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* TurnBasedCombat: Present, in a different manner than most wargames. Only after each ship and unit has had a chance to deploy to a particular sea zone does combat begin, and each given zone's battle is resolved fully before any other zone is fought. For each round of a battle, first the Japanese side takes all its shots and marks damage on the Allies, then the Allied side takes all its shots and marks damaged on the Japanese, and only then does all that damage go into effect simultaneously. So, there's no advantage for Japan in firing first - in fact, there's an advantage for the Allies in getting to know the results of enemy fire before deciding how to allocate their own. Somewhat mitigating this, Japan gets to choose the order in which the sea zones are resolved.
* WeHaveReserves: Averted for ships of both sides despite the large amounts of American reinforcements, as both sides have to carefully watch how much attrition their navy suffers. Played straight with land-based air units, which when destroyed, sit out the rest of that turn plus the entire following turn, and then re-form and return to the game good as new. The idea is that a sunk ship is clearly gone for good, but a destroyed air unit isn't completely gone, just temporarily combat-ineffective, and the surviving planes and pilots can regroup, gain replacements, and then start fighting again after a time.

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* TurnBasedCombat: Present, in a different manner than most wargames. Only after each ship and unit has had a chance to deploy to a particular sea zone does combat begin, and each given zone's battle is resolved fully before any other zone is fought. For each round of a battle, first the Japanese side takes all its shots and marks damage on the Allies, then the Allied side takes all its shots and marks damaged on the Japanese, and only then does all that damage go into effect simultaneously. So, there's no advantage for Japan in firing first - in fact, there's an advantage for the Allies in getting to know the results of enemy fire before deciding how to allocate their own. Somewhat mitigating this, Japan gets to choose the order in which the sea zones battles are resolved.
fought.
* WeHaveReserves: Averted for ships of both sides despite the large amounts of American reinforcements, as both sides have to carefully watch how much attrition their navy suffers. Played straight with land-based air units, which when destroyed, sit out the rest of that turn plus the entire following turn, and then re-form and return to the game good as new. The idea is that a sunk ship is clearly gone for good, but a destroyed air unit isn't completely gone, just temporarily combat-ineffective, and the surviving planes and pilots can regroup, gain replacements, repair the damaged aircraft, and then start fighting again after a time.
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Ships in VITP can described by their numerical ratings - they all have a gunnery factor, armor factor, and movement factor (speed), which are read in that order. So a 436, has a gunnery of 4, armor of 3, and speed of 6. Aircraft carriers also have a fourth rating - the airstrike factor, which is read last and usually separated with a dash, e.g. an 027-2 has no gunnery, 2 armor, 7 speed, and 2 airstrikes. The two methods of attack - gunnery and airstrike - can be standard or bonus, the bonus indicating either oxygen-propelled torpedoes, fire-control radar, or superior pilot training. On the counters, the bonus is indicated with a circle, so in writing it's usually offset with parenthesis. So the USS North Carolina 565, and the USS Indiana (5)65 have identical factors but the Indiana gets bonus gunnery and North Carolina doesn't. Occasionally you may see the bonus written as 5+65 instead.

to:

Ships in VITP can described by their numerical ratings - they all have a gunnery factor, armor factor, and movement factor (speed), which are read in that order. So a 436, has a gunnery of 4, armor of 3, and speed of 6. Aircraft carriers also have a fourth rating - the airstrike factor, which is read last and usually sometimes separated with a dash, e.g. an 027-2 (or 0272) has no gunnery, 2 armor, 7 speed, and 2 airstrikes. The two methods of attack - gunnery and airstrike - can be standard or bonus, the bonus indicating either oxygen-propelled torpedoes, fire-control radar, or superior pilot training. On the counters, the bonus is indicated with a circle, so in writing it's usually offset with parenthesis. So the USS North Carolina 565, and the USS Indiana (5)65 have identical factors but the Indiana gets bonus gunnery and North Carolina doesn't. Occasionally you may see the bonus written as 5+65 instead.

