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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth]][[UsefulNotes/KiwisWithCarbines units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any POC after a battle.

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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth]][[UsefulNotes/KiwisWithCarbines Commonwealth]] [[UsefulNotes/KiwisWithCarbines units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any POC after a battle.

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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any POC after a battle.

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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth Commonwealth]][[UsefulNotes/KiwisWithCarbines units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any POC after a battle.


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* AmericaSavesTheDay: The majority of the fighting on the Allied side is done by the Americans, but the British are an important part of it, and the Aussies, Kiwis, and Dutch are present as well.
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* 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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* 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.

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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 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.
* EasyLogistics: The logistical constraints are pretty limited and simple, which mostly helps out the Japanese since they had greater logistical troubles in the actual war, and the game allows them to threaten a greater number of serious offensives than they probably could have sustained in reality.



* 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, as their early-game battleships are even slower than Japan's.

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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, as their Americans early-game battleships (and a few of the British ones) which are even slower than Japan's.anything the Japanese have.
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* GlassCannon: Many of the aircraft carrier, especially the ''Hiryu'', the only carrier with 3 or more airstrike factors and less than 2 armor.

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



* LightningBruiser: The ''Iowa''-class battleships for sure.

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* LightningBruiser: The ''Iowa''-class battleships for sure. 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.

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A 1977 [[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. A {{sequel}} of sorts to the shorter and simpler War at Sea. 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.

The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control", which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any Points of Control after a battle.

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A 1977 [[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. A Designed by Rich Hamblen, it's {{sequel}} of sorts to the shorter and simpler War at Sea.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.

The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control", Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any Points of Control POC after a battle.



* 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.



* FinalBattle: A well-played game between approximately equal opponents has a good chance of coming down to a giant battle in the Sea of Japan with the game at stake.
* FogOfWar: Mostly averted, both players can see the whole map and the locations of all enemy forces. A couple of fog mechanics do exist though - the Allies have restrictions on Turn 1 due to "not knowing" when and where the Japanese are planning to attack; and all game long, since the Japanese code was broken in real life, the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.
* GlassCannon: Many of the aircraft carriers, especially the ''Hiryu''.

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* FinalBattle: A well-played game between approximately equal opponents has a good chance of coming down to a giant battle battle, often in the Sea of Japan Japan, with the game at stake.
* FogOfWar: Mostly averted, as both players can see the whole map and the locations of all enemy forces. A couple of fog fog-esque mechanics do exist though - the Allies have restrictions restricted movement on Turn 1 due 1, to enforce the player "not knowing" when and where the Japanese are planning to attack; and attack. Also, all game long, since the Japanese code was broken in real life, the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.
* GlassCannon: Many of the aircraft carriers, carrier, especially the ''Hiryu''.''Hiryu'', the only carrier with 3 or more airstrike factors and less than 2 armor.



* 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 being that a sunk ship is clearly gone for good, but a destroyed air unit isn't completely gone, and the surviving planes and pilots can regroup and gain replacements and then start fighting again after a time.

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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 - Avalon Hill ended up producing both, but War at Sea was initially done by Jedko Games).
* 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 new. The idea being 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 and regroup, gain replacements replacements, and then start fighting again after a time.
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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control", which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can raid instead of patrol, and be committed later in the turn, but those raiding ships do not score any Points of Control after a battle.

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The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control", which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, and allowing them to be committed later in the turn, turn after seeing more of the enemy's deployment, but those raiding ships do not score any Points of Control after a battle.
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* WeHaveReserves: Averted for ships of both sides despite the large amounts of American reinforcements, but 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.

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* WeHaveReserves: Averted for ships of both sides despite the large amounts of American reinforcements, but played 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.new - the idea being that a sunk ship is clearly gone for good, but a destroyed air unit isn't completely gone, and the surviving planes and pilots can regroup and gain replacements and then start fighting again after a time.
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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 - 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, and 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 - 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, and 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 - 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 (Mike Knautz) managed to upset one of the top players (Jim Eliason) with the De Ruyter in several battles being the last surviving Allied patrolling ship, and 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 - 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) with the De Ruyter - and in several battles being over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, and sinking multiple enemy ships along the way.

