Conquest of the Pacific
2000

Expansion of

Axis & Allies

Conquest of the Pacific

2

players

180

min

12+

age

Categories

Economic
Expansion for Base-game
Wargame
World War II

Mechanics

Area Movement
Dice Rolling

Community Tags

Description

"Conquest of the Pacific" is a strategic naval wargame simulating Japan vs. America in Pacific island-hopping battles, balancing fleet size against production power. Key mechanics include: - *Plane versatility* Planes land/takeoff from islands without movement cost (island + adjacent seas as one zone), project defense one sea zone away in opponent combat phase, scramble defensively during opponent combat/non-combat movement, and escort units against scramblers. - *Naval bombardment* Battleships and Destroyers bombard every round during invasions or once per turn without; Battleships/Carriers take two hits to kill and repair at ports. - *Super unit* Japanese Yamato SuperBattleship attacks/defends/bombards at 5, takes 3 hits. - *Asymmetric challenges* Japan starts with huge fleet but stretched supply lines defending many islands; America leverages economic superiority and short supply lines despite initial unreadiness. - *Maneuver-focused combat* Emphasizes cat-and-mouse sea maneuvers, island conquests, and epic battles without Asian theater. Conquest of the Pacific is a dedicated naval and island-hopping wargame exclusively in the Pacific theater, contrasting unit-rich but production-poor Japan's massive initial fleet against unit-poor but production-rich America's growing naval power. It addresses Axis & Allies' limitations where expensive ships/planes limit sea warfare post-early turns, enabling sustained oceanic engagements. Japan must conquer numerous islands for victory but faces overextension, defending distant supply lines against America's consolidating fleet. America begins unprepared yet benefits from proximity and industrial might for shorter, robust logistics. Gameplay revolves around tense cat-and-mouse maneuvers and grand sea battles. Planes play pivotal roles: seamless island/adjacent sea zone operations without movement penalties; one-zone defensive projection in opponent combat; scrambling to intercept invaders during foe's combat/non-combat movement; escorting to counter enemy scramblers. Battleships/Destroyers enable repeated bombardment in invasions or single-use otherwise; Battleships/Carriers endure two hits with port repairs; Japan's Yamato SuperBattleship dominates at 5 attack/defense/bombardment across three hits, heightening the thrill of deploying high-value units.