Tag Archives: Empire Of The Sun

SOPAC – The Reason Why

One reason to play wargames is to gain historical insight.  I had one the other day.

Started Turn 4 of my SOPAC scenario.  Unlike Turn 3, several powerful units of the Japanese Combined Fleet are available for deployment from Truk.

I had held on to  Japan’s  Savo Island Card for a Future Offensive.  One of the criticisms of Japanese strategy was its husbanding of the Combined Fleet for a climatic fleet encounter, somewhere east (the general location changed as their defensive perimeter was pushed outward in 1942) of the Home Islands.

So, what the hell, let’s play it…NOW!

This is a powerful card.  The Japanese can activate seven (7) units.  A task force with two (2) battleships and two (2) carriers sailed south, augmented by surface and air units from Rabaul.  The battle hex was Guadalcanal.

Allied forces successfully rolled to intercept the Japanese fleet, dispatching two (2) battleships, three (3) carriers, a cruiser and air units.  A critical element in the fleet composition was that all three (3) carriers were at reduced offensive and defensive strengths.

The Allies should have stayed  home and let the Japanese pound the Marines and Henderson Field.

The Japanese had 69 strength points compared to 62 for the Allies.  I’d call that a straight-up fight.  But, in EOTS, you roll for Combat Effectiveness – or what percentage of the strength points deployed actually count for the combat.

The Japanese rolled high, and all of their strength points could be used.  The Allies rolled low, so only a quarter of their strength points counted.  On top of this, the Japanese rolled very high – a nine (9).  This result creates a “Critical Hit”.  In EOTS, all units in a combat have to be reduced before a unit can be eliminated.  A Critical Hit allows for units to be eliminated without others  reduced first.

The Allied fleet was, for all intents and purposes, destroyed.  All carriers  were lost.  A  catastrophic defeat.

So, one can see why, at this point (unlike the situation at Midway) both sides were reluctant to engage in a decisive fleet action.  The fear of catastrophic loss outweighed the possibility of decisive success.

Here’s a screenshot.

SOPAC So Far – Reboot

Made it through the first turn of the SOPAC scenario (which is Turn 3 of the campaign game).

I’m pretty good with the Offensives Phase of the Sequence of Play.  Did have a major revelation, though.  Apparently any movement of a unit is considered an Offensive, and the destination is declared a Battle Hex.  So, my movement of two air units to a different base in Australia (see map screenshot below) results in that destination being declared a Battle Hex, with the possibility of the opponent making a Reaction Move if opposing units are within range.

Will have to do some research over at Boardgamegeek to confirm/deny this interpretation.

In any event, the Allies have landed at Guadalcanal, reinforced the initial landing, as well as moving units to New Guinea in preparation for an offensive out of Port Moresby.  The Japanese attempt to defeat the initial Guadalcanal landings with air and naval forces out of Rabaul was turned back with losses on both sides.

Any Japanese efforts during this initial turn are limited as the bulk of the Combined Fleet is in home waters, and not available until the following turn.  The Allies will also receive significant naval reinforcements during Turn 4.  Should be interesting.

Here’s a Vassal screen shot for the end of Turn 3.  The Area of Operations (AO) is outlined in the bottom right corner.

SOPAC – So Far

As threatened, I’ve plunged into  VASSAL to play Empire Of The Sun’s (EOTS) “South Pacific” scenario.

Turned out to be double learning curve.  First curve is working with VASSAL.  Have  made a couple of half-hearted attempts in the past, without any sustained or focused play.  As to the scenario, I was surprised how quickly I’d forgotten the rules since my last play with Tim back in July.

In retrospect, I should have read that post.  Repeated a couple mistakes I had noted.

This is a great learning scenario that allows you to focus on card draw mechanics, activation, movement and both air/naval, as well as ground battle phases in just one area of the map.  While the scenario allows for play (and the significant rules overhead involved) in the  China/Burma theaters, those regions are not critical for achieving victory.

VASSAL’s Log function is handy for “What the Hell have I done” references as it  records everything you do.  It also documents but  your “back button” adventures when the player decides to “un-do” a previous decision.  Vacillation can be amusing.

You can quickly change sides, which makes solitaire play a breeze.

I also like the screen shot option, which I intend to use for this blog as soon as I reset my first game.

More later…Game One of the World Series is starting……

At Sea

Had a nice visit with Tim the other weekend.  We set up the South Pacific scenario for Empire Of The Sun.  This scenario is included in the latest edition, and also published separately in C3i Magazine.

We played the Plan Orange variant, also published in C3i, a few months ago.  Plan Orange posits an early 1930’s conflict and focuses on surface combat, with very limited air assets.  It’s a great way to “lean into” the system and did whet our appetite for more.  Good marketing.  There’s also a Burma variant, which just doesn’t appeal to me (as one BGG Comment contributor put it “just play the 1943 scenario on the big map” .

The South Pacific scenario has its own small map,  relatively low counter density and limited scope.  It’s perfect for a fun weekend and our proclivity for multiple resets.

And reset we did.  Were able to get three “games” in, none played to conclusion, due to rules and/or strategy miscues.  It’s always a learning experience.  In fact, our we did our first attempt “by the numbers” reading through each step using the Play Aids.

There are plenty of reviews out there, so I’ll focus on my personal lessons learned (that I can remember).

  1.  Read And Understand The Damn Cards:  Lots of information to digest and implement.
  2. Airfields Are Really Important:  Should be obvious, especially if one has read about the Bismarks Campaign.  They are focal points for operations, and extremely valuable for staging air assets to a Battle Hex.  Fundamental but sometimes forgotten.
  3. Understand The Sequence Of Assigning “Hits”:  Escort your carriers with plenty of surface vessels as they will absorb most, if not all, of the damage inflicted.
  4. Remember You Can Attrit Ground Units With Only Air Power:  You can’t kill them, but air attacks (CV or Land-Based) can flip them to the reduced side.  A possible strategy before an amphibious assault.
  5. Be Cool With the Air Naval Combat  Results Table:  Shown at the upper right hand corner of the link.  This is my least favorite part of the game.  So….you meticulously craft your offensive, are mindful of terrain etc and have the odds you want, but then have to roll on this bastard.  Roll a “One” and Blammo!, now at 50 percent strength. Ugh!!!
  6. Remember Inter-service Rivalries:  A big part of the game.  Both sides can rarely use both naval and army assets in the same offensive.

Back to Item 5.  I think I understand the rationale.  Take Midway (please).  Only a fraction of the US naval air even found the Japanese fleet.  And, when they did, the attacks were uncoordinated.  So, a reduction in combat effectiveness due to the unforeseen is not unreasonable at all.

Tim and I were so fired-up we’ve decided to play on Vassal.  I’ve started that process and……it’s a process.