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CARRIER Rules Page 2

Table of Contents
1.0 Introduction
1.1 How to Learn t h e Rules
1.2 Game Overview
1.3 Game Concepts

2.0 Game Preliminaries


2.1
2.2
2.3
2.4
2.5
2.6

Game Components
Playing Piece Summary
The Map
Charts and Tables
Fractions
Stacking

3.0 Sequence of Play


4.0 Air-to-Sea Attacks
4.1 US Air-to-Sea Attacks
4.2 Japanese Air-to-Sea Attacks
S c e n a r i o #1: D e c i s i o n in t h e Coral Sea

5.0 US Task Forces and Displays


6.0 US Air Strikes
6.1
6.2
6.3
6.4
6.5
6.6

Air Strike Initiation


Air Unit Endurance
Air Strike Movement
Contact
J a p a n e s e Surprise
Japanese CAP

7.0 US Carrier Task Force Operations


7.1 Carrier Displays and Air Operations
7.2 U S CAP
7.3 Air Transfer
S c e n a r i o #2: T h e F i r s t Carrier B a t t l e

8.0 Japanese Forces


9.0 Japanese Force Movement
9.1 Force Type Movement Priorities
9.2 Mission Movement

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

11.0 Force Chits and Intelligence


11.1 Force Chits
11.2 Intelligence Tables
11.3 J a p a n e s e Screens
11.4 Intelligence Level Decreases
11.5 Summary of Force Chits

12.0 Search and Detection


12.1 Detection Status
12.2 Air Search Procedure

13.0 Standard Game Sequence


13.1 Sequence Chits
S c e n a r i o #4: Air S e a r c h Officer

14.0 Close Reaction and Surface Combat


14.1 Adjacent US Task Forces and Japanese Movement
14.2 Surface Naval Combat
S c e n a r i o #5: S o l o m o n s B r a w l

15.0 Japanese Air Strikes


15.1 Which Forces Are Eligible to Strike
15.2 Japanese Air Strike Procedure

16.0 Revealed Air Strength, Air Losses


and Air Value
16.1 Revealed Air Strength
16.2 Air Losses
16.3 Air Value
S c e n a r i o #6: "Attack - R e p e a t - Attack"

17.0 Japanese Force Arrival


17.1 Arrival Procedure
17.2 Commitment Limits

18.0 Land Air Bases


18.1 US Land Base Operations
18.2 Land Air Base Damage and Repair
18.2 Air-to-Ground Attacks

19.0 US Damage and Repair


19.1 Damage Record and Effects
19.2 Inoperative Flight Decks
19.3 US Carrier Repair

20.0 Japanese Retirement


20.1 Force Retirement
20.2 Fleet Retirement
20.3 Retirement Movement

21.0 Standard Game Scenarios


22.0 Standard Game Victory

Advanced Rules
23.0 CAP Over Other Forces
24.0 Game Extension
24.1 Japanese Arrival
24.2 Night
24.3 Additional Commitment

25.0 Advanced US Strikes


25.1 Wrong Target Results
25.2 Change of Target, Splitting and Recalling Air Strikes

26.0 Advanced Search


26.1 Special Search Results
26.2 PBY Search

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

32.0 The Final Countdown


Credits
Ship Availability Table
Log Sheets
INDEX
Bibliography
Summary Design Notes

CARRIER Rules Page 3

1.0

Introduction

Carrier is a solitaire game in which you command the United


States fleet in t h e great carrier battles which occurred or might have
occurred in 1942 and 1943. These battles effectively decided the
outcome of t h e Pacific W a r and established the aircraft carrier as t h e
most formidable instrument of naval power.
The game focuses on t h e central problems of carrier warfare:
searching for t h e enemy, evaluating intelligence, and deciding when
and where to send out strikes. Your job is to sink the Japanese carriers
before they sink you. The game rules dictate how Japanese forces will
arrive in play, move, and attack.
N o t e to p l a y e r s of Ambush! a n d o t h e r solitaire g a m e s :
Carrier can be played repeatedly, because Japanese actions are
determined by charts and die rolls. There are no hidden paragraphs
or similar limits to replayability.

1.1

How to Learn the Rules

Carrier includes many concepts and procedures which will be


unfamiliar even to experienced wargamers. The rules have been
structured so t h a t you may learn t h e m gradually, with the help of
several introductory scenarios which have been provided for the
purpose. You should read the rules consecutively, stopping to play
each introductory scenario as you come to it. Each introductory
scenario, examining one part of the game system, takes only a short
time to set up and play. After playing all t h e introductory scenarios
you will be ready for t h e s t a n d a r d game (21.0).
The full content of rules 1.0-22.0 constitutes the "standard
rules", used in t h e standard game. Rules identified as "standard game
only" or "(Standard Game)" are not used with introductory scenarios.
Following t h e standard rules are numerous Advanced rules.
Players who desire more options and greater realism may use these
singly or in any combination.

1.2

Game Overview

This overview is intended to give a broad picture of how the


standard game is supposed to proceed. This will allow you to understand the functions of t h e different parts of the system, as you learn
them through the introductory scenarios.
You control US ships which are grouped into t a s k forces and
carry air units. The Japanese appear as forces. Forces enter play by
a random procedure. At the time t h a t each force enters play you know
little or nothing about its composition: it may represent anything from
a pair of destroyers to a carrier fleet, or it may be a dummy.
Your first t a s k as t h e U.S. commander is to send out search
planes to detect enemy forces and gain information about them. There
are several levels of information, ranging from the approximate sizes
(eg. "Small") of enemy t a s k forces to the exact names of the ships of
which they are composed.
During each t u r n , US and Japanese forces alternate moving and
undertaking air operations. You will ready your planes, launch t h e m
on search missions, and then launch strikes against detected forces.
At the same time, Japanese forces within strike range will launch
attacks against you. The first you will learn of a strike is when it
appears over your t a s k force. You usually do not know the exact
composition of a force which launched an air strike t h a t just attacked
you, you know only how many planes appeared.
Japanese forces move and choose air attack targets according to
sets of priority rules. These procedures are complex and occupy a
considerable portion of t h e rules. You should not attempt to learn all
the details of t h e m until you actually use the procedures in play. Let
the game teach you the procedures as you proceed.
The movement of J a p a n e s e forces depends upon their proximity
to U.S. task forces. Basically, they will move toward and attack US
forces within certain distances; if no US forces are near, they move
toward objective hexes fixedby scenario. Japanese air strike strengths
take into account known force strength, losses, and aircraft being
used on other missions. Both sides' attacks are resolved by performing
air-to-air combat, t h e n antiaircraft fire, and finally , the bombing
attacks themselves.
The object of t h e game is to destroy Japanese ships and planes
and prevent the J a p a n e s e from landing troops at objective hexes
assigned by t h e scenario.

1.3

Game Concepts

Carrier is a complex game t h a t involves many new rules


systems t h a t will be unfamiliar even to experienced wargamers. This
section is intended to introduce you to some of the more important of
these systems and to give a broad overview how they interact in the
course of play. We hope this will make your task of reading the body
of the rules an easier one.

Naval Unit Organization


In Carrier, ships do not move individually. Rather they are
organized into forces, containing a variable number of ships, which
move and conduct combat as a single unit, represented on the map by
a force c o u n t e r (Japanese) or t a s k force c o u n t e r (US). You keep
track of which ships are in a particular US t a s k force by placing the
ship counters in one of the Task F o r c e or Carrier Task F o r c e
D i s p l a y s printed on the game map. When you gain precise information about which ships are in a Japanese force, its ship counters are
likewise placed on one of t h e Task Force Displays.

Japanese Naval Forces


The Japanese have two basic kinds of forces; c o m b a t forces
(numbered 1-20), and t r a n s p o r t forces (numbered 1-6). There are
three different sets of J a p a n e s e force counters, each color-coded to
indicate a different objective. Thus, for example, an orange-colored
force has Port Moresby as its objective. Each J a p a n e s e force has also
a correspondingly numbered a c t i v a t i o n chit, which is placed into a
cup along with t h e activation chits of all other Japanese forces
currently in play. During the course of the game turn, chits are drawn,
one at a time, from t h e activation chit cup. When a particular force's
activation chit is drawn, the force moves and/or attacks.
The direction in which a Japanese force moves when activated is
dependent upon which of the three objectives (Port Moresby, Guadalcanal or Espiritu Santo) it is aiming for. Printed on the map you will
find a series of m i s s i o n m o v e m e n t c o m p a s s e s , each colorcoded
to correspond to one of the three objectives. When a Japanese force is
activated, you move it in the direction indicated by the m i s s i o n
m o v e m e n t d i e roll on t h e appropriately colored mission movement
compass in t h a t m i s s i o n m o v e m e n t z o n e (whose boundaries are
indicated by dotted lines printed on t h e map).

Limited Intelligence and


Japanese Forces
When first placed on the map, the composition of Japanese forces
is unknown to you. You will know only t h a t a force is either a combat
force, or a transport force, and even this information may change.
Indeed, most of the forces whose force counters are on the m a p will
contain no ships at all, in other words, they are dummies. By
conducting aerial searches and/or surface naval engagements, you
will gain information about the composition of Japanese forces. The
quality of information t h a t you possess as to the composition of a
particular force is defined in terms of I n t e l l i g e n c e Levels, which
range from Level-0 (no information), to Level-4 (precise information). For example, a force might start as a Level-0 combat force,
increase to a Level-1 "Carrier" force, then become a Level-2 "2-3
Carrier" force, move up to a Level-3 "2 CV force, and finally become
a Level-4 force containing t h e Hiryu and Soryu escorted by 3 cruisers
and 2 destroyers.
You record increases in a Japanese force's intelligence level by
placing a force chit of t h e appropriate level underneath t h e force
counter on t h e map (Level-0 forces have no force chits under them).
Force chits are color-coded for easy reference. Thus, for example, all
Level-2 chits are light green, and Level-3 chits are lilac (light purple).
Note t h a t some Level-1 and Level-2 force chits also have green or blue
color bands on them. These chits are placed in two force c h i t c u p s ,
one for combat forces (the green-banded chits), and the other for
transport forces (the blue-banded chits). When a level-0 force increases to level-1, a force chit is drawn for it from the appropriate cup.
In all other cases (Level-1 increasing to Level-2, Level-2 to Level-3
and Level-3 to Level-4), the force's new revealed composition is determined by rolling on one of the I n t e l l i g e n c e Tables, and then kept
track of using the force chits t h a t have no color bands.

CARRIER Rules Page 4

Air Units and Air Operations

Japanese Commitment

To maintain the proper "fog of war" atmosphere Japanese air


operations are represented abstractly in Carrier. No Japanese air
strike counters come creeping across t h e map to telegraph their
punches and give you time to prepare. Instead, whenever a Japanese
combat force is activated, there is a chance t h a t it will i m m e d i a t e l y
conduct an air attack. The idea is t h a t the Japanese air strike is
considered to have been winging its way towards you for several
t u r n s . This way you have no advance warning of Japanese air attacks,
and must constantly be on your guard. There are no Japanese aircraft
counters in Carrier. Instead, Japanese aircraft are quantified in
terms of generic air p o i n t s , each of which represents approximately
eight airplanes. When a Japanese air strike occurs, you record t h e
number of air points t h a t it contains on the J a p a n e s e Log Sheet. Air
points shot down by US fighters and anti-aircraft fire are recorded in
the "Losses" column of the strike's space on t h e log sheet.
US air operations are as detailed as t h e Japanese air operations
are abstract. Five different types of American aircraft are represented, each with its own CAP, bombing and endurance ratings. A
face-up US aircraft counter consists of two air steps, while a face
down counter contains one step. An air step represents approximately
four airplanes. Each US carrier has its own Air Operations Display
printed on the map. Using the displays, you keep track of which
aircraft are ready to launch, which are in the process of being serviced
(armed and fueled), which have j u s t landed, and which are standing
idle in the hangar.
The US player conducts air searches by launching eligible air
steps into a task force's S e a r c h Track. The search tracks are divided
horizontally into boxes representing different ranges (in hexes) from
the launching t a s k force. During each turn, searching air steps may
attempt to detect Japanese forces located in the range bracket
corresponding to the search track box that they occupy. At t h e
beginning of each new turn, t h e searching air units move on into the
next box on t h e track until they have returned to base.
In contrast to the Japanese, US air strikes actually move across
the map (at t h e r a t e of one hex each action phase (see below)). They
are represented in play by air strike c o u n t e r s , each of which is
numbered to correspond with one of the US Strike B o x e s t h a t are
printed on the map. These contain all the air steps that are participating in a particular strike. You keep track of t h e number of action
phases t h a t a strike have spent aloft, and compare it to the endurance(s)
of the aircraft in the strike. Once an aircraft's endurance is exceeded,
it becomes very likely t h a t the planes will crash due to lack of fuel.

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.

TBD entering its landing pattern for the USS Saratoga.

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.

CARRIER Rules Page 5

2.0
2.1

Game Preliminaries
Game Components

A complete game of Carrier contains t h e following items:


One mapsheet
660 die-cut cardboard playing pieces
One rules booklet
Two charts and tables cards
Two charts and tables screens

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

One 10-sided die


Note: Carrier u s e s a 10-sided die. Read "0" as "10" in all
cases.
Note: You will also need several p a p e r c u p s or coffee c u p s .

Identifying number
Face = Not yet searched
successfully in current turn

2.2

Playing Piece Summary

The playing pieces (counters) represent ships, aircraft, and t a s k


forces of the United States and J a p a n . The basic US pieces are ships
and aircraft. Only a few counters are actually placed on the map; the
others remain in holding boxes.
Ships, aircraft, and Damage markers are the only pieces required for Scenario 1. Other playing pieces will be explained when
needed for later scenarios. However, all units and markers are
summarized below for easy reference.

Carrier

Back = Searched successfully


in current t u r n

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.

Chits and Markers


Chits and markers are used to record information. The rules
referenced below explain the use of each.
Task F o r c e Display m a r k e r

Sample Units
A.A. value

Back = Searched successfully


in current t u r n .

Air value (Japanese)

Task force identification

(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

face = has not yet


attempted contact

back = has exhausted


contact attempts

Commitment
value
(surface or
transport only)

A.A. value
Level 3

A i r value
(carrier only)

CARRIER Rules Page 6

Sequence Chits
activation
sequence chit

(see 13.1)

(see 12.1)

Location
front: Located

blank sequence chit

PBY Search
sequence chit

Rabaul Action chit

back: Approximately Located

(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 13.1, 26.2)

(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)

Sunk Previous Turn/ Heavily Damaged Previous Turn

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)

CARRIER Rules Page 7

Air Units and Air Points

Forces and Task Forces

Each US air unit represents one type of aircraft: fighters, dive


bombers, torpedo bombers, or horizontal bombers. The air units
themselves are never placed on the map; they are placed in holding
boxes. Air strike counters are placed on the map to represent groups
of aircraft in flight.
Each US air u n i t is color-coded according to its service and the
types of bases it may use:
B l u e Aircraft S i l h o u e t t e : Denotes a carrier-capable Navy
unit. They may operate from carriers or from land bases.
G r e e n Aircraft Silhouette: Denotes a Marine, Army, or
land-based Navy unit. These may operate only from land
bases.
L.
The following is a list of US aircraft types, their abbreviations,
and their nicknames:
F 4 F ("Wildcat*)
Fighter
SBD ("Dauntless")
Dive bomber
TBD ("Devastator")
Torpedo bomber
TBF ("Avenger")
Torpedo bomber
P-38 ("Lightning")
Fighter
P-39 ("Airacobra")
Fighter
MedB Medium Bomber
Horizontal Bomber

Groups of Japanese ships are called forces. Groups of US ships


are called task forces. Rules 8.0 and 5.0 will explain these concepts
fully. In the meantime when you encounter "force" or "task force"
simply think, "group of ships."

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.

There are no J a p a n e s e air unit counters. Japanese carrier forces


have intrinsic air strengths, expressed in air points. Each Japanese
air point represents about eight aircraft.

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.)

Ship Types and Sizes


Ships are identified by the following abbreviations. Ships will
occasionally be referred to by size or weight: for example, a rule may
state "If t h e t a s k force contains no ship larger (heavier) t h a n a
destroyer...". Ships are listed here in order of size/weight.
Ships in Order of Size/Weight:
BB= Battleship
CV= Fleet aircraft carrier
CA= Cruiser
CVL= Light aircraft carrier
CVE= Escort aircraft carrier
DD= Destroyer
AP= Transport (U.S.)
TR= Transport (Japanese)
Battleships, cruisers, and destroyers are surface ships. (They are
so named because they carry no aircraft and so fight only on the
surface of the ocean, not above it.)
DESIGN NOTE: For design reasons which rule 11.0 will clarify, the
game's "CVE" and "CVL" designations are sometimes different from
the official ones. The game uses "CVE" to refer to any very small
carrier, and "CVL" to refer to any moderately small one.

Japanese Force Levels


The rules will often refer to J a p a n e s e forces of particular levels,
for example, "a level 2 force." The level is a number from 0 to 4. It
denotes t h e amount of information you have about the ships in the
force: level 0 indicates no information at all, level 4 indicates complete
information (names of all ships). Rule 11.0 will explain force levels. In
Scenarios 1-3 all Japanese forces are level 4.

2.3

The Map

The map displays the South Pacific area of operations at a scale


of 33 miles per hex. There are three basic terrain types: land, coastal
sea, and high sea. Any reference to "sea" embraces both coastal and
high seas.
Naval units may enter hexes which are part land and part sea.
Naval units may not enter all-land or traverse prohibited hexsides.
Air units/strikes may move through any type of hex or hexside.

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

Charts and Tables

Carrier Battles in the Pacific includes a large number of charts


and tables arranged on the map, on two chart screens, and on two
8"xll" cards.
The charts will seem voluminous at first, but t h a t is because they
have been integrated with procedure summaries and reminders of
important rules. Charts are arranged in sections according to topic:
"Japanese Movement", "Japanese Air Attacks", "Intelligence", etc....
Most sections are arranged as procedure summaries, with rules
reminders and corresponding charts inserted in sequence. Reference
to these charts will guide you through each game procedure and will
save a great deal of flipping through rules.

2.5

Fractions

The rules often require fractional quantities to be computed and


then rounded: for example, when half of some number of points must
be expended. Unless otherwise stated, fractions are always rounded
to the nearest whole number, and the fraction 1/2 is rounded up.

2.6

Stacking

Any number of units of any type of either or both sides may


occupy a single hex. The only stacking restrictions are:

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.

CARRIER Rules Page 8

3.0

Sequence of Play

Carrier Battles in the Pacific is played in game turns. Each turn


proceeds according to a strict sequence of play. The turn is divided into
phases, which are further divided into segments. Each game turn
represents 80 minutes.
Important Notes:
The complete outline below is for reference and to provide a
further overview of play using all Standard Rules. However,
those portions of the sequence labelled "(Standard Game)" are
not used with introductory scenarios.
Parts of the sequence labelled "(Advanced)" are used only with
Advanced rules.

