Category Archives: World War II

SOPAC – Finished

Yes, wrapped up…….with an unanticipated and very abrupt ending.

As usual, it was as function of (another) rules/scenario comprehension (or lack of) gaffe.

I forgot that in this scenario, neither side is affected by “Interservice Rivalry”.  This status has a significant impact on gameplay as these rivalries preclude activating both Army and Naval units in the same turn/offensive.  In SOPAC, the bulk of the respective naval forces are located in the New Hebrides and Solomons, while army units are in New Guinea/Australia.

Given card draws, the relatively weak strength of US naval forces during the first few turns, and this apparent operational limitation, the Allies had focused on New Guinea, with positive results.

Here are the card draws for Turn 5.  Note that starting with Turn 5, the Allies have the first card play.  The Japanese can override that by playing a Future Offensives Card – which they do have (that might have been a good play…dunno).

The Japanese Navy started the action off by activating their Solomon air assets for another pounding of Henderson Field.  The Allies refused to react with their carriers, so the only opposition was two Marine air units (in EOTS any units in the Battle Hex have to participate in combat, but  do not have to be activated to do so – which is a bonus because more “outside”  units can be activated to participate).

The preceding paragraph only tells part of the story.  The initial Allied response  was to react.  Not a good idea.  The Japanese had roughly 60 attack factors, with the Allies only able to muster 40.  The would have probably been a big BLAMMO, with crippling comparative losses for the Allies.  I love the “Undo” icon.

Meanwhile, the Allies continued their aggressive attacks in New Guinea, destroying the understrength corps that had arrived in New Guinea during the Replacement Phase of Turn 5.  Note the participating Japanese naval unit.  Another rules gaffe.  While I now recognized  interservice rivalries were not in effect, I forgot naval gunfire support applied only to the offensives player, not the reaction (defensive) side (if the offensive player has the only naval unit in the Battle Hex during ground combat, he/she enjoys a +2 combat die roll modifier).

The ensuing combat destroyed the 9-12 Japanese Army unit, ending any effective ground resistance (there still is a weak Japanese Naval Infantry unit just off the photo to the west (left)).

The Japanese response was to launch an all-out attack on the Allied naval units in the New Hebrides.  The Allies had no choice but to  react.

The VASSAL die-bot rolled high for the Allies and low for the Japanese.  The Japanese sailed back to Truk without the  Yamato and with damaged surface units.

Again, the preceding paragraph is just part of the story.  I initially used the Allied Central Pacific Headquarters to activate naval units.  This HQ can add three units to the activation force, but……..and this is important……it can only activate units in the New Hebrides.  This meant the The Wasp, now situated in New Guinea as part of the dispersion of naval assets to prevent catastrophic loss early in the game, could not join the reaction force.  Neither could the Army’s long-range bomber units.

However, Genius Boy had forgotten that the Halsey Card had been put in play earlier in the game.  Halsey’s South Pacific HQ can also add three units to the reaction force, and is not limited to the New Hebrides.  Add the Wasp and Army air, and the Allies strength was increased by 16.  Significant.

I shut the game down for the night, and returned to it the next day.  Mulling the options there seemed to be no way the Japanese could win.  The Allies now controlled three additional ports, and any Japanese counteroffensive would have to wait until they received replacements (a 9-12 reduced corp) for Turn 6.  While theoretically feasible, this attack would face strong ground units and a significantly reinforced US fleet.

Now it’s on to the Burma Scenario.

SOPAC – Turns 3 & 4

Getting into a good rhythm with Empire of the Sun’s SOPAC scenario.  And well I should since this is about my fifth playthrough.

This is situation at the end of the first card play round of Turn 3.  Yes, I whiffed on getting a screen shot before Turn 3 began as well as the Strategy Cards drawn.

The key to tempo is not thinking too much, and just playing.  Especially since VASSAL let’s you “Undo” any number of stupid/misguided offensives.  Here’s an example:

The above is an Allied misadventure during Turn 4.  The Japanese played their Future Offensives card “Battle of Santa Cruz” as an event and set Guadalcanal as the Battle Hex.  They could  activate a total of six units; the four naval bomber units highlighted in red, along with a carrier and accompanying battleship (to absorb damage).  The Allies were able to pass their Reaction die roll (d10 – “7”), and activated two carrier task forces.  The  two air units at Henderson Field are in the Battle Hex and do not have to be activated in order to participate.  Sounds OK….NOOOOOOOO!!!  The Japanese have sixty (60) attack factors, while the Allies had a paltry thirty-four (34).  That is not going to work.  UNDO!  I let the Marine air units take a pounding.  Save the fleet for their Turn 5 reinforcements.

