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Table of Contents
1.0 Introduction
1.1 How to Learn t h e Rules
1.2 Game Overview
1.3 Game Concepts
Game Components
Playing Piece Summary
The Map
Charts and Tables
Fractions
Stacking
10.0 US Movement
S c e n a r i o #3: C l i m a x at S a n t a Cruz
Advanced Rules
23.0 CAP Over Other Forces
24.0 Game Extension
24.1 Japanese Arrival
24.2 Night
24.3 Additional Commitment
27.0
28.0
29.0
30.0
31.0
Rabaul
Returning Air Strikes
Hit Confirmation
Surface Bombardment of Airfields
Historical Scenarios
31.1
31.2
31.3
31.4
Coral Sea
Eastern Solomons
Santa Cruz
The Naval Battle of Guadalcanal
1.0
Introduction
1.1
1.2
Game Overview
1.3
Game Concepts
Japanese Commitment
J u s t as you are u n a w a r e of the composition of individual Japanese naval forces, so too you won't know what forces the Japanese
have committed to an entire operation (except within broad limits).
Each scenario will designate separate C o m m i t m e n t Limits for
Japanese carriers, surface combatants and transports. These are
recorded on the R e c o r d s Track (at top of map). When a Japanese
force increases to Level-3, you increase the appropriate Commitm e n t I n d e x by the amount printed on the Level-3 Force chit. The
Carrier Commitment Index also increases when Japanese air strikes
are generated. Once a Commitment Index h a s reached or exceeded
the Commitment Limit, no more forces of t h a t type can be brought into
play.
Sequence of Play
The game t u r n is divided (in order), into an Arrival P h a s e , four
consecutive A c t i o n P h a s e s , and finally, t h e E n d P h a s e .
In the Arrival P h a s e of each game turn, one-third of those
Japanese combat forces not currently in play, plus one transport force,
will be brought into play. The appropriate Arrival Tables (determined by Japanese force type objective) determine into which hex a
force just entering play will be placed.
In each of the four A c t i o n P h a s e s , the J a p a n e s e Segment
always comes first. The number of J a p a n e s e forces in play is recorded
on t h e Records Track. The numbers printed in the box corresponding
to t h e number of forces currently in play indicates how many Japanese activation chits will be drawn from the activation chit cup in each
of the four Action Phases (example; 3/3/3/*). Some of the chits in the
activation chit cup will be dummies,but most will identify a specific
Japanese force t h a t is to be activated. Each Japanese force moves and
makes attacks at the time that it is activated, there are no separate
movement and combat phases.
J u s t as the number of Japanese forces in play determines how
many activation chits will be drawn in each J a p a n e s e Segment of the
four Action Phases, so the number of US t a s k forces in play determines how many will be permitted to move in the US S e g m e n t of each
Action Phase (i.e.; one refers to the appropriate records track box
exactly as one does for the Japanese). However, while Japanese have
to conduct air operations one at a time, as each individual force is
activated, you may conduct air operations with all US task forces
during t h e US Segment, even those t h a t cannot move.
In the E n d P h a s e you carry out a number of bookkeeping
functions concerning Japanese air operations, damage to Japanese
ships, and US intelligence about J a p a n e s e forces.
2.0
2.1
Game Preliminaries
Game Components
J a p a n e s e combat force
Identifying number
Face = Not yet searched
successfully in current t u r n
J a p a n e s e t r a n s p o r t force
Identifying number
Face = Not yet searched
successfully in current turn
2.2
Carrier
Note: T h e r e a r e t h r e e identical s e t s of t r a n s p o r t a n d
c o m b a t forces, o n e p e r objective. Note also t h a t t h e
reverse side of a US t a s k force h a s a different m e a n i n g
from t h e reverse side of a J a p a n e s e force.
Sample Units
A.A. value
(see 5.0)
Hit capacity
Name
Carrier Display marker
Surface S h i p
Ship Name
- Hit capacity
A.A. value
(see 5.0)
Hangar Capacity
Bombardment value
Name
Transport
back = unloaded
F o r c e Chits
Color bands on certain force chits indicate t h a t those chits are to
be placed in a search cup when setting up t h e game.
Level 1
US air u n i t
(see 8.0)
Level 2
Attack value
- Endurance
US task force
Designation
Face = not moved
Back = moved
US air strike
Commitment
value
(surface or
transport only)
A.A. value
Level 3
A i r value
(carrier only)
Sequence Chits
activation
sequence chit
(see 13.1)
(see 12.1)
Location
front: Located
PBY Search
sequence chit
(see 13.1)
Mission M o v e m e n t
D i e Roll
(see 9.0)
N u m b e r of F o r c e s
(see 17.1)
Retirement
(see 20.1)
(see 27.0)
Other Markers
Guadalcanal F u e l
(see 18.1)
R e t i r e m e n t Limit
Retirement Index
(see 20.0)
Battle E x h a u s t 1
Battle E x h a u s t 2
(see 14.2)
CAP S t r e n g t h
Commitment
Index
(see 6.0)
S e c o n d Wave
(see 16.0)
Commitment
Limit
(see 4.1)
(see 17.2)
Note: T h e r e a r e t h r e e C o m m i t m e n t Index m a r k e r s , one e a c h
for J a p a n e s e carrier, surface, a n d t r a n s p o r t forces. There
a r e also t h r e e c o r r e s p o n d i n g C o m m i t m e n t Limit m a r k e r s .
Target
(see 6.0)
Damage/Time Aloft/Air V a l u e M a r k e r s
Unloaded
Transport
(see 22.0)
front: 1 t u r n
(see 4.1,19.1, 6.0)
Numbered markers are provided to record damage to ships, t h e
time air units have spent aloft, and J a p a n e s e carrier force air values.
You use t h e same numbered markers for all three functions, although
the functions are entirely separate. The rules will refer to "Damage",
"Time Aloft", or "Air Value" markers according to context, even
though t h e same markers are used for each.
Each marker h a s four numbers printed on each side, one along
each edge. Orient t h e marker so t h a t t h e proper number is aligned
along the top edge of the counter being marked.
Game T u r n
Phase
(see 3.0)
US Advantage
back: 2 t u r n s
(see 12.2)
DESIGN NOTE: Medium Bombers include B-25, B-26. ondA-20 types. P39 counters represent P-39, P-40 and P-400 (an export version of the P39) types. Army Air Forces aircraft have been included only if they
were likely to make effective strikes against ship targets. For example,
there are no B-I7s in the game. They performed valuable reconnaissance services, which have been built into the Japanese arrival
system. But as anti-ship bombers they were virtually worthless.
US Air Steps
US air strengths and losses are counted in steps. A face-up
counter represents two steps and a face-down counter represents one.
Thus, a loss of one step may be satisfied by flipping a face-up counter
over or by removing a face-down counter from play. You may replace
a two-step counter with two one-step counter at any time, and may
make additional counters for this purpose if necessary. Two one-step
counters of the same type can likewise be combined into one two-step
counter.
US Air Sources
The following are US air sources:
Any US carrier having an operating flight deck;
Any US land base which has an operating runway and which
has at least 3 steps of bombers and/or torpedo planes remaining. This includes planes on the ground, planes on t h e base
search track, and planes in strikes launched from t h a t base.
US air sources affect t h e actions of J a p a n e s e forces. (Note: The
word "source" is used simply as an appropriate t e r m to encompass
both carriers and land bases.)
2.3
The Map
Map Definitions
Coastal S e a s . The lighter-shaded sea hexes close to some coastlines
and islands. Japanese carrier forces and U.S. carrier task forces may
not enter coastal sea hexes.
H i g h Seas. All sea hexes other t h a n coastal.
Land Base. A land airbase, from which air units may operate or
attacks originate. The base's own A.A. value is printed in its hex.
Mission M o v e m e n t Area. The entire m a p is divided into areas to
determine Japanese Mission Movement (see 9.0). A unit's move
depends on which area it is located in.
Objective. Guadalcanal, Port Moresby, and New Hebrides are Japanese objectives (see 8.0).
PBY S e a r c h Area. Numbered hexes designate the center of areas
within which the US can conduct PBY searches (see 26.2).
P r o h i b i t e d H e x s i d e s . Specially marked hexsides impassable to
naval units (reefs, shoals, e t c . ) . They do not affect air units.
R e c o r d s Track. You use this numbered track to record a number of
important game quantities. The line of numbers labelled "J" in each
box determines how many sequence chits to draw in each of t h e four
Japanese segments in each t u r n . The line of numbers labelled "US"
determines how many US task forces may move in each of the four
U.S. segments.
2.4
2.5
Fractions
2.6
Stacking
Each carrier can hold only a limited number of air units ( 7.1)
A US task force entering an enemyoccupied hex must
attempt surface combat.
3.0
Sequence of Play
SEQUENCE OUTLINE
I. Arrival Phase (Standard Game)
A. Determine how many new Japanese forces arrive (see 17.1).
B. Place new Japanese forces on the map. If a force arrives within
maximum coverage range of searching air units, double check its
arrival.
C. Count the number of Japanese forces on the map and position the
Number of Forces marker accordingly on the Records Track.
D. Units in each Search Track box are shifted to the Available sections
of the next track boxes (see 12.2).
4.0
Air-to-Sea Attacks
to send
of any
made
scenario
Air-to-sea attacks occur when aircraft attack enemy ships. Essentially the same procedure is used to resolve both sides' air-to-sea
attacks. Rule 4.1 explains the full procedure from t h e US viewpoint;
rule 4.2 explains differences for Japanese attacks.
NOTE: Air-to-Sea Attacks m a y never be c o n d u c t e d d u r i n g
Night g a m e t u r n s (Advanced Rule 24.2).
2. On the Antiaircraft Fire Table (see chart screen), locate the highestnumbered column whose heading does not exceed the firing value.
(For example, if 22 points are firing, use t h e "20" column.) Roll the die
and add all applicable modifiers listed with the table. Cross-reference
the modified die roll with the column to find the combat result.
Eliminate twice t h a t number of US air steps.
3. Find the row labelled "Attack Modifier" at the bottom of t h e AntiAircraft Fire Table. The number in this row corresponding to the
column used in step #2 modifies all die rolls on the Air Attack Damage
Table. It has no effect on the resolution of antiaircraft fire.
DESIGN NOTE: The most important effect of A.A. fire is to disrupt the
attacker's aim. For this reason, even a little bit of A.A. fire is much
better than none. Its value cannot be measured in kills alone.
Time period: Each side's A.A. die rolls are modified at certain
time periods, as listed beside t h e Anti-aircraft Fire table.
Which U n i t s are E l i m i n a t e d
You choose which steps are removed. All steps must be removed
from non-fighter units; A.A. fire never eliminates fighters. If A.A.
losses exceed the number of non-fighter units present, excess losses
are ignored.
Eliminated Steps in the Attack
As with CAP, shot down units participate in the attack at half
value. Use t h e "One Hit" and "Two Hit" boxes to keep track of these
losses until the completion of t h e current attack.
DESIGN NOTE: A great many of the planes shot down by A.A. fire were
still able to deliver their weapons. This was because both sides used
light A.A. guns 20-25mm with low stopping power. In the case of
CAP, many fighters were able to contact and shoot down attack
planes only after the attack had been made.
Air attack damage is determined using two tables; the Air Attack
Die Rolls Chart and the Air Attack Damage Table (see chart screen).
The former determines how many attacks you will make i.e., how
many times you will roll the die on the the Air Attack Damage Table.
The latter determines how many damage points are scored.
Air Attack P r o c e d u r e :
1. Add up t h e attack values of all units of all types in t h e strike.
(Remember, this includes half rounded to the nearest whole
number of the air units lost to A.A. fire.) You use the tables just
once per strike, not once for each target.
2. If both torpedo and dive bombers are participating in the same
strike then the attack is considered "coordinated " and is modified as
follows:
In January-July '42 add 1/4 for every step of attack planes (of
either type).
In August '42 and after, add 1/2 for every step. (For example,
if 8 steps participated, you would add 4.)
When totalling the number of steps for this modifier, count a
step eliminated by CAP or A.A. fire as 1/2, and a step which
survived both as 1.
3. On the Air Attack Die Rolls Chart (chart screen), locate the largest
"Attack Value" entry which does not exceed t h e total attack value. The
chart entry indicates how many times you will roll the die for the Air
Attack Damage Table, and with what modifiers.
EXAMPLE: The attack value is 29-1/2; use the "25" entry. "1(0), 2(+l)"
indicates one roll with modifier 0 a n d two rolls with modifier +1.
4. Specify targets.
5. Make t h e indicated number of die rolls using the Air Attack
Damage Table (see chart screen). Apply the following modifiers:
US Target Specification
Note: B e c a u s e of t h e intelligence rules (1l.0), a n y force you
strike will necessarily be either level 3 carrier or level 4.
The target of a US strike containing four SBD steps a n d two TBF steps is a
force containing one CVL having 1 point of CAP.
You roll a "1" for CAP c o m b a t ; this results in no losses. The carrier force plus
the screen have total antiaircraft value 10; a roll of "10" results in one hit
(two steps). You choose to remove the 2-step TBF unit. It will attack at half
value before being removed.
You must specify a target for each die roll on the Air Attack
Damage Table. A target will be an individual combat ship or a group
of up to three transports. All targets must be specified before any die
rolls are made.
Hits scored by each die roll are inflicted against t h e specified
target. If you have targeted a group of two or three ships, hits are
spread as evenly as possible (with odd hits assigned randomly) among
the ships.
The strike's air-sea attack total is 14. There are four SBD steps, each with
attack value of 3, plus the two shot-down TBF steps (which count as onehalf normal), e a c h with an attack value of 1. However, since the strike
contains both torpedo a n d dive bombers, it is coordinated. Assume the
d a t e is August 1942; 1/2 is a d d e d to the total attack values per participating step. The two eliminated TBF steps count as one-half e a c h , so the net
total is 4 SBD steps plus 1 TBF; thus, you a d d 2 1 /2. The total attack value
is thus 6 + 6 + 2 + 2 1/2=16 1/2, rounded up to 17. This entitles you to one
die roll with a +1 modifier.