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).

II. First Action Phase


A. Japanese Segment
l. Roll the die once to determine Mission Movement directions during
this segment (see 9.0).
2. Consult the Records Track box containing the Number of Forces
marker to determine how many sequence chits to draw in this
segment. Draw that number of chits from the cup one by one,
executing the appropriate action immediately after drawing each
chit.
a. If an Activation chit is drawn, that force is activated. If a
chit is drawn for a force which has been removed from the
map,do nothing.
i. Determine whether the force makes an air attack (see 16.0).
ii. Resolve the air attack, if any.
iii. Move the force one hex (see 9.0).
iv. Remove any US Advantage marker from the force.
If the force is detected and has not been successfully searched
in the current game turn, its Detection chit decreases.
If the force moves into a hex within coverage of Used searching
air units, you may search it immediately. (Ignore this in
Scenarios 1-3.)
b. If a blank chit is drawn, do nothing.
c. (Advanced) If a PBY Search Chit is drawn, immediately
conduct a PBY search (see 26.2).
d. (Advanced) If a Rabaul Activation Chit is drawn,
immediately carry out the Rabaul Air Attack procedure (see
27.0).
Do not replace the chits in the cup.
3. If any second waves (see 16.0) are due to arrive in this phase, resolve
their attacks now.

B. United States Segment


1. Air Movement Step (see 6.0):
a. You may move each air strike one hex.
b. Increment the Time Aloft marker of every strike or on-map air
unit step, whether moved or not. (Do not increment markers for
steps in Landing Boxes.) If any Time Aloft marker exceeds the air
unit's endurance value by more than 4, eliminate the air unit.
2. Air Operations Step (see 7.0): You may perform air operations with
every carrier and land base.
a. Carriers and bases may launch air units.
Expend fuel if air units are launched from Guadalcanal.
Mark targets for strikes just launched.
(Advanced) You may attempt to split up or change the targets

of strikes which have not yet reached their destinations.


b. Every carrier may raise 8 steps (less the number launched).
c. Units may be placed into Servicing Boxes.
d. Every carrier may lower 8 steps (less the number launched).
e. Carriers and bases may land units.
f. Increment the Time Aloft markers of all units which are in
Land boxes and did not land. Eliminate air units if endurance
rules so dictate.
g. Strike units in the same hex as a carrier or land base may be
placed into Landing Boxes; they cannot land in this segment.
3. Task Force Movement Step: Consult the Records Track box corresponding to the number of US task forces in play. You may move the
listed number of your task forces (see 10.0). Only task forces which
have not yet moved in the current turn may move.
4. Air Unit Search Step (see 12.2): You may perform search with air
units in one search box of each carrier task force or land base. After
searching, units are placed in the Used box section. Invert forces
which are Detected.
5. Air Strike Step (see 6.0):
a. Any face-up US air strike may attempt to contact a force in the
same hex which is its designated target.
b. If contact attempt succeeds :
i. Determine new target Force chit (if applicable, CAP,
surprise, and screen).
ii. Resolve air-to-sea combat (see 4.1).
At the end of the step, remove all Japanese CAP Strength
markers.
6. Carrier Repair Step (Standard Game): Make repair die rolls for US
carriers at damage level "M" or higher (see 19.3).

III. Second Action Phase


Identical to First.

IV. Third Action Phase


Identical to First.

V. Fourth Action Phase


Identical to First.

VI. Game Turn End Phase


A. Reset forces: Flip all forces and task forces faceup. (Detection
markers remain in place.) Reduce intelligence levels as necessary (see
11.4). In the 1200 turn (only) remove all "Battle Exhaust" markers
(see 14.2) except those just placed or flipped.
B. Update Japanese logs:
1. Remove from play any Japanese carrier sunk in the preceding turn.
Adjust the force's current air value (see 15.3). Note if Rabaul was
rendered inoperative in the preceding turn.
2. Check whether any Japanese carrier suffered damage in the
preceding turn, and if so, adjust the force's current air value. Mark
heavily-damaged and sunk Japanese carriers (see 4.1).
3. Consult Japanese logs to determine whether any air attacks land
this turn (see 16.0). If so, add their losses to their force's total losses
(see 15.2) or adjust the force's air value.
C. Repair Land Air Base Damage
Roll for each land air base (including Rabaul) that is currently
damaged (see 18.2).
D. Execute Bombardments / Unload Transports
E. Check for Retirement (Standard Game):
If the Japanese Retirement Index is at least as great as the
Commitment Limit, roll the die for retirement.
F. Expend Guadalcanal Fuel (Standard Game): Expend fuel for
units in the Guadalcanal CAP Box.
G. Adjust Chits and Game Turn Marker:
Replace all sequence chits in the cup, except those for forces
which have been removed from play.
Advance the Game Turn marker one box on the Game Turn
Track. When you have played the last turn on the track, the game is
over. You may use the Phase Record Track and Phase Marker to
record which phase is in progress.

CARRIER Rules Page 9

4.0

Air-to-Sea Attacks

DESIGN NOTE: The end goal of each side's efforts in Carrier is


bombs and torpedoes crashing into enemy ships. The climax
carrier battle was when strike planes found their targets and
their attack runs. The first group of rules and first introductory
cover this situation.

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).

4.1 US Air-to-Sea attacks


US air attacks are resolved by the following procedure:
1. If the target force has combat air patrol (CAP), resolve CAP combat.
2. Resolve antiaircraft fire.
3. Resolve bomb and torpedo attacks.
a. Add up the total attack value. Use the Air Attack Die Rolls
Chart to determine t h e number of dice to be rolled.
b. Specify targets.
c. Determine numbers of hits using t h e Air Attack Damage
Table. Record hits and time of attack.

Combat vs. Japanese CAP


1. To determine t h e CAP strength of a Japanese carrier force, see
Japanese CAP, 6.0. (Exception: In Scenario 1 t h e scenario rules give
the strength.)
2. Roll the die and modify as listed beside t h e Japanese CAP Combat
Table (see chart screen). Cross-reference t h e modified die roll with the
CAP strength to find the number of US air s t e p s eliminated. The
Japanese CAP never suffers losses.
DESIGN NOTE: Japanese records show they lost very few CAP fighters.

Which S t e p s Must be Lost


You may choose which steps to remove. However, at least half the
losses (rounded up) must be removed from non-fighter units (dive,
torpedo, or medium bomber) if possible.
Eliminated S t e p s i n t h e A t t a c k
Eliminated units do participate in the attack on the enemy ships,
but at half value. (In effect, half t h e planes are shot down before the
attack and half after.). To record losses for t h e remainder of the
current attack, place air units t h a t have suffered losses in the "One
Hit" or "Two Hit" boxes printed on the m a p sheet. After the attack has
been fully resolved, remove or invert units accordingly.
Attack Modifier
If a target force h a s no CAP, add 1 to every die roll on the Air
Attack Damage Table in addition to any other modifier.
DESIGN NOTE: If there were no CAP at all the attackers could take
much more time to calmly line up their shots. Even the smallest CAP
would cause the attacking planes to hurry, making them less
effective.

Antiaircraft (A.A.) Fire vs. US Strikes


After CAP combat you resolve antiaircraft (A.A.) fire as follows:
1. Compute the target force's A.A.value:
If the force is level 3, its A.A. value is printed on its Force chit.
Subtract 1 for each hit against the force or against a carrier
unit belonging to it. If it is a carrier force with a screen, add
together the A.A. values printed on the two level 3 chits to find
the overall A.A. value.

If t h e force is level 4, add the e i g h t s t r o n g e s t A.A. values from


among all its ships.

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.

A.A. Die-roll Modifiers

Attack Size: The A.A. die roll is modified for t h e number of


points or steps in the attack, as listed with the table, i n c l u d i n g
any points or steps which were shot down by CAP. Do not
include escorting US fighters when computing t h e modifier.

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.

Effect of Surprise on A.A. F i r e


"Surprise-CAP" causes a die-roll modifier on the Antiaircraft
Fire Table
"Surprise-Planes on Deck" prevents A.A. fire entirely. Skip the
entire procedure.

Air Attack Tables


DESIGN NOTE: A very wide range of outcome was possible in air strikes.
In the second strike against the Yorktown at Midway, a mere five
Japanese attack planes penetrated the American defenses, yet
scored enough hits to cause abandonment of the ship. At the other
extreme, there were several cases of thirty or more planes failing to hit
at all. In Carrier, such extreme results can occur, as well as the more
usual outcomes somewhere in between.

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.

DESIGN NOTE: Evasive action was a very important part of defense


against air attack especially torpedo attack. Evasive action was
much more difficult against a coordinated strike. Also, if both types
participated then the Japanese tended to concentrate on the
torpedo bombers, allowing the dive bombers leisure to take good aim
(as at Midway). In the first half of 1942 the US strikes tended to be

CARRIER Rules Page 10


poorly coordinated; even if the planes flew out together they usually
failed to combine for the attack.

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:

The modifier from the Air Attack Die Rolls Chart


+1 to each die roll if the target h a d no CAP. (Unless you use
Advanced rule 23.0 this will always be true for non-carrier
forces.)

The attack modifier from the Antiaircraft Fire Table. If there


was no A.A. fire, use the modifier in the "0* column.
+5 if the condition "Surprise-Planes on Deck" is in force.
Read t h e table result corresponding to the modified die roll. The
target ship or force immediately suffers the indicated number of hits.
6. If any J a p a n e s e carriers suffered hits, note on their logs that they
were hit during the current game turn. (The time affects air attacks.)
E x c e p t i o n : In Scenarios 1-3 y o u n e e d n o t m a k e t h e s e
notes.

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.

All ships suffer t h e following effects from damage:


Antiaircraft and bombardment values are each reduced by 1
(but never to less t h a n 0) for each hit a ship suffers.

If a ship suffers hits equal to or in excess of its Hit Capacity,


it is sunk. Remove it from play immediately.

E x c e p t i o n : S u n k e n J a p a n e s e carriers a r e removed i n the


e n d p h a s e o f t h e t u r n after sinking. M a r k s u c h carriers
with a " S u n k Previous T u r n " m a r k e r in t h e Update J a p a n e s e Log Step of t h e E n d P h a s e . Heavily d a m a g e d J a p a n e s e
carriers receive a "Heavily D a m a g e d Previous T u r n " marker
a t t h e s a m e time.
EXAMPLE: A carrier sunk on turn 4 is removed at the end of turn 5. This is
because the carrier c a n still contribute air strength to strikes which arrive
some time after its sinking. It is assumed that the strikes were already in the
air before the carrier sank. The same applies to heavily d a m a g e d carriers,
which could already have had strikes in the air at the time that they were
damaged.

If a carrier is sunk or suffers damage, note it on the Japanese


Log Sheet (see 15.3, Changes in Air Value). Standard Game
only: If you have sunk or heavily damaged all of a force's
carriers, the force retires (see 20.1). If you have heavily
damaged (inflicted hits greater t h a n or equal to one-half of its
hit capacity) or sunk any carrier, increment the retirement
index by its air value (see 20.2).

COMPREHENSIVE EXAMPLE OF AIR STRIKE RESOLUTION:

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.

Against Level 4 Forces:


You must specify the individual ships or groups of transports (see
below) you wish to attack. (Note: All forces in Scenarios 1-3 are level
4.)
A g a i n s t L e v e l 3 Carrier F o r c e s :
The Level 3 chit indicates what carriers of each type comprise t h e
force (11.5). You may simply specify carriers by type. Or, if the level
3 force has carriers already in play you may specify any of those
carriers as targets.

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.

EXAMPLE: You are attacking a level 3 "2 CV + 1 CVL" force, a n d have


three die rolls. The force has one CV unit in its holding box. You could say,
"One against e a c h carrier", or "Two against the CV in the box a n d one
against the other CV", or "All three against the undamaged CV", or
many other combinations.

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.

Damage to Japanese Ships


Hits against individual ships and transport groups are recorded
using Damage markers. Place a Damage marker equal to the number
of hits underneath the damaged ship. Damage is additive: for example, if a ship having two hits receives two more, give it a u4" marker.

Looking about, I was horrified at the destruction that


had been wrought in a matter of seconds. There was a
huge hole in the flight deck just behind the amidships
elevator. The elevator itself, twisted like molten glass,
was drooping into the hangar. Deck plates reeled
upward in grotesque configurations. Planes stood
tail-up, belching livid flame and jet black smoke.
Commander Mitsuo Fuchida (air group leader, Akagi)
describing the Battle of Midway

4.2

Japanese Air-to-Sea attacks

Most of the procedure for resolving J a p a n e s e air-to-sea attacks


is identical to that for US attacks. The resolution sequence is the same
(Exception: US Warning).

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.)

CARRIER Rules Page 11


Roll the die and consult the US Warning Table (see chart screen).
The result is the number of ready steps which may launch from each
carrier in t h e t a s k force (or from the land base, if rolling for a base).
Roll the die separately for each carrier or base.
Units may launch only if ready and in the Flight Deck Box.
Launched units are placed as follows:

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.

Combat vs. US CAP

Attack Damage Table:


+1 if unready units, but no ready units, are in the target
carrier's Flight Deck Box If there a r e ready units on deck,
ignore this modifier.
+1 for every ready unit (i.e., every two ready air steps) in the
target carrier's Flight Deck Box. (Ignore any odd step e.g.,
if 3 steps are in t h e box, t h e modifier is +1.)
+1 if any units are in the target carrier's Servicing Box
DESIGN NOTE: The attack value is based on the typical mixture of
about 30% fighters, 30% torpedo planes, and 40% dive bombers in
Japanese attacks. The Japanese usually coordinated torpedo and
dive bomber attacks very well, and the attack value reflects this.

Japanese Target Specification


You must specify a target for each die roll on the Air Attack
Damage Table. Whenever you are instructed to "divide evenly",
resolve any choices randomly as shown in t h e examples.

This combat is resolved using the US CAP Combat table (chart


screen).
1. Total the number of s t e p s in the CAP Box. (Advanced rule 23.) If
the target h a s no CAP, it may be possible to commit CAP from a
nearby hex.) Note t h e following modifications to strength:

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.

2. Roll the die and add an escort modifier determined by t h e number


of Japanese air points taking part in the attack. Consult the Escort
Modifier Chart (located next to t h e CAP Combat Table), locate the
Japanese attack strength, and read the corresponding modifier. (This
reflects escorting J a p a n e s e fighters.)
3. On the US CAP Combat Table, cross-reference t h e modified die roll
with t h e modified number of CAP steps. The result is the number of
Japanese air points eliminated.
Half the eliminated points are deducted before the attack on
the ships, and half after. An odd point attacks at half value.

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.

4. (Standard Game only) Increment t h e retirement index by 1/2 for


each Japanese air point eliminated (see 20.2).
DESIGN NOTE: Even a strong CAP can fail to shoot down any
Japanese. This result represents fatal misplacement or misdirection by
the ground controller a common error.

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).

Japanese Use of Air Attack Tables


Use t h e Air Attack Tables by t h e same procedure as for US
attacks. Choose targets for each roll using the Target Specification
rule below. The following rules apply:

In 1942 each J a p a n e s e air point has attack value 5. In 1943


each point h a s attack value 4.

The following additional modifiers apply to rolls for t h e Air

If the target is a carrier t a s k force, the Japanese attack as


many carriers as possible. If the number of die rolls available
exceeds t h e number of carriers, divide the rolls as evenly as
possible.

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.

If the target is a surface task force, the J a p a n e s e attack as


many ships as possible of t h e largest type. (For example, if the
task force contains CA's, CL's, and DD's, t h e Japanese attack
as many CA's as possible.) If the number of die rolls available
exceeds t h e number of targets, divide t h e m as evenly as
possible among those ships of t h e largest type present.

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.

If the target is a transport force, divide t h e transports into


groups of three (see Groups of Transports, 4.1). One group may
have fewer t h a n three transports if necessary. Assign die rolls
to groups so as to attack as many transports as possible. If
there are not enough die rolls to attack all groups, choose
randomly between groups of equal size. If the number of die
rolls available exceeds the number of groups, divide them as
evenly as possible.

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.

In all cases, if different modifiers apply to the different die rolls


then choose randomly which rolls to use against which target.
EXAMPLE: The Japanese have one roll with +1 modifier and one with 0
modifier available. The US task force has three carriers. Choose randomly
two carriers to attack one roll against each. Then choose randomly
which to attack with the +1 and which with the 0.

Recording Damage
At this point please read rule 19.1, Damage Record and Effects.
COMPREHENSIVE EXAMPLE OF JAPANESE STRIKE RESOLUTION

The scenario period is September, 1942. A Japanese air strike composed


of 6 air points is attacking US Task Force 17, which contains the carrier
Wasp, the cruisers Astoria, Portland, Pensacola and Salt Lake City, and six
destroyers. There are 4 steps of F4Fs in TF17's CAP Box, while the Wasp has
2 steps of F4F's in the ready portion of her flight deck, and 6 steps of SBD's
in her Servicing Box.
Because the Wasp has aircraft in the ready portion of her Flight Deck Box,
US Warning is checked for. Consulting the US Warning table, a "9" is rolled,
permitting a total a total of 4 steps to be launched. The two steps of F4F's
are placed in the CAP Box.
You roll a "4" for CAP combat. Consulting the 6 step column of US CAP
Combat Table, we see that no losses are inflicted on the Japanese air
strike.
TF-17 gets to fire at the attacking air strike with the combined AA Fire
Ratings of its 8 strongest ships. These are the WaspO 0), the four CA's (total

CARRIER Rules Page 12


of 16), and three DD's (total 9), for a combined total of 34. There is no size
modifier for a 6 point strike. You roll a "5", which, on the 30 column of the
Anti-aircraft Fire Table, inflicts one loss on the attackers.
The five surviving Japanese air points each attack with a strength of 5,
while the one that was shot down is halved (rounding up) to 3, for a total
attack strength of 28. The Air Attack Die Rolls Table indicates that the
Japanese are entitled to two attack rolls, one of which is automatically
modified by +1. The Attack Modifier read from the bottom of the 30
column on the Anti-aircraft Fire Table is "0", so this will not influence the
attack rolls either way. However, since the Wasp has aircraft in her
Servicing Box, both attack die rolls will benefit from an additional +1
modifier. The attack rolls are "3", modified to "4", and "5", modified to
"7", inflicting a total of 3 hits. These hits are crossed off on the Wasp's
damage record on the US Log Sheet.