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A 1977 [[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. A {{sequel}} of sorts to the shorter and simpler War at Sea. 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.

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A 1977 [[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. A {{sequel}} of sorts to the shorter and simpler War at Sea. 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.
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.

The Allied forces are dominated by the [[UsefulNotes/YanksWithTanks United States armed forces]], but also include a sizable [[UsefulNotes/BritsWithBattleships British contingent]] and associated [[UsefulNotes/AussiesWithArtillery Commonwealth units]], plus one lone single [[UsefulNotes/DutchmenWithDestroyers Dutch light cruiser]] - the opposing forces all belong to the [[UsefulNotes/KatanasOfTheRisingSun Empire of Japan]]. Scoring is by "Points of Control", which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can raid instead of patrol, and be committed later in the turn, but those raiding ships do not score any Points of Control after a battle.


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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 - 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 (Mike Knautz) managed to upset one of the top players (Jim Eliason) with the De Ruyter in several battles being the last surviving Allied patrolling ship, and sinking multiple enemy ships along the way.
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finally got the image thing right. doh.


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[[caption-width-right:350: The front of the game box.]]
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[[quoteright:300:https://cf.geekdo-images.com/images/pic188896_md.[[quoteright:300:http://img.photobucket.com/albums/v498/Statalyzer/VITP%20Box_zpsbxbct7kq.jpg]]
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* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited range of action (Japanese & American ships can move 3 sea areas away from their base if "raiding", but British ships never can) and generally being stuck anchoring in Ceylon which is out on the far edge of the map. But if the Allies can hold on to the port of Singapore then the British fleet becomes a serious threat.



* DutchmenWithDestroyers: The Dutch fleet has exactly 1 ship counter, a rather weak one, consequently known to be one of the [[RandomNumberGod luckiest]] ships in the game.



* KatanasOfTheRisingSun: Naturally, since Imperial Japan began the war in the first place.
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%%* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at which limits the number of sea areas they can reach reliably.

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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, as their early-game battleships are even slower than Japan's, plus they have no central port to base them at which limits the number of sea areas they can reach reliably.Japan's.
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* FogOfWar: Mostly averted, both players can see the whole map and the locations of all enemy forces. A couple of fog mechanics do exist though - the Allies have restrictions on Turn 1 due to "not knowing" when and where the Japanese are planning to attack, and since their code was broken the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.

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* FogOfWar: Mostly averted, both players can see the whole map and the locations of all enemy forces. A couple of fog mechanics do exist though - the Allies have restrictions on Turn 1 due to "not knowing" when and where the Japanese are planning to attack, attack; and all game long, since their the Japanese code was broken in real life, the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.
Is there an issue? Send a MessageReason:
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* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited range of action (Japanese & American ships can move 3 sea areas away from their base if "raiding", but British ships never can) and generally being stuck anchoring in Ceylon which is out on the far edge of the map. But if the Allies can hold onto the port of Singapore then the British fleet becomes a serious threat.

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* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited range of action (Japanese & American ships can move 3 sea areas away from their base if "raiding", but British ships never can) and generally being stuck anchoring in Ceylon which is out on the far edge of the map. But if the Allies can hold onto on to the port of Singapore then the British fleet becomes a serious threat.
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This establishes that they\'re slow. Are they also strong?


* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at which limits the number of sea areas they can reach reliably.

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* %%* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at which limits the number of sea areas they can reach reliably.
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A 1977 [[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. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.

to:

A 1977 [[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. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in into 13 sea areas and includes 22 bases (8 of which are major ports). ports) which can change hands during the game due to isolation or invasions. All the major cruisers, 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-base land-based air wings and wings, amphibious forces forces, and a submarine to play with as well.
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Links


A 1977 [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Avalon Hill, set in WW2 and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.

to:

A 1977 [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Avalon Hill, Creator/AvalonHill, set in WW2 UsefulNotes/WorldWarII and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies]] in the Pacific Ocean. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.
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A 1977 [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Avalon Hill, set in WW2 and pitting Japan against the Allies in the Pacific Ocean. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.