You select the carrier as your target. Modifiers are: +1 from the Antiaircraft
Fire Table, +1 from the Air Attack Die Rolls Table. A roll of "4" becomes "6";
this results in two hits.
Groups of T r a n s p o r t s
If t h e target is a transport force, you may divide t h e transports
into groups of three or fewer. Each group of three transports is treated
as a single target. Hits scored are divided evenly among the three
transports in t h e group. (This allows you to use your die rolls more
efficiently t h a n if you attacked one transport with each die roll; it
reduces t h e number of wasted hits.)
EXAMPLE: You attack a transport force with 6 transports. You have two die
rolls. You assign one die roll against three of the transports a n d one
against the other three. The two rolls score two and three hits respectively.
Two ships chosen randomly in the first group would suffer one hit
e a c h , a n d e a c h ship in the second group would suffer one hit.
4.2
US Warning
If any ready air units are in a US carrier's Flight Deck Box when
its task force is attacked (or in a land base's Runway Box when the
base is attacked), they may be able to launch immediately.
Note: Any carrier w h i c h l a u n c h e s aircraft d u r i n g t h e US
Warning step is prohibited from l a n d i n g aircraft during the
following US s e g m e n t (See 7.1 for l a u n c h i n g , Flight Deck
Boxes, etc.)
Fighters may placed in t h e CAP Box (if this does not cause the
number of steps there to exceed the maximum allowed).
Any u n i t may be placed in t h e Land Box with a "2" Time Aloft
marker.
Any unit(s) may be formed into an air strike with a time aloft
m a r k e r of "2". The strike's target marker must i m m e d i a t e l y
be placed on a detected Japanese force. If there is no such
detected J a p a n e s e force, this option may not be chosen. Once
formed up, t h e strike immediately moves one hex towards its
target.
Each P-39 step counts as only half a step. Sum the total
adjusted number of steps and drop any remaining fraction.
If a US fighter on CAP has a Time Aloft marker, modify its
value for CAP as listed with t h e CAP Combat Table. (Time
Aloft markers are not used in scenario 1.)
(Advanced rules only) CAP strength is doubled against air
strikes from Rabaul.
If t h e modified die roll is " 1 " , one step of US CAP (of your
choice) is eliminated. This applies no matter what the CAP
strength.
US Antiaircraft Fire
Antiaircraft fire is resolved by the same procedure as for US
attacks (include points shot down by CAP when computing t h e strike
size modifier). A m a x i m u m of e i g h t s h i p s in the task force may fire.
Add their A.A. values together to obtain the task force's total A.A.
value.
Die rolls for US A.A. fire are modified according to the quality of
US fire control; Early War, Standard, or Improved. The scenario will
specify which type to use.
The Antiaircraft Fire Table result against a Japanese attack is
the number of a i r p o i n t s eliminated. Half are eliminated before
attack resolution and the rest after; an odd point attacks at half
strength.
(Standard Game only) Increment t h e Retirement Index by 1/2 for
each air point eliminated (see 20.2).
EXAMPLE: The Japanese have three die rolls available against a t w o carrier task force. One die roll is made against each carrier. A second is
made against one of the two, chosen randomly.
E x c e p t i o n : T h e J a p a n e s e will allocate n o m o r e t h a n t h r e e
a t t a c k rolls a g a i n s t a n y single CA or CL. If t h e r e a r e excess
a t t a c k rolls left unallocated, divide t h e m as evenly as
possible a m o n g t h o s e s h i p s of t h e n e x t smallest type.
EXAMPLE:: A US task force contains five transports, and so one group of three
and one of two are formed. The Japanese attack the group of three and
score two hits. Two of the transports, chosen randomly, suffer one hit
each.
Recording Damage
At this point please read rule 19.1, Damage Record and Effects.
COMPREHENSIVE EXAMPLE OF JAPANESE STRIKE RESOLUTION
The ' 'Lady Lex'' being abandoned by her crew during the Battle of the Coral Sea.
5.0
Task forces are groups of ships. You assign each of your US ships
to a task force. The t e r m "task force" is used only for the U.S.; groups
of Japanese ships are "forces*.
Task F o r c e C o u n t e r s a n d D i s p l a y Markers
Only t a s k force counter are placed on the map.The actual US ship
counters are set up on t a s k force displays at the start of the game (see
21.0) or after detachment. To set up a task force, place its Display
marker in the Display M a r k e r space of t h e display. (This indicates
which display houses which task force.) Then place t h e ships in the
Ship Holding Box.
Each t a s k force has an historical designation number for
identification purposes. Some task force counters are designated "TG" for "Task Group", but they are functionally identical to other task force counters.
US Carrier Task F o r c e D i s p l a y s
Each US carrier task force display holds the ships of one carrier
task force.
The Ship Holding Box contains t h e ship counters.
The Display Marker space holds a m a r k e r identifying t h e task
force.
The CAP Box holds air units on combat air patrol.
The Search Track holds air units on search missions.
Surface a n d Transport Task F o r c e s : H o l d i n g B o x e s
US surface and transport t a s k forces use the non-carrier task
force displays. These consist solely of Ship Holding Boxes and Display
Marker spaces. To set up a t a s k force, place its Display marker in the
Display Marker space and t h e ships in the holding box.
Task F o r c e R e s t r i c t i o n s
A carrier t a s k force may never contain more t h a n two .US
carriers.
Rules 6.0 and 7.0 use some terminology from t h e standard game
sequence of play. The standard game t u r n sequence includes four
Action Phases in which movement and combat t a k e place. Each
Action Phase consists of a Japanese Segment followed by a US
Segment. Each force or task force moves in exactly one (and only one)
of the four action phases. Air units may move in all four: each US
Segment contains an Air Movement Step in which every air unit may
move. Likewise, carrier air operations may take place in all four
segments, during the Air Operations Step. It may be helpful to refer
to rule 3.0 as you read what follows.
You must place at least four ships in the new task force.
You must leave at least four ships in the detaching task force.
A task force having fewer t h a n eight ships cannot detach
ships.
You must place at least six DD's per carrier in a new task force,
and you may not reduce t h e detaching task force to fewer t h a n
six DD's per carrier.
6.0
US Air Strikes
DESIGN NOTE: This section explains how to form US air strikes, fly them
to their targets, and make contact. After contact the air-to-sea
procedure ensues.
DESIGN NOTE: This is to prevent players from launching air strikes and
circling them over their carriers until a target is detected. In reality, no
US carrier admiral would have used such a tactic. There was too much
danger that the enemy wouldn 't be found in time. The resulting delays
one would face in landing and refueling the aircraft involved far too
many risks to accept.
2. Place t h e Air Strike counter in the task force's hex or in any adjacent
hex. (Thus the strike can fly one hex at t h e time of launch.)
3. Place a " l " Time Aloft marker underneath the Air Strike marker.
4. Mark the strike's target with the Strike Target marker bearing the
same identifying number as the Air Strike counter.
Once a strike has left the t a s k force's hex or the task force has
left t h e strike's hex, no more units may join, even if the strike
and task force are again stacked together at some later time.
Two different strikes may never be combined into one, nor may
units be transferred between existing strikes.
Target Assignment
DESIGN NOTE: Strikes were ordered to fly to a particular location and
begin searching from there. Poor radio communications often made it
difficult to redirect an airborne strike. Note that you can send out a
strike against any Detected force, no matter how vague its force chit.
If you want to strike a "Large" force on the chance that it's actually a
large carrier force, that's your gamble. Maybe it will pay off; and
maybe the enemy will turn out to be a large coral reef.
You must assign each strike a target at the time it departs its
launch hex. The target is always an individual Japanese force. The
target must be either located or approximately located at the time you
designate it. Each strike can have only one target.
There is one Target marker for each Air Strike marker. Place the
Target m a r k e r on top of the target force.
EXAMPLE: A strike is launched. It receives Time Aloft marker "1". In the next
U.S. segment the strike remains in the carrier's hex while more units are
launched a n d a d d e d to the strike. The marker value becomes "2". In the
U.S. segment after that the strike moves one hex. The marker value
becomes "3".
Extending Range
An air unit can remain airborne for a maximum of four segments
more t h a n its printed endurance value. A unit whose Time Aloft
marker exceeds its endurance value is said to be extending range. One
or two additional segments is i n c r e a s e d r a n g e ; three or four additional segments is e x t r e m e r a n g e . "Extended range" refers to both
increased and extreme range.
Effect o f E x t e n d i n g R a n g e :
Landing: When units which have extended range land, roll the
die and consult t h e Extended Range/Night Landing Table (see
chart screen). The result is the fraction of air steps eliminated.
Roll o n c e for all increasedrange units landing on each
carrier, and separately for all extremerange units. Round
t h e number of steps lost to t h e nearest whole number; round
onehalf u p . You must distribute losses as evenly as possible
among the various aircraft types; subject to this, you may
choose which steps to eliminate.
Elimination: If t h e Time Aloft marker exceeds the endurance
value by more than 4 at the end of an Air Movement Step, the
air u n i t is immediately eliminated.
6.4 Contact
A strike must contact its target force in order to attack. You may
attempt contact during t h e Air Strike Step. A strike can attempt to
contact only its designated target force. The target need n o t be
detected at t h a t time; it need only to have been detected when the
Target marker was placed, at the time the strike departed its launch
hex.
Perform the following procedure:
1. On the Strike Contact Table (see chart screen), locate t h e column
corresponding to t h e strike's current Time Aloft m a r k e r value. (This
roughly measures distance from launch; greater distance implies less
chance to contact.)
2. If the Target marker is on its "?" side, shift one column to the right.
The target's current location status (see 12.0) does not affect this shift.
Note: T h e c o l u m n b e t w e e n "8-10" a n d "11+" h a s n o time
aloft heading. It is u s e d only if t h e time aloft is 8-10 and a
c o l u m n shift is applied.
3. Roll t h e die and modify as listed beside the table. Crossreference
the die roll with the column to obtain t h e result. Results are explained
beside t h e table.
The condition "target force currently is inverted" is equivalent
to the target force's having been successfully searched during
the current game turn.
Note: If two strikes r e a c h t h e s a m e target force in t h e s a m e
p h a s e a n d t h e f i r s t one c o n t a c t s , c a u s i n g t h e target t o b e
inverted (see step 4), t h i s inverting d o e s benefit t h e second
strike's contact a t t e m p t .
4. If the air strike contacts the target, then:
a. The contacted force becomes Located and is flipped over (in
effect, it has been successfully searched);
b. Immediately flip the Air Strike counter over (indicating t h a t
it has used up its contact attempts).
Failure to Contact
A strike can make only two contact attempts, and these must
take place in the same segment. After a strike has concluded its
contact attempts, flip the Air Strike counter over. The strike must
then land and the planes mus be serviced before they can take part
in another strike.
A strike of launched in the first phase of the turn against a target three
hexes distant. It moves toward the target, one hex per phase. In the Air
Movement Step of the third phase the strike enters the target's hex. At the
end of the Air Operations Step of that phase the strike is resolved.
First, c o n t a c t must be determined. The strike's Time Aloft marker has value
3. the target marker is on its "Located" side, a n d the target force is
inverted (it was Detected earlier in the turn). Thus a "5" or better will
contact. You roll "2", missing entirely.
Making a second attempt, you increment the Time Aloft by one and roll
again, obtaining a "6"; c o n t a c t succeeds. The Strike marker is flipped
over a n d a Located marker placed on the target.
The force's total air value is 4. Therefore, to generate CAP you roll the die
a n d consult the "4" column of the CAP Table. A die roll *3" produces 0
CAP. The air-to-sea c o m b a t procedure ensues.
As rule 7.0 will reveal, 8 steps is the maximum any US carrier c a n launch
in one segment. If you wished to include more steps in the strike, you could
leave the strike in the launching carrier's hex, adding planes to it over
several segments, a n d then begin moving it toward the target whenever
you wished.
7.0
7.1
Launch
Landing
Raising
Lowering
Servicing
In every Air Operations Step you may perform all these operations with each carrier or land base. The carrier need not have moved
in t h a t segment. The Air Operations Summaries list for reference t h e
restrictions on each operation.
Flight Deck Box or Runway Box: The box has two portions; t h e
Ready portion, which holds units ready for launch ("ready
units"), and the Unready section, which holds units t h a t have
just landed ("unready units").
Servicing Box: Units here are being readied for launch.
Hangar Box: Units here are in storage. They must pass
through servicing before they can be launched.
Search Track: See 12.2.
Strike Boxes: See 6.0.
Landing Box: E a c h land base h a s its own Landing Box. Each
carrier t a s k force has a Landing Box which serves for all
carriers in t h e t a s k force. Units in this box are airborne over
t h e t a s k force or base, waiting to land.
Launching
To launch a unit, take it from the Ready section of the Flight Deck
Box and place it in a Strike Box (see 6.0), on a Search Track (see 12.2),
or in a CAP Box (see 7.2). The following options and restrictions apply:
A carrier cannot both launch and land air units (no m a t t e r how
To move from the Servicing Box to the Flight Deck Box, a plane
must be raised. To move from t h e Flight Deck Box to t h e H a n g a r Box,
a plane must be lowered.
To raise a unit, transfer it from t h e Servicing Box to t h e Flight
Deck Box.
Landing
In t h e Air Operations Step surviving strike units may be placed
into the Landing Box of any carrier t a s k force or land base display in
the same hex. Units need not be placed in t h e Landing Box of the same
carrier t h a t launched them. An Air Strike marker may be placed into
a Landing Box and continue to represent all t h e strike units.
A unit in a Landing Box must land and be serviced before it can
again be placed in a Strike or CAP Box. A u n i t can land only if it is in
the Landing Box or t h e CAP Box of a carrier task force or land air base.
After all landings have been completed, but before any new units
are placed in t h e Landing Box, the Time Aloft marker of every unit in
the box is incremented by 1. (This indicates t h a t t h e unit h a s spent one
segment circling t h e carrier.) If any unit's Time Aloft marker then
exceeds its endurance value by more t h a n 4, t h e unit is eliminated. A
unit's marker is not incremented at t h e instant t h e unit enters the
box, only at the time specified above.
