Board Game
7Dec41: Pearl Harbor!
By Lou Coatney
Both a strategic and tactical game, requiring the Japanese player to attack, but allowing him to make up to 2 false alarm games, to try to drive up the US player's "precaution" victory point concessions. He will also need to choose armor-piercing bombs or torpedoes for his Kate squadrons and to decide the waves' targets: battleships (and/or Enterprise, if present), airfields and US squadrons, harbor facilities, or tank farm oil tanks. 2 4-phase (night, morning, noon, afternoon) 24-hour turns with 9 (ergo 40 minute?) hex-by-hex air-(strike-)impulses within each, so the US player has to hex-by-hex sweat out the incoming attacking Japanese air-strike waves, if they remain undetected. USS Ward vs. Japanese mini-subs, if the Japanese player chooses to use them, risking an early US alert detection. Risk of USAAC "Don't worry about it." and USN "Confirmation, Kaminsky. I want CONFIRMATION." detection dismissals by incompetent command. Japanese ships - or bluffing dummies - may enter in the Northern, Northwestern, or Western sectors. The US player can if he wishes invest in: Joint Army (Air Corps) and Navy command center, 12 *matching* victory points (equal to 2 *destroyed* not just bottomed battleships). (Historically, both commands got detection warnings but separately dismissed them: divided command. If divided US command, 2 US players?) PBY (1 mvp each) and/or USAAC (2 mvps ea) long-range search patrols Up to 3 subs (2 mvps each) to patrol. "Readying" or *launching* interceptor etc. squadrons before a *confirmed* detection. Hmm .... maybe not? Carrier Enterprise may un-luck out and be in harbor, or may possibly - 1/8 chance - arrive that morning, as historically. Same arrival possibility for Lexington and *her* squadrons, so the Japanese *could* be facing 2 US carrier groups. 105mis/169kms per operational hex. Ungridded map of harbor for air (and mini-sub?) attacks. 2 player game, although it has much solitaire potential as-is. —description from the designer
- Bluffing
- Wargame
- Print & Play
- World War II
- Nautical
- Aviation / Flight
- Grid Movement
- Variable Set-up
- End Game Bonuses
- Movement Points
- Dice Rolling
- Variable Player Powers
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