7Dec41: Pearl Harbor! (2024)
ag.gameitem.AGID:
Spielzeit: 90
Mindestalter: 10
Spieleranzahl:
1 - 3
ag.gameitem.publisher:
(Web published)
Spiel-Designer:
Lou Coatney
Künstler:
Unbekannt
Mechaniken:
Hexagon Grid,
Movement Points,
Ratio / Combat Results Table,
Variable Set-up,
Solo / Solitaire Game,
Variable Player Powers,
Secret Unit Deployment,
Multiple Maps,
Communication Limits,
Push Your Luck,
Moving Multiple Units,
Grid Movement,
Dice Rolling,
Force Commitment,
Impulse Movement,
Hidden Movement,
Betting and Bluffing,
Minimap Resolution,
End Game Bonuses,
Once-Per-Game Abilities,
Simulation
Beschreibung
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
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
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-05-04 19:53:32.864