Historical Pacific Scenario

Introduction: The Historical Pacific Scenario recreates the Asian- Pacific part of World War II. This differs from the standard Pacific Theater Campaign Game in that research, production and mobilization results are already provided, based on the historical actions of each country. Players do not allocate research points, make research rolls, track tensions, or determine which units to mobilize.

The Historical Pacific Scenario is intended for use by players new to the game who want to begin play as quickly as possible, without the need to assimilate all of the rules for research, intelligence and mobilizations.

The Historical Pacific Scenario is a two-sided game, although it may be played by more than two players.

Research and Production: Research and production results are already provided in the Historical Pacific Scenario force record sheets and in the Historical Events Chart. The rules that govern the research results obtained still apply. The value of the research result is the value of the modified die roll. To interpret the result, refer to the Research Tables.

Declarations of War: Japan must declare war on the U.S. and Britain in Winter 1941, and may make no other declarations of war prior to that turn. Russia may declare war on Japan in its Summer 1945 player turn.

Shipbuilding: All sides use the shipbuilding charts for the standard Pacific Theater campaign game. The Historical Pacific Scenario also includes laying down capital ships that were started historically by the United States and Japan prior to their entry into the war. These additions are mandatory. The start dates for all historical ships begun during the war are provided, for players who wish to use them to guide their own shipbuilding programs. Building additional ships is optional. Refer to the Historical Shipbuilding Chart for details.

Tensions: Tension levels are not tracked – the historical tension levels are set out in the Historical Events Chart.

Duration: The Historical Pacific Scenario begins in Fall 1939 and ends at the end of the Allied Winter 1946 player turn or when:

A. Japan surrenders; or

B. The United States signs a peace treaty with Japan as a result of an adverse U.S. election result; or

C. One side or the other concedes defeat.

Initial Situation: Japan is at war with China. The U.S., Britain and Russia are neutral, and the USJT level is zero.

Order of Deployment: Britain, Russia, U.S., Japan, China.

Order of Movement: During each game turn, Japan moves first. The U.S., Britain, China and Russia move second. The order of movement does not change in the course of the game.

Allied Unpreparedness and Pearl Harbor:   The rules governing Allied unpreparedness on the first turn of a Japanese attack apply when Japan declares war on the U.S. (51).

Additional Setup Information: Additional information relating to the initial setup of this scenario is found in the following rules: supply status (7.25); mapboard box restrictions (7.31); replacements (10.25); partisan placement (11.36); airbase placement (18.141); initial transport placement (20.631); initial fortifications (32.41); initial oil reserves (33.422); no YSS (35.12); initial codebreaking cards (48.23); initial cooperation restrictions (53); minor country setup (82.92).

National Capabilities

The Historical Pacific Scenario game BRP levels, growth rates, starting force pool levels and additions, unit construction limits, basic airbases and replacements are set out on the Historical Pacific Scenario force record sheets.

The Pacific scenario cards, which contain the Naval Construction Charts and space for allowable builds, isolated units and minor country units, should be used to keep track of units which are currently in play.

Additional information required to begin the Historical Pacific Scenario is set out below:

Japan

Control: Japan, Manchuria (Manchukuo), Korea, Taiwan (Formosa), China east of the Chinese start line, Hainan, Okinawa, Iwo Jima, Saipan, Marcus, west Caroline Islands, east Caroline Islands, Marshall Islands, Kuriles.

Manchurian Garrison: Two 2-3 and two 1-3 armor units; three 3-2, three 2-2 and three 1-2 infantry units; and five AAF must begin the game in Manchuria (81.3).

·        In Summer 1941 15 BRPs worth of units of the Japanese player's choice may leave Manchuria.

·        The remaining units must stay in Manchuria until Russia and Japan go to war.

Bridgeheads: Japan begins with bridgeheads in Canton and Foochow.

Mobilization: Japan adds 10 BRPs to its BRP base and level for each mobilization. The first Japanese mobilization occurs in Fall 1939. The remaining Japanese mobilizations occur as set out in the Historical Events Chart.

Research and Production: Refer to the Historical Pacific Scenario force record sheets and Historical Events Chart for research and production results.

Forts: Japan may not build forts until Winter 1941.

Thailand: Thailand is a neutral minor country which becomes a Japanese associated minor country if, when Japan declares war on Britain, Japan has previously occupied all of French Indochina (76.43B). Otherwise, Thailand associates with Japan in the Japanese player turn following Japanese occupation of all of French Indochina. See 89.51.

Japanese NAS: All Japanese NAS constructed prior to the outbreak of war between Japan and the Western Allies are elite (17.352).

United States

Control: Hawaiian Islands, Johnston, Midway, Wake, Guam, Philippines, Alaska, American Samoa and the U.S. boxes.

