Pacific Twilight

Battles














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Fire and manouver.

The Battle Track shows players where they are and what the outcome of a battle will lead to.
 
Battle Types are Search and Destroy and Take and Hold.
 
Battle Details are any extra info given before a game starts
 
 
 

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The Battle Track
 
The Battletrack has the option to go one of two ways depending on the outcome of the battles in Gudalcanal.
 
If the US is successful then the track goes to the left (regualr history). If the Japanese are successful then the track goes to the right (alternate history). no players will be dropped from the first round.
 
In the second round players will be pared up with new opponents but the type of battle for each side (US and Japan) will be determined by the side which is operating in its own battletrack (see below)
 
In the third round and after various battles will be determined by the outcomes of the side which is operating in its own battletrack but are now variable for individual players as opposed to the first two rounds in which the battle type is fixed.
 
Future Battles will only be announced after the outcomes of all battles of the current round are finished and before the next round starts.
 
The battle track works like this:
 
After Round Two there are three different battles available based on wether the winner won, drew or lost. In Round Three there are five different types of battles available depending on the outcome of the two previous battles.
 
For example a US draw in round Two (battle I) would lead to battle G. A US loss in battle G would lead to battle D.
 
A listing of battle will be given but particular information will be unavailable until after the previous battle has been completed and before the next battle has been started.
 
Round 1
 
Battle J - Japanese Assualt/US Defend - Guadalcanal
 
Round 2
 
Battle I - Assualt/Defend - Fiji
 
Round 3
 
Battle F - Assualt/Defend - Darwin/Australia
 
Battle G - Meeting Battle - Port Morseby/Papua New Guinea
 
Battle H - Assualt/Defend - Kwajeian Atoll
 
Round 4
 
Battle A - Assualt/Defend - Midway Atoll
 
Battle B - Adavance/Delay - Aleutians
 
Battle C - Meeting Battle - Outback Ambush/Northern Territory
 
Battle D - Adavance/Delay - Fiji
 
Battle E - Assualt/Defend - Darwin
 
Battle Types
 
There are two different types of battles in this campaign each of which have different conditions to secure victory. They are SEARCH AND DESTROY BATTLES  and TAKE AND HOLD BATTLES.
 
Search and destroy
 
Search and destroy battles are battles in which both opponents have no Victory hexs (VHs) to hold and must simply gain victory by destroying more enemy than the other side and thereby gaining more points.
 
Take and hold
 
Take and hold battles are the opposite of search and destroy. Players must fight to gain strategic objectives on the map (VHs) and hold them to gain a victory, any points taken in the battle are recorded but have no influence on the outcome. The side with the most VHs is the winner. In the event of both sides having equal ammounts then the battle is a draw.
 
Please note: Battles may often be setup in a manner which may weight the battle in favor of one side or another, ie an assualt/defend battle which is also a take and hold battle which is likely to favour the attacker, or a search and destroy which is also a assualt/defend which will favour the defender, such are the fortunes of war, if you are lucky intel and random factors may even the odds or even switch them in your favor.
 
Battle details
 
Before the setup of each battle certain details will be given to both players. These include...
 
  • the outcome of the random factor (each side will know nothing about the other sides random factor)
 
  • visibility
 
  • weather
 
  • if its night or day
 
  • unit allowances (given in percentages)
 
  • Any bonuses for core units
 
  • How many maps are available (some battle shave more than one map to choose. choice is determined by the type of battle. Ass/Def is attacker, Adv/Del is defender and Meeting is referee).
 
  • Special Rules such as if the battle is an amphibious assualt or paradrop.
 
  • Any restrictions setdown by the referee.