Outside of this abortive effort, the real action during Turns 3 and 4 took place in New Guinea.

During Turn 3, the reinforced Australians successfully attacked Buna, taking the airfield.

During Turn 4, the Australians decisively defeated the reinforced Japanese ground units, eliminating two Armies.  The attack was made at a negative strength differential hoping to attrit  the Japanese forces.  The Australian air unit (noted with the “A”) was used to offset the Japanese air unit in the Battle Hex.  If not activated, the Japanese would have enjoyed air superiority and a +2 modification to their combat die roll.    The Allied die roll of “8” allowed them to inflict 1.5 times their attack strength as Japanese casualties.  For once my tactic of using a card with low Operations value (rather than Event value) did result in a surprise attack, with the Japanese strength reduction taking place before being able to strike back at the Allies.  In this case, there was nothing left to strike with.

I had decided to reinforce the Japanese, so the ground units would not be eliminated piecemeal.  Instead they were eliminated en-masse.  Not good.

What IS good is that Turn 4 is finished and I can move on to Turn 5.  Hopefully I’ll wrap this iteration up by mid-week.  That will free up the computer for “Groza’s” opening moves.

SOPAC – It’s Never Over Until…….

“Finally Finished”‘?  No……

Was reviewing the rules last night while preparing for my new session.  I was feeling pretty good about myself.  And then I discovered two more rules gaffes.

  1.  You can’t play a Future Offensives Card as your last play of the turn.  Both sides did this for the decisive Turn 6 .  Might have made a difference.  I’m not going to do a post mortem to find out.
  2. The elimination of a US division or brigade in an attack negatively affects Political Will.  Again, no post mortem, but I’m pretty sure at least one was wiped out.  I do remember an Australian Corps was destroyed, but their elimination does not affect Political Will.

Sigh……..

SOPAC – Finally Finished

Whew!  That took awhile.

Was pleased the last turns flowed pretty smoothly.  Especially when compared to my initial efforts.  Well, that’s what should happen, right?

I kept some play notes, but as with most efforts at this, what was cogent at the time is  now indecipherable.  So, this post will not include a blow-by-blow account of Turn 6.

However, I can chronicle some of my lessons learned.  But first, a picture.

During Turn 6, I had to take four airfields/ports/resources to meet Progress of War requirements.  I only took three, but this shortfall had no impact on whether the Allies won or lost the scenario.

What did have an impact was my capture of four ports during the course of the game.  They are highlighted by the red arrows.  This fulfilled the conditions for an Allied Victory.

The “X”s represent locations where I botched the rules.

The lower right “X” represents my failure to move the US Naval Headquarters (HQ) to control landings north of Guadalcanal.  I assumed actions there could be initiated by the headquarters in Hawaii.  It’s in range, but the scenario rules limit that HQ’s  influence to the New Hebrides.  Only the play of the “Halsey Card” extended the HQ’s range to cover operations nearer Rabaul.

The “X” in southern New Guinea indicates a significant rules gaffe.  I had been using the SW Pacific Headquarters to activate both U.S. and Australian units.  No!  Only the Australian HQ can activate Australian air/ground/naval units, unless a special event card is played.

The “X” in northern New Guinea marks a real tactical blunder.  I activated an Australian ground unit with an attack strength of “11” to battle an opponent with a defense strength of “12”.  This significantly reduced my chances of destroying the Japanese unit, as it would take a D10 roll of at least “7” (inflicting 1.5 times the Allied attack strength) to eliminate the Japanese unit.  The Allies rolled low and the Japanese  rolled high.  The understrength Australian unit was  eliminated.   Dumb.

I started playing cards for their Operations Value rather than as events during Turn 6.  The reason was unless the event involved a significant special condition, the lower intelligence value of the operation use made a successful defender reaction die roll less likely….in theory.  This is very important since no reaction means the attack is a Surprise Attack, with the defender taking losses before they can fight back.