Deployment Limits: U.S. forces must remain in the following locations until war breaks out between the U.S. and Japan:

·       Pearl Harbor : One 2-2 infantry unit, one 1-2 infantry unit and one AAF.

·       Philippines : Three 1-2 infantry units and two Filipino 1‑2 infantry units. These one-factor units may not stack together

·       Midway: One NAS.

·       U.S. box (Pacific): One 1-2 marine unit, six replacements, two AAF and one air transport factor.

·       Pacific Fleet: Nine NAS.

Additional units may be deployed to the Pacific as allowed by the USJT level.

Pacific Fleet (minimum): Enterprise (CV), Lexington (CV), Saratoga (CV), Arizona (BB3), California (BB3), Maryland (BB3), Nevada (BB3), Oklahoma (BB3), Pennsylvania (BB3), Tennessee (BB3), West Virginia (BB3) , CA14, DD12. American 3-factor battleships in the Atlantic may not be transferred to the Pacific until the outbreak of war between the U.S. and Japan. See 51.25 for restrictions on the composition of American TFs prior to the outbreak of war between Japan and the U.S.

Atlantic Naval Construction: The Indiana (Spring 4), Massachusetts (Summer 4), Washington (Fall 4) and Wasp (Winter 2) begin the game on the American Pacific Naval Construction Chart. The Wasp is placed in the U.S. Pacific box when it is launched in Winter 1939. When there are sufficient four-factor battleships and light ships available to form a carrier TF (51.25), the Wasp is immediately assigned to a carrier TF. The U.S. begins the game with two shipbuilding points. The U.S. may begin to build CVEs in Summer 1941. All American heavy ship construction is maximally accelerated once the U.S. is at war.

American Destroyer Conversion: The U.S. may not convert destroyers to ASW or transports.

American Transports: Transports listed on the U.S. force record sheet may only operate in the Pacific SW box.

American submarines: Prior to the outbreak of war, the U.S. may base its submarines in the Pacific U.S. box, Pearl Harbor, Manila or any combination of the three locations.

Naval Reinforcement: The Yorktown , CA2 and DD1, which represent historical transfers from the Atlantic to the Pacific, are redeployed to Pearl Harbor in Winter 1941.

Philippines : The Philippines are an American associated minor country worth 10 BRPs during the first YSS or Allied player turn following the outbreak of war between the U.S and Japan. Filipino forces (two 1-2 infantry units) begin the game in the Philippines (89.4).

American BRPs: The U.S. does not track BRP expenditures.

Mobilization: The U.S. does not mobilize in the Pacific theater campaign game. All mobilized U.S. forces are already listed on the U.S. force record sheet.

Research and Production: Refer to the Historical Pacific force record sheets and Historical Events Chart for research and production results.

Britain

Control: India, Ceylon, Burma, Malaya, Sarawak, Singapore, Hong Kong, Solomon Islands, Gilbert Islands, Ellice Islands, New Hebrides, Fiji, Australia, Samoa, Christmas, Andaman, Tonga, the eastern half of New Guinea, the Canadian portion of the Pacific U.S. box, the Australia box, the India box.

Deployment Limits: Until the outbreak of war between Britain and Japan:

·        One British 2-3 armor unit and two British AAF must remain in India.

·        Three British 1-2 infantry units must remain in India, Burma, Malaya or Singapore.

·        One British replacement must be in Hong Kong.

·        One British replacement must be in Brunei.

·        The British naval units must be based in one or more British-controlled ports on the mapboard .

·        Western Allied units may not end their turn in jungle-mountain hexes which do not contain a city .

British BRPs: Britain does not track BRP expenditures.

Construction Limit: The British unit construction limit increases throughout the scenario as follows: 1939-1942: 9; 1943: 12; 1944: 15; 1945-1946: 18. British, Australian and Indian unit construction all count against the British construction limit.

British Unit Construction: British infantry, armor and air units are placed in the India box in the turn in which they are constructed and may not leave the India box until the following turn.

British Transports: Transports listed on the British force record sheet may only operate in the Indian Ocean SW box. Three Indian Ocean transports are inverted at the start of the Allied player turn to reflect the use of Indian Ocean transports in Europe.

Naval Builds and Repairs: Construction of British naval units is not permitted. Damaged naval units which remain in the India box for five turns are automatically repaired.

Naval Transfers: Historically, Britain transferred naval units between the European and Pacific theaters. These transfers are represented in the Historical Pacific Scenario force record sheets. British naval units transferred to the Pacific theater are placed in the India box at the start of the Allied player turn and may move or redeploy onto the mapboard immediately. British BB3s that are removed must move or redeploy to the India box in the turn indicated. Damaged BB3s, including those under repair, may be selected for this purpose. If insufficient BB3s are available to be removed, the Allied player may select other naval forces of at least an equal value in factors.

Australia

Australia is part of the British Commonwealth and has its own units. The Australia box is worth 10 BRPs.