A carrier cannot both launch and land air units (no matter how
many) in a single segment. One carrier in a task force can
launch while another in the same task force lands.
A carrier cannot land units from the Land or CAP Boxes of a
different task force.
Units may not land on a carrier:
a. if the carrier launched any unit in that segment
b. if the flight deck is inoperative (see 19.2)
c. if 12 or more steps occupy the Flight Deck Box (units can land
until 12 steps occupy the flight deck, but then no more can land).
Note: According to the sequence of play a strike may
move and be placed into a Landing Box in a single segment,
but may not then actually land in that same segment.
For land base limits and restrictions, see 18.0.
DESIGN NOTE: The configuration of a carrier's flight deck causes the
restrictions on launcNng, landing, raising, and lowering in the same
segment. More than twelve steps' worth of planes would occupy so
much room that not enough would be left for safe landings. Likewise,
more than eight steps' worth would occupy so much room that
planes could not reach takeoff speed. Units positioned for launch
would occupy the middle and aft portions of the deck, exactly those
parts used for landing; thus each operation would preclude the other.
Any use of any elevator would obstruct launch operations; thus the
number of steps launched reduces the number which may be raised
or lowered. About two steps of units could be raised and 2 more
lowered using the ship's forward elevator without affecting landing
operations. More than two steps would require the other two
elevators, blocking the landing area. Presentday carrier designs,
with angled flight decks, catapults, and side elevators avoid all these
problems; they are much more efficient, (see 32.0)
Servicing
To be made ready for launch a unit must spend one segment in
the Servicing Box. In the following segment it can be raised to the
flight deck.
In part (c) of the Air Operations Step (see 3.0) units may be
transferred from the Hanger Box to the Servicing Box. This does not
count as either raising or lowering and does not affect those operations.
A unit which occupies the Servicing Box at the end of part (c) of
an Air Operations Step is considered serviced. Note that units are
raised in part (b). Thus, a unit can be raised only if it was serviced in
the preceding Air Operations Step.
No more than 8 steps can occupy the Servicing Box at the end of
any segment. Any number of steps may be moved into or out of the
Servicing Box subject to this limit and the raising and lowering limits.
During the servicing step, aircraft may be moved back to the Hangar
Box from the Servicing Box if so desired
EXAMPLE: The fastest possible turnaround would be: Segment 1, land.
Segment 2, lower to hangar. Segment 3, service. Segment 4, raise.
Segment 5, launch again.
Hangar Storage
DESIGN NOTE: Hangar storage has two purposes. First, only a small
number of planes can be stored elsewhere in the ship. Second, units
can be placed in the Hangar Box without causing any risk of
increased damage (i.e., air strike dieroll modifiers) if the ship is hit.
Units lowered from the flight deck are placed in hangar storage.
Units in hangar storage must always be serviced before they can be
launched.
Air Unit Limits
A carrier may never have on board a total number of steps in
excess of its Hangar Capacity (printed on its Carrier Display Marker).
This includes all aircraft in the Hangar, Flight Deck, and Servicing
boxes, but not the CAP Box.
You may voluntarily eliminate any air steps on board a carrier
during the Air Operations Step, just before aircraft are landed. Steps
voluntarily eliminated count half the usual victory point value for the
Japanese (i.e., 1/8 point per step).
DESIGN NOTE: Units eliminated voluntarily have been pushed over the
side. The pilots, however, are not pushed over the side, and thus the
Japanese score only half the usual points.
I knew the Hornet planes were just about out of gas, and
I couldn't see any reason for not landing them and
taking a chance ... I brought about six more in before
they screamed down and said, "That's all, knock it off,
brother." I disobeyed orders and continued landing
planes even when number 2 elevator was down... I
heard later that finally the air officer just said, "Leave
the kid alone, he's hot."
Lt. Robin M. Lindsey,
Landing Signal Officer, USS Enterprise
In the next US Segment, Enterprise launches the six ready steps. They
are placed in Strike Box 1. The target force is Located. Strike marker
1 is placed on its "Located" side on top of the target force. The strike
marker is placed adjacent to Enterprise one hex on its way to the
target with a Time Aloft marker value " 1 " . (For an example of the
strike's further action, see 4.1.) If you had more planes aboard
Enterprise and wanted to add them to thestrike,you would leave the
Strike marker in Enterprise's hex and launch the additional planes in
a later segment.
You have no other immediate target, and having units in Servicing
would increase the damage from any Japanese hits, so you decide
not to put any more units there.
You launched six steps, so you may now tower 8-6=2 steps. You lower
two of the remaining four Unready steps off your flight deck. It is unfortunate that two steps still remain on deck, for this will hurt you
should the Japanese attack, (see 4.2)
The units in the Landing Box cannot land in this segment (because
units were launched), so their Time Aloft marker is incremented by
one.
Each carrier t a s k force and land air base display has a CAP Box.
Units in the CAP Box may have combat with Japanese strikes
attacking t h e t a s k force or base. In t h e introductory and standard
games CAP units may protect only their own task forces or bases (but
see Advanced rule 23.0).
CAP P r o c e d u r e a n d R e s t r i c t i o n s
During t h e Air Operations Step you may launch fighter units and
place t h e m in t h e CAP Box.
Each task force CAP Box may hold a maximum of 8 s t e p s p e r
o p e r a t i o n a l flight d e c k in the task force.
Each land base CAP box may hold a maximum of 8 s t e p s .
Units may remain in the CAP Box for any length of time, unless
a carrier deck becomes inoperative (see 19.2). Unless a carrier
in t h e t a s k force is sunk or becomes inoperative, endurance
does not apply to units in CAP Boxes, (see 19.2)
E n d of t h e D a y
For each u n i t in the CAP Box at the end of each day make a night
landing die roll (see 24.2) and remove losses immediately. The
Japanese score victory points for them. (Thus you should take care to
land your CAP earlier.)
Air transfer means moving air units from one place to another on
the m a p without making a strike. It occurs in the following situations:
1-5
6
You may launch air units from one task force or land base, or
take t h e m from the Landing Box at one task force or land base,
and transfer t h e m elsewhere.
10
Action
None
Roll again:
1-5 Force 1 arrives (if not already in play)
6-10 None
Roll again:
1-5 Force 2 arrives (if not already in play)
6-10 If Force 2 is in play: Japanese air attack, strength
4 (minus previous losses). (Read Japanese Air Attack
Restriction A first.)
If Force 2 is not in play: Force 2 arrives in following
Action Phase.
Roll again:
1-5 Force 1 arrives (if not already in play)
6-10 Force 2 arrives (if not already in play)
Roll again:
1-5 Two Japanese air attacks, each strength 4 (minus
previous losses). Resolve one and then immediately
resolve a second. (Read Japanese Air Attack Restrictions 1 and 2 first.)
6-10 Japanese air attack, strength 4 (minus previous
losses). (Read Japanese Air Attack Restrictions 1 and
2 first.)
These attacks occur regardless of which Japanese
forces if any are in play. If Force 2 is not in play,
it arrives in the following Action Phase.
Game ends (Exceptions: See End of Game, 1.)
J a p a n e s e Air A t t a c k R e s t r i c t i o n s
1. The Japanese cannot use more t h a n 8 air points over t h e course of
any two game t u r n s . For example, if a 4-point attack arrives on t u r n
1 then only one 4-point attack can arrive on t u r n 2. (If a a 9 " and then
" 1 " through a 5 " were rolled during t u r n 2, one 4-point attack would be
made instead of two.) You must record air attack strengths on paper.
2. J a p a n e s e Carrier Losses: If you have sunk or heavily damaged
either Japanese CV (not the CVE Shoho), the strength of all Japanese
attacks is halved for t h e rest of t h e game, and the 8-point limit is
reduced to 4. If you have sunk both CVs, ignore all Japanese air
attacks for the rest of the game.
E n d of Game
Scenario 2 ends when any of the following occur:
1. You roll a modified "10" for Japanese action. Exceptions: The game
cannot end by die roll until t h e US has made at least one strike contact
attempt. If the US has not yet made any contact attempt, a "10" counts
as no Japanese action.
2. All three Japanese carriers have been sunk.
3. All US carriers are either sunk or at damage level "H" or greater.
If the game ends by conditions (1) or (3), immediately resolve any
US strikes currently in t h e air. Do not continue the normal game
sequence; just attempt contact, and if contact succeeds then proceed
to air-to-air, etc. After airborne strikes have been resolved, the game
ends.
Victory
Victory is determined by victory points. The victory points listed
on the Victory Point Schedule (see charts) for sunk and damaged ships
and eliminated air units points apply. The side with the greater
number of points and a VP total of at least 20 wins. If neither side
scores 20 points, t h e game is a draw.
Special R u l e s
Inoperative Flight Deck: Use rule 19.2. Note t h a t in this and
the other introductory scenarios, a US carrier's flight deck is
inoperative if the carrier's damage level is "H" or greater. Do
not use the Repair rule (19.3), and ignore t h e US log sheet's
definition of inoperative flight deck. (The changed definition of
"inoperative" compensates for your not being able to repair.)
Zeros aboard the Shokaku preparing to launch during the Battle of Santa Cruz.
8.0
Japanese Forces
Japanese Objectives
DESIGN NOTE: During 1942 the Japanese were mostly attempting to
extend their empire by offensives in the direction of Port Moresby,
Guadalcanal, or the New Hebrides. (The New Hebrides were never
actually attacked, but the Japanese seriously considered such an
operation.) In the game the Japanese advance on one or more of
these objectives. By 1943 the US was counterattacking in the
Solomons. The Japanese never committed their carriers to defend this
area, but they could have. In the game you can fight battles which
might have resulted from such a decision.
Each carrier force occupies one space on the Japanese log sheet.
Noncarrier forces do not use separate spaces. But the log records
which forces' ships are occupying which holding boxes.
Carrier Forces: The first time an entry must be made for a
particular Carrier force, choose a blank space and write the force's
identifying number. Logs record t h e following:
Force Chits
Force Number
Revealed Air Strength
Air Losses
Air Strikes
Land
Loss
Survivors
Turn
9.0
DESIGN NOTE: The force movement rules cause the Japanese to move
aggressively but sensibly. The Japanese Navy did not conduct banzai
charges. Its main objective was to bring its carriers into action against
the enemy's. In carrier battles, surface forces usually were reserved to
bombard land positions and protect frienc&y carriers. Carriers would
retreat from enemy surface forces and sink them with air attacks. For
each type of Japanese force there is a short list of priority rules for
choosing where to move. Summaries are printed on the map for
reference during play.
Each Japanese force is activated once per t u r n . ( I n the standard
game, sequence chits determine activation; see 13.0. Introductory
scenario special rules determine activation in those scenarios.) W h e n
activated each Japanese force may move one hex. Each type of force
moves according to a set of priority rules. The Japanese will either
react to nearby US task forces or move towards objectives.
A carrier force may never enter a coastal sea hex. If the Japanese
movement procedures dictate such a move, t h e carrier enters an
adjacent high seas hex closest to t h e specified coastal sea hex (subject
to the Carriers and US Surface Task Forces restriction of 14.1).
A carrier screen moves together with its carrier force using the
carrier movement rules.
1.
2. If the modified die roll compared in (a) or (b) exceeds the distance
to t h e air source, then the force's movement h a s been "blocked" and it
cannot move any closer to the air source. Instead do the following:
a. If the force is in t h e same area as its objective, it moves if
possible to a hex which is closer to t h e objective but no closer (by
air) to the air source. If this is not possible, the force does not
move.
b. If the force used a Mission Movement compass, choose, if
possible, a different result on t h a t same compass which does not
entail moving closer to the air source. If there is no such result,
the force does not move. Use t h e standard rules for choice among
alternatives if more t h a n one other result will work.
Note: Air s o u r c e restrictions apply only to Mission
Movement, n o t to m o v e m e n t by t h e carrier or surface force
priorities or by t h e J a p a n e s e Close Reaction Table.
Overlapping Air S o u r c e s
If a Japanese force is within range of two or more air sources
when it is activated, first compare the mission movement die roll with
the distance to the n e a r e s t air source. If that air source prevents
movement in one direction, b u t leaves alternatives open (as outlined
under 2b above), then check to see if the other air source(s) block
movement in t h e alternative direction(s). If any alternative remains
unblocked, then the force moves in t h a t direction.
If two or more air sources are equally far away when a force is
activated, consider only the effect of t h a t air source which is closest to
the objective of the J a p a n e s e force in question.
10.0 US Movement
US task forces may move in the Task Force Movement Step. In
each US segment, some but not all of your task forces may move.
Number of Task Forces to Move
At the beginning of the Movement Step, locate the Records Track
box whose number is equal to the number of task forces in play. Next
to the initials "US" in each box appear four numbers separated by
slashes. The numbers are the numbers of task forces which may move
in the first/second/third/fourth phases.
You may move any task forces you wish. You are not required to
move. But if you move less than the full permitted number, you cannot
then move more in a later step; the limit per step is absolute. Each task
force can move no more than once per game turn.
EXAMPLE: In the "2" box appears "1/0/1/0". You may move one task force
in the first phase and one in the third. You may not move any in the
second or fourth phases, even if you don't move in the first or third.
procedure for Japanese forces, which move and make air attacks at
the same time.)
Movement Execution
A task force can move one hex. It can move in any direction
subject to the following restrictions:
A task force may not move through a prohibited hexside nor
into an all-land hex.
A task force can enter an enemy-occupied hex only if it
attempts to engage some enemy force in surface combat (see
14.2).
A carrier task force may never enter a coastal sea hex.
Flip each task force over after moving it. Being on its reverse side
indicates that the task force has moved.
Map-edge
You may voluntarily move a US task force off the south map edge.
To exit the map counts as one hex of movement. The task force may
never return. Its units are not considered eliminated for victory
purposes. You may not move a task force off any other map edge.
