The winner of the game is the side with a positive VP balance at the end of the scenario in play.GAME PHASES:They are all identical each turn, except when mandated by special case (for instance the surprise attack phase of December 1941 in FC Pacific).
Each of those brings Victory Points (VP), not always the same for each side in a given sea, representing the different strategic importance of the various seas to the respective sides.
Placement of land-based aircrafts, one plane at a time, sides alternating.
Exchange of fire, air or surface, are simultaneous, although show one side after the other for better presentation aspect and understanding. The game contains:
a turn-based sequence of play, with US having the slight advantage to play second as they broke the enemy code, allowing for interesting counter-moves,
all main battleships, carriers and heavy cruisers as individual units, and minor ships, marines or air units regrouped in groups and flotillas,
a simple (but not simplistic) set of game mechanisms, focusing on taking control of key sea areas,
straightforward battle mechanisms, handling the various aspects of naval warfare: gunnery exchanges, submarines and airborne attacks,
game features day or night battles, island bases invasions, air raids against ports, reinforcements from other theaters of war,
a challenging set of decisions each turn for the selection of which areas to keep under your control, seize from the enemy or harass,
an AI that will attempt to foil your grand strategic plans or your local actions,
a very accurate database with faithful ships sketches, 3D models, and actual historical photos,
a streamlined UI and easy controls, and a wealth of ingame information,
many scenarios of variable length and difficulty.