Pacific Theater of Operations II

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Pacific Theater of Operations II
System(s): Sega Saturn
Publisher: Koei
Developer:
Sound driver: SCSP (1 track)
Genre: War Simulation (ウォーシミュレーション)[1], Simulation[2]

















Number of players: 1-2
Release Date RRP Code
Sega Saturn
JP
¥10,800 (11,124)10,800e[1][3] T-7607G
Sega Rating: All Ages
Sega Saturn
US
T-7604H
ESRB: Kids to Adults
Sega Saturn
BR
191506
Tectoy: Todas as Idades
Non-Sega versions

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Pacific Theater of Operations II (P.T.O. II), known as Teitoku no Ketsudan II (提督の決断Ⅱ) in Japan, is a Sega Saturn sequel to Pacific Theater of Operations. Originally released for the NEC PC98 (JP) it would be ported to the FM Towns (JP), SNES (JP/US), PC (JP/US), Sega Saturn (JP/US/BR), and PlayStation (JP) - unlike P.T.O.: Pacific Theater of Operations, there was no Sega Mega Drive/Genesis version.

Premise

A grand strategy game taking place during the Pacific Theater of World War II, players will take control of either Imperial Japanese Navy or United States Navy and attempt to defeat the opposing side. In addition to controlling fleets, players will have build and improve bases, research new technology, capture bases with marines, use espionage and deal with government politics in order to attain victory.

Factions

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Imperial Japanese Navy
Unlike the US, which is not prepared for the hostilities, Japan starts the game with a massive fleet consisting of many fleet carriers, an experienced command staff, much, much better torpedoes and aircraft. Just like real life however, Japan's large fleet is also its biggest weakness: without any significant natural resources, Japan must expand and acquire resource points to get their war machine going. Rivaly between the Army and Navy will also make things complicated for the Japanese player.

If players are feeling particularly bold, they can declare war to Soviet Union and force them to fight a two-front war. Oil fields in Irkutsk can fuel the Japanese military for a very long time. Please note that Japan is also behind the US in terms of technology to closing the gap will be essential. Also, be careful of the US Submarines: despite having inferior torpedoes, they can wreak havoc upon the supply lines, which Japan is dependent upon.

Take advantage of your powerful torpedoes: Not only your submarines will hit harder, many of your destroyers and cruisers will have torpedo launchers for ship-to-ship warfare

Japanese aircraft, generally, have better stats than the US ones. If research gap can be closed, Japan can produce a formidable air force.

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United States Navy
While having a much smaller navy and less aircraft carriers, United States has an edge over the Japanese in terms of resources, industrial capacity and technology. They have many Battleships in their fleets which while not better than the carriers, they can still be useful for direct ship-to-ship battles and bombarding bases. US Navy's disadvantages are poor performance of their initial submarines and aircraft. (In real life US Navy started the war very inefficient torpedoes) If played right however, US Navy will recover their losses very quickly and field a Navy that cannot be stopped by any means. US is also pretty much immune to home invasion. Japanese fleet will never have enough range to attack the US homefront.

Withdraw your bases in China and Philipinnes as soon as possible as it is highly unlikely you will be able to do anything for them against incoming invasion. Defend the Hawaii and Midway with your life and establish a powerful supply chain to feed the fleets in the Pacific. Just like real history use a "leap-frogging" approach: capture strongpoints with concentrated force, rebuild then jump to the next location. Don't forget to use your submarines either. Japan is a resource-starved island country and they need to bring their spoils back to the mainland, making their transports a very tempting targets.

Please note that US is fighting a two-front war. A considerable amount of troops must be sent to Europe every month to defeat Germany so, US players might have trouble recruiting new marine units during the first half of the game.

Finally, US Navy cannot produce land-based aircraft, unlike Japan.

Scenarios

Campaign Scenarios

Campaign scenarios are long term sessions that will be played until the very end, while Short Scenarios last for a few missions.

There are three conditions to achieve victory in Campaign Scenarios. Completing even one will be enough to win the game.

A) Capture the enemy's home port: (Hawaii for US, Kure for Japan) B) Reduce the enemy productivity to 0 C) Achieve a total over 1800 in therms of base productivity.

  • The Brink of War (Starts on November 26, 1941): About two weeks until the the Pearl Harbor attack. Japan is primed and ready while US is trying to prepare for the incoming onslaught. Japanese player will have many options to conquer while US player must enter a defensive posture and bring the economy to the war footing.
  • The Counter Offensive (Starts on May 27, 1942): Battle of Coral Sea ended with US strategic victory and Japanese are feeling the pressure. US is getting ready for a major push across the Pacific.
  • Approaching V-Day (Starts on March 31, 1944): War is not going well for Japan. With many of their experienced commanders, pilots and ships are gone, war is all but over for Japan. US player should not be overconfident however: There is nothing more terrifying than a cornered animal.

Aircraft

  • FF (Fleet Fighter): Aircraft that can take off from both carriers and land bases. They are used against other aircraft.

F2A Buffalo Power: 3 Range: 4 USA

F4F Wildcat Power: 4 Range: 4 USA

F4U Corsair Power: 6 Range: 4 USA

F6F-3 Hellcat Power: 7 Range: 6 USA

Mitsubishi A5M Power: 3 Range: 3 JAPAN

A6M2 Raisen Power: 5 Range: 8 JAPAN

A6M5 Raisen Power: 6 Range: 5 JAPAN

  • LF (Land Fighter): Aircraft that can take off from land bases. They are used against other aircraft and usually have better stats than carrier based aircraft. Japan only.