Never in all my years of combat have I even imagined a


battle like that! When we attacked the enemy carriers we
ran into a virtual wall of antiaircraft fire; the carriers and
their supporting ships blackened the sky with exploding
shells and tracers. It seemed impossible that we could
survive our bombing and torpedo runs through such
incredible defenses. Our Zeros and enemy Wildcats
spun, dove, and climbed in the midst of our formations.
Burning and shattered planes of both sides plunged
from the skies.
Lt. Cmdr. Shigekazu Shimazaki (air group leader, Zuikaku)
describing the Coral Sea battle

Scenario 1: Decision in the Coral Sea


T h e Situation: The Battle of the Coral Sea the first ever fought
entirely by carrier planes matched two Japanese fleet carriers
against two American. The prize: control of Port Moresby. In the early
morning hours of 8 May 1942, each side's search planes found the
enemy. Strikes were launched simultaneously; then it was up to the
aviators to deliver victory. In Scenario 1 you resolve these two decisive
air strikes.
This scenario consists solely of air-to-sea attacks by each side.
You may resolve the attacks in any order. The map is not used. All the
necessary tables are on the chart and table screen. The tables, arranged
in sequence order, will guide you through the air-to-sea procedure.
J a p a n e s e Strike: You receive the following US ships:
CVs Lexington and Yorktown
CA's Minneapolis, New Orleans, Chester, Portland
DD's Morris, Anderson, H a m m a n n , Russell, Phelps, Dewey,
Farragut, Aylwin, Monaghan
The U.S. CAP is composed of 6 F 4 F steps.

Eight Japanese air points make one attack against these


ships.

US Strike: The Japanese force consists of:


CVs Shokaku, Zuikaku
CA's Myoko, Haguro
DD's Ariake, Yugure, Shigure, Shiratsuyu, Ushio, Akebono
The Japanese have a CAP of 2 air points.
The time period is J a n - J u l '42; US AA is Early War.
You make two air-to-sea attacks with t h e following aircraft
groups:
First attack: 8 SBD steps, 4 F 4 F steps, 2 TBD steps
Second attack: 3 TBD steps, 1 SBD step, 4 F 4 F steps
Note: In this a n d all o t h e r introductory scenarios, you need
n o t u s e t h e historical BB's, CA's, CL, or DD's for either side.
You m a y choose r a n d o m l y t h e p r o p e r n u m b e r s of ships of
e a c h type.
Victory
You win if you inflict more hits on t h e J a p a n e s e carriers than the
Japanese inflict on yours. If you sink any carrier and the Japanese
sink none, you win an overwhelming victory and are promoted.

The ' 'Lady Lex'' being abandoned by her crew during the Battle of the Coral Sea.

CARRIER Rules Page 13

5.0

US Task Forces and Displays

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.

A US t a s k force is flipped to its reverse side after moving in the


current game t u r n .

Task Force Composition

A US t a s k force which contains carriers is a carrier task force.

A US t a s k force which contains neither carriers nor transports


is a surface task force.
A US t a s k force which contains transports is a transport task
force.

Task Force Display

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.

A carrier task force may never contain any transports.

Task forces cannot be combined during the game.


A ship from one task force can never join a different existing
one. (See Detachment, however.)

There is no maximum size for a t a s k force. However, you may


never voluntarily cause a t a s k force to have fewer t h a n four
ships, although there is no adverse effect if this happens
because of combat losses, you are not required to replace sunk
ships.

Carrier Task Force Display

D e t a c h m e n t (Creating New Task Forces)

Turn Sequence Note

A new t a s k force can be created during any US segment by


detaching ships from one task force. Place the new task force counter
on the m a p in t h e same hex as the detaching task force. Place the ships
on a new display or in a new holding box.
The following restrictions apply:

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.

CARRIER Rules Page 14

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.

A US air strike is launched over one or more US segments, moves


to a target over a period of several segments, and attacks in air-to-sea
combat. It then moves to a base and lands. (See 7.1 for launching and
landing.)
Air S t r i k e P r o c e d u r e :
1. L a u n c h : During the Air Operations Step of one or more segments,
you may launch air units to take part in the strike. Place the air units
into a Strike Box and place the corresponding Air Strike counter on
the map.
The Air Strike counter may be placed in the carrier's hex, or in
any adjacent hex. (In effect it can fly one hex at the time it is launched.)
2. Target A s s i g n m e n t : Immediately after you launch a strike, place
its Target m a r k e r on its target force.
3. M o v e m e n t : Move the strike to its target, one hex per Air Movement Step.
Actions 4 - 9 occur within a single Air Strike Step:
4. Contact: When the strike h a s reached its target, determine
whether it makes contact.
5. I n t e l l i g e n c e : Increase intelligence level as necessary.
6. CAP: If target is carrier force and has no CAP Strength marker,
determine CAP strength.
7. Surprise: If target is carrier force, check for surprise.
8. Screen: If target is carrier force and does not yet have screen,
determine screen composition (see 11.3). (Note: In Scenarios 2 and 3
all forces already have screens.)
9. Combat (see 4.0)
10. Landing: In succeeding Air Movement Steps, move t h e strike to
a carrier or land base (one hex per step except if using Advanced Rule
28.0). When t h e strike has reached a carrier or land base, the units are
placed into Landing Boxes during the Air Operations Step and
landed.

6.1 Air Strike Initiation


To initiate a strike, do t h e following:
1. Launch t h e air units during one or more Air Operations Steps (see
7.1) and place t h e m in a Strike Box. All units participating in a strike
are placed together in the same Strike Box. Each separate strike uses
a separate box. Each box is numbered to identify the strike; for each
box there is an Air Strike counter bearing the same identifying
number. Locate that Air Strike counter.

An air strike may only be launched if there is at least one


enemy force Located or Approximately Located at the time
t h a t it is launched.

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.

Forming Air Strikes


The following restrictions apply to forming up air strikes:

Units launched from different task forces can n e v e r belong to


the same strike. Units launched from different carriers in the
same task force c a n belong to the same strike.

Any number of units can occupy t h e same Strike Box.


Units may be launched in separate segments and join in the
same strike, if the strike has not left t h e task force's hex. Place
t h e m in the same Strike Box. Do not place a new Time Aloft

marker. Such a strike m a y move one hex in the same segment


t h a t t h e newly-launched aircraft joined it.

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.

A strike may only be split up as the result of a 2nd Contact


attempt (see 6.4). Otherwise, a strike may never be split up,
nor may its target be changed, unless you are playing with
Advanced Rules section 25.0.

Two different strikes may never be combined into one, nor may
units be transferred between existing strikes.

If you r u n out of Air Strike m a r k e r s you may make more.

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.

If the force currently is located, place the Target marker on its


"Located" side.

If the force currently is approximately located, place the


Target marker on its "?" side.
The side t h e m a r k e r is on will determine the strike's chances of
contacting its target. Changes in a target force's location status do not
cause any corresponding change in the condition of the Target marker
(12.1)
EXAMPLE: If the target force was located when the target marker was
placed, but later declined to approximately located status, the target
marker would not be inverted to its "?" (approximately located) side. It
would stay f a c e up on its "Located" side, a n d would remain so even if the
target force was to b e c o m e undetected.

Note: You a s s i g n a target only w h e n t h e strike d e p a r t s its


l a u n c h hex, n o t w h e n t h e strike is first formed.
Dummy Targets
If an intelligence result reveals the target to be a dummy, leave
the target in play. Strikes targeted against t h e dummy force must
continue on to reach t h e force and attempt contact. After each strike
has attempted contact t h a t strike's Target marker is removed. Remove
the dummy target from play after all Target markers have been
removed from it.
Note: W h e n playing with a d v a n c e d rule 2 5 . 0 you m a y
a t t e m p t to recall or redirect air strikes.

6.2 Air Unit Endurance


DESIGN NOTE: The inferior range of American aircraft was an important
disadvantage. The Japanese could sometimes strike from beyond the
range at which the US could strike back; and the Japanese in the
game will attempt to do precisely that. Aircraft had 'safe' endurances
and 'extended' endurances. A plane which turned back within safe
endurance was guaranteed to make it home; flying beyond safe
endurance entailed serious risk of ending up Vn the drink'. (The dive
bombers which made the decisive strikes at Midway were well
beyond safe endurance.) The game offers you this tradeoff. You will
have to weigh the risk of 'splashing' against the value of another try at
contacting the Japanese.

An air unit's endurance rating, printed on its counter, is the


maximum number of US segments it can safely remain aloft. Airborne
units receive Time Aloft markers to keep track of their fuel status and
to show how much longer they can continue flying. If a unit's Time
Aloft marker exceeds its endurance rating, the u n i t can be eliminated.

CARRIER Rules Page 15


Time Aloft markers are placed and incremented as follows:
When an air strike is initiated t h e Air Strike counter receives
a marker of value " 1 " . In each successive U.S. segment that the
strike remains aloft, t h e marker value is incremented by 1.
Place j u s t one marker per Air Strike counter. All units in t h e
strike, regardless of when they joined it, are considered to
have whatever Endurance marker the Air Strike counter has.
(i.e., they are all considered to have been aloft for that length
of time.) Increment Time Aloft marker whether or not a strike
has moved.

My greatest hope is that we encounter a favorable


tactical situation, but if we don't and worst comes to
worst, I want each one of us to do his utmost to destroy
our enemies. If there is only one plane left to make a
final runin, I want that man to go in and get a hit. May
God be with us all. Good luck, happy landings,
and give 'em hell!

Time aloft is incremented for a second contact attempt (see


Second Contact Attempt).

John C. Waldron, Pre-battle message June 3,1942

For each segment t h a t a unit waits in the Landing Box but


does not land, its time aloft increases 1 (see 6.0).
When an air unit leaves the Search Track it is placed in t h e
Landing boxor if necessary, on the m a p w i t h a Time Aloft
m a r k e r equal to its printed endurance (see 12.2). Units in
Search Track boxes do not use Time Aloft markers (the box
they are in indicates their time aloft).

If a CAP unit must, for emergency reasons, be placed on the


map, it receives a marker (see 19.2). Except in such an
emergency, endurance does not affect CAP.

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".

Checking Time Aloft


Compare an air unit's Time Aloft m a r k e r to its endurance rating
at the following times:
Units in Strike Boxes or on the map are checked at the end of
the Air Movement Step. If a unit's Time Aloft marker exceeds
its endurance value by m o r e t h a n 4, the unit is immediately
eliminated.

Units in Landing Boxes must be checked during the Air


Operations Step. If a unit's Time Aloft marker exceeds its
endurance value by m o r e t h a n 4, the unit is immediately
eliminated.
Every unit must be checked when it lands. If the Time Aloft
marker exceeds t h e endurance value by a n y n u m b e r at all
then see Extending Range.

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.

DESIGN NOTE: \t is permitted to move your strikes beyond the point of


no return. At Midway, the pilots of it Cmdr John C. Waldron 's Torpedo
Squadron 8 flew on to attack in the certain knowledge that they were
beyond return range. Attacking unescorted against heavy A.A. fire
and fighters, they were all shot down. They have become justly
famous for their bravery in pressing the attack. But they deserve to be
equally famous for their bravery just in flying the mission. Even had they
survived the attack they could not have returned to their carrier.

6.3 Air Strike Movement


DESIGN NOTE: Most reference books print an aircraft's absolute top
speed. Strikes actually flew at speeds much slower than these. Range
was more valuable than speed, and an aircraft achieves best fuel
economy at a speed well below its maximum. The strike speeds in the
game are based on flight times recorded in the actual battles, not on
performancefigure
speeds.

In the Air Movement Step of each US Segment every Air Strike


counter may be moved one hex. (Exception, Advanced Rule 28.0) You
are not required to move a strike.

At the time a strike is launched it may be placed into an


adjacent hex, effectively moving one hex at t h a t time.

Neither enemy units nor terrain affects air movement.


A strike can move and t h e n attack an enemy force in t h e same
segment.
Every air strike's Time Aloft marker must be incremented by 1,
in each step, whether it was moved or not.

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).

Second Contact Attempt


If your first attempt results in no contact, you may immediately
make a second attempt. Follow this procedure:
1. Place the air units t h a t will participate in t h e second attempt into
a separate strike with its own time aloft marker.

CARRIER Rules Page 16


2. Make the second roll immediately, consulting the Strike Contact
Table exactly as for the first attempt.
3. Increment the new strike *s Time Aloft marker by 1.
4. If the second attempt contacted any target, resolve combat using
only the units in the new strike which made the second attempt.
5. Regardless of whether the attempt succeeded, flip t h e Air Strike
counter over.
DESIGN NOTE: Failure of air strikes to find the enemy could nullify an
admiral's best efforts. As the air strike flew, the enemy would be
moving in an uncertain direction. Air officers had to estimate where
the enemy would be. send the planes there, and then let the air
leaders search. A right decision in hunting for the enemy could be the
most important decision of the entire battle. This was the case at
Midway, where Lt.-Cmdr. C.W. McClusky's 'second contact attempt'
led to his finding and destroying the Japanese carriers.

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.

Target Chit Increase (Intelligence)


In scenario 6 and the standard game, if t h e contacted force has
a chit of level lower t h a n 4, the chit increases to the next level. (See
11.2) Ignore this in scenarios 1-4.
If the target is a non-carrier force and this chit increase causes
it to become a carrier force, place a US Advantage marker (see 12.2).
Two US air strikes contacting the same level 1 or 2 carrier
force in t h e same segment would e a c h cause the force chit to
increase by one intelligence level, (though the force would only
be level-4 for t h e second of the contacting strikes).

6.5 Japanese Surprise


DESIGN NOTE: "Surprise* in Carrier means being struck while
unprepared for attack. In its mildest form, this could mean having a
weak, poorly positioned CAP. In its worst form, it could mean being
struck with planes on deck. The latter was every carrier admiral's
nightmare. A group of fuelledup. bombedup planes amounted to
a mass of explosives ready to be touched off. In such a situation one
bomb could transform the carrier into a blazing ruin as happened
to the Japanese at Midway. Note that Japanese Strike Surprise is
different and separate from the scenario condition "strategic
surprise".

If the target is a carrier force, use the Surprise Table (chart


screen) as follows to determine whether the force has been surprised:
l. Roll the die.
2. Apply the listed Strategic Surprise modifier if strategic surprise is
in effect in t h e scenario.
3. Read the result corresponding to t h e modified die roll.
The result "Surprise-CAP" causes adverse modifiers to Japanese CAP and Antiaircraft combat die rolls.

The result "Surprise-Planes on Deck" causes an adverse


modifier to J a p a n e s e CAP combat die rolls, while p r o h i b i t i n g
antiaircraft fire altogether. "Surprise CAP" also causes the
modification of rolls on t h e Air Attack Damage Table.
In the rules any mention of "surprise", without distinguishing
the two results, encompasses both forms of surprise. However, Japanese Surprise must not be confused with Strategic Surprise (21.0).
A surprise result applies only against the current strike. Surprise is determined separately for every strike, even different strikes
in the same segment. Surprise applies only to strikes against carrier
forces.
DESIGN NOTE: It may seem puzzling at first that a force can fail to be
surprised by one strike but then be surprised by a second strike arriving
only a few minutes later. However, at Midway the Japanese were not
surprised by the US torpedo plane attack, but were most brutally
surprised by the dive bomber attack immediately after.

6.6 Japanese CAP


DESIGN NOTE: Combat air patrol (CAP) is a fighter force operating
continuously over one's own carriers, to intercept incoming strikes. Air
losses will reduce a force's CAP strength, but not proportionately to
the size of the loss. Most losses fall on strike planes, not on fighters sent
along as escorts or kept back as CAP. Furthermore. Japanese
doctrine during the game period placed little emphasis upon CAP.
stressing instead the safeguarding of their strike aircraft. Therefore.
Japanese combat air patrol strengths will vary relatively little until
carriers are sunk or rendered incapable of operating aircraft.

Each Japanese carrier force has a combat air patrol (CAP).


Determine CAP strength the first time a strike contacts each force in
each segment, using the CAP Table (see chart screen).
Note: T h e CAP (Different Force) Table is u s e d with Advanced rule 2 3 . 0 .
To use the CAP Table, proceed as follows:
1. Locate the column corresponding to t h e target's air value. (Note: In
Scenarios 1-4, the air value is the sum of t h e carrier air values in the
force.) For the purpose of computing CAP strengths (only), ignore all
reductions to a force's air value except those caused by carriers being
sunk or heavily damaged. Thus, for Level 3 carrier forces, the
condition of any carriers in ship holding boxes must be determined,
merely examining the force's air value m a r k e r will not suffice.
2. Roll the die.
3. (Standard Game) Subtract 3 if strategic surprise is in effect.
4. Cross-reference t h e modified die roll with the air value. The result
is t h e CAP strength in air points. Place a "Jap CAP" marker to indicate
the strength.
Once determined, CAP strength applies throughout the current
segment. Each force's CAP strength is determined anew in each
different segment. All CAP Strength markers are removed at the end
of each US segment.
In the standard game Japanese non-carrier forces never have
CAP, and each Japanese CAP protects only its own force (but see
Advanced rule 23.0).
COMPREHENSIVE EXAMPLE OF STRIKE MOVEMENT AND CONTACT:

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.

Entering dive. Our objective is the rear ship. Step on


it! Are we going to attack or not?
They're all burning!
That scared hell out of me. I thought we weren't
going to pull out.
Your bomb really hit them on the fantail. Boy, that's
swell!
These Japs are as easy as shooting ducks in a rain
barrel.
Gee, I wish I had just one more bomb!
Tojo, you son of a bitch, send out the rest and we'll
get those too.
Radio transmissions from US aviators
at the Battle of Midway

CARRIER Rules Page 17

7.0
7.1

US Carrier Task Force Operations


Carrier Displays and
Air Operations

In every Air Operations Step you may conduct air operations


with every one of your carriers and land bases. (The following rules
include mention of land bases although land bases do not appear in
the introductory scenarios.) A carrier may perform air operations
regardless of whether its task force moves in t h a t segment.
Air operations are performed by moving air units from one box to
another on the Carrier, Carrier Task Force, and Strike Box displays.
Air operations include t h e following activities:

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.

US Carrier Operations Displays


Each carrier display records activities aboard a single carrier.
(Do not confuse carrier displays with carrier task force displays.) The
carrier displays are set up before play as follows;
1. Place t h e carrier's Display m a r k e r (each carrier has a Display
marker bearing its name) in t h e Display Marker space of the display.
2. Place t h e carrier's air units in the H a n g a r Box and the Flight Deck
Box according to scenario instructions.
3. Place the carrier ship counter itself on the task force display of its
task force.
Each display has the following parts:

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.

U s i n g D i s p l a y s for Air Operations


Units may move among the display boxes as follows:

On a carrier, a unit may be raised from the Servicing Box to the


Flight Deck Box. Units at land bases are not raised, but may
be moved from the Servicing Box to t h e Runway Box.

