Last weekend I purchased Matrix Games War in the Pacific. I spent this past week reading through the 220 page manual and today finally got around to playing the tutorial (using the 68 page pdf).

Talk about intense and packed full of detail! I am really stoked, this is a fantastic game. So far I am only through the Japanese turn and just beginning the US turn (for the tutorial you play both sides). Totally awesome so far and I have only done one of the two planning phases (in this game each side plans his/her moves and then the computer executes them).

From a Pacific game this one has it all.

Wonder if others have this or playing it? It was originally released in 2004 and the Admirals Edition is due out this summer (you have to have this version to upgrade to that).

Really great game. Not for the feint of heart (if you like just clicking counters and moving them around without thinking this game is not for you, you have to decide on if a float plan squadron is going up on Naval Attack, ASW Patrol or how to create your naval task force based on your ships at anchor and plan recon, bombardment transport missions and a host of other naval/air operations).

Here is the blurb from Matrix's web site:

* WitP covers the entire Pacific Theater of WWII from Dec 7th 1941 until June 30th 1946.
* Huge game map - 148 X 148 hexes with each hex representing 60 nautical miles.
* The armed forces of every major nation are represented.
* The Japanese control their production.
* Oil and Resources added to the game for production.
* Complete player control of aircraft upgrades.
* Course and Speed – Course and speed is now provided with spotting reports.
* Divide Units – land and air units can be divided into sub units and recombined as needed.
* Table of Equipment - An option has been added that allows the player to view the TOE for the selected ground combat unit.
* Coastal Defense Units will now protect friendly mine fields.
* Air Dropped Mines - Starting in 1943 the Allied player may mine ports by using air dropped mines.
* Air Dropped Supplies – Supplies may be air dropped onto any friendly hex.
* Air Transport Pick Up Option – You can now fly from one base, pick up troops at another base and return them to the first base.
* Target Selection – It is possible to select a target that is out of range so that you can set up a carrier strike the turn before.
* Atomic Bombs – When available an atomic attack can be made on any city with industrial center.
* New City Attack Option – The player can select a city to attack and the industry within that city to be targeted.
* New Fire Bombing Mission - City attacks on Manpower have a chance of creating high fire levels that will cause damage to any and all industry within the city and has the possibility of creating a firestorm.
* Kamikazes – After January 1944, if the Allies get too close to Japan, the Japanese player can form Kamikaze squadrons to smash into enemy ships and drive them away from the homeland.
* New ASW Taskforce – Use the ASW Combat task force to locate and attack enemy submarines before they are able to fire their torpedoes.
* New Escort Taskforce – Use the Escort task force to escort your damaged vessels back to a safe port.
* Manchukuo Garrison Requirement - The Japanese player must keep a certain number of assault points in the Manchukuo area or the Soviet Union may be activated.
* Political Points - Each day, each player accumulates political points which can be used to reassign assets to the various headquarters or to change leaders.
* Preparation Points – Ground units can prepare to attack a given location by setting its future objective and accumulating preparation point prior to making the attack.
* Ship Repair- Now you have a choice of where to send damaged ships for repair. Each side has a number of different ports to choose from and each port is rated for its own repair capabilities.
* Special Ships - A submarine, PT or DD tender may help two ships per turn repair (they give a bonus equal to increasing the port size by 2). A repair ship may help four ships per turn repair.
* Training of LCUs – Land combat units can now be trained, until they reach 75% experience.
* New Set Speed Order – Take full control of your task force and pick the speed setting you want.
* New Reaction Range Order – Rein in your aggressive commanders by setting the maximum range they are allowed to react..
* New Unload/Don’t Unload Order – You decide if the taskforce will unload upon arriving at its destination. Now you can send that taskforce into a port to refuel without it unloading its cargo.
* New Do not Refuel Order – Tired of having merchant ships suck up all the available fuel? Now you can set them to Do Not Refuel and save that fuel for you war ships.
* New Auto-Disband Order – With this set to on the taskforce will automatically disband when it reaches its destination saving. This is a great option when sending ships into port for repairs.

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Replies to This Discussion

War in the Pacific; the ASL of computer wargames! I'm looking forward to one day understanding this beast. Have you played Uncommon Valor Don? A much smaller game using the same system... but I could never work out what the heck I was supposed to be doing!

No I never got UV. I was never really interested in the Pacific war much until just recently when I read a book by Frank (forgot his first name) on Guadalcanal and I have been hooked on Pacific games since.

I missed out playing SPI's War in the Pacific (I have most of the components in some form) and never got VG Pacific War.

I had played a 1/2 a turn of the old DOS WITP by Gary, but never got into it. I have about 6 or so Matrix games so I looked up WITP and was intrigued and decided to give it a go (it was tough since the game is 70 bucks).

The investment was well worth it. The game plays very well (I have only done solo so far) but I like all the concepts of the game, creating your own task forces, selecting leaders, planning your naval, air and ground operations etc.

Honestly I have only just worked my way through the tutorial but I am having a blast.

With WITP as you say it's the ASL of computer war games. What I did to tackle this was to read the manual from front to back (took a week) and then I read the tutorial and then followed it along to get a handle of things.

Next I am going to start a solo vs the AI in one of the smaller scenarios (there is a forum web site that recommends which ones to follow and other advice the URL is at home but its at the Matrix Forums someplace).

Perhaps one day we can play against each other in this game when we are ready it's a beast and would take a while to play through I would think.
It's a great game. I can do better than the Matrix blurb, as I reviewed online it for Line of Departure/The Wargamer two years ago. Heres' the link to the review.

War Plan Orange is very similar, and oh yeah, I reviewed that one too, if anyone's interested.
The price tag kinda steered me away from it. I just have a hard time going over that 50 dollar threshold for a computer game.
Yes, I just got the Admirals Edition and I have Uncommon Valor. Great games....very immersive but you neeed a lot of time and numerous notes while you play. Highly recommended. This and Hearts of Iron III should keep you occupied for a few years.....
I recently Purchased war in thje Pacific - Admiral's edition by Matrix. While I find the Pacific theater to be fascinating and the few scenario's included to be fun, the campaign is a sea of rules half of them not adding up. I love the attention to detail over the original WitP but find the how to in the manual to fall short when it comes to showing how things work. I have had to mostly figure it out on my own and its a work in progress at this point, as I just figured out how to get my CAP to respond properly to an enemy TF.
While that detail in the game is fascinating, I've found that it takes me longer in real time to do a game turn of one day. I am up to 4 February 1942, and I've been playing for close to 5 months in real time!!


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