WHERE'S BEOWULF
WHEN YOU NEED HIM?
WWII: PACIFIC THEATER OF OPERATIONS
by DOUGLAS NILES
From TSR/SPI
Two 22" x 34" maps, 1200
Counters, 48 page rulebook, 16 page scenario book, two Player Aid Cards - 1
Japanese and 1 Allies, two plastic storage trays, 40 sticker inserts - 10 Task
Force and 10 Supply Base for each side. Published By TSR Inc. $39.95
Reviewed by GARY S. MOODY
Grendel has returned.
That Mother of all dragons, TSR, has spawned yet another monster from the deep, a new Grendel,
presently wandering the earth with the name WWII:
Pacific Theater of Operations, in search of its brother, WWII: ETO, and a few Danes to chew on. If
you're planning on setting about challenging this monster, it would probably
help to give Beowulf a call and see if he's interested in some monster gaming.
The SPI line at TSR is truly the unwanted, fourth son of the
over-bearing lord. Every once in a while TSR lets him out to see what he can
do; usually it is little of anything. TSR is truly uncomfortable producing
"wargames"; they don't sell in the six figure range that many of
their D&D products do, and most (if not all) of their in-house design staff
is RPG-oriented, at best … and role-playing is a totally different design
discipline from simulation. Ultimately, the son, SPI, turns out always to be
the ne'er-do-well of the family, mostly because TSR never seems to be able to
do them well.
TSR holds the rights to a fairly large portion of the
defunct SPI line. Many of these old games are totally useless, in terms of
licensing. One or two could - and should- probably be redone and revived.
However, aside from a nice-looking but screwball effort in remaking La Grande Armée - probably one of the least
played games of the last decade - TSR has chosen to concentrate on their
monster-scale, WWII property, all of which leads us to the monster at hand.
PTO is based upon the
hastily thrown together ETO
(Europe), which was, itself, a remake of TSR's disastrous World War II, which was a faulty
redesign of an original SPI release. (Much of the errata needed to play the updated issue of ETO has to be found in PTO.)
Apparently, TSR could did not find the time to do it right the first time, and
has not exactly strained itself to ensure a quality product carries their name.
There is a lot I like about PTO, but it is very much a fixer-upper - although certainly
not in the sense that FGA produces. PTO
is one of those games that tempts us with the promise of something new, but
which also, hopefully, upon what has gone before - in this case ETO. But what
it fails to deliver is full
satisfaction, mainly because the publisher seems to have settled, rather
than selected, allowing a marginal product to reach the market rather than
demand that the design be the best it could be.
TSR has produced some very nice, if slightly garish,
physical products for both its D&D, as well as its "mainstream"
wargame market. No such luck here. This is a game that,
graphically, looks like it's been asleep for about 15 years.
The boxcover, while huge, is literally
unbelievable: a two color box cover? Somebody should send the marketing team to
Tierra del Fuego for that one.
The counters are standard stuff. - if your standards haven't
advanced since 1975. Land units are mostly division or brigade in size, with no
individual ID or visual personality. The air units do have distinctive aircraft
silhouettes on them, but they are of the type only Keith Poulter would accept …
and even he would do so reluctantly. Smaller naval ships, such as destroyers,
subs and transports have unnamed counters that represent squadrons, convoys, or
wolfpack sized elements. Carriers, (except for CVE's), battleships, and heavy
cruisers are given individual named counters. The counters have a damaged side
for most types, and have an attack value, an armor value and a movement rate.
The informational markers are clear, but equally boring.
One plus with the package is the adhesive inserts provided
to be placed in the recesses in
the storage tray covers. Ships in task forces or at supply
bases are placed in these to cut down on the size of on map stacks and allow
each player to camouflage much of his
deployments. Along with the sturdy, clear charts, these two
features do show that some thought was cast in the consumer's direction.
The main exception to all of this is the two maps,the
eastern map of which is mostly ocean. The maps look good, and they are clearly
printed with good placement of tracks and force pool boxes. The only problem I
have encountered is that, after being refolded several times, the maps became
unusually prone to tearing along the creases.
Equally distressing, but perhaps more avoidable, was TSR's
response to questions submitted concerning the system . All questions were
neatly written in the usual yes/no format and sent to the address listed at the
front of the rulebook (Ed. Hmmmm; see the
note on such in the Speed of Heat
review.) - S.A.S.E.
included. The only reply received was a suggestion to subscribe to their
fantasy magazine. Gives one "cruel doubt" as to whether anyone up
there in beaverland really cares about anything except the bottom line.
As one can see from this issue of BROG alone, there have
been many games published that cover the war against Japan at the theater
level. A case could even be made that, because so many of the individual
battles and campaigns in the Pacific were historically so one-sided, it is only
at the theater level that players can expect to find a real opportunity to make
decisions that would effect the final outcome. This is almost what
happens with PTO. Except for a few
very general impressions, this game will not, by itself, teach you
much about how the War in the Pacific was fought. But, if
you do know your history, you can tweak this game into back into perspective.
Some of the games on this subject produced over the years go
at it with greater detail, some with more accuracy, some with more playability,
and some with more variation then PTO. What leaves PTO eligible for consideration at all is that none of these
have succeeded in establishing themselves as the ultimate simulation of the
event. Because of this, PTO will
probably be played, and played repeatedly, by many gamers, including myself, if only because it does have a
basically sound game system. The
decisions you make, and the order in which they are made, will seem
historically correct. It does do a fair job of creating that illusion of
reality that leaves each player experiencing his problems and establishing his
objectives within the same parameters as his historical counterparts.
