Tag Archives: 1942

1942 – Game Over

Powered through the game last night.  Once you get going, it is as advertised…..a game that takes about 2 hours.  And, it’s  a lot of fun.

Should have done a better job of documenting turn-by-turn highlights, but I did take pictures.  Here’s the narrative highlights.

Beginning with Turn 3, the Japanese continued to pressure both American and Commonwealth forces, undertaking flanking attacks where they could get 3-1 or 4:1 odds, typically augmented by at least a +1 D6 roll modification due to air support.  The Japanese were fortunate in that their attacks resulted in surrender results, which maximize victory points.

First Commonwealth, and then  American forces withdrew to their fortresses of Singapore and Corregidor, respectively.   There are no stacking limits in fortresses, so the Japanese were again forced to make low odds attacks.

The Turn 6 attack on Corregidor was at 3:1, with a +1 D6 roll.  The Americans surrendered.  The Japanese used Turn 7 to transfer air units.  On the last turn of the game (Turn 8), the Japanese attacked Singapore, using all of their air power, including aircraft carriers.  This support was countered by the lone Commonwealth unit, but augmented by Dutch air.  That one air unit made all the difference.  The 2:1 attack had a D6 roll of “2”, which modified by the +2 for air, with a result of “no effect”.  If it had been a +3 for air, Singapore would have fallen.

The result was a marginal Japanese victory, as there were too many surviving Allied units (which reduce Japanese VIPs).

While not a simulation by any stretch of the imagination, this game forces the Japanese commander to shift resources and make attacks at lower odds than one would want; just like the real campaign.  Likewise, the Allied commander has to eventually withdraw to fortresses, and hope for a positive outcome.

It’s tense, quick and fun.

American Right Flank Is Disrupted. Japanese Close In On Dutch Garrison In Pemangkat. Dutch Air Umbrella Now Extends Over Singapore.
Commonwealth Withdraws Into Singapore. Americans Preparing To Withdraw From Luzon To Corregidor
Both Commonwealth And American Troops Retire To Their Fortresses. Dutch In Pemangkat Are Surrounded.
Japanese Attack And Capture Corregidor. American Units Surrender
Japanese Repulsed By Dutch
Final Assault On Singapore

 

 

1942 – Japanese Surge

Back at the Pine Cone Lodge.

During the Allied (first) Phase of  Turn 2, the Japanese suffered a slight reversal when the Americans destroyed the disrupted unit in Northern Luzon, and their main attack in the Malayan Peninsula was pushed back by Commonwealth forces.

Despite this, the Japan build-up in both areas continued unabated, at the cost of the additional naval movement points to sustain the landing areas.

Situation At End Of Allied Phase Turn 2. Disrupted Japanese Unit In Northern Luzon Has Been Eliminated.

While the Americans were able to stall strong Japanese attacks supported by Formosa based air units, the Commonwealth suffered a severe defeat in Northern Malaya.  A bold (2:1 with +1 modifier due to naval air) attack resulted in four (!) Commonwealth units surrendering.

During Turn 3, the British commander,  faced with the possibility of overwhelming flanking attacks, ordered a general retreat into the Fortress of Singapore.  The Dutch responded by shifting their lone air unit to support Singapore.  Japanese units then moved to surround the fortress.  The Americans chose to consolidate their Northern Luzon defensive line and await the inevitable Japanese buildup and assault.

Situation At End Of Japanese Turn 2

A good game!!!

 

1942 – Opening Moves

Decided to go with the historical Japanese invasion plans as outlined in Christopher Shore’s Bloody Shambles.  His account of the air campaign is one of the most harrowing tales of military history I’ve read.

The Japanese landed on the west coast of Malaysia and the northern Philippines.  Each landing area was outside of the (Turn 0) reduced Allied air umbrella.

Both Japanese beachhead assaults resulted in D6 roles of six, with the defeated Allied forces captured (with accompanying victory points).  Each assault was supported by naval aviation assets.

In the following first phase of Turn 1, the Allies counterattacked.  The American attack disrupted one of the Japanese beachheads, while the Japanese in Malaysia were forced to retreat.

 

1942 – Setup

1942 is a simulation of the opening months of WW2 in the Pacific.  Published in 1978, it is one of GDW’s Series 120 games ,all of which were designed to be finished in two hours.  I’ve played a couple of the tactical games, but have always been intrigued by the three strategic games (1940, 1941 and 1942) in the series.  For me, 1942 is a more interesting topic than the already over-published Fall of France and Barbarossa campaigns.  I picked up a used folio version on EBay.

As you can imagine, it is a highly abstracted game.

Land units have a single strength rating, and all can move five hexes per turn.

There are no naval counters or combat.  Land units simply move across sea hexes.  A designated number of units can move (NMPs) by sea each turn.  Additional NMPs are expended for amphibious landings, and to keep an invasion beach open as a source of supply.  Some Japanese units have inherent naval movement capabilities.

Land based air units have an “umbrella” extending four hexes from base.  Air units either attack units moving by sea, or assist in land combats within their “umbrella”.  Air units may displace eight hexes and still maintain their “umbrella”. Japanese naval air units move by sea, but must be reconstituted (taken off board) for two turns after use.

Cities provide supply points to support units.  Ground units out of supply cannot attack, and air units cannot function.  Once a city is captured, it no longer provides supply to either side.

My initial impression is…… this is going to be really good, or really marginal.

Small Package! Initial Setup. Green – US, Blue – GB, Light Gray – Dutch.