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Great Pacific War is Avalanche Press'
strategic-level game of the War in the Pacific.
The game covers the entire war from December
1941 through 1946 and includes the forces
of all participants. Players are placed in
the positions of the commanders of the Japanese,
British, Soviet and American forces in World
War Two.
The system is the same one used in Avalanche
PressÍ game, John PradosÍ Third Reich.
In addition to five scenarios covering all
or part of the War in the Pacific, Great
Pacific War includes rules to link it
and Third Reich to play the Second World War,
a simulation of the entire conflict with up
to seven players. Included in the game are
five scenarios for the Great Pacific War and
three scenarios for the linked Second World
War. One of the Great Pacific War scenarios
covers a possible 1931 conflict between Japan
and America as postulated by the British journalist
Hector Bywater in his book of the same title.
The facts:
- Game scale is 60 miles per hex covering
the battlefield on three 34î x 22î maps.
Units are represented at corps, fleet and
air army level. Each turn represents three
months of actual time.
- The game system is built around players
drawing impulse "chits" to determine how
they can activate their forces. The emphasis
is on the interaction of military, political
and economic factors (as in John PradosÍ
Third Reich).
The game system from John PradosÍ Third Reich
allows players to control the military,
political and economic destinies of their nations
in a struggle to dominate the world. Land, air
and sea forces battle across almost a third
of the earthÍs surface as the two mightiest
navies fight for control of the Pacific. Players
manage their economies and build and operate
their military forces within the capabilities
of their nations' abilities.

In Great Pacific War the Japanese
player must decide initially whether war with
America or the Soviet Union will be his or
her strategy. JapanÍs lack of resources make
a war with one or the other a necessity. Also
possible is a war with Britain and her ally,
The Netherlands, who together control the
riches of India, Java and Borneo. This strategy
has many risks, the greatest being that America
will enter the war on BritainÍs side. Coloring
all is the massive Japanese investment in
China and the importance of those conquered
territories to the Japanese economy. The American
player must move a nation unprepared for war
to a position of strength, while attempting
to support the Nationalist Chinese in their
conflict with the Japanese.
In
the linked game players have also to consider
the effects of their actions on the global
conflict. A Soviet player desperately defending
Moscow in 1941 can little afford a Japanese
attack on Vladivostok. Likewise a British
player fighting Germany with only a seemingly
soon-to-be-defeated Soviet Union as an ally,
will not welcome a Japanese attack on his
eastern possessions unless it brings America
into the war. Historically Japan went to war
to obtain the resources denied her by the
Allies embargo of steel and oil and because
German successes appeared to offer Japan the
opportunity to join a victory almost already
won. The question is whether you and your
allies can do any better than your historical
counterparts.
Links:
Components:Three 34" x 22"
maps, 560 playing pieces, rules, three scenario
books, political events and charts.
Status: Now Available
Stock #0025
Price: $64.99
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