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Oceans of Fire: The Pacific Theater IN WWII
Detailed simulation of the Pacific Theater during World War II.
Oceans
of Fire is an area movement, strategic simulation of the Pacific
Theater of Operations in World War II with an operational feel. Players
command the Japanese, American, and British Commonwealth naval, air, and
ground forces that fought in the Pacific and Southeast Asia. The
Netherlands forces that fought in the Dutch East Indies and the Chinese
forces that fought in Burma are also included. The map runs from India
to the west coast of the United States and from the Aleutians to
Australia. The game may be played with either two or three players. In
the three-player game, a second Allied player commands the Commonwealth,
Dutch, and Chinese forces.
There are five scenarios:
Introductory Solomons Islands scenario
One-turn Midway scenario
Two-turn Tournament Guadalcanal scenario
Three-turn Japanese Expansion scenario
Eight-turn Campaign Game
Naval
units have one or two carriers or battleships per counter, and two to
four cruisers per counter. Additionally, there are submarine and
transport counters representing many ships. There are two types of air
units: carrier air and land-based air, with approximately 30 aircraft
per air point. The standard ground unit is the division with a few
brigades including the Japanese Special Naval Landing Forces. There are
also some Admirals and Generals such as Admiral Nagumo and General
Vandegrift. Each turn encompasses six months of actual time subdivided
into four Rounds (a special first turn covers only four months). During
each Round, the Japanese, American, and Commonwealth players each take
an Impulse. The order of movement is based on which player has the most
Command Points (CPs) that turn. The number of CPs available to the
Japanese player after the first turn depends on the number of Oilfields
and Resources that he controls. This number can be reduced by U.S.
submarines and B-29s using Strategic Warfare. The U.S. and Commonwealth
CPs increase as the war progresses although the Commonwealth total can
be reduced by lost territory in Australia and India.
Players
expend Command Points to activate units for movement, missions, or
combat. Although Oceans of Fire is a strategic game, it also has an
operational feel to it. A typical operation involves moving a carrier
task force, with transports carrying assault divisions, into a Sea Area
containing an enemy controlled island. The defender can intercept with
available air and naval forces, and the attacker can counter intercept.
First, there is a round of air combat followed by one or more rounds of
naval combat. The naval combat rounds can be carrier or surface,
weighted in favor of carrier action. Air units attack individual ship
counters with carrier air being more deadly. If the attacker wins the
naval battle, he can conduct the amphibious assault. Players can also
construct airfields and fortifications, or upgrade port facilities. The
game also has the American Fleet Supply Train, Japanese kamikazes, and
monsoon weather. A deck of historical Event cards adds a lot of variety
and some uncertainty to the game with cards such as the Doolittle Raid,
Tokyo Express, Chindits, and ‘MAGIC’.
Game Features:
Control and Contested Areas
Basing
Supply
Command Points, Initiative, and Impulses
Activation's
Ground, Rail, Air, Naval, Naval Transport, Submarine Movement mechanics
Numerous Missions for conducting Air, Ground, and Naval operations
Interceptions and Counter-Interceptions
Ground, Air, Naval, Anti-Aircraft Combat (various types)
Numerous advanced rules cover Severe Weather, Kamikaze Attacks, Armor
Bonus, Special Naval Landing Forces, Air Combat Quality, Military
Leaders, Event Cards, and Variable Play Balance
Options rules for
Naval, Air, National Cooperation, Forts and Airfields, Intensive
Attacks, British Amphibious Capability, Attacking Across Ground Straits,
and Purchasing Resource Points
Five Scenarios total (including Campaign Game)
Extensive 16-page Illustrated Expanded Example of Play (covers the start of the game)
Product Information:
Complexity: 7 out of 10 (Medium to High)
Solitaire Suitability: 7 out of 10 (Medium)
Time Scale: 6 Month turns with Four Rounds per turn
Map Scale: Variable size areas
Unit Scale: Ground: Divisions and brigades; Naval: 1 to 4 ships, more
for submarines and transports; Air: ~30 aircraft per air point
Players: 2 or 3 Players (can accommodate solitaire or team play)
Playing Time: Approximately 3 hours per turn; Intro Scenario – 2 hours;
Short Scenarios – an evening; Campaign Game – a weekend
Components:
Combined 34 x 43 inch game map (two unmounted map sheets)
Two counter sheets of 1.5” x .75” naval units and four 9/16” counter
sheets of ground units, air units, and markers; 1080 counters in all
Deck of 67 Event cards
One Rulebook
One Scenario Book
One Naval Battle Board
Four Player Aid cards
Three Reinforcements cards
Three Force Pool cards
Three Carrier air displays
Four 10-sided dice
Box and Lid
Game Credits:
Designer: Robert Beyma
Developer: Kevin Bernatz
Artist: Mark Mahaffey