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Axis and Allies Campaign
Axis and Allies Campaign: PTO Preview Because the European Theater (ETO) of the Campaign Game starts in the summer of 1941 we have an extra week until the Pacific Theater (PTO) take its first turn in the winter of 1941. With that in mind we thought we’d show you a preview of the Pacific map, take a look at some of the strategic options for the Japanese and also talk a little about some of the behind the scenes components that go into making a battle ticket or fleet action.
Most of the European colonists in Southeast Asia were deluded in thinking that their way of life would continue indefinitely. They lead an opulent life style: a life of servants, afternoon tea, country clubs, Polo matches, tennis courts, cold beer, iced gin and segregated neighborhoods. The British in Burma, Malaya and Borneo and the French in Indochina (which we now call Vietnam and Cambodia) were just as complacent as the Dutch who ruled the East Indies (Indonesia). They shared the sentiment of the Dutch governor when he was quoted as saying, “We Dutch have been here for three hundred years; we shall remain here for another three hundred.” What they collectively failed to notice was a growing nationalist movement that was starting to undermine European dominance.
The Wars in Europe helped the Japanese cause greatly. At the end of World War I they were granted the Marshall, Caroline and Mariana Islands, all former German Colonies. By 1937 they had expanded in China seizing Shanghai and the island of Hainan. In July 1941 the Vichy French government hardly noticed when Japan occupied Indochina and moved to sign an alliance with Thailand (Siam). No doubt the pact signed with Germany in 1940, and that Germany had conquered France a year earlier, smoothed the Japanese acquisition of Indochina. Now in late 1941 Japan turned its attention to the United States Fleet, the British Army in Malaya and the Dutch East Indies.
There are a few different rules for the PTO in the first turn. To simulate the surprise of the attack the Americans and British can’t move, attack or react and all their forces defend with a value of 1. The Chinese, because they’ve been at war for years with the Japanese, are under no restriction. We’ve also staggered the American IPC value. Normally the Americans start with 75 IPCs. During game testing we found that we needed to reduce the American income for the first two turns, this simulates an increased economic production over time and it allows for a more accurate time line. American income for Winter 1941 is 23, Spring/Summer 1942 is 46 and by Fall/Winter 1942 they receive the full 75. I mentioned that for the first turn all the American and British forces defend on a 1. If you understand the board game this means that during an attack the defender would have to roll a 1 on a six sided die to score a hit. Every piece in the game has an attack and defense value. We use those values in determining the points and complexion of the Battle Tickets and Fleet Actions. If you wish to understand the theory behind how the Tickets and Actions are calculated continue reading otherwise skip to the last paragraph. Here are the attack and defense values for each piece in the game as used for determining Battle Tickets or Fleet Actions:
We then determine how many points are going to be used for the army build. 100 points is the most common. We take the defender’s value and divide that by the build total to determine the “multiplier.” So in our example the multiplier would 100/6 = 16.66. We round the multiplier to the nearest number and get 17. We now use that number times the value of the units to determine the complexion of the army build. Infantry always represent Soldier points. Tanks always represent Vehicle points. Artillery, bombers and fighters always represent Wild points. So in our example the attacker would have 51 points in Soldier (3x17=51) and 51 points in Vehicles (3x17=51) for a total build of 102. The defender would have 34 points in Soldier (2x17=34) and 68 points in Wild (4x17=68) for 102 points total army build. At the end of the battle we “reconstitute” the surviving number of points back into game board pieces. So if 30 points survived from the defending side the defender would have 2 points remaining (30/17=1.76 rounded to 2) for an infantry. If the attacker also had 30 points remaining he could reconstitute 2 infantry because his attacking infantry attack on ones where the defending infantry defend on twos.
Japan has a lot of options for the first turn. They only have one turn to take advantage of a weak US and Britain. They can’t squander their opportunity. They need to rush and capture as much territory as possible. Next week we will give you the first battles for the PTO and we will be submitting the results of the first wave of fighting in Europe. The War is about to go global.
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