Phase whether you move or not. You may not spend more CP's than the bid. Ground combat (BIGGER) - NO, a given combat unit cannot participate in or be attacked more than once per individual combat phase. I'll give it to you that it never specifically says that in the rules, but on the other it states that during the combat phase you apply the procedure to each hex and the procedure doesn't make any mention of the possibility. Anyway you can get the effect you got in your play but it is done as follows. An attacker enters an enemy hex and conducts combat, oh yeah pursuit doesn't allow for a second combat either, if the attacker were to avoid combat then he deactivates and the offensive is over, if he attacks then you conduct the Ground combat procedure. Now there is a retreat, for example and a pursuit. The original attacker is still activated and during the next combat phase he does it again. He wins, and still has steps, he can continue attacking throughout the operation. He loses once and the offensive is over. It has the same effect as you got, I have conquered Malaya and most of Luzon in one operation in most of my games. The main reason you pursue by the way is to prevent demolition which cannot occur when the hex is enemy occupied. So you can still do it in one month, all you were doing is compressing it into one combat phase which denies you and your opponent the use of naval and air assets in the intervening cycles. The point of the first two bullets is correctly stated by you. For each task force in a hex over one/ and or combat unit there is a die modifer making it easier to find them. This forces you to consolidate TF's in the same hex if you can or if there is more ships in the hex because you can't then it is more likely that you will find them. The reason for making this true for individual ships was to avoid a trick that occurred during playtesting whereby players who couldn't get all ofthe ships in the TF would have them sit as individual counters in the same space. Basically if there is more than a TF in a hex there's a penalty, same for Forces, where the only real effect is on ships in the force. Well that takes care of this round. Mark ------------ -Hope this helps. If you have comments or questions, you can GEnie mail me at R.DUMKE or email me via the Internet at 5436dumker@vms.csd.mu.edu. Enjoy! Russ