On a carrier, a unit may be lowered from t h e Flight Deck Box


to t h e H a n g a r Box. Units at land bases are not lowered, but
may be moved from the Runway Box to the H a n g a r Box.
A u n i t in a Landing Box or CAP Box may land and be placed
in t h e Flight Deck or Runway Box (Unready section).

A unit in t h e Flight Deck or Runway Box may launch and be


placed in a Strike Box, on the Search Track, or in t h e CAP Box.
Units may be moved from the H a n g a r Box to the Servicing
Box, or vice versa, up to the tatter's capacity.

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 can launch up to 8 ready steps in a single Air


Operations Step.

A carrier cannot both launch and land air units (no m a t t e r how

many) in a single segment or action phase. One carrier in a


task force can launch while another in t h e same t a s k force
lands. For purposes of this rule, launch during t h e US Warning step (see 4.2) of the Japanese segment is considered to take
place during the subsequent US segment, prohibiting landing
of aircraft at t h a t time.
Only ready units may be launched.
Units launched from a carrier cannot be placed in the CAP Box
of a different task force.
Units may not be launched from a carrier:
a. if more t h a n 8 steps occupy t h e Flight Deck Box (both sections
total)
b. if any unit lands on t h a t carrier in t h a t step
c. if the flight deck is inoperative (see 19.2)
d. if it is a night t u r n (see Night, 24.2)
For land base limits and restrictions, see 18.1.

Raising and Lowering


DESIGN NOTE: Raising and lowering represent using the ship's elevators
to raise planes to the flight deck or lower them to the hangar deck.
Unready units must be lowered to the hangar; they can be moved to
servicing only in a later segment. This simulates the time needed to
ready the planes again.

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.

To lower an unready unit, transfer it from t h e Flight Deck Box


to the H a n g a r Box. An unready unit cannot be lowered directly
to the Servicing box.

To lower a ready unit, transfer it from the Flight Deck Box to


the Hangar Box or the Servicing Box.
Limits:

A carrier can raise a maximum of 8 steps per segment, and also


lower a maximum of 8 in t h a t same segment, if it does not
launch in t h a t segment.
A carrier can launch and also raise and lower in t h e same
segment. The total number of steps launched plus t h e number
raised cannot exceed 8, and neither can the number launched
plus the number lowered. Note: These limits are not cumulative.

A carrier can raise, lower, and land in the same segment. If a


carrier raises or lowers more t h a n 4 steps, the number of steps
which may land is reduced (see Landing Procedure, Options
and Restrictions).
Raising and lowering each occupy a full segment. A unit cannot
launch, land, or be serviced in the same segment t h a t it is raised or
lowered. The sequence of play is structured to remind you of this
restriction.
EXAMPLE: A carrier could launch 4 steps, raise 4 steps, and lower 4 steps all
in the same segment. It could not land any steps, since launching and
landing cannot occur in the same segment.

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.

CARRIER Rules Page 18

Landing Procedure, Options, and Restrictions


Units may land on a carrier if no units were launched in that
same segment (or in the US Warning step of the preceding Japanese
segment), and the number of units landed plus those already in the
ready and unready portions do not cause more than 12 steps to occupy
the Flight Deck Box. To land a unit, take it from the Land or CAP Box
and place it in the Unready section of the Flight Deck Box. The
following options and restrictions apply:
A carrier can land a maximum of 8 steps during a single Air
Operations Step.
A carrier can raise, lower, and land in the same segment. The
sum of steps raised plus steps landed cannot exceed 12, and
neither can the sum of steps lowered plus steps landed.
EXAMPLE: In the current segment 5 steps were raised and 2 lowered. A
maximum of 7 steps can land, since 5+7= 12, and 2+7=9 which is less than
12.

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

Servicing on the USS Enterprise.

CARRIER Rules Page 19


COMPREHENSIVE EXAMPLE OF US OPERATIONS AND STRIKE INITIATION:

At the start of a US Segment a carrier task force containing the carrier


Enterprise has four steps in its Landing Box. A returning strike of six steps
is adjacent. Four unready steps are on the flight deck of Enterprise,
and six steps are in the Servicing Box.
The segment begins with the Air Movement Step. The adjacent strike
moves into the task force's hex and its Time Aloft marker is incremented by one.
The Air Operations Step follows. The units in the Landing Box have
already exceeded printed endurance, and so you wish to land them.
You raise thesixsteps in Servicing to the flight deck, moving them from
the Servicing Box to the Ready section of the Flight Deck Box. You also
lower the four unready steps from the flight deck to the Hangar Box.
You may then land the four steps in the Landing Box. Note that six
steps were raised, and thus no more than 12-6 = 6 steps could land.
Enterprise now has four unready and six ready steps on the flight
deck.
The landing units had exceeded printed endurance, and so you must
roll for each one and consult the Extended Range/Night Landing
Table. Finally the strike units which entered the hex in the Air Movement Step can be placed in the Landing Box.

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.

CARRIER Rules Page 20

7.2 US Combat Air Patrol


DESIGN NOTE: Units on combat air patrol (CAP) are airborne above
the task force or air base, ready to protect it from any incoming
enemy planes. Effective CAP required that the fighters be "vectored"
(directed) as soon as possible on the correct bearing and at the
correct altitude to intercept an incoming strike. Unfortunately, in 1942
US fighter direction officers often positioned the CAP too low, giving
the fighters no chance to reach the attitudes necessary for intercept.
The CAP Combat Table takes this into account.

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)

Only fighters may be placed in a CAP Box.


To r e t u r n from t h e CAP Box to a Flight Deck or Runway Box,
units must land. Units can land directly from the CAP Box; they need
not be placed in a Landing Box first.

Scenario 2: The First Carrier Battle


T h e Situation: As a Japanese invasion force steamed towards Port
Moresby, the opposing carriers searched for one another. In addition
to their fleet carriers the Japanese possessed a small escort carrier,
covering the invasion force. Would Admiral F.J. Fletcher find and
attack the Japanese before they attacked him?
In this scenario a US task force and two Japanese forces launch
strikes at each other. The US task force begins the game in play; the
Japanese enter play randomly. Only air units move; the task force and
the forces do not move. You conduct air operations on board your
carriers and launch strikes when the J a p a n e s e appear. The timing
and strength of Japanese air attacks is determined randomly.
To play this scenario you need t h e map and its displays, and the
charts and tables used in Scenario 1. Note t h e sequence summary and
reminders for US operations printed on the map; let these guide you
through each US Segment.
J a p a n e s e Units: The Japanese have two forces.
Force 1 CVE Shoho, DD Sazanami.
Force 2 Same as J a p a n e s e ships in Scenario 1. (But the CAP
strength is not fixed; use t h e J a p a n e s e CAP procedure.)
Neither Force is on the map at start. Use any two Force units to
represent these forces when they come into play. Keep the actual
ships off to one side.
US Units: One t a s k force, consisting of t h e US ships in Scenario 1.
Place the task force in hex 3035.
Air units:
Lexington 4 F 4 F steps, 4 TBD steps, 12 SBD steps
Yorktown 6 F 4 F steps, 4 TBD steps, 10 SBD steps
(Aircraft historically used for search have been omitted.)
All air units start in H a n g a r Boxes.

DESIGN NOTE: In reality CAP planes would constantly be landing, a


few at a time, so as to remain gassed up. Attending to this is part of
what air staffs are paid for; the game does not burden you with it. But
if the flight deck should become inoperative the planes must land
somewhere else; see 19.2.

The time period is J a n - J u l '42; US A.A. is Early War; the US Contact


modifier is - 1 .
How to Play
In Scenario 2 each game t u r n consists only of t h e four Action
Phases; t h e other parts of t h e standard sequence are not used. Each
Action Phase consists of t h e following steps:

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.)

1. Japanese Segment: Roll t h e die, consult the J a p a n e s e Action Table


below, and take the action specified.
2. US Segment: Air Movement Step and Air Operations Step. (Omit
t a s k force movement, search, etc.)

7.3 Air Transfer


Die

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.

Units may be forced to leave a Landing or CAP box because of


an inoperative flight deck or runway (see 19.2).
Air transfers are formed at t h e same time air strikes are initiated. P u t t h e units into a Strike Box and place t h e Air Strike marker
f a c e - d o w n in t h e hex (thus, t h e transferring air formation may
neither make contact nor attack). Do not place a target marker. The
Strike m a r k e r then moves and lands the same as would an air strike.
All rules for air strike movement and landing apply. The units may
not attempt to contact Japanese forces. Rules for air strike formation
and splitting up apply.
If units transfer from a Landing Box they retain the Time Aloft
markers they already have. The markers are incremented the same
as for air strikes.

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.)

Die-roll Modifiers (first roll only)


-3 all Action Phases of turn 1
-1 all Action Phases of turn 2
F4Fs on patrol.

CARRIER Rules Page 21


J a p a n e s e Arrival
When a Japanese force arrives, roll the die to determine its
location:
Die roll
Hex
Die-roll Modifiers:
-2 Force 1
2740
-2
+2 Force 2
2639
3
2637
4
2736
5
2836
6
2734
7-8
2833
9
10+ 2832

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.)

3. J a p a n e s e Air Losses: Keep a record on scratch paper of t h e total


number of air points lost in J a p a n e s e air attacks during t h e entire
game. Subtract this number from the strength of each Japanese air
attack. When two J a p a n e s e attacks occur at once (die roll 9), split the
losses as evenly as possible among the two attacks; do not subtract the
full total from each. Only t h e net value counts against the limit in (A).
EXAMPLE: The Japanese have lost 3 points so far in the game. You roll a "9*
a n d then a "1". One attack of strength 3 a n d one of strength 2 occurs.
The Japanese have used 5 of their 8 allowed points.

Zeros aboard the Shokaku preparing to launch during the Battle of Santa Cruz.

Location: Any Japanese force in play is considered Located


and level 4 for purposes of strike targeting and resolution.

COMPREHENSIVE EXAMPLE: It is game turn 1. In the Japanese Segment of the First


Action Phase, you roll 7. This is reduced to 4 because it is turn 1; result, no
action. In the US segment would move four air units on e a c h carrier into
Servicing. In the Japanese Segment of the Second Action Phase, you roll
9. This is modified to 6. You make a second roll. The second roll is 5; Force
1 (Shoho) arrives. You roll the die to determine location. A roll of 3 is
modified to 1 since it is Force 1 that has been spotted. The force is placed
in hex 2740.

CARRIER Rules Page 22

8.0

Japanese Forces

DESIGN NOTE: A fundamental principle of Carrier is that you view the


battle much as the US admiral would have viewed it. This means you
never see the enemy fleet. The enemy appears as a collection of
shadowy forces'. You learn of their composition through aviators'
reports which may often be inaccurate. You will never learn exactly
what each one consbts of. *Dummy' forces can represent inaccurate
sightings, faulty intelligence, or many other kinds of errors, all leading
you to think there is something out there when there bn 't.

The J a p a n e s e appear in Carrier mainly as force counters. These


represent groups of ships, large and small: perhaps four fleet carriers,
perhaps two motor patrol boats. You will gradually find out their
makeup through search. Many forces will t u r n out to be 'dummies'
i.e., have no ships.
T y p e s of F o r c e s : Combat a n d Transport
In t h e standard game there are two basic types of Japanese
forces, with distinct counters: combat and transport. The latter
usually contain transports (unless they are dummies), while the
former seldom do. The two types arrive separately and follow different
movement rules. Each force bears a unique identifying number.
(These are for game purposes only; they are not historical.) Transport
forces are used only in the standard game, not the introductory
scenarios.
T y p e s of Combat F o r c e s : Carrier a n d Surface
A J a p a n e s e force known to contain carriers is a carrier force.
A Japanese force known not to contain either carriers or
transports is a surface force.
Some J a p a n e s e carrier forces consist of two components: the
carriers themselves plus a screen. The screen follows many of
the rules for surface forces. These two components are inseparable and are referred to jointly as a carrier force. See 11.3.

Air attack information

Cumulative air losses


Revealed air strength
Carriers disabled or sunk

Japanese Use of Holding Boxes


Identified Japanese ships are placed in a holding box. Each box
holds one force's ships.
The first time ships of a particular force are identified, place
them in any unused holding box. Each holding box is identified by
letter. At t h e bottom of t h e J a p a n e s e log sheet appears a space for each
holding box, identified by letter. Write the force's identifying number
next to the letter of t h e box in which its ships have been placed. This
shows which force t h a t holding box corresponds to.
Note: T h e Display Marker s p a c e s in t h e holding boxes are
u s e d only with US t a s k forces. Either side c a n u s e a n y of
t h e boxes.

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.

Information on force composition is recorded using Force chits,


which are placed u n d e r n e a t h t h e force counters. There are four levels
of chit; a higher-level chit gives more precise information. As you
identify specific ships, ship counters are placed in force holding boxes,
which are the very same on-map boxes which double as US noncarrier task force displays.
Note t h a t t h e force counter itself determines whether a force is
combat or transport. The Force chit placed as a result of search
determines whether the force is carrier or surface. Rule 11.5 lists all
Force chits and identifies which define carrier forces and which define
surface forces.

The 'Carrier' map includes t h e following possible Japanese


objectives: Guadalcanal (hexes 2527 & 2626), Port Moresby (2549),
New Hebrides (3712), New Georgia (2232), and Bougainville (1935).
In 1942 scenarios up to two of Guadalcanal, Port Moresby, and
New Hebrides may in fact be J a p a n e s e objectives at one time. In 1943
scenarios either New Georgia or Bougainville may be the objective.
The actual objectives in each scenario are determined during setup.
If there are two objectives, one is designated primary and the other
secondary.
A combat force with objective Guadalcanal treats Henderson
Field (hex 2626) as its objective. A transport force treats hex 2527 as
its objective. (The combat force would want to bombard US positions
near Henderson Field; t h e transport force would want to deliver
reinforcements to the J a p a n e s e positions in hex 2527)

Japanese Log Sheets

Force Colors (Two Objectives)

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:

The counter set includes three identical sets of force counters, in


three colors. Each color corresponds to an objective. (The same color
is used for Guadalcanal, New Georgia, and Bougainville; a second is
used for Port Moresby, and a third for New Hebrides.) In moving each
force take all references to "objective" as referring to the objective
corresponding to the force's color.

Force Chits

Force Number
Revealed Air Strength

Air Losses

Air Strikes
Land

Carrier Sinkings and Damage


Strength

Loss

Survivors

Turn

CARRIER Rules Page 23

9.0

Japanese Force Movement

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.

Note: Unlike US t a s k forces, y o u do n o t flip J a p a n e s e forces


over after moving t h e m ; t h e s e q u e n c e chit having b e e n
pulled indicates t h a t t h e force h a s acted. J a p a n e s e forces
a r e flipped over w h e n Detected see 12.2.
Distances
Unless otherwise specified, all statements of distance ("closest",
"closer to", "within 6 hexes of", etc.) refer to distance measured
through sea hexes and hexsides.
Ignore all units of both sides when making this judgement;
consider only land terrain hexes which block naval movement.

Include routes through both coastal and high-sea hexes in all


cases, even when judging distance from carrier forces.
The t e r m "by air" indicates distance measured without regard
for terrain.

EXAMPLE: A force with objective Port Moresby is in hex 2740. To move


"closer" to Moresby it will enter hex 2841. not hex 2741. Hex 2841 is closer
by sea.

9.1 Force Type Movement Priorities


Level 0 Forces
Level 1 "Large", "Medium", and "Small"
Forces
These types of forces all move by the following rules in priority
order:
1. If adjacent to or stacked with a US task force, increase to level 2.
Then use the Japanese Close Reaction Table (see 14.1).
2. Mission Movement.

Carrier Force Movement


A carrier force moves by the following rules in priority order:
1. If adjacent to or stacked with a US task force, use the Japanese
Close Reaction Table (see 14.1). Note t h a t the adjacent force may be
a priority air attack target (see 16.0). If possible, do not move any
farther from t h e nearest US carrier t a s k force when using t h e table.
2. If within 3 hexes (by air) of t h e nearest US carrier task force, move
one hex away from t h a t task force.
3. If 4 hexes (by air) from the nearest US carrier task force, do not
move.
4. If between 5 and 12 hexes (by air) from t h e nearest US carrier task
force, move directly toward t h a t force.
5. Use Mission Movement.
Coastal Sea H e x R e s t r i c t i o n
DESIGN NOTE: Carriers avoided restricted waters such as straits,
sounds, etc. where they might easily be surprised by enemy
submarines and surface vessels.

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).

Surface Force Movement


DESIGN NOTE: Surface forces attempt to protect threatened friendly
forces (priorities (2) and (3)) or to get into position to do so (priorities (4)
and (5)).

A surface force which is not a carrier screen moves by the


following rules in priority order:
1. If adjacent to a US task force, use t h e J a p a n e s e Close Reaction Table
(see 14.1). A level 1 surface force immediately increases to level 2
before using the table.
2. If within 4 hexes of a J a p a n e s e carrier force which is in t u r n within
4 hexes of any US t a s k force, the surface force moves toward the
Japanese carriers. Ignore J a p a n e s e carrier forces t h a t are retiring
(20.1). If there is more t h a n one eligible carrier force, choose according
to t h e following priorities:
a. The closest
b. The largest
c. Randomly
3. If within 4 hexes of a Japanese transport force which is in turn
within 4 hexes of any US t a s k force, the surface force moves toward
the transports. If there is more t h a n one such transport force, choose
as in (2).
4. If within 4 hexes of any Japanese carrier force, move according to
the carrier movement priorities.
5. Use Mission Movement.

A carrier screen moves together with its carrier force using the
carrier movement rules.

Transport Force Movement


(Standard Game)
A transport force moves by the following rules in priority order:
1. If adjacent to a US task force, use t h e Japanese Close Reaction Table
(see 14.1).
2. Use Mission Movement. (For transports, there is a die roll modifier
when checking the effect of air sources; see Effect of US Air Sources
on Mission Movement.)

Choice Among Alternatives


Often the movement procedures will admit a choice of several
possible hexes. If a rule gives no other specific instructions, use the
following standard rules for choice in priority order:
l. Move so as to be as close as possible to t h e nearest friendly force.
2. Move so as to be as close as possible to t h e force's objective.
3. Move so as to be as far away as possible from the nearest enemy
force.
4. Choose randomly.

Effect of US Task Forces


In Scenarios 1 through 4 special rules will prevent Japanese
forces from entering a hex adjacent to or containing a US task force.
In Scenarios 5 and 6 and t h e standard game, rule 14.1 and the
Japanese Close Reaction Table govern movement into and out of such
hexes. You n e e d not b e c o n c e r n e d w i t h t h i s for n o w .