Australian Forces: Australia begins the game with one 2-2 and three 1‑2 infantry units, CA4 and DD2. Two AAF, two 2-2 infantry units and one 1‑2 infantry unit are added, unbuilt, to the Australian force pool in Fall 1940.

Australian Unit Construction: The Australian construction limit is nine BRPs per turn and is subject to the following per turn limits (71.152):

A. INFANTRY: Three infantry factors of any denomination.

B. AIR: One army air factor.

C. SHIPBUILDING: Australia begins with one shipbuilding point. Western Allied transports, Australian destroyers and Australian cruisers may be constructed in Australia. No more than two Australian destroyer factors and two Australian CA2s may be in play at any time.

Geographical Restrictions: Australian units are placed in Australia at the start of the game and are subject to the deployment limits set out in the table below until war breaks out between Britain and Japan. Once war breaks out between Britain and Japan, Australian units may deploy and operate without restriction in the Pacific theater.

Australian Deployment Limits

 

Australia

British possessions on the Pacific front

Europe, Burma, Malaya and Singapore

Minimum

4

0

0

Maximum

10

6

3

Deployment limits refer to the number of Australian infantry factors. The two Australian AAF and six Australian fleet factors must remain in Australia until the outbreak of war between Britain and Japan.

India

India is part of the British Commonwealth and has its own units. The India box is worth 10 BRPs. Calcutta and Dacca are each worth five BRPs and are treated as British colonies.

Indian Forces: India begins the game with three 2-2 and three 1-2 infantry units.

Indian Unit Construction: The Indian construction limit is three BRPs of infantry of any denomination per turn (72.162).

Geographical Restrictions: Indian units are placed on the mapboard at the start of the game and are subject to the deployment limits set out in the table below until war breaks out between Britain and Japan. Once war breaks out between Britain and Japan, Indian units may deploy and operate without restriction in the Southeast Asian front of the Pacific theater.

Indian Deployment Limits

 

India

Burma, Malaya and Singapore

Minimum

4

0

Maximum

9

5

Deployment limits refer to the number of Indian infantry factors. Indian units are restricted to the Southeast Asian front, including the India box.

Ceylon: Ceylon is considered to be part of India for all purposes.

Dutch East Indies: The Dutch East Indies are an inactive British associated minor country (89.2). The Dutch have the following forces:

 

1-2

AAF

CA

DD

Dutch East Indies

3

1

1

1

Until the outbreak of war between Britain and Japan:

·        The three Dutch 1-2 infantry units must remain in Batavia, Palembang and Balikpapan, respectively.

·        The Dutch AAF and navy must be based in Batavia, Palembang or Balikpapan, and are free to move between these cities.

British units may not enter the Dutch East Indies until the outbreak of war between Britain and Japan.

Russia

Control: Mongolia , Tannu Tuva, Northern Sakhalin, Kamchatka, the Urals box.

Siberian Garrison: Two 3-3 armor units; two 3-2, four 2-2 and four 1-2 infantry units; and five AAF begin the game in Siberia (81.4). CA6 and DD3 begin the game in Vladivostok.

Russian Attack on Japan: Russia may declare war on Japan in Summer 1945.

Russian BRPs: Russia does not track BRP expenditures.

Unit Construction: Russia may construct up to six BRPs of ground and/or air units in Siberia each turn .

Reinforcements: Regardless of when war breaks out between Russia and Japan, Russia’s Siberian forces are increased by three BRPs of units each turn in 1943 and six BRPs of units each turn in 1944 and thereafter. These increases may be accumulated for one turn to permit the use of 4‑3 and 5‑3 armor units. These additional units are placed in the Urals box, do not count against the Russian Siberian construction limit, and may move or redeploy onto the Pacific mapboard in the turn in which they are placed.

China

Control: China west of the Chinese Start Line, except for Communist China.

Mobilization: None.

Flying Tigers: Nationalist China adds one Flying Tiger AAF to its force pool when the USJT level reaches 6 and adds a second Flying Tiger AAF to its force pool when the USJT level reaches 20.

Communist China: Communist China is a minor country independently at war with Japan. Communist China becomes a Russian minor ally when war breaks out between Russia and Japan (85.6).

Victory Conditions

The victory conditions are determined according to the number of turns played before Japan surrenders:

Historical Pacific Scenario
Victory Conditions

Turn of Japanese surrender

Victory Level

Summer 1944 or earlier

-5

Fall 1944

-4

Winter 1944

-3

Spring 1945

-2

Summer 1945

-1

Fall 1945

0

Winter 1945

+1

Spring 1946

+2

Summer 1946

+3

Fall 1946

+4

Winter 1946

+5

The victory level depends on if and when Japan surrenders. "-" results favor the Allies and "+" results favor Japan. The maximum victory level either side may achieve is +/-5. If Japan is not conquered, it achieves a +5 victory.