Pacific Chase: Carrier Raids in the Pacific, 1941-1942

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⚙️ Game Mechanics

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📖 About This Game

Pacific Chase presents the naval campaigns fought in the Eastern Pacific between the surface fleets of the United States and Imperial Japan from December 1941 to September the following year. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period, inviting players to arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or app, players experience the uncertainty endemic to this period of air-naval warfare. This system also has the benefit of allowing the game to be played solitaire, and to be played quickly. The game chronicles Imperial Japan’s outward push to Wake atoll, Midway, the Aleutians, and especially the Solomons and New Guinea. The Americans sally forth with what assets they still have, performing small and sometimes substantial raids to distract or hamper Japanese operations, or mount an outright stand. Scenarios encompass the raid on Pearl Harbor that opened hostilities and those that followed: operations to capture Wake, Rabaul, Port Moresby, Midway, and the Aleutians, as well as the summer initiative by the United States and its Allies to secure an airfield in Guadalcanal. There are options and decisions to make. The Japanese player might prefer to skip the raid on Pearl Harbor and focus their energy elsewhere, affording their adversary the opportunity to utilize their impressive fleet of battleships. Or perhaps they will choose to hunt American aircraft carriers, ignoring the battleships. What will the American player do in reply? Pacific Chase is operational in scope, but strategic concerns shape the battlefield. The game utilizes a system of changing Objective Panels that allow each player’s goals to gradually, and sometimes dramatically, morph over the course of a scenario and campaign. As Task Forces perform actions, the results may alter objectives or change opportunities to call on reinforcements. For the Japanese player, the construction of a robust defense perimeter of island bases governs their set of objectives, while the U.S. player will be keen to interrupt that strategy without risking a disastrous loss of naval assets. The Op Panel system allows players to make key choices operationally while the game maintains broad historical parameters strategically. The game is organized into scenarios large and small, for two players and for solitaire as either the Imperial Japanese or the United States player. Scenarios cover one or two months of operations and put into play a vast stretch of territory from Hawai’i to the Japanese Home Islands, the Aleutians to the tip of Australia. Several mini-map scenarios focus on a single action, such as the invasion of Wake for example, the Battle of Savo Island, or Battle of the Coral Sea, and are played without Op Panels and on an 8.5” x 11” inset map (six inset maps are included in the game). At the other extreme, the campaign strings together operations and uses all twenty-four Op Panels, spanning the crucial first nine months of the Pacific War, and offers players the entire map. The game features battleships, aircraft carriers, cruisers, troop ships, and destroyer squadrons. Air bases are vital, as Imperial Japan strives to build a wall to keep the growing American juggernaut at a distance. Operations during the Campaign Game and stand-alone historical scenarios each take 1-2 hours to play. —description from the publisher