Pacific War AAR [Images]

Prior to allocating command points we need to roll for weather. 0-7 its clear. We earn clear weather. Then allocate command points.


The Task Forces begin movement in the Contact Move Phase.



Each TF moves a hex and we slide the Naval track along, adjusting days past when we hit a greyed out box.

In order to move the fleets into position it takes 5 days. The Allies cannot stop them unless they can spot a TF. They finally do up near Saigon.




The Armour and other ground units now move. Heading across the peninsula.


Battle Cycle



Air strikes head out. Looking to hit army units on the defense at various locations and where possible straf enemy air.

First


Khota Baru takes a beating. The Infnatry there break.

Other air strikes go in strafing the search units and attempting to ground strike the 8th Indian. The combined AA/Flak is pretty devastaing. Knocking out 2 steps.


IJN Air take hits!




Losses affect both sides.


8th Indian succumbs to the Japanese attack.


One thought on “Pacific War AAR [Images]

  1. In the activation phase there is a time penalty for operation length, *1 for 14 days, *2 for 21 days, and *3 for 28 days. Also size of operation for HQ cost. So max operation for 28 days would be 12 points (*3=36pts) Level 1 operation (HQ 4 pts = 40 pts) with the 41 allotted.
    You should limit contact move to four days with 12 hexes of movement to be in position, (some even limit it to three days 9 hexes).
    I usually use a 20 pts on 14 day operation to open (TF form force 2, landing force from force 18, and two L2T’s, with one fighter to activate end of 1st battle cycle, followed by a 21 day op of 8 pts (force 3 + 4 pts air).
    The move to campaigns requires much more planning and mastering the time nuances.
    Enjoyed the ARR pictorial and your previous videos.
    Hope to see more, I know you play many other titles.

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