Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Wargames
Operation Cartwheel (2008 ATO Annual Edition) Cover. [Publicly available from the publisher.]
Game Board (Bottom half close up)
Out of the box: magazine, map, counters and tables for Operation Cartwheel, map and counters for Gazala and die
Raid over the Bismark islands
Gazala Line 1942 mini-game

Operation Cartwheel (2008)

Players
2
Best: 2
Playing time
120–900 min
Age
0+
6.84
Average rating
36
Ratings
2.89/5
Weight
#20395
BGG rank
Outside top 5,000
Designer:Paul Rohrbaugh
Artist:Craig Grando
Publisher:LPS, Inc. +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 5.8, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity5.8
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War IIAviation / FlightHexagon GridDice RollingMinimap Resolution

Overview

(from ATO website)

Operation Cartwheel was a miniaturized version of Allied Grand Strategy in the Pacific—a multi-pronged advance aimed to make it difficult for the Japanese to focus their responses... a jumping from air base to potential-next-airbase. (MacArthur called it, “Advancing the bomber line.”) And, most of all, the novel concept that not every Japanese stronghold needed to be attacked at all.

Some 13 different invasions or operations were included, with flexibility for adjusting both timing and target as the situation demanded. In fact, the original goal of Cartwheel (called “Elkton” when first proposed) was the capture of Rabaul. After much discussion in the highest levels (including the Combined Chiefs of Staff, Roosevelt, and Churchill), and overruling MacCarther’s own objections, Cartwheel’s final objectives shifted to the Admiralty Islands, bypassing Rabaul and setting the stage for the invasion of the Philippines.

Operation Cartwheel eventually included the Battle of the Bismarck Sea, the death of Yamamoto, Bougainville, multiple parachute drops, a Japanese counter-invasion, and the leap-frogging strategy up New Guinea. It involved the top commanders on both sides, sometimes working in close harmony and sometimes at ends. (The Japanese army and navy had conflicting concepts of how to defend the area and each pursued their own ideas!)

With 284 5/8" counters and a 22 x 34 inch map (each hex representing about 100 miles) Operation Cartwheel integrates separate ground, naval, and air games. Logistics is key, as it was at the time, but not a burden in game mechanics.

Operation Cartwheel will be published in ATO's 2008 Annual, featuring a “double-length” magazine, with an in-depth look at the history behind the game, plus other articles, and an assortment of replacement/improvement counters from that year’s games.[...]

NOW AVAILABLE AGAIN!

Game has been OOP for years. ATO has a “game only” (no magazine) version for sale.

Maps - One full color 22"x34" mapsheet Counters - 284 full color die-cut 5/8" pieces Rulebook length - 16 pages Charts & tables - 4 pages Complexity - Medium Solitaire Suitability - Average Playing Time - 2 to 3 hours for the smaller scenarios, up to 12 to 15 hours for the full campaign game

Expansions

Shōgi
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.