Plane handlers moving SBDs into position on the flight deck of the USS Enterprise.
EXAMPLE: A force attacks at range 6 on turn 3. It could not attack again (at
any range) until turn 6 (three turns later). It could then attack again (at
any range).
Special R u l e s
Movement: Neither side's forces/task forces may enter a hex
adjacent to an enemy force/task force. If the Japanese movement procedure should dictate this, the force does not move.
Both J a p a n e s e forces use t h e carrier force movement procedure.
The time period is October 1942. Add 3 to die rolls for US A.A.
fire. The US contact dieroll modifier is +1.
Game L e n g t h a n d Victory
Play twelve game t u r n s or until all carriers on one side are sunk,
or in the case of the U.S., inoperative.
Victory is determined as in Scenario 2.
Level 1
Carrier
Level 2
1-2
Carrier
11
13
Level 3
CV+CVL
Level 4
Level 1 and level 2 forces can revert to a lower level (see 11.4).
Combat damage does not affect Force chits.
Place the force back into the pile of available force counters. (It
can enter play again through arrival. Forces are continually
'recycled' in this way.)
3. Roll the die and add applicable modifiers (see Intelligence Table
Die-roll Modifiers).
4. Cross-reference the modified die roll with the column. (To interpret
results, see Intelligence Table Results).
Note: w h e n a force receives a chit of a higher level, one does
n o t r e t u r n t h e old chit to t h e c o m b a t or t r a n s p o r t force chit
c u p . Instead, it is set aside for t h e r e s t of t h e scenario.
Carrier Units
Each carrier unit counter names a specific Japanese carrier and
lists its type (CVE, CVL, or CV). The unit also lists the carrier's
antiaircraft value, air value, and hit capacity. Carrier units enter play
at the following times:
Procedure:
l. Draw a ship counter or ship counters of the proper type (for example,
a " C V chit if a CV is called for).
2. Place the ship counter(s) together with any necessary Damage
markers into a holding box.
3. Note the holding box letter on t h e J a p a n e s e log.
EXAMPLE: A Japanese level 3 force increasing to level 4 has a "2 CVL"
carrier component and a "MedDD" screen. You roll first for the carrier
component. You roll a "6", result "1CVE + 1CVL". You randomly draw the
CVE Shoho and CVL Junyo. You then consult the "MedDD" column,
crossreferencing with the same modified roll of "6". The result is "6 DD".
You draw 6 DD's randomly.
D a m a g e d Level 3 Carriers
Damaged individual carriers in a level 3 force will occupy holding
boxes by themselves, without the undamaged ships of their force.
Ignore their antiaircraft values; you continue to use the values
printed on t h e level 3 chit, subtracting 1 for each hit as usual (15.3).
When using t h e Level 3 to Level 4 Intelligence Table, if the level
4 result does not include all damaged carriers already occupying the
holding box, ignore t h a t result and roll again.
EXAMPLE: In the preceding example suppose that Shoho had already been
damaged in an earlier raid, and you obtained now a result "2 CVL". You
would ignore this result, because it does not include the CVE already
identified.
Level 1:
Carriers
Surface
Large
Medium
Small
Transports
All except "Transports" are used only with combat forces.
Level 2:
Carrier chits: 12 Carriers, 23 Carriers, 3+ Carriers
Surface chits: Large Surface, Medium Surface, Small Surface
Transport chits: Large Transport, Medium Transport, Small
Transport
Level 3:
Carrier chits: 1CVL, 2CVL, 3CVL, 2CV, 2CV+1CVL, 2CV+2CVL.
(Chit indicates number of carriers of each class. CVE and CVL
are both counted as "CVL" on these chits.) Chit bears air value.
Surface chits: Large BB, Medium BB, Large CA, Medium CA,
Small CA, Medium DD, Small DD. ("Large", "Medium", or "Small
indicates approximate force size; "BB", "CA",or "DD" indicates
heaviest type ship in force.) Chit bears commitment value.
Transport Chits: A, B, C, D. (Letter indicates approximate
total number of ships transports plus escorts in force. A =
1826, B = 1217, C = 611, D = 25.) Chit bears commitment
value.
Carrier and Surface chits are used only with combat forces,
and Transport chits only with transport forces.
Level 4:
All chits read "Level 4"; force makeup recorded on the Japanese
log sheet.
Carrier F o r c e s
A "Carrier Force" is:
a level 1 "Carrier" force, or
a level 2 or 3 force having any type of a carrier chit, or
a level 4 force having any carriers
S e a r c h Cup Chits
On all chits, a solid band of color through the middle of t h e chit
indicates t h a t t h e chit is to be placed in one of t h e search cups when
setting up. Greenstriped chits go into t h e combat force chit cup,
while bluestriped chits go into the transport force chit cup.
Becoming Detected
Forces are Detected in four ways:
1. Air s e a r c h (see 12.2).
2. Air s t r i k e contact. At the instant a strike contacts a Japanese
force, the force becomes Located.
Immediately after a search attempt or strike contact has resulted in location or approximate location, flip the force counter facedown. Face-down status indicates t h a t t h e force has successfully been
searched in t h e current game turn.
3. E n g a g i n g in Surface Combat (14.2)
4. U n l o a d i n g at or B o m b a r d i n g an objective (see 22.0) Unloading
transports, however, are only Detected during daylight game t u r n s .
Effects of L o c a t i o n S t a t u s
An undetected force cannot be designated as a strike target. (It
can most certainly attack, however. Also, a strike can arrive
and contact its target after that target has become Undetected
again.)
in the Search Track boxes roughly indicate its distance from the task
force at each time. All units on a Search Track are airborne. The term
"Available" is a game term meaning that those units have not yet
performed search action in the current turn. P-39's had too short a
range to be used for search, and TBD 's were both short-ranged and
too slow.
S e a r c h Track P r o c e d u r e :
1. During an Air Operations Step, launch steps with which you wish
to search. Place t h e m in t h e Available section of the first box of the
Search Track.
2. During each Air Unit Search Step you may resolve search for all
available air steps in one boxof your choiceon each Search Track.
(See Air Unit Search Resolution below.) You must decide all boxes you
will search with before resolving any searches.
3. Roll separately for each force within t h e coverage area (see Air
Search Resolution procedure), and roll separately for each track
containing searching air steps t h a t are being used in t h a t segment.
4. After searching all forces within t h e coverage area, shift the steps
to the Used section of t h e box.
5. In the Arrival Phase of the following game t u r n all steps in each box
both Used and Available are shifted to t h e Available section of
the next box. (Exception: If the maximum coverage range of the next
box exceeds half t h e aircraft's endurance, see Search Endurance
Limits.) For steps in the last box, see Returning from Search below.
TBD's a n d P-39's m a y n o t be p l a c e d on a S e a r c h Track. Any
other US aircraft may be. However, if any searching unit is a fighter
(F4F or P-38), t h e US player must a d d 1 to his die roll.
EXAMPLE: In the first US Phase of turn 2 you launch two TBF steps (one
counter) and place them in the Available portion of the "03' box as
shown in fig. 12.2(A). You use them to search in that same phase and
move them to the Used portion of the box as shown in 12.2(B). In the third
US Phase you launch an SBD unit a n d place it in the Available portion of
the "03" box as shown in 12.2(C). Unfortunately the turn ends before
you use this unit for search. At the start of turn 3 all three units are moved
to the next track box as shown in 12.2(D).
Search Track
Search Track
Search Track
You roll "7" a d d 1 for the three steps a n d subtract 1 for the "?" marker.
The net result is "?". You flip the force over a n d place a "L" marker, since
a "?" result against an approximately located force counts as "L".
DESIGN NOTE: The most effective method of air search was " t w o phase", in which two separate groups flew out 1 2 hours apart. This
holds in the game also. By searching with two groups on successive
turns, gaining benefits for location, you can discover a great deal
about an enemy force fairly quickly. Advance planning is essential.
Search Track
US Advantage Markers
Whenever a Force Chit draw or an Intelligence Table roll following a successful search or strike contact causes any noncarrier force
(including level-0 forces) to become a carrier force, place a US Advantage marker on it. When a force bearing such a marker is activated,
modify its Carrier Air Attack Table die roll as listed beside t h e table.
A US Advantage m a r k e r remains in place until after t h e Japanese force is next activated. After you have next drawn the sequence
chit for the force and completed its activities, remove the chit, (see
Sequence of Play, 3.0)
13
J 5/5/5/*
14
J 6/5/5/*
15
J 6/5/6/*
Japanese Activation
Japanese forces are activated one at a time during t h e Action
Phases. Each time an Sequence chit is drawn, the corresponding force
is activated. Immediately do the following:
1. Conduct an air attack with the force> if applicable (see 15.0).
2. Move the force.
Japanese units:
Place Japanese combat forces in hexes 1924, 1921, 1918, 1915,
1912, 1711, 1714, 1717, 1719, 1722, 1724, and 1726. Set the Number
of Forces m a r k e r at 12. All forces are level 0 at start.
Place the forces' Sequence chits, plus seven blanks, into a cup.
Also set up a search cup containing the following Force chits: 7
"Carrier", 7 "Surface", 3 "Large*, 3 "Medium", 2 "Small", 2 "1-2
Carrier", 1 "2-3 Carrier", 1 "3+ Carrier", 1 "Large Surface", 3 "Medium
Surface", 2 "Small Surface", 28 Dummy. (Total, 60. These are all the
chits marked with green color bands.)
U S units:
Task force 16 Enterprise, with four SBD steps in Ready section
of its Flight Deck Box, hex 2718.
Task force 1 7 Hornet, with four SBD steps in Ready section of
its Flight Deck Box, hex 2717.
No other ships are used, since there is no combat in this scenario.
Time period is irrelevant.
How to Play
Use the standard game sequence of play (13.0). Use standard
movement rules for each side. There are no air strikes. The only game
activities are movement, US air operations, and searches.
Game L e n g t h a n d Victory
Play three game t u r n s . At the end of t h e game you score points
as follows:
EXAMPLE: At the end of turn 2 you have revealed two dummies (2 points).
One surface force of level 2 is located (2, doubled for being located; 4
points), a n d one carrier force of level 1 is approximately located (1,
doubled for being a carrier; 2 points). You have scored 8 points.
Table Results:
E Engage one US task force (adjacent or in t h e same hex) in surface
combat, moving into its hex. If more t h a n one US force is available,
engage one corresponding to the column heading used on t h e Close
Reaction Table; if more t h a n one such t a s k force is present, choose
randomly which to engage. The US task force cannot avoid combat.
E1 If the Japanese force contains at least as many ships (total of all
types, excluding those heavilydamaged) as the US task force, treat
as E. Otherwise, treat as R. When computing t h e number of ships in
a Japanese level 4 force, count t h e actual number of ships. Any large
force of level 3 and below is considered to have 9 ships; any medium
force has 7 ships, and any small force has 4 ships. A level 1 "Surface"
force is considered to have 7 ships. In all cases, heavily damaged ships
are not counted (for level 2 forces, subtract heavily damaged ships
from the force's total).
E2 If t h e US task force contains no more t h a n twice as many ships
(total of all types, excluding those heavily damaged) as the Japanese
force, treat as E. Otherwise, treat as R. Compute numbers of ships as
for the E1 result.
I Ignore. Take no special action and proceed to t h e force's next
movement priority. If t h a t next priority dictates moving into a U.S.occupied hex, enter the hex but do not attempt engagement.
USOp US Option. The Japanese attempt to engage one US task
force in surface combat, as for "E". However, you may choose a die-roll
modifier in the combat (see 14.2). USOp only gives you the option for
a die-roll modifier; it does not allow you to avoid combat completely.
R Retreat. The Japanese force retreats one hex, within the limits
of t h e following priorities;
1. Into a hex which is not U.S.-occupied.
2. Toward nearest friendly force.
3. As nearly northward as possible.
4. Choose randomly.
EXAMPLE: A force in the same hex as a US task force would move to an
adjacent hex unless all adjacent hexes were also U.S.-occupied. A force
adjacent to a US task force would move to a hex not adjacent to any US
task force if possible.
Close R e a c t i o n P r o c e d u r e :
1. Using the classification of Japanese forces appearing with t h e table,
locate the row corresponding to t h e Japanese force. If a force is at level
1, it increases to level 2 before the table is consulted.
Opposing units in the same hex may fight surface naval combat.
Surface combat occurs during each side's naval movement. The
Japanese Close Reaction Table determines Japanese reactions when
you attempt to engage t h e m in surface combat.
Surface Combat P r o c e d u r e :
l. Movement: A force either begins in t h e same hex, or moves into the
same hex, as an enemy force, and engages it. On a "USOp" result, you
have the option to retreat immediately. This does not avoid combat,
but it does reduce the damage. (See USOp Results).
2. Japanese Evasion: If the US is attacking, determine whether the
Japanese evade.
3. Intelligence: If engagement has occurred, increase the Japanese
force to intelligence level 4 and give it a Located marker.
4. Firing: Each ship on each side fires once.
a. Match up each ship on both sides against a target.
b. Resolve t h e effect of each ship's fire.
c. (Standard Game only) If US fire sinks J a p a n e s e ships or
heavily damages Japanese carriers, the force may retire; (20.1)
Evasion
Japanese Evasion
If the US attempts to initiate a surface engagement, consult the
Japanese Close Reaction Table exactly as if resolving a Japanese
activation, but use the results listed on t h e "US Attacking" rows.
During day turns, read the "Day" result; in night turns, read the
"Night" result. These results are interpreted as follows:
R Roll the die.
On a result of 1-4, battle occurs, but apply the die-roll modifiers
for Japanese evasion to both sides' fire.
On a roll of 5 or greater, t h e Japanese force retreats (see
Retreat) and there is no battle.
Note: A U.S. t a s k force t h a t e n t e r s a hex containing m o r e
t h a n one J a p a n e s e force still c a n only a t t e m p t to engage
o n e of t h e m , even if t h a t o n e successfully r e t r e a t s a n d
avoids combat.
