The game is War in the Pacific: Admiral's Edition.
Find out more:
http://www.matrixgames.com/products/351/details/War.in.the.Pacific.-.Admiral's.Edition as well as on the forums:
http://www.matrixgames.com/forums/tt.asp?forumid=528Nearly copying my post from the other thread here:
At this rate or even turn/day I can easily play 2 games simultaneously, even if my current opponent quits/gives up.
1 on 1 (or 2 on 1, 2 on 2?), scenario 1, 2 or DaBabes.
I'm not the sort of player who likes to "game the game" or "game the opponent", I'm all open to discuss on the game, rules, or even retake a turn if it was a world-ender to the other side, at least if it was due some confusion or even a bug.
Some suggestions I'd have...
Air war:
a) nothing flies night missions except 4 or 2 engine bombers on CITY targets, and only when its moonlight, and only above 10,000ft
b ) either ceiling limit for all aviation, or a ceiling for bombers and fighters ceiling at the "critical altitude" of each model.
Last rule is to avoid stratosphere fights, and bombing(ie. drawing fighters in the air, even when they cant reach the bombers...).
Naval stuff:
c) no picket-spamming(dozens of sole xAKLs...) to divide CV sorties away from high-value targets. A picket is a picket, its supposed to give warning of enemy presence. A bait is a bait, something thats supposed to draw fire on itself.
d) no big planes (B6N, SB2C mostly) aboard CVEs other than CVE Ryujo. They were too small and short-decked for those aircraft to take off in full fuel and ordnance load.
e) no resizing CV air units to max size using CVs, and then operating them from land bases. The resize is for maximizing CV capacity use in the case one doesnt want fighters, torpedo bombers or dive bombers aboard one. Not for gaming the game.
And lastly..
f) no gaming the industry... thank you
Anyone? More rule suggestions? I can play at least turn/day with absolute max 4 day interruptions unless something catastrophic happens IRL.