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Victory in the Pacific (Tabletop Game)

 Victory in the Pacific (Tabletop Game)
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TVTItem
 Victory in the Pacific (Tabletop Game)
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Victory in the Pacific (Tabletop Game)
 Victory in the Pacific (Tabletop Game)
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VictoryInThePacific
 Victory in the Pacific (Tabletop Game)
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Often just called VITP, Victory in the Pacific is a tabletop historical naval wargame of low to moderate complexity published by Avalon Hill, set in World War II and pitting Japan against the Allies in the Pacific Ocean. Designed by Rich Hamblen, it's sequel of sorts to the shorter and simpler War at Sea, which came out a year earlier in 1976. The game divides the ocean into 13 sea areas and includes 22 bases (8 of which are major ports) which can change hands during the game due to isolation or invasions. All the major heavy cruisers (plus a few light cruisers), battleships, and carriers that fought in the Pacific Theater from December 1941 through October 1944 are included, and each side gets land-based air wings, amphibious forces, and a submarine to play with as well. Along with Advanced Squad Leader, it's one of the last few Avalon Hill wargames to still support nationally-attended face to to face tournaments.The Allied forces are dominated by the United States armed forces, but also include a sizable British contingent and associated Commonwealth units, plus one lone single Dutch light cruiser - the opposing forces all belong to the Empire of Japan. Scoring is by "Points of Control" (POC), which are just Victory Points by another name, with a simple aggregate determining the winner at the end (except that nobody can lead by more than 29 at the end of a turn). Generally Japan runs up a large lead early but then the tide of American reinforcements turns it back over the last few turns. Scoring points means having the last surviving land-based air unit, or patrolling ship, in a sea zone at the end of a battle. Said patrolling ships must be committed at the beginning of the turn. Ships can also raid instead of patrol, allowing them to be committed later in the turn after seeing more of the enemy's deployment, but those raiding ships do not score any POC after a battle.
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 Victory in the Pacific (Tabletop Game) / int_26605b45
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Turn-Based Combat
 Victory in the Pacific (Tabletop Game) / int_26605b45
comment
Turn-Based Combat: Present, in a different manner than most wargames. Only after each ship and unit has had a chance to deploy to a particular sea zone does combat begin, and each given zone's battle is resolved fully before any other zone is fought. For each round of a battle, first the Japanese side takes all its shots and marks damage on the Allies, then the Allied side takes all its shots and marks damaged on the Japanese, and only then does all that damage go into effect simultaneously. So, there's no advantage for Japan in firing first - in fact, there's an advantage for the Allies in getting to know the results of enemy fire before deciding how to allocate their own. Somewhat mitigating this, Japan gets to choose the order in which the battles are fought.
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Glass Cannon
 Victory in the Pacific (Tabletop Game) / int_2f253c94
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Glass Cannon: Many of the aircraft carrier, especially the Hiryu, the only carrier with 3 or more airstrike factors that has less than 2 armor - it's a 118(3).
 Victory in the Pacific (Tabletop Game) / int_2f253c94
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We Have Reserves
 Victory in the Pacific (Tabletop Game) / int_61c683d2
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We Have Reserves: Averted for ships of both sides despite the large amounts of American reinforcements, as both sides have to carefully watch how much attrition their navy suffers. Played straight with land-based air units, which when destroyed, sit out the rest of that turn plus the entire following turn, and then re-form and return to the game good as new. The idea is that a sunk ship is clearly gone for good, but a destroyed air unit isn't completely gone, just temporarily combat-ineffective, and the surviving planes and pilots can regroup, gain replacements, repair the damaged aircraft, and then start fighting again after a time.
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Heroic Sacrifice
 Victory in the Pacific (Tabletop Game) / int_6439de78
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Heroic Sacrifice: The usual result of sending a single ship or land-based air unit up against a large enemy force to take out the lone enemy patrolling ship, or to destroy the lone enemy amphibious force.
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Critical Existence Failure
 Victory in the Pacific (Tabletop Game) / int_64f0c18c
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Critical Existence Failure: Played With. On the one hand, any damage whatsoever removes the gunnery bonus from ships that have it, and each tick of damage reduces a ship's speed by 1. On the other hand, as long a ship's damage is less than its armor, gunnery and airstrikes aren't affected at all. But then if damage matches the armor value, then any gunnery factor is reduced to 1 and any airstrike to 0. The usual result is that "crippled" ships are almost always repaired, but ships with lesser damage tend to just keep on deploying turn after turn without repairing.