However, there were a couple of occasions when a reaction roll of two or lower was needed, and damned if it wasn’t rolled!  Is there something creepy going on with VASSAL die rolling iterations?

I now fully appreciate why this game is so well regarded.  Encouraged by my  rules familiarity and increased speed of play, I’m going to give it one more try.

Groza – Even More Momentum

Tim finished his setup.  He pointed out the airfield capacity in urban hexes is three units rather than the six used in the Europa Second Front rules.   A quick shifting of several  German air assets, and my setup is complete.

Now for the fun!  Tim anticipates continuing his (Soviet) pre-Surprise Attack steps (there are ten) this week.  Steps 5-10 include flipping four armored/motorized cadres to full strength and all 3-6 infantry divisions to their 4-6 sides; placing the June II Turn reinforcements; planning special operations; a special movement and exploitation phase; designating NKVD units as “Spetsnaz” units;  and, finally, the  Soviet Jul I player turn.

Here are shots of the North of Warsaw and South of Warsaw front-line deployments before Steps 5-10.

SOPAC – Even More Progress

Yes, progress….however slowly.  Finished up Turn 4.

Allies met their Progress Of War target by securing four Japanese held airfields northwest of Guadalcanal.  Most of the action took place with the last Allied card play of the turn.

It was an unusual situation, I guess.  Their initial card play(s) of the round  had inflicted significant damage to the Allied fleet, reducing two battleship counters and sinking the Lexington by playing a “Submarine” Reaction Card.  However, their only had a Future Offensives card left.  The Allies had one card left, along with their own Future Offensives card.

Here’s a shot at the beginning of Allied play in this Turn 4 round.

The Allies’ card was “Operation Chronicle” allowing the invasion of one island and automatically, before Japanese reaction, controlling any adjacent islands.   The Future Offensives card was “Operation Watchtower”, allowing the activation of one ground unit, along with air/naval unit, in a surprise attack.  The Japanese could not  react to this card without a Reaction Card – which they did not have.

The Japanese card was “Combined Fleet”, allowing  the activation of several air/naval units, but no ground units.

So, the Allies had the possibility of the “free play” of one card, with the Japanese needing a low Reaction die roll (D10) to counter the “Chronicle” card.

The Allied quandary was which card to play first, and then whether or not to play the second card.  For the Japanese, it was slightly simpler question; whether or not to play the “Combined” card after the Allied play, or save it for Turn 5.  A Future Offensive card does not reduce the card draw at the beginning of a turn.

The Allies played the “Chronicle” card, betting  the Japanese would not roll a four or lower on the D10.  However, just in case, the Allies used all their activated units to support the landing.

The Japanese rolled high, and the landing was unopposed.  The Allies occupied Baka Island with Marine air and ground units.

Both sides decided not to play their Future Offensive card.  Here’s the situation at the end of Turn 4.

ASLSK Armor Rules – The Saga Continues

I’m now in the Belly Of The Beast.

Had my first “real” armor encounter since really (yes, really) reading the rules.  Painful.  All the new acronyms, modifiers (24!), with counter clutter beyond belief.  Yes, the counters do contain a lot of information, but how to remember/decipher it all?  That will take time, and time, and time, and time.  I now truly understand why some Gamers (See Grumble Jones) play literally nothing but ASL/ASLK.  It’s self preservation.  Too many rulesets at once melt the brain.

Going to wrap up “Monty’s Gamble” (S23).  Made it to last turn for each side, and the Germans can’t win.  The Scenario Archive indicates it’s a tough go for them regardless of who’s playing.

One German AFV has exited the board, with another having a fair chance to do so.  However, that represents only 14 of the 17 VPs necessary for a victory.  There’s no way two squads can make get off-board since they can’t go CX (Exhausted) for consecutive turns.

Here’s a shot at the end of Turn 3.

Oh….why not?  Play it out to gain more experience with armor/ordnance.

In Turn 4, the German AFV at top of the board successfully exits after surviving both Defensive First Fire and Intensive Fire from the anti-tank gun located in the woods at the board’s edge.  The AFV at the bottom of the screen  maneuvers to avoid the British PIAT to be in position for a run to the board’s edge.  One German squad attempts to exit the board, with the British making countermoves.

