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A wide range of air missions are available, and players have to out-think their opponents in order to win
control of the skies. Land units include regiments/brigades/division/corps/armies, which players can build up and break down. Infantry, amphibious, armor and airborne forces are all included. New
research has provided a complete order of battle and unit appearance on all fronts.
There are two levels to the game: the Standard Rules and the Optional Rules. The Standard Rules provide a
solid simulation of the war. The Optional Rules are modular in nature, and players can select them to increase realism and play balance. Among other things are included changes in pilot quality as the war progresses, new air missions such
as Strategic Bombing, and special forces (Chindits, Merrill's Marauders). A limited intelligence module uses Task Force markers to reduce on-map congestion and deceive the enemy. And the Allies get the use of the MAGIC code breaking
system. Deluxe U.S.N. also provides markers to simplify many of the more complex functions of the original game. Finally, there is a simple economic model which accounts for the
disintegration of the Japanese economy in the latter half of the war.
Deluxe U.S.N. campaign scenarios
include the 1941-42 Japanese offensive, the turning point in mid-1942, the first 18 months of the war (to mid-1943), mid-1943 to the end of the war, and a grand game of 1941-45. There are also numerous mini-games using only part of the
map. These include the Battle of the Coral Sea, the Solomons, the Japanese offensive in the CBI Theater in 1944, the 1944-45 Philippines Campaign, and the Soviet invasion of Manchuria in 1945.
Deluxe U.S.N. also includes
a War Plan Orange scenario, hypothetical United States versus Japan in the 1930s, based on actually U.S. Navy planning for just such a contingency. Finally, there are additional counters for players to develop their own "what if"
scenarios, including the capital ships scrapped by the Washington Naval Treaties of the interwar year. Retail $70
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