J2M3 Raiden Power: 8 Range: 5 JAPAN

N1K2-J Shiden Kai Power: 7 Range: 6 JAPAN

  • FB (Fleet Bomber): Aircraft that engage both ships and land targets with bombs. They can take off from both carriers and land bases.

SDB Dauntless Power: 2 Range: 4 USA

SB2C Helldiver Power: 3 Range: 5 USA

Aichi D3A1 Power: 2 Range: 5 JAPAN

D4YI Suisei Power: 4 Range: 6 JAPAN

  • FA (Fleet Attacker): Aircraft that engage ships from longer range with their torpedoes. Lethal against ships. Cannot attack land targets. Can take off from both carriers and bases.

TBD Devastator Power: 1 Range: 1 USA

TBF Avanger Power: 2 Range: 5 USA

Nakajima BSN2 Power: 2 Range: 5 JAPAN

B6N2 Tenzan Power: 2 Range: 8 JAPAN

B7A2 Ryusei Power: 3 Range: 7 JAPAN

  • LA (Land Attacker): Similar to above but can only take off from land bases. They all have massive ranges.Japan only.

Mitsubishi G3M2 Power: 1 Range: 9

Mitsubishi G4M Power: 2 Range: 9

P1Y1 Ginga Power: 4 Range: 9

  • NS (Navy Scout): These lightly armed aircraft are used for recon purposes. Most ships can carry these.

OS2U Kingfisher Power: 1 Range: 3

Aichi E13A Power: 1 Range: 8

E16A1 Zuiun Power: 2 Range: 6

Conference

Conferences occurs at the end of every month. While you can choose to not to attend, this is not recommended.

Conference part is basically a minigame played with cards. Your goal, as the Chief of Naval Operations is to get the best of the men, resources and influence your countries strategic goals and budget. Members of the Conference are:

Leader of the Nation (President for USA, Prime Minister for Japan) Foreign Affairs (Secretary of State for USA, Minister of Foreign Affairs for Japan) Economy (Secretary of Finance for USA, Minister of Economy for Japan) Army Commander (Chief of Staff) The Player (Chief of Naval Operations for USA, Chief of Combined Fleet for Japan)

Each conference moves in similar manner

  • Topic is selected
  • Each member drafts a proposal
  • Discussion
  • Decision

Players can draft their proposal and attempt to influence the other members to their way. During the discussion part of the conference, players can use followin options:

  • Use a card: Use a card to influence the conference. Only the bright colored cards can be used.
  • Discard a card: If you don't want to use a card, you may discard it. You will be given a new card for each card discarded.
  • Hold: When a Unify or Direct card is played you can agree with the person with this command.
  • View a Proposal: Press Z button to view a member's proposal.
  • View decisions: Press Z button and select the secretary to view the decisions that were made so far.
  • Exit: Press Z button and exit the room temporarily. The topic will decided without your vote.

Cards are used during the conferences. Pretty much all of these cards use 1 minute from the discussion time.

  • Plan: Draft another proposal. All members will draft your own proposal at the beginning of each topic. This card can be used to revise an already made proposal. Each member can have only one proposal active at any given time for each topic.
  • Unify: Ask all members to agree with you. This card can only be countered by Reject card.
  • Direct: Ask one member to agree with you. Can be countered by Reject card.
  • Plead: Ask a member to withdraw his proposal. Can be countered by Reject card.
  • Reject: Can be used to counter Unift, Direct and Plead cards.
  • Pass: Pass your turn to another member of the conference.
  • Bide: Bide your time to shorten the discussion. Can randomly pass 2 or 6 minutes.
  • Extend: Ask to extend the time for discussion. Can randomly add 3, 6 or 10 minutes.

Topics of Conferences are

  • Foreign Affairs
  • Operational Goals
  • Budget
  • Supplies
  • Drafting


Versions

Localised names

Also known as
Language Localised Name English Translation
English (US) Pacific Theater of Operations II Pacific Theater of Operations II
Japanese 提督の決断Ⅱ Teitoku no Ketsudan II

Screenshot

Main article: Pacific Theater of Operations II/Comparisons.

Magazine articles

Main article: Pacific Theater of Operations II/Magazine articles.

Promotional material

Main article: Pacific Theater of Operations II/Promotional material.

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Famitsu (JP) NTSC-J
55
[5]
GamePro (US) NTSC-U
75
[6]
Saturn Fan (JP) NTSC-J
66
[7]
Sega Saturn Magazine (JP) NTSC-J
57
[8]
Sega Saturn Magazine (JP) NTSC-J
78
[9]
Sega Saturn
66
Based on
5 reviews

Pacific Theater of Operations II

Saturn, JP
PTOII Saturn JP Box Back.jpgPTOII Saturn JP Box Front.jpg
Cover
PToO2 Saturn JP Disc.jpg
Disc
Saturn, US
PTOII Saturn US Box Back.jpgPTOII Saturn US Box Front.jpg
Cover
Ptoii sat us manual.pdf
Manual
Saturn, BR
PTOII Saturn BR Box Front.jpg
Cover

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Saturn
CRC32
MD5
SHA-1
356,749,008 1996-01-22 CD-ROM (JP) T-7607G V1.002

References

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