There are four seasonal turns in each year: incomes are
collected; units are built, repaired, undepleted or added to the force pool;
and Initiatives are secretly purchased and revealed - the side that purchased
the most will have control of the initiative for the following three months.
This has a direct effect upon the sequence in which certain actions are
resolved.
In the monthly turns the first thing you encounter is the
weather. Either the turn track will designate a specific weather condition, or
a single die will be rolled when several options
are listed. The map has four weather zones and three
possible weather conditions. Each has differing effects upon land combat. In
zones with Monsoon or Winter conditions a roll of two dice determines if air
units will be able to operate in that zone for the current month.
The next phase is strategic warfare, which allows the US
player to commit eligible bombers, their fighter escorts, and Allied subs to
strategic warfare. This renders the committed units unavailable for offensive
actions for the current month, but will reduce the Japanese collection of EPs
(economic points) in the next seasonal turn. If the Allied player can do enough
damage to the Japanese EP collection he can force a Japanese surrender without
the need to invade the Home Islands.
The Naval and Air Phase follows next, with the side having
initiative deciding who moves first. Each side moves his naval units into
position, resolves interceptions, both naval and air, as they occur, and
conduct a series of air operations to either rebase air units or attack enemy
forces within range. It is in this phase that the sides stage units to the
points of attack they wish to develop or defend against in the upcoming
Offensive Phase.
In the Offensive Phase,the heart of the system, play starts
with the player that holds the initiative. Each side will then alternate
executing either a land offensive, an air offensive, or a sea offensive.
Purchased offensives will be consumed or impromptu offensives can be purchased,
at twice the cost as a seasonal purchase. The phase ends when both sides pass
on an offensive execution, or when no more offensives remain
for either side. After that, all land
units not activated for offensives in the current turn may be moved.
In the End Phase a second movement of naval units is
performed, mostly for the purpose of returning units to port - and only limited
air action is allowed. Supply attrition losses are resolved, some bookkeeping is conducted, certain,
eligible eliminated units are replenished, and some limited installation
repairs are allowed.
As you can tell, there is not much about the basic game
system that an experienced gamer will not have encountered in some form during
his career. Like the current trend in ice cream, fruit juices and bubble gum it
is a mixture of several proven, but not usually blended, flavors. Whether you
enjoy the taste is pretty much up to how much you want that sort of thing.
Being so operational oriented, PTO
is much less of a challenge than the tactical-leaning King Kongs, such as EATS and War
in the Pacific (with which it has nothing in common).
Play balance is not going to be a strong selling point -
but, then again, it never is with games this size. The play's the thing, as the
melancholy Dane would say. A Japanese
player who cannot take either India or Australia, or both, to ensure a minor
victory, is asleep at the switch. The Japanese can sweep the Pacific in the first
year if every initial operation goes well. An Allied player who cannot crush
the Japanese by the end of a full game, no matter how well the Japanese did to
start with, has not been paying attention.
PTO certainly was not
given the attention it needed to emerge from the pack. Its ultimate fate
appears to be to simply fill a gap in TSR's catalog and ride the coattails of
its older brother ETO, allowing
players to cover all of WWII.
Like World in Flames,
and far to many other games coming out, the basic game system is there, but the
playtesting is not complete. What you have here is a more expensive alternative
to World in Flames. After a couple
of playings of either PTO or ETO, and after deciding upon a few variant
rules, you will then have something comparable to the WIF 6.2, or whatever version Harry has tinkered us up to - except that the ETO/PTO combination will be more likely to be played to
conclusion, and in a shorter period of time. If you've already struggled to
master the "Many Faces of WIF",
making the switch will probably be hard to justify unless Ed McMahon calls with
your check.
If you are willing to put in the effort to research and
apply the missing historical influences, you can make the adjustments needed to
bring a proper focus to the game. If you prefer to purchase games that are
complete, right out of the box, then let this one pass.
CAPSULE COMMENTS:
Graphic Presentation: Functional
and, except for the maps and play-aids, unexceptional. The rules booklet is
sectioned well, but not only cursorily edited.
Playability: A sound basic
game system that combines the familiar with some new approaches to simulating
its subject. Speed of play suffers because rules are not presented in a clear.
It is unlikely that potential wargamers will stay with the hobby if PTO is their
first exposure to wargaming. Solitaire? Oh, sure. Play only
with people who will still be a
friend after an extended discussion.
Replayability: If you like
the system, you'll probably stay with it, as these things are more of a social
gathering than a real gaming session.
Historicity: Forced, and
somewhat simplistic. Grand strategy will follow the historical considerations
fairly well, but decisive engagements
will lose much of this historical feel
as the players are forced into selecting tactics that are
fine in gaming terms, but are truly
historically suspect.
Playing Time: Anywhere from 6
to 8 hours for earl-war scenarios, up to 60 or
more total hours for a full campaign.
Comparisons: Read the enclosed reviews of the other
monsters herein, then return here to proceed further.
Overall: Not bad, not good … and not too expensive,
by the way. It's playable, it's fairly
interesting, but it's somewhat unsatisfactory. Not helped by the total lack of
support TSR gives this monster. Sic 'em, Beowulf.