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Corregidor
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WarGames
a partir de 12 aos unos 180 minutos 1 jugadores mnimos 2 jugadores mximos
a partir de 12 aos unos 180 minutos 1 jugadores mnimos 2 jugadores mximos

En la Tienda MasQueOca existen varios estados en los que puede estar un juego:
En stock: el juego est actualmente en nuestros almacenes y disponible para su envo. (*) Últimas unidades: tenemos en stock unas pocas unidades del juego bien por tratarse de una oferta especial en precio o porque el editor ya ha agotado las unidades de las que dispona y de momento no tiene previsto hacer una reimpresin. (**)
Precompra: el juego tiene una fecha aproximada de recepcin por nuestra parte indicada en la ficha del juego y se proceder al envo del pedido en cuanto lo recibamos.Atencin, las precompras no son reembolsables!

P500:el juego no ha sido todava editado, pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todava pero s reservarlo. Cuando el juego alcance el nmero de reservas necesarias o por decisin editorial pasar al estado Precompra.
Disponible Bajo Demanda: el juego no est en este momento en nuestros almacenes, pero en principio estamos esperando su reposicin por parte del proveedor. El tiempo de reposicin aproximado para un juego nacional es de 1 semana y para un juego de importacin suele ser de 3/4 semanas, pudiera ser que recibamos la reposicin antes o que en el caso de la importacin se demore por causas ajenas a nuestra voluntad. (***) Atencin, las compras bajo demanda de juegos de importacin no son reembolsables!
Pendiente de Primera Edicin: el juego no ha sido todava editado, pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todava pero s reservarlo. Cuando tengamos una fecha aproximada de recepcin el juego pasar al estado Precompra. Agotado / Pendiente de Reedicin: el juego se encuentra agotado por el fabricante y est preparando una reedicin. El juego se puede reservar sin compromiso para poder recibir la informacin del mismo en el momento que se reedite. No es posible adquirirlo todava pero s reservarlo. Cuando tengamos una fecha de recepcin el juego pasar a Precompra.
Oportunidades: el juego est en stock en unidades limitadas. Las Oportunidades son juegos que o bien han sufrido algn desperfecto en la caja o bien han sido abiertos por alguna razn (comprobaciones de control de calidad, etc), pero que su contenido est perfecto. Es decir, son juegos que contienen todo lo necesario para poder jugarlo. No se remitirn fotos especficas del estado de las cajas, a todos los efectos se debe considerar como si se comprase el juego sin caja y sin inserto, aunque la gran mayora de las veces son desperfectos sin importancia. Estos juegos, dada la naturaleza de los mismos, no admiten devoluciones. Chollos: el juego est en stock en unidades limitadas. Los chollos son juegos nuevos a estrenar que ofrecemos a precios especiales. La oferta est limitada en el tiempo y a las unidades que se pongan en oferta, una vez se retiren de la seccin de Chollos su precio volver a ser el estndar.
Descatalogado: el juego ha sido descatalogado por el fabricante por lo que en principio no se espera ninguna reimpresin. No obstante, en contadas ocasiones, un fabricante decide volver a imprimir un juego. No es posible adquirir el juego, pero s reservarlo. Si tenemos constancia de una reimpresin y una fecha aproximada de recepcin, pasar a Precompra.
(*) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible y se lo comunicaramos por correo electrnico.
(**) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible bajo demanda a precio normal o a descatalogado y se lo comunicaramos por correo electrnico.
(***) Salvo que al solicitar la reposicin al editor nos comunique que el juego est descatalogado o pendiente de reimpresin. Lo que se comunicar por correo electrnico en cuanto tengamos conocimiento.

Corregidor

CORREGIDOR is played in successive game turns composed of alternate player turns during which the phasing player maneuvers his units and resolves combat in sequence. Turns consist of the Administrative Phases (reinforcement arrival, disruption removal, Fired marker removal), the Air Attack Phase (which includes airborne assault), first Player Turn (AA fire, bombardment, invasion, ground movement, and combat), and then the second Player Turn.