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[[folder: Combat Mechanics]]
On a given turn, each side gets reinforcements per a chart and then goes through four phases of deployment - patrolling ships (and repairs, which don't get to deploy that turn), land-based air units, amphibious units, and then raiding ships. In each phase, the Japanese player has to deploy first. Once all the movement is finished, battles are fought, one sea zone in a time, in an order determined by Japan. Battles can be day actions, in which only airstrikes can attack and anyone is a valid target, or night actions, in which only gunnery can attack, air units cannot be targeted, and carriers and amphibious forces can only be targeted if you outnumber your enemy and spread your fire to attack every single surface ship. Combat is fairly simple - to attack, roll nD6 where n is your gunnery or airstrike factor. For standard shots, a 1-4 is a miss. A 5 disables the target and sends it back to port. A 6 is a hit and each hit inflicts 1d6 worth of damage to the target. If the damage exceeds the armor, the target sinks. If not sunk, the damage sticks around to make it more vulnerable in later turns, unless repaired. Bonus shots get a +1 to the to-hit roll (so a 4 is a disable and a 5-6 is a hit) but not the damage roll. If one side has an air unit or patrolling ship still in the area at the end of battle, they control that zone, which adds POC, blocks enemy movement next turn, can aid in converting enemy bases, and aids that side in getting the type of fight (day/night action) they want next turn.

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[[folder: Movement and Combat Mechanics]]
On a given turn, each side gets reinforcements per a chart and then goes through four five phases of deployment - patrolling ships (and repairs, which (or making repairs on ships that then don't get to deploy that turn), land-based air units, amphibious units, and then raiding ships. ships, followed by the lone submarine counter. In each phase, the Japanese player has to deploy first. first (although unless playing with a variant, only one side ever has a submarine piece on a given turn).

Once all the movement is finished, battles are fought, one sea zone in a time, in an order determined by Japan. Battles can be day actions, in which only airstrikes can attack and anyone is a valid target, or night actions, in which only gunnery can attack, air units cannot be targeted, and carriers and amphibious forces can only be targeted if you outnumber your enemy and spread your fire to attack every single surface ship. Combat is fairly simple - to attack, roll nD6 where n is your gunnery or airstrike factor. For standard shots, a 1-4 is a miss. A 5 disables the target and sends it back to port. A 6 is a hit and each hit inflicts 1d6 worth of damage to the target. If the damage exceeds the armor, the target sinks. If not sunk, the damage sticks around to make it more vulnerable in later turns, unless repaired. Bonus shots get a +1 to the to-hit roll (so a 4 is a disable and a 5-6 is a hit) but not the damage roll. If one side has an air unit or patrolling ship still in the area at the end of battle, they win control of that zone, which adds POC, blocks enemy movement next turn, can aid assist in converting enemy bases, and aids that side in getting the type of fight (day/night action) they want next turn.
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* CriticalExistenceFailure: PlayedWith. On the one hand, any damage whatsoever removes the gunnery bonus from ships that have it, and each tick of damage reduces a ship's speed by 1. On the other hand, as long a ship's damage is less than its armor, gunnery factor and airstrike ability aren't affected at all. But then if it suffers one more tick of damage such that damage equals armor, and any gunnery factor is reduced to 1 and any airstrike to 0. The usual result is that "crippled" ships are almost always repaired, but ships with lesser damage tend to just keep on deploying turn after turn without repairing.

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* CriticalExistenceFailure: PlayedWith. On the one hand, any damage whatsoever removes the gunnery bonus from ships that have it, and each tick of damage reduces a ship's speed by 1. On the other hand, as long a ship's damage is less than its armor, gunnery factor and airstrike ability airstrikes aren't affected at all. But then if it suffers one more tick of damage such that damage equals armor, and matches the armor value, then any gunnery factor is reduced to 1 and any airstrike to 0. The usual result is that "crippled" ships are almost always repaired, but ships with lesser damage tend to just keep on deploying turn after turn without repairing.
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* CallAHitPointASmeerp: The ships have "armor factors" which are effectively hit points, although unlike with most HP system, you have to suffer ''more'' damage than your armor to be destroyed - damage equal to armor "cripples" a ship but doesn't sink it. Also, VITP is won by POC (Points of Control) rather than VP, but as this is just semantics, the game it also "calls a Victory Point a Smeerp".