E1, E2 F o r each of these results, the chart states conditions under
which the Japanese force engages. If the conditions are met, battle
occurs. Otherwise, proceed as for "R".
E Battle occurs.
E x c e p t i o n : A J a p a n e s e force which h a s a "Battle E x h a u s t
2" m a r k e r on its force display t r e a t s all "E","E1", a n d " E 2 "
r e s u l t s on t h e J a p a n e s e Close Reaction Table as "R".
U S E v a s i o n (USOp Result)
When t h e Japanese engage following a "USOp" result, you may
voluntarily choose to evade. This does not allow you to avoid action,
but it does entail die-roll modifiers in t h e subsequent combat (see
Surface Fire Tables). You choose whether to evade before the Japanese Force chit increases (i.e., before you gain more information about
your enemy). If you choose to evade you must retreat after the combat
(see Retreat). You may not evade in a US-initiated combat.
Intelligence Increase
Whenever engagement occurs, the following happens:
1. The Japanese force immediately increases to intelligence level 4 by
as many successive applications of t h e intelligence procedure as are
required. If t h e Japanese force is a carrier force, o n l y t h e s c r e e n
i n c r e a s e s , not the carrier component.
Note: Intelligence increase o c c u r s only if surface c o m b a t
actually is joined, not simply b e c a u s e a J a p a n e s e force
e n t e r s a US t a s k force's hex or vice versa. If a J a p a n e s e
force e n t e r s a US t a s k force's hex w i t h o u t initiating combat,
t h e r e is no intelligence increase.
2. The Japanese force becomes Located.
Targeting
Japanese Targeting
Japanese BB's and CA's are matched against targets in the
following order: BB's, CA's, CL's, and DD's. Japanese CL's and DD's
are matched against CA's, CL's, and t h e n DD's. Within these categories, you may choose t h e order. Proceed as follows:
1. Match J a p a n e s e BB's and CA's against US BB's. Select one US BB
at random, and select randomly three J a p a n e s e CA's or BB's to fire at
it. Then proceed to the next BB. Continue until three Japanese CA's
or BB's have been matched up against each US BB, or until there are
no more Japanese ships.
2. Match any remaining Japanese BB's and CA's, plus any DD's or
CL's, against US CA's. As in step (1), begin by selecting randomly one
US CA. However, assign only two J a p a n e s e ships (of any type) to fire
at it. Continue until two Japanese ships have been matched up
against each US CA, or until there are no more Japanese ships.
3. Proceed to the US CL's and continue the process, using the
remaining Japanese ships. Assign only two Japanese ships per CL.
4. When two ships have been assigned to each CL, proceed to the DD's,
and assign one ship per DD.
5. If the proper number of firers have been assigned to every US ship
except carriers and transports and more Japanese ships remain,
assign the remainder randomly. However, divide remaining ships as
evenly as possible do not assign two to t h e same ship unless you
have assigned one to every ship, and so on.
E x c e p t i o n : In s o m e c a s e s , a J a p a n e s e force will have too
few BB's a n d CA's to m a t c h up t h r e e s h i p s a g a i n s t each US
BB. If this situation a r i s e s a n d all o t h e r US s h i p s present
have b e e n targeted by t h e requisite n u m b e r of J a p a n e s e
s h i p s (i.e.; 2 s h i p s per US CA/CL a n d 1 s h i p per US DD),
t h e n excess s h i p s a r e m a t c h e d u p a g a i n s t t h e BB's until
e a c h is being targeted by three J a p a n e s e ships. It is only
after t h i s h a s b e e n d o n e t h a t a n y r e m a i n i n g excess J a p a n e s e s h i p s a r e distributed a s outlined i n step # 5 .
The Surface Targeting Chart summarizes this process.
US Targeting
You may match your ships up against J a p a n e s e ships as you
wish. You must declare all match-ups before resolving any fire for
either side.
Carriers a n d T r a n s p o r t s i n Surface Combat
Carriers and transports neither fire nor may be fired upon in the
normal exchange of fire. They can be attacked only during a pursuit
combat round (see below). The Japanese treat US carriers as the
highest priority targets in Pursuit Combat, and will target three ships
on each one present. US transports are the next highest priority, and
the Japanese will target two ships against each.
Pursuit Procedure;
1. Match up ships against targets as outlined above.
2. Execute fire for all ships except those matched up against carriers
and transports. Damage inflicted on ships matched up against carriers and transports takes effect before proceeding to step #3.
3. Ships matched up against carriers and transports fire.
Note: A r o u n d of p u r s u i t c o m b a t t a k e s place only after a
r o u n d of n o r m a l surface combat. T h u s , a r o u n d of p u r s u i t
c o m b a t c a n never be followed by a n o t h e r r o u n d of p u r s u i t
combat.
Battle Exhaustion
Retreat
Retreat occurs under the following conditions:
1. The Japanese Close Reaction Table may require a retreat.
2. The US must retreat if you choose t h e voluntary negative die-roll
modifier.
3. The side which suffers the greater number of hits retreats. Do not
include excess losses when figuring this number. If damage is equal,
roll the die. On an even die roll the US retreats; on an odd die roll t h e
Japanese retreat.
It is entirely possible t h a t both sides may be required to retreat.
At least one side always retreats. All forces or task forces of the
affected side in the hex must retreat, even if not involved in the
surface combat.
Retreat priorities:
1. Into a hex which is not enemy-occupied.
2. Toward the nearest friendly force.
3. As nearly northward as possible for the Japanese; as nearly
southward as possible for the U S .
4. Choose randomly.
Retreats do not count as movement. Any unit can retreat any
number of times per turn, before and/or after it has moved.
A carrier task force of either side may never retreat from a
high sea hex into a coastal sea hex. If the priorities indicate such a
retreat, choose the next-highest-priority hex. A carrier force may
retreat into an enemy-occupied hex r a t h e r t h a n enter a coastal sea
hex. A Japanese carrier force may retreat into a hex adjacent to a US
surface task force (even though it cannot enter such a hex in normal
movement).
Pursuit Combat
When a force containing carriers or transports fights a battle and
retreats because it suffered more hits, the victorious side may pursue.
Pursuit is not possible when a force retreats because of a friendly
force's combat in the same hex, or if a force retreats solely because of
a Close Reaction Table result (i.e., the force obtained a "Retreat"
result but did not suffer more hits), or voluntary US modifier.
A Japanese surface force always pursues when it has the option
to do so. Japanese transport and carrier forces n e v e r pursue. You
decide whether the US pursues.
The purpose of pursuit is to fight a second combat between the
same two forces. It does not involve any movement. Heavily damaged
ships in the pursuing force can neither fire, nor be fired upon.
When the Japanese pursue, resolve t h e second combat exactly
like the first. Use the standard procedure for Japanese targeting,
except t h a t US carriers are t h e highest priority targets, with US
transports as the second priority (3 ships will target each of the
former, and 2 ships, each of the latter). Thus, match up first against
carriers, then against transports, then against BB's, etc... US ships
may be matched up however you wish. Carriers and transports never
fire.
Note: Carriers a n d / o r t r a n s p o r t s in a pursuing force
c a n n o t b e targeted d u r i n g p u r s u i t combat.
DESIGN NOTE: While surface battles were not uncommon during the
Solomons Campaign of 1942 and '43. it was quite unusual for a naval
force to engage in more than one extended surface engagement on
any given day. The reasons why not can be summarized under the
heading of "battle exhaustion."
The strain of standing at battle stations for hours on end. when
combined with the frantic exertions necessitated by a close-quarters
battle, quickly wore out ship's crews. Furthermore, in the confusion of
a surface action, and especially at night (when almost all surface
battles took place), formations easily became fragmented and
disorganized, rendering them incapable of coordinated offensive
action. Bringing the scattered ships back into formation was a task
which could consume many hours.
The combined effects of crew exhaustion and unit disorganization
made commanders reluctant to engage in repeated bouts of surface
combat. The outstanding example of this phenomenon was the Battle
of Savo Island, in August '42. On that occasion, the Japanese
commander. Admiral Mikawa, having virtually destroyed a US task
force at practically no cost to himself, felt obliged to break off the
battle in order to reorganize his scattered formation. Thus, he m'issed a
golden opportunity to run amok through the defenseless US transports
anchored off Henderson Field.
After a force has engaged in a surface combat for the first time,
place an "Battle Exhaust 1" m a r k e r on its t a s k force display. This
marker affects t h e force's movement and combat in no way whatsoever, it merely serves to keep track of which forces and task forces
have engaged in surface combat. If the force engagest in surface naval
combat a 2nd time before the next Turn #6 (1200 hours), the marker
is flipped to its "Battle Exhaust 2" side.
Note: For p u r p o s e s of determining Battle E x h a u s t i o n ,
P u r s u i t c o m b a t is considered to be a s e p a r a t e engagement
from t h e surface b a t t l e t h a t preceded it. Therefore, a force
t h a t fought a surface e n g a g e m e n t followed by a P u r s u i t
c o m b a t would be given a "Battle E x h a u s t 2" m a r k e r .
The effects of a "Battle Exhaust 2" m a r k e r are as follows,
Heavy Damage
A ship with damage points equal to or greater t h a n onehalf its
hit capacity is heavily damaged. Heavy damage h a s t h e following
effects:
Heavily damaged ships do not count when computing the size
of a Japanese or US force for the Japanese Close Reaction
Table or Japanese movement.
Eligible Types:
1. If the carrier commitment limit has not yet been exceeded:
A carrier force. (Recall t h a t a carrier force is any force with a
Level 1 "Carriers" chit, or a chit of level 2 or higher specifying
carriers. See 11.5.)
A Level 0 force in a high sea hex (dark blue).
A Large, Medium, or Small level 1 force in a high sea hex.
2. If the carrier commitment limit has been exceeded:
Only carrier forces execute attacks.
Note: After t h e carrier c o m m i t m e n t limit (see 17.2) h a s been
exceeded, all non-carrier forces a r e g u a r a n t e e d not to be
carriers.
Forces in coastal sea hexes n e v e r attack.
Maximum Ranges:
You execute the air strike procedure when an eligible Japanese
force is activated no more t h a n either
n i n e h e x e s from a US carrier or transport task force, or
six h e x e s from an operating US airfield, or
t h r e e h e x e s from a US surface t a s k force.
Morning R a n g e Limits:
In all segments of t u r n
range for all air strikes
In all segments of t u r n
range for all air strikes
task force.)
Two-Strike Limit
A force which currently has two strikes either launched and not
yet returned, or landed and not yet turned around (see below), does
not launch a third attack. Skip the air attack procedure (i.e., a
Japanese force never has three attacks formed up at once).
Night
During Night game t u r n s , t h e Japanese Air Attack Procedure is
skipped. No Japanese air strikes will ever occur during the hours of
darkness.
The target and strength tables take many factors into account:
whether the Japanese locate you, whether their attack contacts you,
how many planes are available when your position is reported.
Japanese searches, preparations, and flights are invisible to you.
Your first indication of a Japanese attack is its appearance over your
task force.
1. Check force type:
a. If the force is level 0, draw a chit from t h e combat chit cup:
If a c a r r i e r f o r c e chit is drawn, proceed to step (2).
Level 1
Carrier
Level 2
1-2
Carrier
Level 2
2-3
Carrier
Level 2
3+
Carrier
Level 1
Large
Level 1
Medium
Level 1
Small
Level 2
2-3
Carrier
Level 2
3+
Carrier
Level 2
Medium
Surface
Level 2
Small
Surface
Level 1
Tmspt
5. R e s o l v e t h e attack.
6 . R e c o r d t h e s t r i k e o n t h e force's log.
A force still uses the table even if only one type of target is in
range. (The force may well fail to attack t h a t target).
DESIGN NOTE: Each use of the table simulates actions which began
one or more turns earlier. If you obtain an air attack result on turn 7. for
example, that doesn 't mean the Japanese found you on turn 7 and
instantly attacked. It means they found you on turn 4, 5, or 6 and the
attack arrives on turn 7.
Adjacent US Forces
If there is a US task force in an adjacent hex, the Japanese force
may attack t h a t target rather t h a n use the Carrier Air Attack Target
Table. This occurs under the following conditions:
1. Modify the force's air value as necessary to reflect air points not
available (see Lost and Unavailable Air Points).
2. Locate t h e column corresponding to the modified value on the Air
Attack Strength Table (Level 3 and 4 Forces).
3. Roll the die and cross-reference with the column chosen in (2) to
determine the attack strength.
Attack S t r e n g t h R e s u l t s
A single-number result indicates an attack arriving in one wave
The number of air points not available because of air turnaround (see Turnaround). (These planes aren't available because they are being serviced.)
EXAMPLE: A "6/5" attack occurs in the third Action Phase of turn 3. The first
wave of strength 6 is resolved immediately. The second w a v e of strength
5 will be resolved in the first Action Phase of turn 4. Place a "Second
Wave/1st Phase" marker. Assume the range is 2 hexes at the time the first
wave attacks; you record that it lands the same turn. By the time the
second w a v e attacks on turn 4, suppose the range has b e c o m e 3. It will
land on the turn following i.e., turn 5.
The Air Attack Strength Table calls for an attack strength of 10. C r o s s referencing this with the 6 points lost/unavailable on the Level 1 -2
Attack Strength Reduction Chart yields a reduced strength of " 7 " . The
attack will be delivered with strength 7.
If all the carriers in a 2nd Wave's target force have been sunk
before it arrives, t h e 2nd Wave may change its target to another US
carrier task force in the same hex.
Roll the die,
On a result of 1-7, the 2nd Wave attacks its original target.
On a result of 8-10, the 2nd Wave attacks the largest carrier
task force in the same hex.
Partial Strikes
DESIGN NOTE: Against land bases and lesser naval targets the
Japanese would launch no more than half their strength at one time.
An attack force of equal strength and including the best pilots
would be held in reserve in case enemy carriers should appear.
Use the sum of t h e 1st and 2nd Wave strengths as the Initial
Strength on t h e 1-2 Attack Strength Reduction Chart. In all
cases, subtract points from the 2nd Wave until t h a t wave is
reduced to 0 strength; then subtract any excess from the 1st
Wave.