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Easy Logistics
 Victory in the Pacific (Tabletop Game) / int_745a226c
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Easy Logistics: The logistical constraints are pretty limited and simple, which mostly helps out the Japanese since they had greater logistical troubles in the actual war, and the game allows them to threaten a greater number of serious offensives than they probably could have sustained in reality.
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Final Battle
 Victory in the Pacific (Tabletop Game) / int_830b0ac9
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Final Battle: A well-played game between approximately equal opponents has a good chance of coming down to a giant battle, often in the Sea of Japan, with the game at stake.
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Random Number God
 Victory in the Pacific (Tabletop Game) / int_869ffa6b
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Random Number God: The lone Dutch ship the Allies possess (the light cruiser De Ruyter) is also one of the weakest ships in the game as a 117 - and often considered the luckiest. One tournament match back in the mid 2000s was even known as the "De Ruyter Game": Mike Knautz, a mid-level player, managed to upset Jim Eliason who was one of the highest rated contestants - and in several battles over the course of several turns, the De Ruyter was the last surviving Allied patrolling ship, sinking multiple enemy ships along the way.
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One-Hit-Point Wonder
 Victory in the Pacific (Tabletop Game) / int_8df14c99
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One-Hit-Point Wonder: Several of the Japanese ships are this, having an armor factor of 0 such that any hit will sink them.
 Victory in the Pacific (Tabletop Game) / int_8df14c99
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Mighty Glacier
 Victory in the Pacific (Tabletop Game) / int_933576c8
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Mighty Glacier: Many of the battleships in the game - generally having better gunnery and armor than other ships but much less speed - are this, especially for the Americans early-game battleships (and a few of the British ones) which are all 443, 453, or 553 - the only ships rated 3 for speed.
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Pyrrhic Victory
 Victory in the Pacific (Tabletop Game) / int_ad9fbc1e
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Pyrrhic Victory: Can easily happen if you win a battle by mostly "disabling" opposing ships (which sends them back to port and ends their part in the battle, but inflicts no lasting damage) while most of your own losses are sunk and thus gone for good.
 Victory in the Pacific (Tabletop Game) / int_ad9fbc1e
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Call a Hit Point a "Smeerp"
 Victory in the Pacific (Tabletop Game) / int_ba7c20be
comment
Call a Hit Point a "Smeerp": The ships have "armor factors" which are effectively hit points, although unlike with most HP systems, you have to suffer more damage than your armor to be destroyed - damage equal to armor "cripples" a ship but doesn't sink it. Also, VITP is won by POC (Points of Control) rather than VP, but as this is just semantics, the game also could be said to "Call a Victory Point a Smeerp".
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Cool Ship
 Victory in the Pacific (Tabletop Game) / int_bb094e0a
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Cool Ship: Omnipresent given that it's a naval wargame where most of the counters represent individual ships.
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America Saves the Day
 Victory in the Pacific (Tabletop Game) / int_c515d358
comment
America Saves the Day: The majority of the fighting on the Allied side is done by the Americans, but the British are an important part of it, and the Aussies, Kiwis, and Dutch are present as well.
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Lightning Bruiser
 Victory in the Pacific (Tabletop Game) / int_db6230b7
comment
Lightning Bruiser: The Iowa-class battleships for sure, rated (5)97, giving them the most deadly firepower in the game while they are as fast as most cruisers. ''Akagi", a 146(4), also counts, tied for the highest airstrike factor in the game yet also having better armor than all other carriersnote Except for Shinano, but she only comes into the game if playing an optional rule that is rarely used and only 1 speed point slower than the Iowa class battleships or the American carriers.
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Fog of War
 Victory in the Pacific (Tabletop Game) / int_e375c858
comment
Fog of War: Mostly averted, as both players can see the whole map and the locations of all enemy forces. A couple of fog-esque mechanics do exist though - the Allies have restricted movement on Turn 1, to enforce the player "not knowing" when and where the Japanese are planning to attack. Also, all game long, since the Japanese code was broken in real life, the Japanese player has to perform each step before his opponent does, depriving him of the information of his enemy's choices.
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Composite Character
 Victory in the Pacific (Tabletop Game) / int_e4965307
comment
Composite Character: Done with locales instead of people. To keep the game manageable, a lot of island bases are combined. E.g. Lae represents multiple bases on the northern half of New Guinea, Saipan also represents Guam & Tinian, Pearl Harbor & Yokosuka Naval Yard stand-in for all of Hawaii & Japan respectively, etc.
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Last Stand
 Victory in the Pacific (Tabletop Game) / int_f7cee9b
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Last Stand: The Japanese fleet is usually reduced to making one of these at the end of the game.
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Victory in the Pacific (Tabletop Game)

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 Victory in the Pacific (Tabletop Game)
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