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* CallAHitPointASmeerp: The ships have "armor factors" which are effectively hit points, although unlike with most HP system, systems, you have to suffer ''more'' damage than your armor to be destroyed - damage equal to armor "cripples" a ship but doesn't sink it. Also, VITP is won by POC (Points of Control) rather than VP, but as this is just semantics, the game it also "calls could be said to "Call a Victory Point a Smeerp".



* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", Mike Knautz, a mid-level player, managed to upset Jim Eliason who was one of the highest rated contestants - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.

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* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", Game": Mike Knautz, a mid-level player, managed to upset Jim Eliason who was one of the highest rated contestants - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.
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Often just called VITP, Victory in the Pacific is a [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Creator/AvalonHill, set in UsefulNotes/WorldWarII and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. Designed by Rich Hamblen, it's {{sequel}} of sorts to the shorter and simpler War at Sea, which came out in 1976. The game divides the ocean into 13 sea areas and includes 22 bases (8 of which are major ports) which can change hands during the game due to isolation or invasions. All the major heavy cruisers (plus a few light cruisers), battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-based air wings, amphibious forces, and a submarine to play with as well. Along with TabletopGame/AdvancedSquadLeader, it's one of the last few Avalon Hill wargames to still support nationally-attended face to to face tournaments.

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Often just called VITP, Victory in the Pacific is a [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Creator/AvalonHill, set in UsefulNotes/WorldWarII and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. Designed by Rich Hamblen, it's {{sequel}} of sorts to the shorter and simpler War at Sea, which came out a year earlier in 1976. The game divides the ocean into 13 sea areas and includes 22 bases (8 of which are major ports) which can change hands during the game due to isolation or invasions. All the major heavy cruisers (plus a few light cruisers), battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-based air wings, amphibious forces, and a submarine to play with as well. Along with TabletopGame/AdvancedSquadLeader, it's one of the last few Avalon Hill wargames to still support nationally-attended face to to face tournaments.
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* SpiritualSuccessor: Victory in the Pacific was heavily inspired by War at Sea, a shorter and simpler game on the Battle of the Atlantic. Several of the basic mechanics are identical to, or clearly derived from, the earlier game and they are sometimes informally considered part of the same game series even though they aren't technically directly related and have different designers and publishers (initially at least - Avalon Hill ended up producing both, but War at Sea was first done by Jedko Games).

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A [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Creator/AvalonHill, set in UsefulNotes/WorldWarII and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. Designed by Rich Hamblen, it's {{sequel}} of sorts to the shorter and simpler War at Sea, which came out in 1976. The game divides the ocean into 13 sea areas and includes 22 bases (8 of which are major ports) which can change hands during the game due to isolation or invasions. All the major heavy cruisers (plus 3 of the light cruisers), battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-based air wings, amphibious forces, and a submarine to play with as well. Along with TabletopGame/AdvancedSquadLeader, it's one of the last few Avalon Hill wargames to still support nationally-attended face to to face tournaments.

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A Often just called VITP, Victory in the Pacific is a [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Creator/AvalonHill, set in UsefulNotes/WorldWarII and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. Designed by Rich Hamblen, it's {{sequel}} of sorts to the shorter and simpler War at Sea, which came out in 1976. The game divides the ocean into 13 sea areas and includes 22 bases (8 of which are major ports) which can change hands during the game due to isolation or invasions. All the major heavy cruisers (plus 3 of the a few light cruisers), battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-based air wings, amphibious forces, and a submarine to play with as well. Along with TabletopGame/AdvancedSquadLeader, it's one of the last few Avalon Hill wargames to still support nationally-attended face to to face tournaments.



Ships in VITP can described by their numerical ratings - they all have a gunnery factor, armor factor, and movement factor (speed), which are read in that order. So when the Japanese battleship Kongo is called a 436, that means it has a gunnery of 4, armor of 3, and speed of 6. Aircraft carriers also have a fourth rating - the airstrike factor, which is read last and usually separated with a dash. So when the British carrier Victorious is called an 027-2, that means it has no gunnery, 2 armor, 7 speed, and 2 airstrikes. The two methods of attack - gunnery and airstrike - can be standard or bonus, the bonus indicating either oxygen-propelled torpedoes, fire-control radar, or superior pilot training. On the counters, the bonus is indicated with a circle, so in writing it's usually offset with parenthesis. So the USS North Carolina 565, and the USS Indiana (5)65 have identical factors but the Indiana gets bonus gunnery and North Carolina doesn't. Amphibious units are 043 for the US and 033 for Japan. Air units are weird as they only have airstrikes and defense, and are read in that order with a * to indicate special movement (they can move to any sea zone where you have at least one base, regardless of distance or enemy control of the sea) - Japanese air is 34*, Allied is 24* but the Allies get more of them.