Initial Strength
Unav
10
1
2
3
4
5
0
0
0
0
0
0
0
2
0
0
0
0
0
0
3
2
0
0
0
0
0
4
3
2
0
0
0
0
5
4
3
2
0
0
0
6
6
5
4
3
2
0
7
7
6
5
4
3
2
8
8
7
6
6
5
3
9
9
9
8
6
5
4
10
10
10
9
8
7
6
6
7
DESIGN NOTE: What you have done is take the total revealed strength
and reduce it by 1he amount you know is not available. You know that
at least the remaining amount Is available. You do not know how
much more may be available. The Air Attack Strength Table incorporates that uncertainty.
Level 3 or 4 Force:
1. Before using the Air Attack Strength Table, add together the
following (all recorded on the force's log):
The number of air points not available because of air turnaround (see Turnaround).
Turnaround
DESIGN NOTE: Aircraft which have made an attack require time to
refuel and fly out again before they can make another attack. The
turnaround rule enforces this on the Japanese. (The process of
refueliing an aircraft and launching it again is called 'turnaround'.)
Once again you have the US admiral's view: you don't see the details
of Japanese servicing, but you can calculate that planes will not be
ready for a certain time.
When computing J a p a n e s e air attack strengths check turnaround as follows:
You draw a level 1 chit; it reads "Medium". This might be a carrier force.
You consult the Level 1 to Level 2 Intelligence Table a n d roll 7, for a result
result "2-3": carriers! Place a "2-3" carriers chit underneath force 1. Had
a Dummy chit been drawn or a noncarrier result been obtained from
the table, the attack procedure would have terminated a n d the force
returned to Level 0 status.
You roll a " 1 " on Carrier Air Attack Target Table. Modified by +5 to "6" for
range greater than or equal to six on turn #3, the result is "Carriers (P)
Airfield (P)". However, since there is no airfield within range, the result
becomes "Carriers" (15.2).
On the Air Attack Strength Table (Level 1 a n d Level 2 Forces), you locate
the heading row "L2 2-3" (level 2, "2-3" force) a n d the column with
corresponding heading "None" (since this force has no revealed air
strength). The die roll is "7". The strike consists of a first w a v e of strength 7
a n d a second wave of strength 6.
3. If t h e result is "No", surviving air points from the earlier attack are
unavailable for t h e current one. (They are not yet t u r n e d around.) If
the result is "Yes", they are available.
You resolve the first wave attack. It suffers 2 losses. You now must record
the first wave's attack. The range was 7 hexes, a n d so the landing time
is "two turns later". Under Land you write "5". You write "7" under Strength,
"2" under Losses, a n d "5" under Survivors.
On the next line of the log or anywhere convenient you c a n note the
second w a v e strength of 6. You place a "Second Wave/4th Phase"
marker on the US task force.
The plane of flight leader Lt Hideki Shingo roaring down the flight deck of the Shokaku during the Battle of Santa Cruz.
During play you record three important measures of each Japanese carrier force's air assets: revealed air strength, air losses, and air
value.
3
4
0
0
0
0
2
0
0
0
3
3
2
0
0
4
4
3
2
0
5
5
4
3
2
6
6
6
7
7
7
6
5
Initial
8
8
8
7
6
Strength
9
10
9
9
9
8
10
10
10
9
R e v e a l e d Air S t r e n g t h C o m p u t a t i o n P r o c e d u r e :
1. When a Japanese level 1 or level 2 force makes an air attack, note
the strength of the attack on its log. (If the strike was partial, use t h e
full s t r e n g t h specified by the table, not the partial strength actually
used in the attack). This is t h e force's initial revealed air strength.
2. If the Air Attack Strength Table indicates t h a t a level 1 or 2 force
w h i c h h a s no air p o i n t s lost or u n a v a i l a b l e is to launch a strike
of greater strength t h a n its existing revealed air strength, then the
force's revealed air strength is increased to the higher value.
EXAMPLE: A force with a revealed air strength of 5 (and which has no air
points lost/unavailable) is directed to launch a strike of strength 7. the
force's revealed air strength is increased to 7.
3. When generating attacks for level 1 and level 2 forces which do have
air points either lost or unavailable, add the reduced attack strength
indicated by the Level 1-2 Air Attack Strength Reduction Chart (see
15.0) to the row number used on t h a t chart. (In a partialstrike use the
strength printed on the table, not t h e halved strength).
a. If the new total (reduced attack strength plus the row
number) is greater t h a n the old revealed air strength, erase
the old revealed air strength on t h e Japanese log sheet and
replace it with the new total.
b. If the new total is less t h a n t h e old revealed air strength,
do nothing; there is no change.
Commitment Limits
Commitment limits (see 17.2) may require that you reduce
attack strengths (and thus, increases in revealed air strength) generated by t h e Japanese air attack procedure.
"No r e v e a l e d air strength":
If a force has neither made an airstrike nor been revealed as a
surface or transport force, it is said to have no revealed air strength.
This means you have no information about t h e number of aircraft it
may possess. A force known to be surface or transport has revealed air
strength 0. "No revealed air strength" is very different from "revealed
air strength 0". (The former is like an untried unit; t h e latter is like
a unit with combat value 0.)
Effects of R e v e a l e d Air S t r e n g t h
Revealed air strength affects the Intelligence Tables (see
11.2).
Note: W h e n a strike l a n d s after dark, it m a y suffer additional losses as dictated by t h e Extended Range / Night
Landing Table (see 6.2; Extending Range, a n d 15.2;
Recording t h e Strike).
Effect of L o s s e s on Air V a l u e
DESIGN NOTE: When a force loses either planes or carriers, its air value
decreases: it can't operate as many planes. Two important ideas
govern the effects of carrier losses:
1. Carrier damage and sinkings take effect at the end of the turn after
the damage occurs. Thus a carrier sunk on turn 5 can still contribute to
attacks on turn 6. This is because the planes would have been
launched prior to the damage.
2. A force's air value can't exceed the remaining flight deck
capacity. But if air losses have already reduced the air value low
enough, losing a flight deck will have no effect; there will be enough
capacity for what planes are left.
A force's air value decreases during play to reflect air losses and
carrier losses. For a level 3 force, change the Air Value marker. For a
level 4 force, spread t h e decrease as evenly as possible among the
carriers, resolving choices randomly and recording the reduced air
values by placing Air Value Markers beneath the individual carrier
counters on the task force display.
At the end of each game turn, consult the log sheet to determine
whether any Japanese carriers were sunk or took damage in the
p r e c e d i n g g a m e t u r n (see 4.2). If so, you must determine whether
this loss of flight deck space reduces the air value. Make the following
test:
EXAMPLE: A Japanese Level 3 "CV + 2CVL" force with a printed air value of
17 is attacked on turn 6 by an American air strike, which inflicts heavy
d a m a g e on the "Junyo" a n d one hit on the "Hiryu". In the g a m e turn end
phase of turn 7 (see above), the force's operational flight deck capacity
is reduced to 10 (the "Junyo's" capacity of 6 is no longer available, and
the "Hiryu's" is reduced by 1), so the current air value is reduced by 7, for
a new value of 10.
EXAMPLE :
1. A level 2 force with 2 air losses becomes a level 3 *2CV + 1 CVL" force.
The level 3 printed air value is 22. You must reduce this by 2. You
immediately place a "20" marker underneath the force.
2. A level 3 force with printed air value 12 has current air value 8. It
becomes a level 4 force with three carriers. The carriers' air values must
be reduced by a total of 12-8=4. Each carrier's value is reduced by 1 a n d
the value of one randomly chosen carrier is reduced by 2.
For a level 3 force, take the force's printed air value and
subtract from this a quantity equal to the sum of all hits
suffered by carriers in the force which are damaged without
being heavily damaged (see definition above). Subtract the
total air value of each carrier in the force which has been
heavily damaged or sunk. The result of this computation
represents flight deck capacity still operational. If the force's
current air value exceeds this number, set t h e current air
value equal to it i.e., to t h e operating deck capacity.
Otherwise, do nothing.
For a level 4 force, determine the total current air values of all
operational (not heavily damaged or sunk) carriers in the
force, reducing air value by one for each hit suffered by such
carriers. If the force's current air value exceeds this sum
(which represents the operating flight deck capacity) set the
air value equal to t h e sum i.e., to t h e operating deck
capacity. Otherwise, do nothing.
Effects of Air V a l u e
For level 3 and 4 forces it is the air value, not the revealed air
strength, which determines air attack strengths.
(Standard Game only) A carrier force retires when its air value
equals 0 (see 20.1).
Scenario 6:
"Attack - Repeat - Attack"
The Situation: This scenario, like Scenario 3, simulates the battle of
Santa Cruz. But it gives you much less intelligence information about
the Japanese at the start. You will be using all the most important
standard game rules except for force arrival.
To play this scenario you need both the chart and table screen,
which contains charts for t h e Japanese air attack procedure, arranged in sequence order. Use these charts to guide you through the
procedure.
J a p a n e s e Units:
1. Set up the search chit cup as in Scenario 4, except include only 14
dummies, not 28.
2. Place forces with objective Guadalcanal in t h e following hexes:
1616, 1713, 1719, 1723, 1910, 1914, 1918, 1921, 2024, 2212, 2119,
2320. Place the corresponding Activation chits in the sequence chit
cup, together with seven blanks. Set t h e Number of Forces marker at
12.
The force in 2024 h a s a Level 1 "Carrier" chit at start. (Take
this from t h e search chit cup.)
3. The Japanese are limited to the following ships:
CVs Shokaku, Zuikaku
CVL's Hiyo, Junyo
CVE Zuiho
Four BB's, seven CA's, three CL's, 39 DD's
If all permitted ships of a particular type have been placed into
Level 4 forces, and an Intelligence Table result calls for more, place as
many ships as possible and ignore t h e remainder. In addition, the
number of Japanese carrier forces in play is limited (see Carrier Force
Limits below).
DESIGN NOTE: Historically, engine trouble forced Hiyo to return to the
Japanese base at Truk on 22 October, and she missed the battle. The
US could not know this, however, and Hiyo would have participated
but for her engine problems. Therefore, she is available in this scenario.
U.S. Units:
Set US units up as in Scenario 3. Add two SBD units (4 steps) to
Enterprise. On each carrier, up to 4 steps of your choice may start the
game in the Ready section of the Flight Deck Box.
How to Play
All standard rules through 16.0 are in force.
3+
1-2
1-7
automatic
Column Shifts:
1 left for each level 3 or 4 carrier force containing no CVs
1 right for each force containing 3 or more C V s
Game L e n g t h a n d Victory
The game lasts 12 t u r n s . Victory Points are awarded as in
Scenario 2. In addition, the Japanese receive points for occupying the
Guadalcanal objective hex (2526) at t h e end of the game:
2 points per level 0 force
1 point per Small level 1, 2, or 3 force
2 points per Medium level 1, 2, or 3 force
4 points per Large level 1, 2, or 3 force
1 point per BB or CA
1/2 point per CL or DD
Victory Conditions
Victory conditions are as in Scenario 2.
Japanese bombers dive through a slather of flak while attacking the USS Enterprise during the Battle of Santa Cruz. Visible in the background are a battlewagon and a destroyer.
2. The "Extended Scenario" table is used for forces arriving on the first
and second days of extended scenarios (Advanced rule 24.1).
DESIGN NOTE: The "One Day" table wiliplace forces dramatically
close to Port Moresby. In game terms the historical battle would be an
extended scenario. Historically no new forces would be arriving by the
third day, and so the table would never be used.
D o u b l e C h e c k i n g Arrival
When placing any force on the map, determine if the arrival hex
falls within coverage range of any Used searching air units. The hex
need not actually be within t h e coverage area of the search track box
which the air unit currently occupies, since a searching air unit is
automatically considered Used in all search track boxes covering
ranges closer to its base t h a n the box it occupies. This applies even if
the air unit is not in the Used portion of t h e search track box that it
occupies.
EXAMPLE Four c o m b a t forces are to arrive. You would draw four forces
randomly from the c o m b a t cup. You might draw three for the primary
objective a n d one for the secondary, or two for e a c h , or all four for one
of them.
On a roll of 1-7, the force does not arrive at this time. You do
not roll again to select a new arrival hex.
Arrival P r o c e d u r e :
1. In 1942 scenarios, locate the Arrival Table (see chart cards) for t h e
force's objective. In 1943 scenarios, locate the 1943 Arrival Table.
2. For a c o m b a t force: Make two die rolls. Cross reference t h e row
corresponding to the first die roll with the column corresponding to
the second die roll. The result is t h e hex at which the force arrives.
For a t r a n s p o r t force: Make one die roll and cross reference
with the column labelled "Transport". The result is the hex at which
the force arrives.
Always roll separately for each arriving force.
3. If the arrival hex is US-occupied, or if any adjacent hex contains a
U.S. carrier t a s k force, stop; the force does not arrive.
4. Double check the force's arrival if the arrival hex falls within the
coverage range of any searching air units. (See Double Checking
Arrival below). If the double check fails, stop; t h e force does not arrive.
5. Locate the force's Activation chit and add it to the sequence chit cup.
Increment t h e Number of Forces marker.
F o r c e c h i t s : The Arrival Table may specify t h a t the force receives a
specific Force chit. If so, place t h a t chit underneath the force. (Take
the chit from those not in use, not from t h e search cups.) The force is
then already at level 1. If no chit is specified the force arrives at level
0.
Port M o r e s b y Arrival T a b l e s
There are two Arrival Tables for forces having objective Port
Moresby.
1. The "One Day" table is used;
for all forces in one-day scenarios (this includes all introductory scenarios),
Commitment Limits
The following effects apply at the instant a commitment index
equals or exceeds t h e corresponding commitment limit.
Carrier C o m m i t m e n t Limit:
1. If the limit is exceeded when generating a Japanese air attack
strength, the strength is r e d u c e d by the amount the limit was
exceeded.
