Thursday, July 5, 2012

War in the Pacific: Admiral's Edition

War in the Pacific: Admiral’s Edition is a gigantic computer game – I got it for Christmas

The game covers the Pacific Theater of WWII. The game map covers about half the Earth – from the Arctic Circle to south of New Zealand and Australia, from the US Pacific Coast to the western border of India. The map is hexed-based, with hexes being 40 nautical miles across. Individual ships – including individual merchantmen, PT Boats, and major landing craft are represented. Yes, you can give orders to individual PT boats. Ground units vary in size from individual companies to corps with their subordinate components tracked at the squad level (though service and non-combat support units are somewhat abstracted). Most frightening of all, however, while air units are given orders at the squadron/group level, their component aircraft are tracked individually as are, separately, their individual pilots! The Allies will have over 100,000 aircraft available over the course of the game.

Units (ground, air, and ships) can all be damaged, and except for ships can be fatigued or suffer from low morale. All units also have skill as do, separately, their commanders. For the expenditure of ‘political points’ commanders may be reassigned. The subordinate components of each unit have their own stats, too, naturally.

Logistics? Oh yeah. In addition to moving ground and air units around, ships can carry four types of cargo: “resources” (raw materials), “oil”, “fuel” (ship fuel), and “supplies” (everything from beans, bullets, and gas to spare parts, personnel, and bombs. Some special items, such as mines, are further limited in their availability. Road and rail nets play their own part – you start wishing you had railroads everywhere.

All in all, it is truly a mega game in both scale and detail.

Orders are on the “WeGo” model: both sides (one or, unusually, both of which may be AI) give orders for the turn (which may be one or two days) then the game executes the orders without further player input. This frequently results in a desire to relieve (or, sometimes, summarily execute) subordinates. PBEM is available – and not for the faint of heart. It seems typical for the game to advance at about one game day per real day – meaning to play the entire war takes literally years.

Play vs. the AI goes rather faster – in the game I started against the Japanese AI in January I’m now up to May of 1943. The AI, as is typical, just isn’t up to human level, however, so I’m already about a year ahead of history in my counter-offensives while having suffered lighter than historical losses. I plan to play the game through to the end, however, to get a feel for the capabilities of late-war Allied units and positions.

The game is by no means perfect – one major gripe I have is that there is no way to expend the road net (several major roads such as the Alaska-Canada highway and the Burma Road thus aren’t represented at all), and the land combat/logistic engine are by a long shot the weakest link. This makes the China portion of the campaign rather frustrating (quite aside from the frustration inherent in having obsolete equipment, minimal supplies, and incompetent commanders). The Japanese player (or AI) can deviate from historical production, but the Allies can't - they get what they got.

Some of the frustrating aspects, however, give one a real appreciation for history and the problems the real commanders had. The horrifyingly ineffective early-war US torpedoes are faithfully replicated, which means that in 1942 you fire dozens of torpedoes for every hit that actually detonates.

The editor is reasonable and has a good amount of flexibility.

All in all this is one of the best computer games I’ve ever played.

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