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[[folder: Describing Units]]
Ships in VITP can described by their numerical ratings - they all have a gunnery factor, armor factor, and movement factor (speed), which are read in that order. So when the Japanese battleship Kongo is called a 436, that means it has a gunnery of 4, armor of 3, and speed of 6. Aircraft carriers also have a fourth rating - the airstrike factor, which is read last and usually separated with a dash. So when the British carrier Victorious is called dash, e.g. an 027-2, that means it 027-2 has no gunnery, 2 armor, 7 speed, and 2 airstrikes. The two methods of attack - gunnery and airstrike - can be standard or bonus, the bonus indicating either oxygen-propelled torpedoes, fire-control radar, or superior pilot training. On the counters, the bonus is indicated with a circle, so in writing it's usually offset with parenthesis. So the USS North Carolina 565, and the USS Indiana (5)65 have identical factors but the Indiana gets bonus gunnery and North Carolina doesn't. Amphibious units are 043 for Occasionally you may see the US and 033 for Japan. Air units are weird bonus written as they only have airstrikes and defense, and are read in that order with a * to indicate special movement (they can move to any sea zone where you have at least one base, regardless of distance or enemy control of the sea) - Japanese air is 34*, Allied is 24* but the Allies get more of them.
5+65 instead.
[[/folder]]

[[folder: Combat Mechanics]]




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[[/folder]]



* CallAHitPointASmeerp: The ships have "armor factors" which are effectively hit points, although you have to suffer ''more'' damage than your armor to sink - e.g. a ship with an armor of 5 is "crippled" if it takes 5 damage, but it takes 6 damage to kill it. Also, the game is won by POC (Points of Control) rather than VP, so it also calls a Victory Point a Smeerp.
* CoolShip: Omnipresent.
* CriticalExistenceFailure: PlayedWith. On the one hand, any damage whatsoever removes the gunnery bonus from ships that have it, and each tick of damage reduces a ship's speed by 1. On the other hand, as long a ship's damage is less than it's armor, it still gets the same gunnery factor and if it has airstrikes, they aren't affected at all. But then one more tick of damage such that damage equals armor, and any gunnery factor is reduced to 1 and any airstrike to 0. The usual result is that "crippled" ships are almost always repaired, but ships with lesser damage tend to just keep on deploying turn after turn without repairing.

to:

* CallAHitPointASmeerp: The ships have "armor factors" which are effectively hit points, although unlike with most HP system, you have to suffer ''more'' damage than your armor to sink be destroyed - e.g. damage equal to armor "cripples" a ship with an armor of 5 is "crippled" if it takes 5 damage, but it takes 6 damage to kill doesn't sink it. Also, the game VITP is won by POC (Points of Control) rather than VP, so but as this is just semantics, the game it also calls "calls a Victory Point a Smeerp.
Smeerp".
* CoolShip: Omnipresent.
Omnipresent given that it's a naval wargame where most of the counters represent individual ships.
* CriticalExistenceFailure: PlayedWith. On the one hand, any damage whatsoever removes the gunnery bonus from ships that have it, and each tick of damage reduces a ship's speed by 1. On the other hand, as long a ship's damage is less than it's its armor, it still gets the same gunnery factor and if it has airstrikes, they airstrike ability aren't affected at all. But then if it suffers one more tick of damage such that damage equals armor, and any gunnery factor is reduced to 1 and any airstrike to 0. The usual result is that "crippled" ships are almost always repaired, but ships with lesser damage tend to just keep on deploying turn after turn without repairing.



* GlassCannon: Many of the aircraft carrier, especially the ''Hiryu'', the only carrier with both 3 or more airstrike factors and less than 2 armor - it's a 118(3).

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* GlassCannon: Many of the aircraft carrier, especially the ''Hiryu'', the only carrier with both 3 or more airstrike factors and that has less than 2 armor - it's a 118(3).