9.2 Mission Movement


The map is divided into Mission Movement areas. In each area
are printed "compasses" consisting of one or more arrows pointing to
adjacent hexes, with dieroll numbers printed beside each arrow.
These compasses determine direction of Mission Movement. Most
areas have compasses for each of the three objectives. Each area
which contains an objective has only two pairs of compasses, one for
each of the other two objectives.
Combat forces use compasses labelled "C" and transport forces
use those labelled "T". A "C,T" compass is used by both types.
As explained in rule 8.0, each force is dedicated to a specific
objective indicated by t h e force's color. The Mission Movement Compasses are printed in the same colors. Each force uses t h e compass for

CARRIER Rules Page 24


the area in which it is located, its objective, and its force type. (New
Georgia and Bougainville use t h e same compass as Guadalcanal.)
(Exception: When a force is located in the same area as its objective,
it uses no compass; the Mission Movement procedure applies.)
Mission Movement is never used if a US task force is adjacent or
in the same hex; use the Close Reaction Table (see 14.1) instead.

Mission Movement Procedure


1. In step (1) of each J a p a n e s e Segment you make a single die roll. This
determines all Mission Movement throughout that segment. (Thus
you roll four times per game turn.) Place the Mission Movement Die
Roll marker on t h e Records Track to record the die roll.
2. To move each force:
a. If t h e force is not in the same area as its objective, locate the
appropriate compass. Locate the arrow corresponding to t h e
number rolled in (1) and move the force one hex in that
direction.
E x c e p t i o n : If blocked by an a i r s o u r c e t h e force moves to a
hex no closer to t h e air source, or does n o t move. (See Effect
of US Air S o u r c e s on Mission Movement,),
b. If the force is in t h e same area as its objective, move it one hex
closer measured by sea to the objective. If there is more
t h a n one equally close hex use the standard rules for choice.
E x c e p t i o n : If blocked by an air source, t h e force moves to a
hex no closer to t h e air source, or does not move. (See Effect
of US Air S o u r c e s , below.)
Note: Crossing a b o u n d a r y into a different Mission Movem e n t a r e a does n o t c a u s e the force to c h a n g e direction.
The following may alter the direction of a force's Movement:
US Air sources
Land or prohibited hexsides

Mission Completion and Retirement


DESIGN NOTE: Japanese forces would be understandably reluctant to
hang around their objectives, presenting sitting targets, once they had
completed their missions.

After a transport force has completed unloading (Standard


Game, 22.0) at its objective hex, the force receives a retirement
marker and must move according to t h e retirement rules
(20.0) in all subsequent activations.

After a surface force has executed a bombardment (Standard


Game, 22.0 and Advanced Rules, 30.0), the force receives a
retirement m a r k e r and is thereafter moved according to the
rules governing retirement (20.3).

EXAMPLE: A Japanese c o m b a t force with objective Guadalcanal in hex


2022 a n d is using Mission Movement. A US carrier task force occupies hex
2420, a n d Henderson Field is operating. The Mission Movement die roll
was 5. This dictates a move to hex 2121, but the die roll exceeds the
distance to the task force, so that move is not allowed. Another possible
compass direction leads to hex 2122. This move is allowed because the
die roll is less than the distance to Henderson Field. The force moves to hex
2122. If a transport force were in hex 2022, you would a d d 3 + 5 (the
distance to Henderson Field) to the Mission Movement die roll. 3 + 5 = 8
exceeds 7, so the transport force would not move at all.

Effects of US Air Sources


on Mission Movement
DESIGN NOTE: Forces would be reluctant to advance into areas where
they might come under air attack. Transport forces, less well able to
defend themselves, would be especially reluctant.

A US air source is any operable land air base possessing at least


3 steps of bombers and/or torpedo p l a n e s , or any US carrier task force
with an operational flight deck, (see 2.0, 19.2),
Night (see 24.2) negates the effect of air sources.
A force using Mission Movement never enters a hex containing
a US air source during daylight. It stops in the adjacent hex.

1.

If a force executing Mission Movement begins its move within


8 h e x e s (by air) of a US air source, do the following:
a. For a combat force, compare t h e Mission Movement die roll to
the air distance to the air source.
b. For a transport force, add 3 to the Mission Movement die roll
and compare t h e sum to the air distance to the air source.

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.

CARRIER Rules Page 25

Effect of Land, Prohibited Hexsides,


and Map-edge
If any movement procedure dictates a move through an all-land
or prohibited hexside or off the map, do the following:
1. Attempt to move as nearly as possible in the direction indicated.
(For example, if the move specified were due east, you would attempt
to enter the hex to the northeast or southeast.)
2. If two choices are equally close to the prescribed direction, use the
standard rules for choice.

COMPREHENSIVE EXAMPLE OF JAPANESE MOVEMENT:

A Japanese carrier force with objective New Hebrides is located in hex


2212. A Medium CA force is located in 2313. A US carrier task force is in
2717 and a surface task force is in 2612.
The carrier force is activated first. By carrier priority (2) it must move closer
to the US carrier task force i.e., to hex 2213 or 2312. Apply the Choice
Among Alternatives rules. The hexes are equally close (adjacent, in fact)
to a friendly force. Hex 2312 is closer to the force's objective, so by priority
(2) the carrier force moves there. Note that the force's old position was
eight hexes from the US carrier task force, and its new position is seven
hexes away. If the US carrier task force has Used units in its "4-7" Search
Track box, those units can immediately search the moving force (see
12.2).
Then the Medium CA force is activated. Surface force movement priority
(2) applies: a US task force is within 4 hexes of the carrier force. The force
moves to hex 2312 also. Had there been no US task force in 2717, priority
(4) would have applied. In that case the Medium CA force would have
moved using the carrier priorities.

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.

Whether a task force moves in no way affects its ability to search


or conduct air operations in the same segment. (This differs from the

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.

CARRIER Rules Page 26

Scenario 3: Climax at Santa Cruz


The Situation: The Japanese were counterattacking against the
Marines dug in on Guadalcanal. A large fleet with three carriers had
sailed to support the ground offensive. Admiral Thomas Kinkaid
sailed with two carriers and simple orders: "ATTACK REPEAT
ATTACK".
The fleets fought on 26 October 1942 near the Santa Cruz
Islands. Scenario 3 simulates the battle's climactic stages.
In Scenario 3 two Japanese carrier forces oppose two American.
Each side moves, and you conduct US air operations. Japanese air
strikes are generated randomly.
To play this scenario you need t h e map and its displays, and the
chart and table screen. Note t h e summary of Japanese movement
printed on t h e map; this should suffice to resolve most Japanese
moves.
J a p a n e s e Units: The J a p a n e s e have two carrier forces.
Force 1 CVs Shokaku, Zuikaku; CVL Zuiho; CA Kumano;
DD's Amatsukaze, Hatsukaze, Tokitsukaze, Yukikaze, Arashi,
Maikaze, Teruzuki, Yamakaze.
Force 2 CVL Junyo; DD's Hayashio, Kuroshio.
Place Force 1 in hex 1921, and place Force 2 in hex 2024. Place
the ships in holding boxes.

Both Japanese forces have objective Guadalcanal.


Do not worry about screens; you may treat both Japanese
forces as unitary wholes. Do not generate screens when US
strikes contact.

Both J a p a n e s e forces are level 4.


U.S. Units: The US has two carrier task forces.
Task Force 16 CV Enterprise; BB South Dakota; CA Portland;
CLAA San Jua;, DD's Porter, Mahan, Cushing, Conygnham,
Preston, Smith, Maury, Shaw.
Task Force 17 CV Hornet; CA's Northampton, Pensacola;
CLAA's San Diego, Junea;, DD's Anderson, Barton, Hughes,
Morris, Russell, Mustin.
Air Units:
Enterprise 10 F 4 F steps, 6 SBD steps, 4 TBF steps.
Hornet 8 F 4 F steps, 8 SBD steps, 4 TBF steps.
All units are in H a n g a r Boxes at start.
Place both task forces in hex 2715.
The scenario time period is Oct-Dec '42; US A.A. is Improved;
the US Contact modifier is +1.
S e q u e n c e of P l a y
Each game t u r n consists of four Action Phases. The other parts
of the standard sequence (see 3.0) are not used. One force/task force
of each side may move in t h e First Action Phase and one may move in
the Third Action Phase. (Choose randomly which Japanese force
moves in the First Action Phase; the other moves in the Third.) Only
air unit movement and air operations occur in the Second and Fourth
Action Phases.
J a p a n e s e L o c a t i o n a n d Air A t t a c k s
Both Japanese forces are Undetected at t h e start of the game.
A force may not be t h e target of an air strike until it has become
Located.

Plane handlers moving SBDs into position on the flight deck of the USS Enterprise.

On game-turn 3 and thereafter, if a Japanese force is within


9 hexes of a US carrier task force at the time it moves, then roll
a die immediately before the movement to determine whether
it becomes Located and/or launches an air attack. On turns 1
and 2 Japanese forces neither attack nor become Located; they
just move. Once Located a force remains Located for the rest
of the game.

J a p a n e s e L o c a t i o n a n d Air A t t a c k s (Turn 3 a n d after)


Die
Outcome
3 or less No attack, not Located.
4
Attack, not Located
5-6
Attack and Located
7+
If range 7 or less: Located, no attack
If range exceeds 7: No attack and not located
When F o r c e 1 attacks, its strength is: 8 points, or one-half the
total air value of carriers in t h e force, whichever is less. When
F o r c e 2 attacks, its strength is equal to two-thirds of Junyo's
current air value. Do not count the air values of heavily
damaged carriers, and subtract one from a force's total air
value for each air point it has lost in combat.

The target of each attack is the closest US carrier task force.


(If a carrier is sunk, t h a t task force is no longer considered to
be a carrier task force.) If two carrier task forces are equidistant, choose randomly.

A Japanese force which has launched an attack may not


launch another until a certain intervening time has passed.
The range at which t h e strike was launched determines the
earliest time at which t h a t force can attack again, as follows:
Earliest T i m e
Range
of A t t a c k
A n o t h e r Attack A l l o w e d
4 t u r n s later
7-9
3 t u r n s later
4-6
1-3
2 t u r n s later

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.

Inoperative Flight Deck: As in Scenario 2. There is no repair.


Location: Any Japanese Force is located and level-4 for purposes of strike targeting and resolution.

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.

CARRIER Rules Page 27

11.0 Force Chits and Intelligence


DESIGN NOTE: An admiral had only approximate Information about
the forces opposing him. This information might be very vague ("a
large fleet", "a fleet with carriers"), or it might be fairly precise Cone
big carrier and one light carrier"). In either case it might be wildly
inaccurate. Carrier uses the system of Force Chit levels and Intelligence Tables to simulate this crucial problem. You begin with no
information about each Japanese force, and gradually gain more.
The more times your planes spot a particular force, the more
confident you can be of your information. The first report might prove
far wide of the mark, but after five reports the information will be
pretty reliable.

Level 1

Carrier

Level 2
1-2

Carrier

11
13
Level 3
CV+CVL

Level 4

11.1 Force Chits


Japanese forces carry Force chits t h a t indicate their approximate strength. There are four levels of chits, numbered 1 through 4,
each corresponding to a different quality of information about t h e
composition of the enemy force. Level 1 is the least precise and level
4, the most precise. See 11.5 for a summary of all the chits and the
information on them.
A force usually possesses no chit when it arrives in play. (In some
cases t h e arrival procedure will specify t h a t a new force already has
a particular chit.) A force without a chit is called a level 0 force. A force
with a Level 1 chit is called a "level 1 force" and so on.
Forces receive new chits as a result of search and combat.

For level 0 forces, a chit is drawn from a cup (see below).


For forces at level 1 and higher, an Intelligence Table (see 11.2)
is consulted and a die roll made to determine the new chit.
Usually this chit will be of the next higher level, but sometimes
it will be of the same level.

Level 1 and level 2 forces can revert to a lower level (see 11.4).
Combat damage does not affect Force chits.

How Level 0 Forces Receive Chits


A chit is drawn for a level 0 if any of the following occurs:
A search attempt (see 12.2) against the force results in "L"
(Located), "?" (Approximately Located), or "chit +1". For level
0 forces, "L", "?" , and "chit+1" are treated alike.
The Japanese air attack procedure (see 16.0) or Close Reaction
Table (see 14.1) requires t h a t a chit be placed.

The US engages t h e force in surface combat (see 14.2).


A combat force enters an objective hex containing a US airfield
and is therefore eligible to bombard (see 22.0 and 30.0).
A transport force is activated in its objective hex and is
therefore eligible to begin unloading (see 22.0).

Note: Forces at level 1 a n d higher c a n receive chits w h e n


contacted by US air strikes. B u t a level 0 force, since it
c a n n o t possibly b e Detected, c a n n o t b e designated a s t h e
target w h e n an air strike is initiated. However, this does n o t
m e a n t h a t an air strike targeted u p o n a level 1 force would
be voided if t h a t force decreased to level 0 (see 11.4) before
t h e strike arrived.
F o r c e C h i t C u p s : When setting up the game, you place collections of
Level 1 chits, Level 2 chits, and Dummy chits into two cups. One cup
contains combat force chits (all those with green stripes on the back)
and the other is for transport force chits (all those with blue stripes on
the back). (See 21.0.) When a level 0 force requires a chit, draw one chit
at random from the cup for the proper type of force.
l. If the chit is a Dummy: Remove the force from the map. It contained
no ships.

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.)

Set the Dummy chit aside; it is never replaced in the cup.


2. If the chit is not a Dummy: Place the chit underneath the force. The
chit may be examined at any time.

E x c e p t i o n : If t h e force is located in a coastal sea hex a n d


you drew a carrier chit, replace t h e chit in t h e c u p a n d draw
another.
Note: After c o m m i t m e n t limits h a v e b e e n exceeded, certain
n o n - d u m m y chits a r e treated as d u m m i e s (see 17.2).
J a p a n e s e Arrival Chart
The Arrival Charts may dictate t h a t a force be placed on the map
with a specific Level 1 chit. In this case you do not draw a chit from
the cup. Locate the proper chit from among those not in use and place
it with the force. The force thus is at level 1, rather t h a n level 0, when
it arrives.

11.2 Intelligence Tables


A force at level 1 or higher may receive a new chit at t h e following
times:
A search result "chit +1" is obtained against it.
A US air strike contacts t h e force.
The force conducts an air attack.
The force uses the Close Reaction Table.
The US engages the force in surface combat.
It is a combat force is eligible to bombard a US air base (see
22.0 and 30.0)

It is a transport force t h a t is eligible to unload (see 22.0).


New chits for forces at level 1 and higher are determined by the
Intelligence Tables. There are three Intelligence Tables: Level 1 to
Level 2, Level 2 to Level 3, and Level 3 to Level 4. (For example, the
Level 1 to Level 2 Table is used to assign a Level 2 chit to a level 1
force.)
Intelligence Table Procedure:
1. Locate the table corresponding to the force's current level. (All
intelligence tables are on the chart screen.)
2. Locate the column heading corresponding to the force's chit.
Column heading abbreviations are listed beneath each table.
In the case of a level 2 carrier force there are several columns,
corresponding to different revealed air strengths. Consult the
force's log to determine its revealed air strength, then locate
the corresponding column. If the force has no revealed air
strength use the column labelled "None".
EXAMPLE: A "1-2 Carrier" force having revealed air strength 8 would use the
third column from the left. If it had no revealed air strength it would use
the second column from the left.

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.

Intelligence Table Die-roll Modifiers


DESIGN NOTE: The modifiers cause intelligence results to be consistent
with the current game situation. For example, modifiers for revealed
air strength cause more carriers to turn up with those forces which
have launched big air strikes. The modifier for secondary objective
guarantees that the Japanese will not send the bulk of their forces
against the secondary goal.

Carrier Force Modifiers:


l. If the force has a n y revealed air strength (see 15.1) the die roll may
be modified as follows:
Level 1 to Level 2: Underneath the table is a chart of the die
roll modifier for each revealed air strength. Exceptions: A die roll
of 10 is not modified; a die roll of less t h a n 10 is never modified
to greater t h a n 9.
EXAMPLE: Treat a roll of 8 with modifier "+2" as 9, n o t
as 10. Notice t h a t r e s u l t s for die roll 10 a r e special;
h e n c e this special t r e a t m e n t .

CARRIER Rules Page 28


Level 2 to Level 3: No die-roll modifier (revealed air strength
affects the choice of column instead).
Level 3 to Level 4: No dieroll modifiers
2. There is a die-roll modifier for t h e carrier commitment limit in the
scenario.
When increasing a level 1 force whose objective is t h e secondary objective in the scenario, subtract 4. This does not apply
to any carrier force which has a revealed air strength. It
applies only to level 1 forces.
EXAMPLE: The primary Japanese objective is Port Moresby and the secondary objective is Guadalcanal. Thus, a Level 1 carrier force possessing no
revealed air strength, and with Guadalcanal as its objective, would have
modifier -4. If it had had any revealed air strength, that -4 modifier would
not apply. On the other hand, a Level 1 carrier force with revealed air
strength 9 would have a modifier of 0 no matter what its objective.

Intelligence Table Results


Level 1 to Level 2 and Level 2 to Level 3: The result is the new Force
chit. Abbreviations are listed beneath each table. Place the corresponding chit. Note t h e following special cases:

For a carrier force increasing to level 3, immediately reduce


the force's air value by the number of losses recorded on its log
(see 15.3, 15.2).
When a carrier force with no revealed air strength increases
to level 3, the Commitment Index increases (see 17.2).
If you obtain a "Dummy" result, immediately remove the force
from play. (Exception: If the force has a Target marker, see
Dummy Targets, 6.0.)
After commitment limits have been exceeded, certain results
cause some level 1 and level 2 forces to be removed from play.
(17.2).
Level 3 to Level 4: Each table lists the exact number of ships of each
type. Follow this procedure:
1. Draw at random the proper numbers of ships of each type from
among all Japanese units not in play .
In some cases individual carriers belonging to a level 3 force
will already have been identified and placed in a holding box
(see Carrier Units below). If t h e result obtained fails to include
all such ships, roll again until you gain a result t h a t does.
EXAMPLE: CV'S Shokaku and Zuikaku are in the holding box of a level 3 force
increasing to level 4. The level 4 result obtained includes only one CV, not
two. Roll again.

When drawing carriers, consult the Ship Availability Chart


(see chart screen).

If the required ships are not available in t h e counter mix, roll


again. If counter mix and Ship Availability Chart restrictions
make it impossible to create any of t h e combinations shown on
the table, you may substitute a smaller type ship for a larger
(see 2.2 for ship sizes). Always substitute a carrier for a carrier,
and a surface ship for a surface ship, and substitute by the
largest type permissible. If it still is impossible to create any
of the combinations shown on the table, do not roll again, but
place as many ships (including substitutions) as possible for
the result originally rolled.