EXAMPLE: The index value is 7 a n d the limit is 12. The Air Attack Strength table
calls for an increase of 10 in the force's revealed air strength. This would
Search Track
set the index at 17, five in excess of the limit. Reduce the air attack
strength by 5.
Remove all Level 2 carrier chits from the combat force chit cup
(all Level 2 chits marked "1-2", "2-3" and "3+ Carriers".)
1/2 point for each air step launched from Guadalcanal, at the
time of launching. (Thus a full-strength unit costs 1 point.) A
step cannot be launched if fuel is not available.
1/4 point for each step occupying the CAP Box at the end of each
game turn. A step which does not receive fuel is immediately
You can expend full points and half points. To record half a
point remaining, flip the m a r k e r to its "+1/2" side.
There are two Guadalcanal Fuel markers. If you have more
t h a n 29 fuel points, use the "+30" marker. (For example, to
record 35 1/2 fuel points you would place the "+30" marker in
the "5" box on its "+1/2" side.)
Enough fuel points must be expended to pay all costs including
any fraction. For example, if j u s t one step occupied the Guadalcanal
CAP box a the end of the day, 1/2 of a fuel point would have to be
expended, although technically, only 1/4 of a point had been consumed.
Air steps in the Landing Box may remain there, waiting for t h e
runway to be repaired. Their time aloft markers are incremented normally each segment. In any segment you can
change your mind, remove the aircraft units from the landing
box, and start moving t h e m to another base by air transfer (see
7.3)
Air steps on t h e Search Track complete their missions normally and land at the base. If it is still inoperative when they
land, a roll is made on the Extended Range / Night Landing
Table as outlined above.
If the Flight Deck or Servicing Boxes contain any air units, two
steps from those boxes are eliminated for every hit suffered.
Choose t h e steps randomly, but eliminate units from t h e
Flight Deck first.
Heavy Damage
Damage to US Carriers
Damage to carriers is recorded on t h e US log sheet. Each US
carrier has its own log entry identified by name. Mark off one box for
each hit suffered. You may also wish to put a Damage marker with the
carrier, as reminder.
There are four levels of damage to a carrier. Underneath each
damage box on t h e log sheet is a letter indicating t h e carrier's damage
level at t h a t number of hits: L Light, M Moderate, H Heavy,
D Dead in Water.
T h e U S l o g s h e e t l i s t s t h e s e effects for r e f e r e n c e .
DESIGN NOTE: To launch or land planes a carrier had to steam into the
wind; thus a carrier dead in the water can never operate planes.
Place the marker on its "2" side initially, in the carrier's Flight
Deck Box. (It may be flipped to its " 1 " side and then removed through
repair; see 19.3).
The flight deck is inoperative if t h e carrier has any Inoperative
Flight Deck m a r k e r on either side. Only US carriers receive "Inop
Deck" markers.
Effects:
Units in the Landing box may move by air transfer. Immediately place t h e strike c o u n t e r s ) on the map in the task force
hex. As in ordinary air transfer (see 7.3), place t h e counters
inverted. Move t h e m using normal air strike movement
to another task force or base. When placed on t h e map t h e
units retain their current Time Aloft markers.
Repair Procedure
Consult t h e US Repair Table (see US log sheet). Roll the die and
modify as listed beside the table. Cross-reference t h e modified die roll
with the row corresponding to t h e current damage level. Results are
explained beside the table. Immediately adjust t h e damage accordingly. If the result is " - 1 " , for instance, erase t h e last box of damage
marked off.
E x c e p t i o n : T h e r e s u l t s of repair rolls m a d e for carriers at
level "L" never c a u s e its d a m a g e level to be adjusted. They
apply only t o w a r d s repairing flight deck d a m a g e (see below).
DESIGN NOTE: Note that repair can hurt as well as help. This represents
accidents. A great variety of accidents could befall even a moderately damaged carrier. The outstanding example was the Lexington
at the Coral Sea. After moderate damage from plane attacks, her
fires were brought under control until a sparking electric motor
touched off a series of explosions which destroyed the ship.
Irreparable Damage
The "I" result on t h e US Repair Table indicates t h a t a carrier has
suffered irreparable damage to its hull. From t h a t point onward,
through the end of the scenario, "M" level damage on t h a t carrier may
not be repaired. "H" and "D" level damage may be repaired normally,
except t h a t "M" level hits are never erased.
No repair roll is made for an irreparably damaged carrier t h a t is
at damage level "M", unless it has an "Inop Deck" marker. In that case,
a roll is made, and all results, including critical hits, are applied
normally.
Note: Multiple "I" r e s u l t s a g a i n s t t h e s a m e ship have no
cumulative effect.
Critical Damage
If t h e die roll on t h e US Repair Table is " 1 " before modifiers are
applied, the carrier may suffer critical damage. Roll the die again and
consult the Critical Damage Table (see US log sheet). Results include:
Additional Hits Mark off t h e indicated number of hits, in
additional to those from the original repair die roll.
No Raise/Lower Regardless of its damage level, the carrier may
not raise or lower aircraft until a successful repair result has been
obtained. (This simulates damage to the elevators.)
Scuttling
In the Repair Step any US carrier t h a t is at damage level "D",
may be scuttled (voluntarily sunk). Remove the carrier from play.
DESIGN NOTE: You might scuttle a dead-ln-the-water carrier which you
had no hope of repairing. The rest of the task force could then move.
SURFACE: A force of 3 DD's a n d 2 CA's would retire if it lost the 3 DD's (at least
half its ships) or the 2 CA's (two ships heavier than a DD).
Effects of F o r c e R e t i r e m e n t
At t h e instant t h e conditions are met, the force receives a
Retirement marker. Thereafter it uses retirement movement (see
20.3).
Carrier Screens and Retirement
DESIGN NOTE: When carriers retire, a minima! screen retires with them
but the remaining ships can press on, supporting the operation.
When a carrier force retires its screen splits into two forces.
1. Locate any unused force with the same objective as t h e carrier force.
(If there is none, the screen does not split up; stop.) Place its Sequence
chit into t h e cup and place t h e force in the carrier force's hex.
2. Increase the carrier force and its screen to level 4 if they are not
already level 4.
EXAMPLES:
CARRIER: A level 3 "2 CV" force would retire if its holding box contained two
heavily d a m a g e d CVs, or if one CV h a d been sunk a n d a heavily
d a m a g e d one were in the holding box.
3. Place all the screen ships into the new force, except for one ship per
carrier in the retiring force. Leave the lightest ships possible in the
screen. Resolve choices randomly.
4. If the carrier force has a Detection marker, place an identical
marker on the new force.
The new force functions as a surface force for t h e rest of the game.
EXAMPLE: A retiring force of two carriers has a screen of three DD's a n d two
CA's. Two randomly chosen DD's would remain in the screen; the other
DD a n d the CA's would break off as a surface force.
2. Japanese Objectives
and Commitment:
A. Objectives:
Roll the die and consult t h e Japanese Objectives Table (see
below). Cross-reference the die roll with the scenario time
period. The chart entry lists:
The J a p a n e s e objectives). (If the result reads "Interdiction",
see Interdiction Mission below.)
The number of combat and transport forces for each objective
(listed underneath t h e objective).
EXAMPLE: The Japanese primary objective is Moresby a n d the secondary
objective is Guadalcanal. The Japanese receive 14 c o m b a t and 4
transport forces having objective Moresby, a n d 6 c o m b a t and 2 transport forces having objective Guadalcanal.
Guadal.
C-6
T-2
B. Commitment:
Roll t h e die and consult the J a p a n e s e Commitment and US
Forces Table (see below). Cross-reference t h e die roll with the scenario
time period. The result gives the three J a p a n e s e commitment limits
and the Retirement Limit, in the form: Carrier limit / Surface Limit
/ Transport Limit / Retirement Limit. Place the three Commitment
Limit markers in t h e corresponding boxes of the Records Track. Keep
the three Commitment Index markers at hand for use when needed.
EXAMPLE: "10/9/3" indicates a carrier limit of 10, a surface limit of 9, and a
transport limit of 3 .
A. Strategic Surprise:
In some cases the US may choose between receiving a large force,
or receiving a smaller force with t h e advantage of strategic surprise.
If you have the choice, make this decision first. In some cases, the table
will simply give you strategic surprise, with no decision involved.
B. Carriers:
1. Draw Carriers: Draw the specified number of carriers randomly from those available in t h e scenario time period. (You
must choose randomly; you may not select carriers of your
choice.) Choose a carrier display for each carrier and place t h e
carrier's Display marker there.
2. Air Groups: Place carrier air units (those with blue silhouettes) on each carrier. The number of steps placed may not exceed
a carrier's h a n g a r capacity.
In scenarios taking place in the January-July 1942 period ten
SBD, sixF4F, and four TBD steps are placed on each American
carrier.
Note: T h e air g r o u p s created u n d e r t h i s r u l e will leave
certain US carriers with excess h a n g a r space. This is n o t an
error.
or later, each
and four TBF
of F 4 F steps
remains after
EXAMPLE: The Lexingtonwould receive ten SBD, four TBF a n d eight F4F steps.
DESIGN NOTE: The above restrictions reflect historical air groups. If you
wish you may ignore these requirements and simply take any units of
your choice. Historically, however, the composition of air groups was
not in fact under an admiral's control.
C. Purchase ships:
Spend the purchase points to buy surface ships. Each ship type
costs a number of points, as follows:
Ship type
BB
CA or CL CLAA
DD
Points
8
2
3
1
You decide how many ships of each type to buy. They may be
D. Transports:
If the J a p a n e s e mission is Interdiction, the US receives four
transports, which are important in determining victory (see 22.0).
E. Task Forces:
4. Set up chits.
A. Search cups:
Chits for level 0 forces are drawn from two cups of chits the
search cups. Those hits to be placed in these cups are marked with
color bands in the middle.
B. Remaining chits:
These need not be placed in cups, but it will be convenient to separate
t h e m before play. (Note t h a t surface and transport chits will not
be needed in t h e introductory scenarios).
Remaining Level 1 (6 "Surface", 2 "Carrier", 2 "Transport")
Remaining Level 2 (3 "Small Surface", 5 "Medium Surface", 3
"Large Surface", 5 "1-2 Carrier", 2 "2-3 Carrier", 2 "3+
Carrier", 3 "Large Transport", 3 "Medium Transport", 2
"Small Transport")
Level 3 (4 "1 CVL", 3 "2 CVL", 2 "3 CVL", 3 "1 CV", 2 "2 CV",
2 "1 CV + 1 CVL", 2 "1 CV + 2 CVL", 2 "2 CV + 1 CVL", 1 "2 CV
+ 2 CVL", 1 "3 CV", 3 "Large BB", 2 "Med BB", 2 "Large CA", 4
"Medium CA", 2 "Small CA", 2 "Medium DD", 4 "Small DD", 3
"Transport A", 3 "Transport B", 2 "Transport C", 2 "Transport D")
Level 4 (7)
22.0
Strategic Surprise
The Japanese Commitment and US Forces Table may give you
the option of taking a smaller US force, but with strategic surprise
affecting the Japanese (see step 5.A). If you choose this option,
strategic surprise is in effect at t h e start of t h e game. It affects
Japanese air mission targeting and US air strike resolution. Strategic
surprise remains in effect until either of the following occurs:
A J a p a n e s e fleet carrier is sunk or heavily damaged.
Two different US carriers have been attacked. The definition
of "attacked" encompasses two US carriers being in a single
task force which is attacked, even if only one of the carriers has
actually has an attack die roll made against it.
DESIGN NOTE: Strategic surprise simulates the Japanese commanders
assuming that they would face no strong enemy carrier fleet. It was
exactly this assumption which led them to disaster at Midway. Either of
the two events listed above would dissolve such an assumption.
Victory
receive victory points. For each one t h a t does not, you will lose
victory points.
U n l o a d i n g Transports (Standard Game only)
Points are awarded for each transport ship unloaded at its
objective. A transport begins to unload in the t u r n t h a t it is activated
in its objective hex (i.e., a force cannot unload at an objective unless
it b e g i n s t h e t u r n in t h e same hex. It may not move in and immediately start to unload).
During daylight game turns, J a p a n e s e transport forces automatically receive "Located" markers at the end of any Bombard/Unload Step in which they unload.
EXAMPLE: A US carrier which has no other ships in its task force is sunk. The
Japanese receive victory points equal to four times its air value.
DESIGN NOTE: If other ships were not present to remove the crew, they
would go down with the ship. Loss of trained crewmen could be as
serious as loss of the ship itself.
In one-day scenarios only, a J a p a n e s e transport also is considered unloaded if it occupies the objective at t h e end of the game
and the the fleet retirement restriction outlined is not in effect.
If t h e game ends because all US task forces have left the map,
and t h e J a p a n e s e are not retiring, then all Japanese transports in play are considered unloaded.
Victory points are awarded for each unloaded transport, not for
each unloaded force.
Note: J a p a n e s e t r a n s p o r t forces w h i c h have completed
unloading m u s t thereafter move according to t h e rules
governing force retirement, (see Retirement, 2 0 . 2 a n d
Mission Movement, 9.0)
Bombardment
Points are awarded for each J a p a n e s e surface force which bombards a US air base. A J a p a n e s e surface force scores victory points for
bombardment if it occupies its objective for one full game t u r n and
neither moves, undergoes air attack, nor fights surface combat during
that time. If a J a p a n e s e surface force of less than Level 4 is activated
while occupying an objective hex t h a t contains a US air base, immediately increase it to level 4. Victory points are actually scored in the
Bombard/ Unload Step of t h e game t u r n End Phase. Record points on
scratch paper as they are scored.
Each force can score points for bombardment only once per
game. (It has limited ammunition.)
The Victory Point schedule lists t h e point awards for each
force strength. Only J a p a n e s e surface forces score points for
bombardment.
The J a p a n e s e cannot bombard Guadalcanal (and thus, can
Night L a n d i n g L o s s e s
DESIGN NOTE: At the end of a one-day game you must determine
how many aircraft are lost in night landings. This can affect victory
points substantially.