* LightningBruiser: The ''Iowa''-class battleships for sure, rated (5)97, tied for the highest firepower in the game (gunnery or airstrike) yet being as fast as most cruisers. ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than all other carriers[[note]]Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used[[/note]] and only 1 speed point slower than the Iowa class battleships or the American carriers.

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* LightningBruiser: The ''Iowa''-class battleships for sure, rated (5)97, tied for giving them the highest most deadly firepower in the game (gunnery or airstrike) yet being while they are as fast as most cruisers. ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than all other carriers[[note]]Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used[[/note]] and only 1 speed point slower than the Iowa class battleships or the American carriers.



* PyrrhicVictory: Can easily happen if you win a battle by mostly "disabling" opposing ships (which sends them back to port and ends their part in the battle, but inflicts no lasting damage) while most of your own losses are hit, sunk, and gone for good.
* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", as a mid-level player (Mike Knautz) managed to upset one of the top players (Jim Eliason) - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.
* SneakAttack: How the first turn of the game naturally begins, with most of the Allies forces frozen in place and unable to react.

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* PyrrhicVictory: Can easily happen if you win a battle by mostly "disabling" opposing ships (which sends them back to port and ends their part in the battle, but inflicts no lasting damage) while most of your own losses are hit, sunk, sunk and thus gone for good.
* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", as Mike Knautz, a mid-level player (Mike Knautz) player, managed to upset Jim Eliason who was one of the top players (Jim Eliason) highest rated contestants - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.
* SneakAttack: How the first turn of the game naturally begins, with most of the Allies Allied forces frozen in place and unable to react.
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House Rules is IUEO


* HouseRules: A fair amount have been introduced over the years in various wargaming magazines or forums. Since the game's balance varies at different levels of skill (newbies tend to find the Allies easier to play, casual players with some experience tend to find it evenly-matched, and serious players tend to find the Japanese favored), tournaments tend to offer a small set of these as options for players to adjust the balance. Several common ones revolve around removing the chance for a US carrier to be sunk in the opening Japanese surprise attack - which could have happened in RealLife, but tends to make the game very difficult for the Allies to win.
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* LightningBruiser: The ''Iowa''-class battleships for sure, rated (5)97, tied for the highest firepower in the game (gunnery or airstrike) yet being as fast as most cruisers. ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than all other carriers[[note]]Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used[[/note]] and only 1 speed point slower than the Iowa class BBs or the American carriers.

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* LightningBruiser: The ''Iowa''-class battleships for sure, rated (5)97, tied for the highest firepower in the game (gunnery or airstrike) yet being as fast as most cruisers. ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than all other carriers[[note]]Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used[[/note]] and only 1 speed point slower than the Iowa class BBs battleships or the American carriers.



* SpiritualSuccessor: Victory in the Pacific was heavily inspired by War at Sea, a shorter and simpler game on the Battle of the Atlantic. Several of the basic mechanics are identical to, or clearly derived from, the earlier game and they are sometimes informally considered part of the same game series even though they aren't technically directly related and have different designers and publishers (initially - Avalon Hill ended up producing both, but War at Sea was initially done by Jedko Games).

to:

* SpiritualSuccessor: Victory in the Pacific was heavily inspired by War at Sea, a shorter and simpler game on the Battle of the Atlantic. Several of the basic mechanics are identical to, or clearly derived from, the earlier game and they are sometimes informally considered part of the same game series even though they aren't technically directly related and have different designers and publishers (initially at least - Avalon Hill ended up producing both, but War at Sea was initially first done by Jedko Games).
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probably too much explanation for now but I'll clean up and make it concise later


* MightyGlacier: Many of the battleships in the game - generally having better gunnery and armor than other ships but much less speed - are this, especially for the Americans early-game battleships (and a few of the British ones) which are the only ships rated 3 for speed.

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* MightyGlacier: Many of the battleships in the game - generally having better gunnery and armor than other ships but much less speed - are this, especially for the Americans early-game battleships (and a few of the British ones) which are all 443, 453, or 553 - the only ships rated 3 for speed.