Here’s a shot at the end of Turn 4

Turn 5 is for the Germans only.  The remaining AFV uses the hill as cover until just before exiting the board.  It survives both Defensive First Fire and Reaction Fire, and exits.  The infantry  squad attempts to exit, but is routed during its move.

Try it again, or a new scenario?

Just Keep Trying

I’m  determined to get a solid grip on Empire Of The Sun.  So, dove back into it early this morning.

Decided to follow the GMT articles cited in my previous post.  Did so, and learned just how little I really know about the rules.

What did I learn?

  • Bombers (aircraft units with range six or greater)can establish, but don’t negate Zones of Influence (ZOI).  I’d used them to negate ZOIs
  • The Allies Central Pacific Headquarters (C Pac HQ, Range 25/Efficiency 8) is in play. Hadn’t used it at all.
  • A U.S Headquarters can not activate Commonwealth units.    I had allowed that.
  • HQ with different colors along a diagonal facing line are that way to indicate inter-     service rivalries are in effect, limiting a HQ’s ability to activating only Army or Navy units, and not both during an Offensive.  I’d followed the interservice rules, but thought the color division meant the HQ was a joint HQ.

It’s a little discouraging to find my rules comprehension still has such significant gaps.

Anyway, I used the Northampton to pin the Japanese Units in Rabaul (by declaring a Battle Hex) so they could not interfere with the Guadalcanal landing.  The ensuing fight cost me the Northampton, but the landings succeeded.  The invasion force dispersed, as per the GMT article, with the activated Japanese (having played the Battle Of Savo Island Reaction Card) using Post-Battle Movement to also sail to dispersed positions.

Here’s a shot after play of the US Turn 3 initial card.

Irony Not Intended

Sequestered upstairs as RGC is busy getting ready for the Holiday Open House.  Arizona State vs. Iowa State turned into a blow-out.  Why not start up another session of SOPAC?

Allies took the first turn by playing the Operation Watchtower card lying in the Future Offensive pile.  It’s a powerful card, enabling the Allies to activate up to seven (7) units.  Because Interservice Rivalries (ISR) are in play (for both sides), only Navy/USMC/Commonwealth units could be activated.  The Allies activated the North Carolina, Northampton, Wasp and Kent, as well as the 1st Marine Air Wing and 1st Marine Division.  Guadalcanal was designated as a Battle Hex.

The Japanese played the Japanese Counterattack Card At Savo Island Card.  Another powerful card allowing them to activate their four naval units at Rabaul.

The ensuing Naval/Air Battle involved 36 Allied points and 42 Japanese Points (each Japanese naval unit also received a +2 combat bonus).

The Japanese rolled an eight (8) and Allies rolled a nine (9).  Both sides were able to apply all of their combat power.  Lower rolls reduce the percentage of total combat power  applied to the battle.  A die roll of nine (9) also includes a critical hit, allowing the Allies to designate one enemy unit to be eliminated before other units are reduced.

So, Japan won the Naval/Air Battle (42-36).

Genius Boy did not remember that if you lose the Naval/Air  Battle any amphibious landing is called off.  A bad defeat for United States…..on Pearl Harbor Day!

Last week, I read each of these opening move articles over at the GMT Web Site (Part 1 and Part 2).  Nothing sank in (pun was not intended).  Here’s a photo of the debacle.

One More Time?

Made it through Turn 5 of the Six Turn South Pacific (SOPAC) scenario.

The rule concerning Progress of War had been a nagging bother.  It was referred to, but the scenario rule book did not provide any information.  Couldn’t take it anymore so actually broke out the big rule book.  Whoops…….

Beginning with Turn 4, the Allies have to secure at least three (3) or four (4) Japanese held islands (with airfield/port), resource points and/or towns or suffer a reduction in National Will.  The target number is determined by the lower of the number of Allied Amphibious Shipping Points or the Number Four.   Any reduction in National Will is the difference between the target number and the gains made.

National Will starts at four (4).  If I had been keeping track, my cautious Allied approach would have resulted in a National Will of Zero, which means Negotiations and an Allied loss.

Ignorance can be National Bliss.  Here’s a photo of the game at the end of Turn 5.

Sure.  Time to start another game!