2. Place the ships in a holding box.


3. Place a "Level 4" chit underneath the force. Note t h a t Level 4 chits
simply say "Level 4"; they do not state the force's composition.
4. If the force includes carriers, determine each carrier's current air
value (see 15.3).
If t h e level 3 force is a carrier force with a screen, both the carrier
and screen chits increase. Use t h e same modified die roll for both,
reading the results from t h e carrier and surface level 3 to level 4 tables
respectively.

Coastal Sea Hexes


A Japanese carrier force may not appear in a coastal sea hex.
(These are t h e l i g h t blue s e a hexes.) If you draw a chit requiring
this, replace it in the force chit cup and draw again. If you roll an
intelligence table result requiring this, ignore the result and roll
again.

Chit Increase: Air Strikes


If a force contacted by an air strike h a s a chit of level lower than
4, perform the following steps in order:
1. If t h e contacted force is already at level 3, increase it to level 4 using
the Level 3 to Level 4 Table.
2. If the target is a carrier force at level 1 or 2, increase it to level 3
immediately. Use the Intelligence Tables as usual. If t h e force is level
1, you first use t h e Level 1 to Level 2 Table and then use the Level 2
to Level 3 Table.
If t h e target is a surface or transport force at level 1 or 2, increase
it to level 4 immediately.
3. If the target force did not previously have a revealed air strength,
but is a carrier force (possibly having become one during step #1),
increment the J a p a n e s e carrier commitment index (see 17.2) by
threequarters t h e air value the force now has.

The Ship Availability Chart


This chart (see rules booklet) lists every ship in the game and
indicates whether it was available at each scenario time period. Each
time you draw a Japanese carrier during play, consult this chart. If the
carrier you have drawn was not available at t h e time period of the
current scenario, set it aside and draw another.
If t h e required number of ships of t h e right type are not available,
follow the procedure outlined under t h e "Level 3 to Level 4" portion of
the I n t e l l i g e n c e Table R e s u l t s section (see above).
Option: It is recommended, but not required, that you check all
Japanese ships not just the carriers against the chart.
DESIGN NOTE: Without the SNp Availability Chart, the fleet carriers
historically sunk at Midway could arrive in later scenarios. This would
upset balance considerably. Checking all other ships against the
chart will make your game more historical but is not as essential for
balance. Ships listed as "not available" at a particular time period
were either already sunk or known by the U.S. to be committed
elsewhere.

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:

When a carrier force reaches level 4 you randomly draw the


required number of carrier units of each type to determine
exactly which carriers the force contains.

When a carrier in a level 3 force suffers damage you draw one


ship counter, the damaged carrier.

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.

CARRIER Rules Page 29

11.3 Japanese Screens

11.5 Summary of Force Chits

DESIGN NOTE: The screen was a group of destroyers, cruisers, and


battleships which contributed antiaircraft fire and protected against
enemy surface vessels. Usuaity about 8 to 12 surface vessels formed a
circle around each carrier.

Each Japanese carrier force has a screen t h a t is represented by a


second Force chit permanently attached to the carrier force. Thus, a
carrier force with a screen consists of two inseparable components:
the carriers themselves and the screen. The screen chit increases
through the intelligence process the same as other Force chits. Only
carrier forces have screens.
Initial D e t e r m i n a t i o n
An initial strength for t h e screen is determined t h e first time the
force is attacked, or when the carrier force chit is increased to level 3.
If a US air strike contacts a carrier force having no screen, determine
the screen using t h e Intelligence Tables and Screen Generation
Chart, as follows:
If the carrier force is increasing to level 3, use the Level 2 to
Level 3 Table.

D u m m y (Used only in cup)

Level 1:
Carriers
Surface
Large
Medium
Small
Transports
All except "Transports" are used only with combat forces.

If the carrier force is increasing to level 4, use t h e s a m e d i e roll


for both carrier and screen components when using the Level
3 to Level 4 Table.

The Screen Generation Chart (see chart screen) indicates


what "Level 2 chit" value to use for t h e Level 2 to Level 3
Intelligence Table.
Record the screen strength exactly as for a surface force: use a
chit if it is level 3, and draw ship counters if it is level 4.
Intelligence and Screens
If a level 3 carrier force with a screen increases to level 4, the
screen increases at t h e same time. U s e t h e s a m e die roll for b o t h
the carriers and the screen. Read the new screen strength from the
column corresponding to the screen's force chit.

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

Commitment and Screens


A screen affects t h e Japanese surface commitment index t h e
same as a surface force. But the limit's being exceeded has no effect
whatever on generation of screens. Screens are generated and increase in t h e same way regardless of whether the limit has been
exceeded.
Effects of S c r e e n s
The screen exerts an A.A. value against air attacks.
The screen engages in surface combat should this be necessary.
If All Carriers are S u n k
If all t h e force's carriers are sunk the screen becomes a surface
force. It retains its current Force chit and whatever ships it presently
has. Its revealed air strength becomes 0, so it can never launch an air
strike.

11.4 Intelligence Level Decrease


Level 2 chits may decrease to level 1 if the force is Undetected at
the end of t h e game turn. Level 1 chits may decrease to level 0 if t h e
force has no revealed air strength and is Undetected at t h e end of the
game turn.
At t h e end of each game turn, roll one die for each Undetected
(neither Located nor Approximately Located, see 12.1) level 1 or level
2 force. On a roll of 1 or 2 the chit decreases one level, as follows:
Original Chit
N e w Chit
L1 (any)
none (Force becomes L0)
L2 Carrier (any)
L1 Carrier
L2 Large Surface
L1 Large
L2 Medium Surface
L1 Medium
L2 Small Surface
L1 Small
L2 Transport (any)
L1 Transport
If a chit removed due to intelligence level decrease was originally
drawn from one of the two chit cups (i.e.; if it has a green or blue color
band), then it is immediately returned to t h e cup.
Note: It is possible t h a t Intelligence Level Decrease will
c a u s e a J a p a n e s e force t h a t is t h e target of a US airstrike to
decrease to level 0. This is t h e only situation in which an
airstrike m a y a t t a c k a level 0 force (note t h a t t h e force
would h a v e to h a v e b e e n level 1 at t h e time t h a t t h e strike
w a s initiated).

"Large", "Medium", or "Small indicates approximate force


size; "Surface" or "Transport" indicates type of ship.
Carrier and Surface chits are used only with combat forces,
and Transport chits only with transport forces.

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.

CARRIER Rules Page 30

12.0 Search and Detection


DESIGN NOTE: Carrier bathes were won by hitting the enemy with a
hard blow first. To hit the enemy you had to find him. In Carrier you
start off only with the knowledge of where Japanese force counters
are. You must search them to find out which ones are real, and to fix
their location so that you can launch air strikes. In the actual battles
reports would be incomplete, conflicting, and often out of date. The
increasing cNt levels represent growing certainty about enemy forces.
Your initial knowledge of level 0 forces represents longrange air
reconnaissance, codebreaking, and coastwatcher information.
Detection represents more precise location, enough to strike.
Detection information in real life and in the game holds good for
only a short time; you must act on it quickly. A key problem for you will
be deciding how many planes to send on search and how many to
save for strikes. If you don't find the enemy you can't strike him at all;
but if you expend too many planes on search, you won 7 be able to
strike hard enough.

12.1 Detection Status


Each Japanese force is in one of three states at all times: located,
approximately located, or undetected. Located and approximately
located forces are collectively called d e t e c t e d .
An approximately located force receives an Approximate
Location ("?") marker.
A located force receives a "Located" marker.
All forces are undetected when they enter play. They become
detected through search and through strike contact. The first time a
force is detected, it receives a Force chit. It keeps this chit even if it
should later become undetected again. (Exception, Chit Decrease,
11.4)

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.)

Location status affects the chance of air strike contact (6.0).

Location status affects the chance of success in later searches.

Reducing Detection Status

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.

Each carrier t a s k force or air base display has a Search Track.


Each track box has an Available section and a Used section. Steps in
the Available section have not yet searched during the current turn;
steps in the Used section have done so.
In each Search Track box is printed a search coverage area, for
example: "0-3". These two numbers are the minimum and maximum
coverage ranges in hexes. When you resolve search for a box, Japanese
forces within the minimum and maximum ranges from the task force
or base can be detected.
EXAMPLE: When you resolve search for the box labelled "0-3" on TF 16's
track, any Japanese force at a distance of 0 through 3 hexes from TF 16
may be detected.

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

DESIGN NOTE: You must continue to keep watch on detected enemy


forces, or you will lose contact with them.

If a detected force is face-up at the time it is activated (i.e., it has


not yet been successfully searched in current turn), its detection
status is reduced to a lower level:
If the force was located, it becomes approximately located.
If t h e force was approximately located, it becomes undetected.
Detection status is reduced even if the force does not move when
activated.

12.2 Air Search Procedure

Search Track

You search for the J a p a n e s e with your aircraft. All US aircraft


types except TBD's and P-39's may conduct searches.

Air Search Tracks


DESIGN NOTE: Searching units would fly out from the carrier, turn 90
degrees and fly a short distance, and then return thus tracing out a
''pie slice." The Search Track boxes indicates the units' current
positions on these paths. As a unit moves along the Search Track it is
first moving away from the task force, then moving back. The numbers

CARRIER Rules Page 31

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

Air Search Resolution Procedure


When a box has been selected for which to resolve search, search
is resolved simultaneously for all available units in t h a t box. All units
in the available section of the box must participate.
Each Japanese force within coverage range is searched, one force
at a time. All air units in t h e Search Box search each force within
coverage range.
To obtain search results, use the Air Unit Search Table (see chart
screen). For each force, roll t h e die, modify as listed beside t h e table,
and read the result. Results are listed beside the table and implemented as follows:
1. If the force's current level is 0 and you obtain either the "L" or "?"
result, draw a chit from the cup. If the chit is a Dummy, remove the
force from play and do not proceed further.
2. If you obtain either the "L" or "?" result, flip the J a p a n e s e force facedown to indicate t h a t you have searched it successfully in the current
turn.
3. If the result was L", place a "Located" marker; if "?", place an
Approximately Located ("?") marker. Note t h a t if t h e target already
has a "?" marker, "?" results are treated as "L".
4. If the result was "chit +1", immediately use t h e Intelligence Tables
to determine the new chit (see 11.2). Note: If the force was level 0 prior
to step 1, do not increase it to level 2 now; "chit +1" results have no
further effect. Also, if the force is already at level 4 no increase occurs.
5. If the Intelligence Table result in step 4 causes a noncarrier force
to become a carrier force, place a US Advantage marker on it.
Note: All s e a r c h e s in t h e s a m e Air S e a r c h P h a s e a r e
considered to o c c u r simultaneously. A Location result from
one search, for example, does n o t benefit other s e a r c h e s in
that phase.
EXAMPLE: The Available section of a task force's "47" Search Track box
contains three steps. You d e c i d e to search with this box. All three steps
must participate. Two Japanese forces are located between four a n d
seven hexes away. You roll "2" for the first force, which currently is
Undetected a n d at level 0. The roll is modified to "3" because three steps
are searching. The result is 1, c h i t + 1 " . You draw a chit from the c o m b a t
cup; it reads "Large*. You place this chit under the force a n d a "Located*
marker on top, a n d flip the force over. The second force has a " ? " marker.

DESIGN NOTE: If you locate a Japanese carrier force by search, you


may well have surprised it. US Search markers record this advantage,
making it less likely that the force will hit you at the next opportunity.

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)

Search During Japanese Movement


If a Japanese force moves into the coverage area of Used steps
during an Action Phase, those units may immediately attempt to
Detect it. This does not apply to Available steps.
EXAMPLE: A Japanese force is 4 hexes away from your task force. You have
already searched at range 0-3. The force moves, entering a hex 3 hexes
away. You may immediately search it.
DESIGN NOTE: In the example just given, note that without this rule you
would completely miss your chance to search the Japanese force.
The rule prevents Japanese units from evading search in an unrealistic
way through the luck of the play sequence.

Returning from Search


In t h e Arrival Phase, steps in the Used portion of the last track
box must be placed in t h e Landing box of their task force or base with
a Time Aloft marker equal to its printed endurance value. If all carrier
decks or runways currently are inoperative, the usual options for
steps in a Landing Box apply (see 19.2).
EXAMPLE: Thus, an SBD step entering the Landing Box from the Search Track
would receive a Time Aloft marker of '14.'

Search Endurance Limits


An aircraft step on t h e Search Track may not be advanced into
a box whose maximum coverage range exceeds h a l f the step's endurance. The unit is placed in t h e next box with maximum coverage range
less t h a n its current box.
EXAMPLES:

1. An SBD step searching from Guadalcanal is located in the "4-7" box.


It cannot be placed in the "8-9" box, since 9 exceeds half its range. It is
placed in the next "0-3" box instead.
2. A F4F step is launched for search a n d placed in the "0-3" box. The F4F's
endurance is 12. It cannot be a d v a n c e d to the "4-7" box because 7
exceeds half of 12. (If it were to fly out 7 hexes a n d back, it would fly 14
hexes in all, which is beyond its endurance.) The step is a d v a n c e d to the
Landing box instead.

CARRIER Rules Page 32

13.0 Standard Game Sequence


13.1 Sequence Chits

Scenario 4: Air Search Officer

Sequence chits are used during the Japanese Segments of the


Action Phases. You draw chits randomly from a cup. The chit drawn
determines t h e next Japanese force to act.

T h e Situation: In this scenario you have the job of an air search


officer trying to sort out the many Japanese forces bearing down on
your ship.
To play this scenario you need the map, one carrier task force
display, and the chart and table screen. In fact, the only table you need
is the Air Unit Search Table, which appears on the screen.

The Sequence Chit Mix


There are three types of sequence chits (see sample units):
Each Sequence chit causes one Japanese force to be activated.
It bears that force's identifying number.
Blank chits cause no action.
Special chits relating to Rabaul and PBY Searches are used
only with Advanced rules.
Set up and change the chit mix as follows:
At the start of the game you place a number of blank chits
specified by scenario into t h e cup. These chits always
remain in the mix.
When a J a p a n e s e force is placed on the map during the Arrival
Phase, immediately locate the corresponding Sequence chit
and place it in the cup.
In the Game Turn E n d Phase, remove from the Sequence chit
cup the Sequence chits of all forces which were determined to
be dummies during t h a t t u r n . Then place all remaining chits
back into t h e cup.

13
J 5/5/5/*

14
J 6/5/5/*

15
J 6/5/6/*

Number of Chits to Draw


The total number of Japanese forces in play determines the
number of chits drawn each segment. During t h e Arrival Phase, after
placing new Japanese forces on the map, count the number of forces
in play. Place t h e Number of Forces marker in the corresponding box
of the Records Track.
At the instant a new force arrives in play, increment the Number
of Forces marker (i.e., move it forward one box). Do not decrement the
marker at the instant a force is revealed as a dummy (the marker is
adjusted in t h e arrival phase of the following turn)
Next to t h e initials "J" in each Records Track box appear three
numbers separated by slashes, plus an asterisk: e.g., "6/5/5/*". These
are the numbers of sequence chits to draw in the first/second/third
action phases, the same as for US forces. In the fourth action phase,
draw all remaining sequence chits, regardless of how many there are.
The "* " indicates this. (Thus all remaining chits always are drawn by
the end of t h e turn.) An Sequence chit for a force which has been
removed from play does count against the number of chits drawn in
t h a t segment.
After drawing a sequence chit, set it aside. Do not replace it in the
cup until the end of the game turn.

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.

Dauntless of the USS Yorktown attack the Japanese carrier Shoho.

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.

The Japanese use Mission Movement throughout. All forces


have objective New Hebrides. Remember air source effects.
The US carriers are air sources, but Henderson Field is not,
since it has no units in this scenario.

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:

Each located force: points equal to twice current level.


Each approximately located force: points equal to current
level.
Each carrier force: double the preceding awards.

Each force revealed as a dummy: 1 point.

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.

Assess your performance as follows:


Points Result
18+
Outstanding performance. Your searches enable your fleet
to surprise t h e Japanese and win t h e battle. You are
promoted and decorated.
14-17
Good performance. A letter of commendation is placed in
your promotion jacket.
10-13
Your admiral is dissatisfied with your performance, and
gives you a non-career-enhancing fitness report.
0-9
Your inept searching allows the Japanese to hit your fleet
with a surprise attack, in which you are killed.

CARRIER Rules Page 33

14.0 Close Reaction and Surface Combat


14.1 Adjacent US Task Forces and
Japanese Movement
The movement of J a p a n e s e forces activated when adjacent to US
task forces is determined using the Close Reaction Table. Movement
is influenced by the relative approximate sizes of t h e two forces. Also,
Japanese carriers and transports are restricted from entering hexes
adjacent to US t a s k forces, depending on the relative sizes involved.
F o r c e Size D e f i n i t i o n s
A small Japanese carrier force is any Level 3 or Level 4 force
whose carrier component consists of CVL, 2 CVE, 2 CVL or
CVE + CVL, not counting any ships with damage points equal
to or greater t h a n onehalf hit capacity (heavily-damaged).
A surface force is large, medium, or small if its Force Chit
includes the word "Large", "Medium", or "Small" respectively.
EXAMPLE: Level 2 "Large Surface" and level 3 "Large BB" forces are both
large surface forces.

The table classifies J a p a n e s e level 4 surface forces according to


largest ship type. For example, "L4 BB" refers to any level 4
force containing a battleship. Ignore all heavily damaged ships
when determining a force's size definition.

A large US surface task force is a US t a s k force containing at


least six ships, of which at least two are heavier t h a n a
destroyer and none of which are carriers or transports. When
determining this, do not count any ship with damage points
equal to or greater t h a n one-half hit capacity (heavily damaged).
EXAMPLE: Four DD's plus two CA's constitute a large surface task force. If
one of the two CA's had hits equal to or greater than one-half its hit
capacity, this would not be a large surface task force.

Movement into H e x e s Adjacent t o U S Task F o r c e s


Any carrier force may never move into a hex adjacent to a large
US surface task force.
A small carrier force may never move into a hex adjacent to any
US surface task force.

A transport force may never move adjacent to a large US


surface task force.
In all cases, if the Japanese force cannot carry out its prescribed
move without violating these restrictions, the force does not move.

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.

E x c e p t i o n : J a p a n e s e forces w h i c h have a n "Battle E x h a u s t


2" m a r k e r on their force displays will never initiate surface
combat. W h e n consulting t h e J a p a n e s e reaction table for
s u c h forces, treat all "E", " E 1 " , "E2" a n d "USOp" r e s u l t s as
"R" instead, (see Battle E x h a u s t i o n below).

Japanese Close Reaction Table

Entry into U.S.-Occupied Hexes

This table gives movement instructions for Japanese forces


activated when either adjacent to a US t a s k force or in t h e same hex.
E x c e p t i o n : A J a p a n e s e force located in its objective h e x
does n o t u s e t h e Close Reaction Table. It r e m a i n s in t h e
objective h e x u n t i l it h a s completed its mission. (9.0)

A force enters a U.S.-occupied hex only if directed to by the Close


Reaction Table (see below). Otherwise, if the movement procedure
dictates entry into a U.S.-occupied hex then choose a different hex by
the procedure for evading all-land hexsides.