ADVANCED RULES
23.0 CAP Over Other Forces
Under this rule, units flying CAP in one hex may act as CAP over
a different force in t h e same hex or in a nearby hex. The Japanese do
this only in t h e case of a light carrier protecting nearby transports.
You may attempt to protect any non-carrier force or land base at your
option.
24.2 Night
Night t u r n s differ from day t u r n s in these respects:
Air units may never search at night. Ignore PBY Search chits.
Units can be raised, lowered, and serviced at night the same
as in the day.
26.0
Advanced Search
SBD units (only) can inflict hits during search. This occurs if the
Air Unit Search Table specifies "1 bomb hit" or "2 bomb hits".
If t h e Air Unit Search Table result specifies, "1 search plane step
lost", immediately eliminate one step of your choice from the air units
conducting t h e search. Note t h a t this sometimes occurs only if the
force j u s t searched is known to be a carrier force. Loss of a step never
affects t h e search result j u s t obtained. But it does affect all searches
from t h a t instant onward.
27.0
Rabaul
return and land. Steps which are not recalled must continue moving
towards their designated target.
If the Japanese have both Guadalcanal and Port Moresby as objectives and the result is "Airfleld (P)", Rabaul attacks whichever airfield is the primary objective. The airfield at t h e secondary objective
will only be attacked if the primary objective's airfield is inoperative.
Air Value
Rabaul's air value is determined at the start of the scenario,
using the Rabaul Air Value Table (see 21.0). Set aside one space for
Rabaul on the J a p a n e s e log sheet and note t h e air value there. Record
air losses and landing times j u s t as you would for level 4 carriers.
Defense A g a i n s t U S S t r i k e s
The US may attack Rabaul.
Rabaul's CAP value is one-third its air value. (Subtract 1
from t h e air value for every air point lost). Round fractions to
the nearest whole number.
Rabaul's A.A. value is printed in its hex.
Note: For resolution of t h e air-to-ground combat, see 18.2.
Rabaul D a m a g e a n d R e p a i r
Rabaul becomes inoperative if it sustains 20 or more hits.
Recording Hits
When US strikes inflict hits, record the game t u r n and the
number of hits on the J a p a n e s e log. After the hits are confirmed,
increment t h e Damage marker. Damage markers record only confirmed hits.
When to Confirm H i t s
Any hits you score must be confirmed at either of the following
times, whichever occurs first:
When a Search Table result rolled for the force calls for an
intelligence level increase, whether or not an increase is
actually carried out (as in the case of forces t h a t are already
level 4.)
Hit Confirmation P r o c e d u r e
Hits are confirmed by t h e following procedure:
1. Total the number of reported hits in the entire force.
2. On the Hit Confirmation Table (see advanced rules chart card),
locate the column corresponding to the number of reported hits. If t h e
number of unconfirmed hits exceeds t h e largest column heading, use
t h a t column and then repeat the procedure for the excess.
3. Roll the die and cross-reference t h e column with t h e die roll. The
result is the number of hits actually inflicted.
4. Distribute the confirmed hits among t h e ships in the same proportion as there were unconfirmed hits.
Once confirmed, hits are permanent; they need never be confirmed again.
US Deployment
Task F o r c e 1 1 CV Saratoga (with 9 F 4 F , 9 SBD and 4 TBF),
CA's Minneapolis, New Orleans, DD's Phelps, Farragut, Dale,
Worden, MacDonough (Hex 2518)
Task F o r c e 17Enterprise (with 9 F 4 F , 9 SBD and 4 TBF), BB
North Carolina, CA Portland, CLAA Atlanta, DD's Balch, Benhain, Maury, Ellet, Grayson, Monssen (Hex 2518)
Task F o r c e 18 CV Wasp (with 7 F 4 F , 9 SBD and 4 TBF), CA's
San Fransisco, Salt Lake City, DD's Farenholt, Aaron Ward,
Buchanan, Lang, Stack, Sterett, Selfridge (Hex 3418)
H e n d e r s o n F i e l d 3 F4F, 3 SBD steps with 10 F F s
Port Moresby Airfield 9 P-39 and 5 Medium Bomber steps
US Deployment
Task F o r c e 1 1 CV Lexington (with 6 F4F, 9 SBD and 3
TBD), CA's Minneapolis, New Orleans, DD's Phelps, Dewey,
Farragut, Aylwin, Monoghan
Task F o r c e 17 CV Yorktown (with 6 F4F, 9 SBD and 3
TBD), CA's Astoria, Chester, Portland, Chicago, Australia,
CL Hobart, DD's Morris, Anderson, H a m m a n n , Russell,
Perkins, Walke
P o r t M o r e s b y Airfield 4 P-39 and 2 Medium Bomber steps.
The J a p a n e s e have two objectives. Port Moresby is the primary objective and Guadalcanal is t h e secondary. The distribution of effort is 15 combat and 4 transport forces for Port
Moresby, and 5 combat and 2 transport forces for Guadalcanal.
J a p a n e s e Commitment and Retirement limits 14/13/5/31
Rabaul Air Value is 12.
Special Rules
Special Rules
US Deployment
Task F o r c e 16 CV Enterprise (with 9 F4F, 9 SBD and 3 TBF),
BB South Dakota, CA Portland, CLAA San J u a n , DD's Porter,
Mahan, Shaw, Cushing, Preston, Smith, Maury, Conyngham
(Hex 3113)
Task F o r c e 1 7 CV Hornet (with 9 F4F, 9 SBD and 4 TBF),
CA's Northampton, Pensacola, CLAA's San Diego, J u n e a u , DD's
Morris, Anderson, Mustin, Russell, Barton, one other DD (Hex
3113)
T a s k F o r c e 64 BB Washington, CA San Fransisco, CL
Helena, CLAA Atlanta, DD's Aaron Ward, Benham, three other
DD's (Hex 3121)
H e n d e r s o n F i e l d 7 F4F, 3 P-39,5 SBD and 1 TBF steps, with
17 fuel points.
Special Rules
US Deployment
Task F o r c e 16 CV Enterprise (with 9 F4F, 8 SBD and 2 TBF),
BB's Washington, South Dakota, CA's Northampton, Pensacola,
CLAA San Diego, DD's Anderson, Mustin, Russell, Preston,
Walke, Benham, three other DD's (see below)
Task G r o u p 6 7 . 1 A F s McCawley, Crescent City, Pres Adams,
Pres Jackson, CA's San Fransisco, Portland, CL Helena, CLAA
Juneau, DD's Barton, Monssen, Cushing, Sterett, Shaw,
Buchanan, two other DD's (Hex 2526)
Task Group 62.4CLAA Atlanta, DD's Aaron Ward, two other
DD's (Hex 2526)
H e n d e r s o n F i e l d 7 F4F, 4 P-38,9 SBD and 2 TBF steps, with
30 fuel points.
Special Rules:
The USS South Dakota maneuvers at high speed during the Battle of Santa Cruz.
The "Nimitz's" search track covers five different range brackets; 0-3, 4-7, 8-11, 12-15 and 16-18. Draw up the search track
on a piece of scrap paper.
J a p a n e s e Air S t r i k e s
Each step of F-14's counts as 4 steps, and each step of A-7's
counts as 2, when computing US CAP strengths. Additionally,
no US aircraft are ever lost in CAP combat.
EXAMPLE: An A-6 unit in the Used portion of the 4-7 box c a n also roll to detect
Japanese forces located within the coverage range of the 0-3 box.
Night
A-6 aircraft (only) can fly search and/or strike missions at
night. Search missions are flown as outlined above, except
t h a t the usual -3 modifier is reduced to - 1 .
Victory
If the "Nimitz" ever reaches damage level "H" (much less sunk)
the US loses automatically (and you should draw your Colt 45
and do the honorable thing). Also, in order to win, the US must
have at least 60 more victory points t h a n the Japanese, rather
t h a n t h e usual 20 (See 22.0).
Japanese
US REPAIR TABLE
Air Losses
Air Strikes
Land
Loss
Survivors
Turn
Force Number:
Revealed Air Strength:
Air Losses
Air Strikes
Land
Loss
Turn
Survivors
Force Number:
Revealed Air Strength:
Air Losses
Air Strikes
Land
Loss
Turn
Survivors
G
TURN OF LANDING
Range
0-2 hexes
3-6 hexes
7-10 hexes
11-14 hexes
15+ hexes
INDEX
Additional Commitment
Adjacent US Forces
Advanced US Strikes
Air Points
Air Search
Air Sources
Air Steps
Air Strike Movement
Air Strikes
Air-to-Ground Attacks
Air-to-Sea Attacks
Air Transfer
Air Value
Antiaircraft Fire
Approximately Located
Arrival
Battle Exhaustion
Bombardment
CAP
CAP Over Other Forces
Carrier Commitment
Carrier Operations Displays
Carrier Task Force Operations
Changing Targets
Choice Among Alternatives
24.3
14.1
25.0
2.2, 4.2, 18.3
12.2
2.2, 9.2
2.2, 4.1, 12.0, 18.3
6.3, 28.8
6.0, 15.0
18.3
4.0
7.3
16.3
4.1, 4.2
12.2
17.0, 24.1
14.2
9.2, 22.0, 30.0
4.1, 4.2, 6.6, 7.2,
23.0
17.2
7.1
7.0
25.2
9.1
Close Reaction
Coastal Sea Hexes
Combat Forces
Commitment
Contact
Coverage
Critical Damage
Damage
Carriers
Critical
Irreparable
Land Air Bases
Naval Units
Detachment
14.1
2.3, 9.2, 10.0, 11.2, 15.2
8.0, 9.0, 17.1
17.0, 20.2, 21.0, 24.3
6.4
12.2
19.3
Detection
Detection Status
Double-Checking Arrival
Dummy Targets
4.1
19.3
19.3
18.2
4.1, 19.0, 29.0
5.0
12.0
12.1
17.1
6.1, 11.4
Endurance
6.0, 12.2
Evasion
14.0
Extended Range/Night Landing Table 6.2, 7.2, 18.1, 22.0, 24.2
Extending Range
6.2
Fleet Retirement
20.2
Force Chits
11.1, 11.5
Force Levels
2.2, 11.1
Force Retirement
20.1
Forces
8.0
Fractions
2.5
Game Concepts
Game Extension
Game Overview
Hit Confirmation
Holding Boxes
Inoperative Flight Decks
Inoperative Land Air Bases
Intelligence Level Decrease
Intelligence Levels
Interdiction Mission
Irreparable Damage
1.3
24.0
1.2
29.0
5.0, 8.0
19.2
18.2
11.4
11.0, 12.2, 14.1, 16.3
21.0
19.3
Japanese
Air Strikes
Air-to-Air Attacks
Arrival 17.0, 24.1
CAP
CAP Combat
Force Arrival
Forces
Movement
Objectives
Screens
Surprise
Target Specification
Targeting (Surface Combat)
Land Air Base Damage and Repair
6.6
4.1
17.0
8.0
9.0
8.0, 21.0
11.3
6.5
4.2
14.2
18.2
18.0, 27.0
6.2, 7.0, 18.1, 22.0, 24.3
14.1
4.2, 7.1, 18.1, 19.2
12.2
8.0, 15.0, 16.0, 19.0,21.0
15.2
15.0
4.2
Lower
7.1, 18.1
Map Scale
2.3
Map Edge
9.2, 10.0
Maximum Ranges
15.1
Mission Completion and Retirement ...9.2, 20.1
Mission Movement
9.0, 24.2
Night
14.1, 15.1, 24.2
Night Landings
7.2, 22.0, 24.2
Objectives
8.0, 21.0
Overlapping Air Sources
9.2
Partial Strikes
15.2
PBY Searches
26.2
Prohibited Hexsides
2.3, 9.2
Pursuit Combat
14.2
Rabaul
Raise
Range Limits
27.0
7.1, 18.1
15.1
25.2
2.3
18.2, 19.3
9.2, 20.0
14.1, 14.2
28.0
Abbreviations
16.1
21.0
21.0, 31.0
Amatsukz = Amatsukaze
Mochzki = Mochizuki
Tokitsukz = Tokitsukaze
Koby Maru = Kobayashi Maru
21.0
11.3, 20.1
19.3
13.0
21.0
15.2
11.5
22.0, 30.0
14.2
6.5
21.0
4.0, 6.1, 14.2
6.4
4.1, 4.2
5.0
5.0
6.2
8.0, 9.0, 17.1
4.1
15.2, 27.0
15.2
15.2
15.2
9.2, 22.0
12.2
2.2, 9.2
6.0, 25.0
4.1
7.2
4.2
19.3
7.0
18.1
10.0
14.1
4.2
25.1
22.0
Bibliography
Belote, James H. and William M. Titans of the Seas. New York: Harper
and Row, 1975.
Wesly F. Craven and James Lea Cate, editors. The Army Air Force in
World War II. Chicago: University of Chicago Press, 1950.
Dull, Paul S. A Battle History of the Imperial Japanese Navy 1941-45.
Annapolis: Naval Institute Press, 1978.
Peter Hodges and Norman Friedman. Destroyer Weapons of World
War II. Greenwich, London: Conway Maritime Press, 1979.
Jentschura, Hansgeorg, et al. Warships of the Imperial Japanese
Navy, 1869-1945. Annapolis: Naval Institute Press, 1982.
Morison, Samuel Eliot. History of the United States Naval Operations
in World War II. Boston: Little, Brown, 1949.
Masatake Okumiya and Jiro Horikoshi. Zero! The Story of Japan's Air
War in the Pacific. New York: Ballantine, 1971.
Prange, Gordon W., et al. Miracle at Midway. New York: McGrawHill, 1982.
Silverstone, Paul H. U.S. Warships of World War II. Garden City:
Doubleday, 1965.
Stafford, Cdr. Edward P. The Big E. New York: Random House, 1962.
Willmott, H.P. Barrier and the Javelin
Willmott, H.P. Empires in the Balance.
USS Wasp burning after taking a trio of torpedo hits on Sept. 15, 1942.
Jon Southard
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