Updated 070416
  1. TITLE: War in the Pacific
  2. PUBLISHER: Simulation Publications Incorporated (SPI)
  3. SCOPE:
  6. YEAR PUBLISHED (EDITIONS): 1978. Only one published edition by SPI. Published errata sheet by SPI contained within my game sheet; additional corrections on the back of one of the tables.
    • Game Design: Edward Curran, James F. Dunnigan, Irad B. Hardy, Thomas Walczyk
    • Physical Systems and Graphics: Redmond Simonsen
    • Development: Thomas Walczyk, John Kallaugher
    • Testing and Rules Editing: Simon Ellberger, Robert Goodwin, George Horen, James Horen, Tom McComb, Oktay Oztunali, Wesley Sayre, Brooks D. Simpson
    • Research: David C. Isby, Michael Moscoe
    • Production: Larry Catalano, Kate Higgins, Manfred F. Milkuhn, Steve Parsons, Norman Pearl, Bob Ryer, Linda Sapin.
  8. NUMBER OF PLAYERS: 2+ (multiplayer teams)
  9. WGA COMPLEXITY SCALE (1-10): 10
  10. TYPICAL PLAYING TIME (HOURS): My one 2 player campaign game took a years worth of Saturdays.
  11. MAP SCALE: 40-60 nautical miles (changing scale with longitude).
  12. UNIT SCALE: Task forces of individual ships from aircraft carrier to destroyer escorts. Air points represent 10 planes. Ground battalions to divisions.,
  13. TIME SCALE PER TURN: 1 week with cycle every 4 turns; 4 air/sea turn per lunar cycle , 1 land turn per lunar cycle (13 lunar cycles in a year).
  15. ARTICLE LISTING: Click here
  16. GAME INVENTORY: 3200 counters (eight full size counter sheets), Seven unmounted 22" x 32" game mapsheets 56 page rules booklet, ## page scenario book, two different Track/Chart sheets, two dice.
  17. WBC & AVALONCON HISTORY: Not Applicable
    • No Java application VASSAL module at this time.
  19. PBEM OPPORTUNITES: Contact Wargame Academy if interested. A WIP VASSAL module does exist and seems functional. However all SPI module were pulled from the VASSAL site due to insistence of Hexwars, a UK subscription service claiming exclusive PBEM rights to SPI titles per agreement with Decision Games (who holds the copyrights to SPI titles). VASSAL management did so to avoid liability issues. So the module exists, you have to ask a someone such as me for access.
  20. WARGAME ACADEMY COMMENTS: Call me nuts but i enjoyed my playing of this title and look forward for more. Lots of space and time needed for FTF is unlikely so a java computerize version is sought. A human opponent is required to allow my enjoyment however due to preference for social interaction. Although the campaign game is generally considered 'unplayable', i actually played it vs Bob Rodriguez in Fort Lauderdale in the YEAR of 1985 (years worth of saturdays). Several multiplayer teams were attempted but fizzed out due to MIA team leader who had the Japanese plan. True to history, the WWII Pacific Theatre was dominated by supply. Much game detail and player energy is consumed by these details. cargo pipeline status as (chunks of specific cargo chugged so far each turn), individual ship refitting and refueling status, airplane attrition's, port capacity and productions cycles. WAR IN EUROPE only deals with production cycles. In my game we allowed the Japanese to fuel from Java sources which enhances flexibility. However we disregarded the penalties for failing to maintain a supply pipeline to Australia and raids on Pearl (normally shorted the time to establish victory conditions, favoring the Japanese) as the Allied can't effectively do much to prevent these occurrences in the early game. By 1944, the IJN no longer had a navy but had hordes of Land Based air. Our lower emphasis on the land war foresaw a Pacific Fleet vs LBA showdown but we stopped sometime the the 3rd quarter of 1944. The extensive paperwork of the Allied was measured in hours (nil for the IJN) to execute a 5 minute turn finally wore out the IJN players interest. Keeping track of shipping counters represent historical (subject to production variations) of HCV, CV, CVL, CVE, BB, BC, CA, CL. DD. DE, SS, APB and merchants is a role in itself. The massive playing area 88" by 64" is sparsely populated, a large area for all the various tracks and displays is required. One would have to seriously consider existing computer games before attempting WIP by email. However as a boardgame, it offers vast insight into the WWII Pacific war. One note: Soon after the release of WIP, gamers were seeking to merge WIE an WIP into one mega-monster game as noted on a variety of articles.
  21. WARGAME ACADEMY GAME TOOLS: I only partially completed a lot of Apple IIE basic game assist software (learning sequential and random data access files in the process but too late to help in the game) in the mid 1980s. With newer software tools such as demonstrated in DOS computer WAR IN EUROPE and VASSAL, all aspects of the immense bookkeeping can be automated. This include where cargo is along merchant ship pipelines, Air and Ship production, Ship refueling status, Ship refitting status, base force (port facility) repair an refuel rates, Air unit attrition, etc. One big question is what does WIP offer for PBEM that various computer titles such as SSI/Gary Grigsby PACIFIC WAR doesn't already do. As a boardgame campaign, WIP is a long term social event. Scenarios are likely more manageable in my boardgaming days, I like big games. At that time WIP was a massive magnetic wall display. My life will unlikely be that flexible again. In the pre computer days, my allied planning by 1943 took in excess of four hours to execute a 10 minute turn. My Japanese opponent watched a lot of movies, baseball games etc.
    I am nearly done generating a softcopy version of the Rulebook, Scenarios, Charts & Tables, and errata. The latter will be inserted to create an unofficial 2nd edition WGA rulebook to server as a reference for other game design. It is prudent I ask Decision Games for permission to post otherwise I may be financial liable to the value of the lost potential sales of such documentation.

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