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.

14.2 Surface Naval Combat

2. Crossreference t h e row with t h e type of US task force adjacent or


in the same hex. If more t h a n one US task force is present, use the
leftmost applicable column.
3. If the result is a single letter (for example, "E"), take the corresponding action.
4. If the result consists of several letters prefixed by die rolls, roll one
die and take t h e action corresponding to the die roll.
EXAMPLE: A Japanese carrier force with 1 CVL is adjacent to a US task force
of four DD's. The Japanese force is "small carrier", the US task force is
"other surface". Cross-referencing these produces the result "R": the
Japanese force retreats.

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)

CARRIER Rules Page 34


5. Retreat: The losing side retreats. If the losing side has carriers or
transports, a second round of combat is possible.

Initiating Combat (Engagement)


A force or t a s k force may enter an enemy-occupied hex and
engage a single enemy force or task force in surface combat. Only one
enemy force or task force from each side can fight surface combat at
a time; others in the hex have no effect. The moving side is the
attacker.
E x c e p t i o n : Forces or t a s k forces which have "Battle
E x h a u s t 2" m a r k e r s on their t a s k force display m a y n o t
initiate surface combat.
J a p a n e s e e n g a g e m e n t : A Japanese force engages only when the
Close Reaction Table specifies it (see 9.0); t h e table specifies which
t a s k force the Japanese attempt to engage.
US e n g a g e m e n t : A US task force m u s t attempt to engage some
Japanese force when it enters a Japanese-occupied hex. If more t h a n
one Japanese force occupies t h e hex, a surface force must be engaged
if possible; if none is present, any force can be engaged. Within the
bounds of this restriction, a US t a s k force engages whichever J a p a nese force t h e player wishes it to, even one t h a t is Undetected. Any US
task force may attempt to engage.

A US task force may never try to engage more t h a n one


Japanese force in a single segment, even if more t h a n one is in
the same hex.

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.

Surface Fire Table


To resolve each ship's fire, locate t h e column corresponding to the
firing ship type and nationality. Ships have no numerical values for
surface attack; the ship type and nationality alone determines the
column. Roll the die, apply all necessary modifiers (listed with the
table), and crossreference with the column to obtain a result.
The result is the number of hits inflicted on the target. Place a
numerical marker underneath t h e damaged ship. If hits exceed the
number required to sink the target, ignore the excess.
Each side's fire occurs simultaneously and results are applied
only after all ships have fired.
Surface F i r e Dieroll Modifiers
Modifiers (all cumulative) are listed with the table.
Ship Types: In some cases there is a modifier when a ship fires at a
different ship type.
Firer Damaged: Three modifiers for damage to the firing ship are
listed with the table.
Target Heavily Damaged: A modifier applies if t h e target is heavily
damaged (see Heavy Damage).
Evasion: If e i t h e r side is evading, modify both sides' fire as listed.
Modifiers are different for each side and ship type.
Battle Exhaustion A -1 modifier applies if the ship belongs to a force
t h a t h a s a "Battle Exhaust 2" m a r k e r on its force display.
DESIGN NOTE: The voluntary US modifier and Japanese evasion both
represent attempts to avoid combat. If you choose the modifier you

CARRIER Rules Page 35


are attempting to run away. The engagement therefore takes place
at greater ranges and lasts for a shorter time. Japanese evasion
affects the US more heavily than the Japanese because many
Japanese ships had heavy stern armament. They had anticipated
frequent need to evade combat and had designed their ships and
trained their crews for it.
The Surface Combat Table reflects not just weapons, but also tactics.
For example, US squadrons seldom got the most out of their firepower
in night actions, because they fought in an unsuitable singleline
formation. Ship type modifiers represent the effects of armor. It was
assumed that DD 's would attack mainly with torpedoes; the column
for Japanese DD fire reflects the formidable power of the "Long
Lance.'

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,

A force possessing a "Battle Exhaust 2" marker may not


initiate surface combat so long as t h e marker remains. For
Japanese forces treat all "E", "E1", "E2" and "USOp" results on
the Close Reaction Table as "R" instead.
In surface combat the fire of all ships in the force suffers from
an adverse die roll modifier (see Surface Combat Table modifiers above).
During the end phase of the nextTturn #6 (1200 hours) remove
all Battle Exhaust markers except those placed or flipped t h a t turn
(See Game Extension, 24.0).

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.

In surface combat, a dieroll modifier applies to fire against


heavily damaged ships.

CARRIER Rules Page 36


COMPREHENSIVE EXAMPLE Of SURFACE COMBAT:

A Japanese level 3 Med BB force is adjacent to a US force of one CA a n d


six DD's. The Japanese force is activated. Consulting the Close Reaction
Table, the Japanese force is "medium" and yours is "othersurface"; a dieroll of 5 produces "USOp". Realizing you are outgunned, you choose
evasion. You use the level 3 to Level 4 Intelligence Table, a n d roll 9: 2 BB,
1 CA, a n d 4 DD.
The Japanese m a t c h up against you as follows: the two BB's against your
CA, while the CA a n d 4 DD's e a c h fire at a differentone of your destroyers.
You match yourCA up against one of the BB's, two DD'seach against two
of the Japanese DD's, a n d one DD against e a c h of the other two
Japanese DD's.
Assuming no ships have any d a m a g e , the Japanese BB's receive a -2 for
your evasion. Die rolls of 6 a n d 9 would be modified to 4 a n d 7 a n d would
result in 0 a n d 3 hits respectively. The remaining fire would be resolved the
same way. After all fire has been resolved, you must retreat, because you
chose evasion. If the Japanese suffered more hits than you did, they
would also have to retreat.

Scenario 5: Solomons Brawl


T h e Situation: Numerous surface forces are converging on Ironbottom Sound to determine mastery of the sea off Guadalcanal. While
hypothetical, this situation is typical of several that occurred or could
have occurred in reality.
To play this scenario you need the map, the Japanese Close
Reaction Table and the surface combat tables (on the chart screen).
Summaries of Japanese movement when not adjacent to US units
appear on t h e map.
Japanese Forces, Force chits, and starting hexes:
Force 1 Medium Surface; hex 2428.
Force 2 Small Surface; hex 2330.
Force 3 Medium Surface; hex 2227.
Force 4 Small Surface; hex 2328.
All have objective Guadalcanal. Place the four Activation chits
plus seven blanks in the sequence chit cup, and set t h e Number of
Forces marker at 4.
U S Task F o r c e s a n d s t a r t i n g h e x e s :
TF 62.4 Any four CA's, any six DD's. Hex 2427.
TF 64 Washington, South Dakota, any four DD's. Hex 2525.
TF 17.2 Any six DD's. Hex 2529.
How to Play
Use the standard sequence of play, with each t u r n consisting
only of the four Action Phases.
For purposes of combat resolution, all t u r n s in this scenario are
night. Use t h e "night" results on t h e Japanese Close Reaction
Table, and t h e night die-roll modifiers for fire.
There are no air units or air sources (not even Guadalcanal is
an air source; it's after dark). The only activities are movement
(using standard rules), intelligence, and surface combat. You
need not record Detection.
All ship counters on both sides are available for this scenario.
Intelligence
Ignore any intelligence rolls which call for carrier or transport
forces; roll again.
Victory
Play four game t u r n s . Victory is determined by victory points.
Points are scored for sunk and damaged ships as per 22.0.
If Japanese ships occupy hex 2526 at the end of the game and
US ships do not, the Japanese score points. Each CA or BB is
worth 1 point and each DD is worth 1/2.
If no Japanese ships occupy hex 2526 at t h e end of the game,
the US gains 5 victory points.
The side with t h e greater number of victory points wins.

TBD Devastator launching torpedo.

A US battleship plying its trade.

CARRIER Rules Page 37

15.0 Japanese Air Strikes


DESIGN NOTE: Every Japanese force is a potential carrier force until
proven otherwise. So. both carrier forces and forces of uncertain
composition may make air attacks when activated. Until you are
certain a force does not contain carriers, the air attack procedure
may reveal it to be a carrier force, and it can attack you. If a force
does not attack you, this does not prove that the force has no air
assets; they just didn 't attack you at that time.
Basically for each force which may possibly contain carriers, you first
check whether possible air strike targets are within a certain distance.
If they are, then check whether an attack actually is launched and
if so, against what and in what strength.

15.1 Which Forces are Eligible to


Strike
A force is eligible to strike if it is of t h e proper type and within
range of a target. Which forces are of proper type depends on whether
the carrier commitment limit (see 17.2) has been exceeded, as follows.

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.)

#1 (0520) of each day, t h e maximum


is 2 hexes.
#2 (0640) of each day, t h e maximum
is 5 hexes (3 hexes against a surface

DESIGN NOTE: The Japanese would attack carriers at as great a range


as their planes could fly (9 hexes). They would attack airfields only from
a shorter (safer) range, and surface forces only if those forces were
threateningly close. Note that game turn 7 begins at early dawn. To
attack at greater than 2 hexes during that turn, the Japanese would
have to launch the attack in the dark of night, which they would not
do. They did have a small number of night-qualified search pilots,
however. So you can be sure that the Japanese are at least searching
for you during the first two turns, and the blows can arrive on the third.

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.

15.2 Japanese Air Strike Procedure


DESIGN NOTE: The procedure has two main parts: first you determine
whether the force does in fact reveal itself to contain carriers and
launch some kind of attack: if it does, you use tables to determine the
attack's target and strength. Step (I) determines whether the force
contains any carriers. For level 2 and higher forces this will be obvious,
but for level 0 and 1 forces it requires a test. Step (2) determines the
target: while step (3) determines the attack strength.

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

If a l e v e l 1 Large, Medium, or Small chit is drawn, proceed


to step (b)

Level 1
Large

Level 1
Medium

Level 1
Small

If a n y other chit (i.e. a Level-1 Surf or Dummy chit), is drawn


replace it in t h e cup and stop. There is no air attack. Even a
Dummy chit is replaced (you do not remove the force).

b. If the force already has a level 1 "Large", "Medium", or "Small"


chit perhaps just drawn in step (A) roll one die and consult
the Level 1 to Level 2 Intelligence Table.
If the table result is a c a r r i e r f o r c e , t h e level 1 force becomes
t h a t force. (Save the level 1 chit until the conclusion of step (2),
however t h e intelligence increase may be cancelled.)
Level 2
1-2
Carrier

Level 2
2-3
Carrier

Level 2
3+
Carrier

If the table result is a non-carrier force, stop; there is no


attack. In.this event, a level 1 force does not increase to level
2. And if the force was level 0 at the start of the procedure, it
reverts to level 0 now. (The force may still be revealed to
contain carriers later in t h e game.)
Level 2
Large
Surface

Level 2
Medium
Surface

Level 2
Small
Surface

Level 1
Tmspt

Note: It is i m p o r t a n t to realize t h a t a force c a n c h a n g e level


at this time o n l y if it reveals itself to be a carrier force. Any
other potential c h a n g e is ignored like a football play
called b a c k for a penalty.
2. D e t e r m i n e w h a t target(s) t h e force a t t a c k s .
a. If a US task force is adjacent, see Adjacent US Forces below.
b. If no US task force is adjacent, use t h e Carrier Air Attack
Target Table (see chart screen).
If none of t h e targets specified by the table is in range, stop. There
is no attack. Any chit change which took place in Step #1 is cancelled
for example, if the force began as level 0 it reverts to level 0 now.
3. D e t e r m i n e t h e s t r e n g t h of t h e s t r i k e using the Air Attack
Strength Tables on t h e Chart Screen.
a. If the force is level 3 or 4, adjust its air value for unavailable
points (see Lost and Unavailable Air Points). If the force is level
1 or 2, make no adjustment now; proceed to step (b).
b. Roll the die and consult the table.

CARRIER Rules Page 38


c. If the force is level 1-2, now make any necessary adjustment
for lost or unavailable points (see Lost and Unavailable Air
Points).
d. If t h e strike has two waves, place a Second Wave marker and
note the second wave strength on the Japanese log.
If the generated attack strength is zero ("0"), stop. There is no
attack. Any chit increase which took place in Step #1 is cancelled.
Thus, if a force began as level 0, it now reverts back to level 0.
4. U p d a t e t h e r e v e a l e d air s t r e n g t h (see 16.1) and i n c r e m e n t t h e
carrier c o m m i t m e n t i n d e x (see 17.2). Commitment limits may
require t h a t you reduce the attack strength (see 17.2).
EXAMPLE: A force having revealed air strength 12 and no points lost/
unavailable makes a 14-point attack. You record its new revealed air
strength as 14. Increment the commitment index by 2 (see 17.2).

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.

Recording the Strike


Each Japanese force's log has spaces to record air strikes. On it
is recorded the following data on each strike: number of participating
air points, losses, surviving strength, and t u r n on which the attack
lands. (This information affects future attacks.)
The range from t h e attacking force to t h e target determines the
t u r n on which the strike lands, as follows:
Range Turn of Landing
0-2
Same t u r n
3-6
Following t u r n
7-10
Two t u r n s later
11-14
Three t u r n s later
15+
Four t u r n s later
Strikes land during t h e J a p a n e s e Log Updating Step of the Game
Turn E n d Phase. If a Japanese air strike lands after dark, roll on t h e
Extended Range / Night Landing Table exactly as you would for a US
strike, and remove the indicated fraction of those air points t h a t
survived t h e attack (rounding nearest, rounding one-half up).
EXAMPLE: An attack launched on g a m e turn 5 would land on g a m e turn 5
if the range were 2 hexes, on g a m e turn 6 if the range were 3 hexes, and
on g a m e turn 7 if the range were 8 hexes. This holds regardless of phase.
If the attack were launched at range 3 hexes, had strength 6, a n d had
suffered 2 losses, you would record it like this:

modifiers reflect t h a t it is less likely for the Japanese to find and


attack you earlier in the day.) Cross-reference the modified die roll
with each column. Results are explained beside the table.
If the priority target is within range, t h e force attacks that
target; otherwise it attacks t h e alternate; if the alternate is not within
range it attacks the second alternate.
Table results describe targets and give criteria for choosing if
more t h a n one target meets t h e description. If there is still a choice
after applying all criteria, choose randomly.
Note t h a t for a die roll of "6", "Airfield(P)" is the first alternate
after "Carriers(P)" and vice versa. If a US carrier task force was in
range and no airfield was, t h e result would become "Carriers". If an
airfield were in range and no carriers were, the result would become
"Airfield". (Thus, two partial attacks 'add up* to one full strength
attack.)
R a n g e s : As noted on the table, a force never attacks an airfield more
t h a n 6 hexes away or a US surface force more than 3 hexes away. If
neither t h e Priority, Alternate, nor Second Alternate target is within
range, the force makes no attack. Skip the rest of the procedure.

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:

Any force will attack an adjacent large surface task force in


preference to any other target. If there is more t h a n one, it
attacks t h e task force with greatest total number of ships.

A small carrier force will attack any adjacent task force


large or not in preference to any other target. If more than
one task force is adjacent, choose by priority:
a. A carrier force
b. A surface force
c. The force with the greatest number of ships
d. Randomly
For definitions of "small carrier force" and "large surface task
force", see 14.1 or the Japanese Close Reaction Table.

The Air Attack Strength Tables


There are two Air Attack Strength Tables (see chart screen), one
for level 1 and 2 forces and the other for level 3 and 4 forces. The
procedures are as follows:
Level 1 a n d Level 2:
1. At the top of t h e Air Attack Strength Table (Level 1 And 2 Forces),
locate t h e line corresponding to the attacking force.
A level 1 "Carriers" force uses the "Carriers" line.
A level 2 force uses whichever of the next three lines corresponds to its chit.
2. In that line, locate the column corresponding to the force's rev e a l e d air s t r e n g t h . (You do not yet make any adjustment for losses;
see step 4.)
3. Roll the die. If the attacking force has no revealed air strength and
its objective is the secondary objective, subtract 4 from the die roll. If
the range to target is 7-9 hexes, subtract 3. Cross-reference with the
column chosen in (2) to determine the attack strength.
4. The attack strength may be reduced by results gained from the
Level 1-2 Attack Strength Reduction Chart, (see Lost and Unavailable Air Points)
Level 3 a n d Level 4:

The Carrier Air Attack Target Table


The table has three columns: "Priority", "Alternate", and "Second
Alternate". To use t h e table, roll t h e die and modify as listed beside the
table. Note t h a t all rolls on game turns 1 through 5 are modified; the
modifier value depends on t h e turn, as listed beside the table. (These

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

CARRIER Rules Page 39


with that number of air points. A two-number result indicates an
attack arriving in two waves. For example, "4,4" indicates two waves
each of strength 4.

The force's total air losses

The total strengths of all strikes previously launched but not


yet landed. This includes points which will land on the current
gameturn. (These planes aren't available because they
currently are airborne.)

The number of air points not available because of air turnaround (see Turnaround). (These planes aren't available because they are being serviced.)

Strikes in Two Waves


DESIGN NOTE: An all-out Japanese strike consisted of each carrier
launching two full deckloads. usually about half an hour apart. The
strength of each wave gives some clue of the deck capacity and
thus, the number and size of the force's carriers.

A strike composed of two waves is in effect two separate strikes.


The first wave is resolved and recorded immediately. The second wave
is resolved two phases later and recorded at t h a t time. Each wave is
recorded as a separate attack. Each wave's landing time is determined by when t h a t wave attacks.

2. Consult t h e Level 1-2 Attack Strength Reduction Chart (see chart


screen). Crossreference t h e Points Lost/Unavailable (the sum of the
three values above) with the Initial Strength obtained from the Air
Attack Strength Table. The chart result is the actual attack strength.
If the result is "0" no attack occurs.

E x c e p t i o n : No Second Waves will be l a u n c h e d on t u r n #12


(the last t u r n before nightfall), u n l e s s they will a t t a c k before
t h e t u r n is over.
After resolving the first wave strike, place a Second Wave
marker on the target and note the strength of t h e second wave.

EXAMPLE: A level 1 force is attacking on turn 5. Its log appears as shown


below. Three points are in a strike which will land on turn 6; they are unavailable. Also, the force h a d suffered 3 air tosses in an earlier raid. (Note
that these do not include the air point lost in the attack which is still
airborne. It will not be recorded as a "loss" to the force until the end of turn
#6, when the strike lands.) Thus 6 points are lost/unavailable; 3 air losses,
+ 3 still airborne.

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.

A "(P)" result on t h e Carrier Air Attack Target Table indicates a


partial strike. A partial strike is delivered at one-half t h e normal
value (rounded to the nearest whole number). The following special
cases may apply:

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.