Added: 2843

Changed: 230

Is there an issue? Send a MessageReason:
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Ships in VITP can described by their numerical ratings - they all have a gunnery factor, armor factor, and movement factor (speed), which are read in that order. So when the Japanese battleship Kongo is called a 436, that means it has a gunnery of 4, armor of 3, and speed of 6. Aircraft carriers also have a fourth rating - the airstrike factor, which is read last and usually separated with a dash. So when the British carrier Victorious is called an 027-2, that means it has no gunnery, 2 armor, 7 speed, and 2 airstrikes. The two methods of attack - gunnery and airstrike - can be standard or bonus, the bonus indicating either oxygen-propelled torpedoes, fire-control radar, or superior pilot training. On the counters, the bonus is indicated with a circle, so in writing it's usually offset with parenthesis. So the USS North Carolina 565, and the USS Indiana (5)65 have identical factors but the Indiana gets bonus gunnery and North Carolina doesn't. Amphibious units are 043 for the US and 033 for Japan. Air units are weird as they only have airstrikes and defense, and are read in that order with a * to indicate special movement (they can move to any sea zone where you have at least one base, regardless of distance or enemy control of the sea) - Japanese air is 34*, Allied is 24* but the Allies get more of them.

On a given turn, each side gets reinforcements per a chart and then goes through four phases of deployment - patrolling ships (and repairs, which don't get to deploy that turn), land-based air units, amphibious units, and then raiding ships. In each phase, the Japanese player has to deploy first. Once all the movement is finished, battles are fought, one sea zone in a time, in an order determined by Japan. Battles can be day actions, in which only airstrikes can attack and anyone is a valid target, or night actions, in which only gunnery can attack, air units cannot be targeted, and carriers and amphibious forces can only be targeted if you outnumber your enemy and spread your fire to attack every single surface ship. Combat is fairly simple - to attack, roll nD6 where n is your gunnery or airstrike factor. For standard shots, a 1-4 is a miss. A 5 disables the target and sends it back to port. A 6 is a hit and each hit inflicts 1d6 worth of damage to the target. If the damage exceeds the armor, the target sinks. If not sunk, the damage sticks around to make it more vulnerable in later turns, unless repaired. Bonus shots get a +1 to the to-hit roll (so a 4 is a disable and a 5-6 is a hit) but not the damage roll. If one side has an air unit or patrolling ship still in the area at the end of battle, they control that zone, which adds POC, blocks enemy movement next turn, can aid in converting enemy bases, and aids that side in getting the type of fight (day/night action) they want next turn.



* GlassCannon: Many of the aircraft carrier, especially the ''Hiryu'', the only carrier with both 3 or more airstrike factors and less than 2 armor.

to:

* GlassCannon: Many of the aircraft carrier, especially the ''Hiryu'', the only carrier with both 3 or more airstrike factors and less than 2 armor.armor - it's a 118(3).



* LightningBruiser: The ''Iowa''-class battleships for sure, tied for the highest firepower in the game (gunnery or airstrike) yet being as fast as most cruisers. ''Akagi" also counts, tied for the highest airstrike factor in the game yet also having better armor than most carriers and only 1 speed point slower than the Iowa class BBs or the American carriers.
* MightyGlacier: Many of the battleships in the game - generally having better gunnery and armor than other ships but much less speed - are this, especially for the Americans early-game battleships (and a few of the British ones) which are slower than anything the Japanese have.

to:

* LightningBruiser: The ''Iowa''-class battleships for sure, rated (5)97, tied for the highest firepower in the game (gunnery or airstrike) yet being as fast as most cruisers. ''Akagi" ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than most carriers all other carriers[[note]]Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used[[/note]] and only 1 speed point slower than the Iowa class BBs or the American carriers.
* MightyGlacier: Many of the battleships in the game - generally having better gunnery and armor than other ships but much less speed - are this, especially for the Americans early-game battleships (and a few of the British ones) which are slower than anything the Japanese have. only ships rated 3 for speed.



* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", as a mid-level player (Mike Knautz) managed to upset one of the top players (Jim Eliason) - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.

to:

* RandomNumberGod: The lone Dutch ship the Allies possess (the light cruiser ''De Ruyter'') is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game", as a mid-level player (Mike Knautz) managed to upset one of the top players (Jim Eliason) - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.

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