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A 1977 [[TabletopGames tabletop]] historical naval [[{{Wargaming}} wargame]] of low to moderate complexity published by Avalon Hill, set in WW2 and pitting [[WorldWarII/WarInAsiaAndThePacific Japan against the Allies Allies]] in the Pacific Ocean. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.
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* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited radius and generally being stuck in Ceylon, on the far edge of the map. But if the Allies can hold onto Singapore than the British fleet becomes a serious threat.

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* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited radius range of action (Japanese & American ships can move 3 sea areas away from their base if "raiding", but British ships never can) and generally being stuck anchoring in Ceylon, Ceylon which is out on the far edge of the map. But if the Allies can hold onto the port of Singapore than then the British fleet becomes a serious threat.

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A 1977 [[TabletopGames tabletop]] historical naval [[{Wargaming} wargame]] of low to moderate complexity, set in WW2 and pitting Japan against the Allies in the Pacific Ocean.

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A 1977 [[TabletopGames tabletop]] historical naval [[{Wargaming} [[{{Wargaming}} wargame]] of low to moderate complexity, complexity published by Avalon Hill, set in WW2 and pitting Japan against the Allies in the Pacific Ocean.
Ocean. A {{sequel}} of sorts to the shorter and simpler War at Sea. The game divides the ocean in 13 sea areas and includes 22 bases (8 of which are major ports). All the major cruisers, battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-base air wings and amphibious forces to play with as well.



* CompositeCharacter: Done with locales instead of people. To keep the game manageable, a lot of island bases are combined. E.g. Lae represents multiple bases on the northern half of New Guinea, Saipan also represents Guam & Tinian, Pearl Harbor & Yokosuka Naval Yard stand-in for all of Hawaii & Japan respectively, etc.



* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at, limiting the range of sea areas they can reach reliably.

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* LightningBruiser: The ''Iowa''-class battleships for sure.
* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at, limiting at which limits the range number of sea areas they can reach reliably.
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A 1977 [[TabletopGames tabletop]] historical naval [[{Wargaming} wargame]] of low to moderate complexity, set in WW2 and pitting Japan against the Allies in the Pacific Ocean.


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* GlassCannon: Many of the aircraft carriers, especially the ''Hiryu''.


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* OneHitPointWonder: Several of the Japanese ships are this, having an armor factor of 0 such that any hit will sink them.
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!!This game provides examples of:
* BritsWithBattleships: Present, but have a hard time affecting the game much due to their limited radius and generally being stuck in Ceylon, on the far edge of the map. But if the Allies can hold onto Singapore than the British fleet becomes a serious threat.
* CoolShip: Omnipresent.
* DutchmenWithDestroyers: The Dutch fleet has exactly 1 ship counter, a rather weak one, consequently known to be one of the [[RandomNumberGod luckiest]] ships in the game.
* FinalBattle: A well-played game between approximately equal opponents has a good chance of coming down to a giant battle in the Sea of Japan with the game at stake.
* FogOfWar: Mostly averted, both players can see the whole map and the locations of all enemy forces. A couple of fog mechanics do exist though - the Allies have restrictions on Turn 1 due to "not knowing" when and where the Japanese are planning to attack, and since their code was broken the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.
* HeroicSacrifice: The usual result of sending a single ship or land-based air unit up against a large enemy force to take out the lone enemy patrolling ship, or to destroy the lone enemy amphibious force.
* KatanasOfTheRisingSun: Naturally, since Imperial Japan began the war in the first place.
* LastStand: The Japanese fleet is usually reduced to making one of these at the end of the game.
* MightyGlacier: Many of the battleships in the game are this, especially for the Americans, as their early-game battleships are slower than Japan's, plus they have no central port to base them at, limiting the range of sea areas they can reach reliably.
* 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.
* SneakAttack: How the first turn of the game naturally begins, with most of the Allies forces frozen in place and unable to react.
* WeHaveReserves: Averted for ships of both sides despite the large amounts of American reinforcements, but 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.

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