There are two ways to simulate a hypothetical 'historical' event. The first method is to exploit the absence of historical example and develop an intriguing 'what if' type of game in which every factor of potential influence is incorporated into the game to allow the Player 'to pull all the strings.' While this usually makes for a 'dirty' game system, both the designer and the player have so much fun that the dirt can be justified. Because Operation Olympic was designed as a solitaire game, however, a different approach was required.
In a solitaire game, the Player controls both of the opposing forces. Few Players can cope with the added burdens of dirty game mechanics. Keeping this in mind, Operation Olympic was frequently laundered during its development. A number of seemingly necessary options such as American air and naval power which appear to have 'come out in the wash' are actually built into the game through the relatively easy to use Japanese Doctrine rules.
The real hidden gem in the game is the Japanese Movement Doctrine Rules. Actually, they represent the backbone of the game and are directly responsible for making Operation Olympic the first true solitaire simulation using a hex grid map. After bending our brains developing these rules, we were amazed to find that they not only 'work' in terms of the Japanese situation in this game, but with minor modifications they appear to be applicable to most hexagonally based land conflict simulations. As more than half the game players we've heard from play most of their games solitaire, Operation Olympic will be an important test case.
Of interest also, are the special rules governing Japanese attacks. The rules reflect the incredible lack of coordination which the Japanese Army fell prone to in the latter stages of the war. A curious thing is that as restrictive as the rules appear to be, in many ways the results are beneficial to the Japanese. Keeping unstacked, and on the defense in rough terrain the Japanese can cause far greater American casualties than by mounting attacks. The Japanese 'special attacks' may draw blood, but the game mechanics prevent the Japanese from prematurely squandering their strength in massive self-defeating banzai charges. A solitaire game can have no opponent but there must be some opposition to challenge the solitaire Player. We feel the Japanese Doctrine Rules do this and for that reason alone they constitute a minor masterpiece.
The Japanese pinned their hope for success largely on the tokko onslaught against the American troop transports during their approach toward the Kyushu invasion zones. Although our research indicated the Japanese overestimated the damage the tokko forces could inflict, the game allows a small chance for the 'Divine Wind' to all but destroy the Americans prior to their landings. On average, however, tokko plays only a small part in the overall scheme of Operation Olympic.
The ability to inflict casualties seemed necessary in order to develop the Victory Conditions for Operation Olympic. The rate of casualties inflicted on the American Forces in the game appears accurate in comparison with the historical examples provided by the Okinawa and Iwo Jima campaigns. Unfortunately, keeping track of the American casualties adds dirt to the design but no more so than any game in which Victory Points are accumulated from one Game-Turn to the next.
Once we felt satisfied with the solitaire version, the Two-Player Game practically designed itself. A few extras could now be added without overburdening either player. The goal we are aiming at from now on will be to offer both a Solitaire and Two-Player version for many, if not most, of our future games.
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