Some detail features of the game are tracking Japanese landing craft losses, American communications disruption, U.S. air and naval support points, unit disruption levels, and which artillery units have fired.

The six hexes adjacent to an undisrupted land unit constitute that unit s Zone of Control. Disrupted land units DO NOT have ZOCs, and therefore judicious use of support to disrupt enemy units allows the attacker to infiltrate through weak positions and to launch flanking attacks against defending units. This is critical because defending units are doubled and sometimes tripled by the rugged terrain and the unique features on the maps, such as rough terrain, cliffs, elevation changes, tunnels, towns, and coast defense artillery emplacements.



In the 1942 scenarios, there is a cat-and-mouse game which develops between the Japanese artillery and air units versus the American artillery and anti-aircraft defenses. Aircraft need to designate the altitude at which they conduct bombing the lower the attack level the more accurate the bombing, but also the more accurate the AA fire. Similarly, artillery which fires is more vulnerable to counter-battery fire and so making a bombardment attack must be weighed against the possibility of return fire.

In 1945, in addition to banzai options, the Japanese have the option to make suicide demolitions, which destroy the attacking unit but also damage adjacent units. There is a mechanism to occasionally compel such attacks, which not only forces some historicity but it also models the uncoordinated local Japanese command structure in 1945.



Some optional rules included:

Spike Rule - U.S. Batteries must be spiked when Japanese units come within two hexes to prevent them from being captured in usable condition. They may not be voluntarily destroyed until after a Japanese unit has landed on their island. Flip the battery over after the following U.S. Bombardment Phase. The unit may then move and fight normally.

Restored Batteries - Roll one die on the turn of the American invasion in 1945 for the surviving former U.S. batteries:
1 - Battery may fire normally.
2 - Battery sabotaged by POWs, gun crew fights as infantry.
3-6 - Battery was never manned; remove from map.

Additional U.S. Batteries - Three 240mm howitzer batteries which were to be installed in 1922 actually arrive. One battery is deployed anywhere on Fort Frank, one on Fort Hughes, and one on Fort Mills (Corregidor).

Philippine Division Transferred - The 31st, 45th, and 57th Regiments are transferred to Corregidor prior to the fall of Bataan. Add them to the available U.S. forces in Scenario 11.1. Due to the effects of fighting on Bataan, plus short rations and disease, these units are deployed at reduced strength. As an additional option, they may be deployed at full strength to simulate these units being in better condition historically.

Itagaki Rule - Japanese defense commander Capt. Itagaki did not believe an airborne assault could be made on Corregidor. He was killed on Topside during the initial paradrop, while waiting to observe the amphibious assault for which he had prepared. Additionally, his central communications station was overrun very quickly by the paratroops. In this rule, he is killed and no Japanese unit may move until the first night turn.

U.S. Roving Batteries - During the campaign for Bataan and Corregidor, the U.S. created a number of "roving batteries" of 155mm guns by removing them from their emplacements and mounting them such that they could be moved about Corregidor.

U.S. Searchlights - The U.S. had several searchlight batteries on the Fortified Islands. This option forces the Japanese to actually expend the effort to destroy them and if they are not, they provide some advantage to the U.S. Player.

If a Japanese invasion or evacuation is occurring in a night turn and there is an active U.S. searchlight unit on the map, the U.S. Player receives a +2 die modifier (cumulative with any other DRMs) when firing on Japanese units in water hexes.

If a Japanese air bombardment is conducted at night, U.S. Anti-aircraft fire receives an additional +1 modifier to any other DRMs which apply; Japanese Bombardment rolls receive an additional -1 modifier to any other DRMs which apply.

Battery Way - Battery Way did not have a crew and was not operational until April 28. The U.S. might have activated this battery sooner. Roll at the beginning of the 0300 daily turn. The battery is active at full strength on a roll of 2 or 12. The battery becomes active automatically on Turn 65 if not activated sooner.