LEVEL 1 AND 2 ATTACK STRENGTH


Points
REDUCTION CHART
Lost/

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

For a level 1 or 2 force with lost/unavailable points, halve the


r e d u c e d value.
A partial strike always arrives in a single wave. If the
Strength Table indicates two waves, add their values and then
halve, rounding to t h e nearest whole number.
Regardless of whether a full or partial strike is indicated, the full
value from the Strength Table is used to update the force's revealed
air strength.
EXAMPLE: A force with revealed air strength 6 makes a partial attack. It
receives a Strength Table result of "4,4". The attack will be delivered in
one wave of strength (4+4)/2 = 4. The full value of 8 shown exceeds the
previous revealed air strength 6, so the force's revealed air strength
becomes 8.

Lost and Unavailable Air Points


DESIGN NOTE: The Attack Strength Tables presume the attacking force
has its full complement of aircraft available. But if the force has lost
some aircraft or has other attacks in the air, those planes obviously will
not be available for the current attack. Neither will planes currently
being serviced after returning from a mission. In these cases the attack
strength must be modified. Level 1-2 force strengths are modified
differently from level 3^4 force strengths. This is because for level 1-2
forces you have a record of revealed air strength and losses, whereas
for level 3-4 you have the air value.

Attack strength is affected by the number of points it has lost


earlier in the game or which are currently not available. You calculate
this effect as follows.
Level 1 a n d 2 F o r c e s :
1. After computing an air strike strength on the Air Attack Strength
Table, add up the following (all recorded on the force's log):

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 strengths of all attacks previously launched but not yet


landed (this includes points which will land on the current
gameturn).

The number of air points not available because of air turnaround (see Turnaround).

CARRIER Rules Page 40


2. Subtract t h e sum computed in (1) from t h e force's current air value.
Use t h e adjusted value with t h e Air Attack Strength Table.

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:

COMPREHENSIVE EXAMPLE OF JAPANESE AIR ATTACK

It is the second Action Phase of the third g a m e turn. Force 1 is located in


hex 1827 and Force 2 is in 2126 (please refer to map). Both are level 0. A
US carrier task force is in hex 2423.
Force 2 is activated. It is located in a coastal sea hex; therefore it does not
make an air strike.
Force 1 is activated. It is within 9 hexes of the US carrier task force, and so
it may attack. If the US carrier task force were not present there would be
no attack, since force 1 is not within 6 hexes of Henderson Field. lf this were
g a m e turn 2 there would be no attack, since range cannot exceed 5
hexes on turn 2.

1. Consult t h e J a p a n e s e log. Look at t h e time-of-landing entries for


each of the force's attacks. Determine which have landed previous to
the current game t u r n .

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.

2. For each strike which landed previous to t h e current game t u r n ,


read t h e t u r n of landing and t h e range to t h e target. Consult the
T u r n a r o u n d C h a r t (see chart screen). Cross-reference the t u r n of
landing with t h e range to t h e current target.

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).

EXAMPLE: It is turn 5 a n d a strike landed on g a m e turn 4. You would use the


column, "Preceding Turn".

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.

CARRIER Rules Page 41

16.0 Revealed Air Strength, Air Losses, and Air Value


DESIGN NOTE: Revealed air strength, air value, and air losses are
among the game's more difficult concepts. They also require some
bookkeeping. There is interest in the bookkeeping, however, since you
are solving an intelligence puzzle.

EXAMPLE: A level 1 force with revealed air strength of 6 a n d which has


suffered 3 air losses is launching an air strike. The Air Attack Strength Table
roll (see Air Attack Strength Tables below) indicates that the strike's initial
strength is 6, Consulting the Level 1 -2 Attack Strength Reduction Chart,
you cross-reference the Initial Strength column at the top of the chart (6),
with the # Points Lost/Unav. row along the left side of the chart (3). The
result indicates that the air strike will have a strength of 5. Adding this to
the row number of 3, you get a new total of 8. Thus, you erase the '6'
written in the revealed air strength box of the force's log a n d replace it
with an '8.'

During play you record three important measures of each Japanese carrier force's air assets: revealed air strength, air losses, and air
value.

R e v e a l e d air s t r e n g t h and Air L o s s e s are recorded for


level 1 a n d 2 forces.
Air v a l u e is recorded for level 3 a n d 4 forces.
Note: Although revealed air s t r e n g t h a n d air value fulfill
similar functions in Carrier, they a r e discrete a n d nonequivalent t e r m s t h a t m u s t n o t b e confused with o n e
another.

16.1 Revealed Air Strength


DESIGN NOTE: Because you do not know the exact composition of a
level 7 or level 2 Japanese force, you also do not know exactly how
many planes it has. But you can count how many planes have
appeared in its attacks. In the game, this is revealed air strength. It is
an important clue to a force's size and the probable strength of its
future attacks. Like an intelligence officer, you must estimate the
future from what has been revealed in the past. It can happen that a
force's old revealed strength becomes impossible after the force has
progressed to a higher level. Your lookouts must have miscounted.

LEVEL 1 AND 2 ATTACK STRENGTH


REDUCTION CHART
Points
Lost/
Unav
1
2

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

During play, a revealed air strength is determined for each level


1 or level 2 Japanese carrier force which launches an air strike. This
revealed air strength is the minimum total number of aircraft which
you are able to deduce a particular enemy force must have had at the
opening of the battle.
EXAMPLE: In its first strike of 6 points a force lost 3. Assume that all
surviving points are available for the second attack, and that the second
attack has strength 4. The force's new revealed air strength , as c o m puted by the rules below, will be 7. (You know that it lost 3 a n d is now
showing 4; thus at the start it must have h a d at least 7.)

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.

A force's combat air patrol (CAP) strength never influences its


revealed air strength.

DESIGN NOTE: The row number on the Attack Strength Reduction


Chart, as 16.0 will make clear. Is the number of points the force has
previously lost or which were not available for that attack. By adding
this number to the current attack strength in the procedure above,
you find the The force's minimum total number of planes at the start of
the game the revealed air strength.

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).

Revealed air strength affects the strength of air attacks (see


16.0).
Revealed air strength causes t h e Japanese carrier commitment index to increase (see 17.2).
After a force has reached level 3, revealed air strength has no
effect; do not continue to record it.

16.2 Air Losses


DESIGN NOTE: At the instant each Japanese attack suffers losses, you
record them separately for that attack. When the attack planes land,
you add their losses to the total suffered by the force.

A6M5 Model 52 Zero

Separate from revealed air strength, you keep a running total of


each level 1 or 2 force's air losses. Each log space contains a separate
box in which to keep this tally.

CARRIER Rules Page 42


Losses are added to a force's total losses only when the strike
lands, not at the instant they occur. Losses to each air attack are
recorded in the appropriate strike section of t h e log sheet at the
instant they occur (see 15.0). At t h e end of each game t u r n you consult
the logs to determine which strikes land (see 15.0) at that time.
When a strike lands at a level 1 or 2 force, add the number of
points it lost recorded on the log to the force's total air
losses. Air losses affect air attack strengths (see 16.0).

Losses affect air values at the instant a level 2 force becomes


level 3 (see Changes in Air Value, 15.3). You do n o t record
air l o s s e s for l e v e l 3 or 4 forces.

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).

16.3 Air Value


DESIGN NOTE: Your information about level 3 and 4 forces Is much
more precise than your information about level 1 and 2 forces. At
levels 3-4 you know how many carriers of each type the force has.
Therefore, instead of revealed air strength and air losses, a single more
precise measure of air strength is used: the air value. The air value
which fluctuates during play is the current maximum number of air
points you know the force can send out on attacks. A air value printed
on Level 3 carrier force counters and individual carrier counters
represents a force or ship's initial plane complement. Losses
recorded with air value markers reduce this. You couldn 't do this at
level 1-2 because you don't yet know the initial complement; so you
had to record losses and revealed points separately.

Every level 3 or 4 carrier force has an air value.


R e c o r d i n g Air V a l u e
The initial air value of a level 3 force is printed on the force chit.
This value can be reduced during play. To record a level 3
force's current air value place an Air Value marker underneath t h e force.
A level 4 force's air value is the sum of its carriers' air values.
Each carrier's initial value is printed on the counter. If the
value is reduced by losses, place an Air Value marker underneath the carrier.
Effect of I n t e l l i g e n c e C h a n g e s on Air V a l u e s
If a force has any air losses at the time it becomes level 3,
immediately record its new air value total by placing an air
value marker u n d e r the force counter equivalent to the printed
air value minus the number of losses

When a level 3 force becomes level 4, compute the difference


between the air value printed on t h e level 3 chit and the
current air value, as recorded by marker. (This difference is
basically the number of losses the force has suffered.) The air
value of the level 4 force which is t h e sum of its carriers' air
values must be reduced by this difference, (i.e., you must
deduct the losses.) Spread the losses as evenly as possible
among t h e carriers, choosing randomly how to distribute odd
points.

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.

Air losses: When a strike which suffered losses lands at a level


3 or 4 force, immediately reduce t h e force's air value by the
number of losses.

Carrier damage and loss If a carrier suffers a quantity of


damage points less t h a n one-half of its hit capacity, its air
value is reduced by one per hit suffered. If a carrier is sunk or
suffers h e a v y damage, (defined as damage points equal to or
greater t h a n one-half the ship's hit capacity) it can no longer
operate aircraft. Record the turn t h a t a Japanese carrier is
damaged, heavily damaged or sunk on the Japanese log sheet.

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.

When a carrier force with no revealed air strength reaches


level 3, the carrier commitment index increases (see 17.2).

(Standard Game only) A carrier force retires when its air value
equals 0 (see 20.1).

For many years the Japanese Navy had operated on the


principle that, while it might be numerically inferior to
its opponents, our navy could overcome any combat
obstacles through superior tactics
and aggressive fighting spirit.
Masatake Okumiya
TBD-1 (Dauntless)

CARRIER Rules Page 43

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.

Time period is Oct-Dec '42; US A.A. is Improved; Contact


modifier is +1.

How to Play
All standard rules through 16.0 are in force.

Use t h e standard sequence of play, omitting only steps VI.C


and VI.D.
Remember the maximum air attack ranges of 2 hexes on t u r n
1 and 5 hexes on t u r n 2.

Use the Inoperative Flight Deck rule from Scenario 2.


Ignore any Japanese Air Attack Table result calling for an
attack against a land base; roll again. Note t h a t Henderson
Field is not an air source in this scenario, because it contains
no air units.
Carrier F o r c e Limits
The number of Japanese carrier forces which may enter play is
limited. Each time a new carrier force enters play (i.e., a force not
previously known to be a carrier force receives a carriertype Force
Chit) roll the die and consult t h e Scenario 6 Commitment Table below.
Apply column shifts listed with the table. If t h e die roll required to
"end commitment" is obtained, no new Japanese carrier forces may
enter the game. Ignore any air attack or intelligence result which
would bring a new carrier force into play.

Scenario 6 Commitment Table


Carrier F o r c e s
in Play
0
D i e Roll t o E n d
Commitment

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.

CARRIER Rules Page 44

17.0 Japanese Force Arrival


New J a p a n e s e forces are placed on t h e map during t h e Arrival
Phase. Forces are placed in randomly determined hexes. Japanese
objectives in the current scenario influence force placement.

17.1 Arrival Procedure

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.

In each Arrival P h a s e you carry out the following procedure:


1. Determine how m a n y forces arrive.
2. For each force:
a. Determine which Arrival Table to use.
b. Using t h a t table, determine the arrival hex.
c. Determine if t h e presence of US t a s k forces or searching air
units will prevent the force from arriving.
d. Place the force's Activation chit in the sequence chit cup.
Increment t h e Number of Forces marker.

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.

Number of Forces Arriving

Note: T h u s , t h e coverage r a n g e of air u n i t s in t h e Used


portion of a 47 b o x would include all hexes located
between 0 a n d 7 hexes from t h e air b a s e . T h e coverage
r a n g e of air u n i t s in t h e Avail portion of a 47 box,
however, would only i n c l u d e hexes between 0 a n d 3 hexes
from t h e air b a s e .
If the placement hex is within the coverage range of a searching
air unit, arrival must be double checked. Different arriving forces are
double checked separately.
For each separate Search Track box which covers t h e arrival hex
and contains eligible air units, roll the die. (There are no modifiers.)

The following numbers of forces arrive in each Arrival Phase:


Combat forces: Onethird of t h e forces not in play, (rounded
to t h e nearest whole number) arrive. For example, if ten
combat forces were available, three would arrive.
Transport forces: Bring in one transport force per Arrival
P h a s e as long as a counter is available. Draw arriving forces
randomly from those not in use.
T w o Objectives: If there are two objectives, scenario instructions will direct you to make up a collection of a certain number
of forces for each objective. All combat forces (for both objectives) will be placed in one cup and all transport forces in a
second cup. Draw arriving forces randomly from these cups.

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.

Where Forces Arrive


The Arrival Tables determine where forces arrive. There are five
tables: two for Port Moresby forces (see Port Moresby Arrival Tables,
below), one for New Hebrides, one for Guadalcanal, and one for all
1943 scenarios.

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.

On a roll of 8-10, t h e force arrives normally.

EXAMPLE: A US task force has searching units in the Available portion of


the "4-7" box of its Search Track. Arrival in hexes located from 4-7
hexes away from the task force need not be double-checked, since
the searching units are not in the Used portion of that search track
box. However, the arrival of forces in the 03 hex range bracket must
be doublechecked, since the searching units are automatically
considered Used in the 0-3 box.
DESIGN NOTE: The presence of searching air units should let you have
greater confidence that no unknown forces are out there. The
double-check rule gives you that confidence.

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),

for forces arriving on t h e third day of extended scenarios


(Advanced rule 24.1).

COMPREHENSIVE EXAMPLE OF JAPANESE ARRIVAL:

It is a one-day scenario with Port Moresby as primary objective and


Guadalcanal secondary. In hex 2935 is a US carrier task force with Used
units in its "0-3" Search Track box.
Currently a total of thirteen Japanese c o m b a t forces are on the map
a n d seven not in play. Thus two c o m b a t forces (7/3 rounded to the
nearest whole number) arrive. You draw two forces randomly from
those not in play, a n d c o m e up with two Moresby forces. There are
also two transport forces not in play, so one of these arrives; it
happens to be a Port Moresby force also.
You use the Port Moresby Arrival Table (One-Day Scenarios). For the
first force, die rolls of 3 a n d then 8 produce "2736". This lies within the
carrier task force's search area, a n d so the arrival must be double
checked. You roll "2" for the double check and so there is no arrival.
Place the force back with those currently not in play.
For the second force you roll 2 a n d then 2 again, producing "2835",
This is adjacent to the carrier task force a n d so the force does not
arrive.
For the transport you roll 3 hex 2940. Hex 2940 is more than 3 hexes
from the carrier task force, so you need not double check. Place the
force in the hex. Place its Activation chit in the c u p a n d increment the
Number of Forces marker by 1.

CARRIER Rules Page 45

17.2 Commitment Limits


DESIGN NOTE: Japanese ships of each type carrier, surface, and
transport continue to enter the game until the total strength
deployed exceed "commitment limits" specified by scenario. These
limits measure the amount of force the Japanese high command
commits to the current operation. Your knowledge of the limits reflects
US code breaking: the Pacific Fleet generally knew roughly how large
Japanese operations would be.

Each scenario will specify three commitment limits: one for


carriers, one for surface ships, and one for transports. Corresponding
to each limit is a commitment index. Use the three Commitment
Index markers to record t h e current value of each index on the
Records Track.
Each index begins at value 0.
Carrier c o m m i t m e n t i n d e x increases as follows:
1. Any time a J a p a n e s e force's revealed air strength increases,
the index i n c r e a s e s by t h e s a m e amount. (When a force
receives its initial revealed air strength, the index increases by
the amount of t h e initial strength.)
2. When a force with no revealed air strength increases to Level
3. t h e commitment index increases by three-fourths t h e level 3
air value, rounded to the nearest whole number. (Note: To
compute one-fourth, halve and then halve again.)
Note: T h e index m a y i n c r e a s e w h e n t h e J a p a n e s e m a k e a n
air attack, a n d also w h e n a J a p a n e s e force is attacked. At
a n y time either condition above is satisfied, t h e index
increases.
Surface c o m m i t m e n t i n d e x
The index increases when a surface force reaches level 3. Each
level 3 chit bears a commitment value. The index increases by t h a t
amount. Carrier force screens do count against t h e surface commitment limit.
Transport c o m m i t m e n t i n d e x
The index increases when a transport force reaches level 3. Each
level 3 chit bears a commitment value. The index increases by t h a t
amount.

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.

2. At t h e instant t h a t the carrier commitment limit is reached or


exceeded, i m m e d i a t e l y r e m o v e from p l a y all Level 1 and Level 2
carrier forces t h a t do not have any revealed air strength.
E x c e p t i o n : If t h e force is t h e target of an air strike, it
r e m a i n s o n t h e m a p until t h e strike r e a c h e s it.
3. For the remainder of the game, only existing carrier forces make a i r
attacks. (Thus, no new revealed air strengths can be assigned.)
4. For the remainder of t h e game, no new carrier forces can enter play,
and all Level 1 and Level 2 Carrier chits are treated as dummies.
Thus, whenever an intelligence table result assigns a carrier-class
chit to a force which previously didn't have such a chit, remove the
force from play instead.
5. No increases in revealed air strength are permitted for t h e remainder of t h e game. If an Air Attack Value table calls for an increase,
reduce the attack value by t h e amount of t h e increase.
Surface C o m m i t m e n t Limit:
1. At the instant t h a t t h e surface commitment limit is reached or
exceeded, r e m o v e from p l a y all Level 1 and Level 2 surface forces,
except carrier screens.
E x c e p t i o n : If t h e force is t h e target of an air strike, it
r e m a i n s o n t h e m a p until t h e strike r e a c h e s it.
2. Once the surface commitment limit h a s been exceeded, all Level 1
and Level 2 Surface chits are treated as dummies. Thus, whenever an
intelligence table result assigns a surface-class chit to a force which
previously didn't have such a chit, remove the force from play instead.
(Thus, no new surface forces can enter play.)
E x c e p t i o n : Carrier s c r e e n s c o n t i n u e t o b e g e n e r a t e d t h e
s a m e as before t h e limit w a s exceeded.
Note: After both surface a n d carrier c o m m i t m e n t limits have
b e e n reached or exceeded, no m o r e J a p a n e s e c o m b a t forces
m a y e n t e r t h e game.
Transport C o m m i t m e n t Limit:
1. At the instant that t h e transport commitment limit is reached or
exceeded r e m o v e from p l a y all Level 1 and Level 2 transport forces.
E x c e p t i o n : If t h e force is t h e target of an air strike, it
r e m a i n s o n t h e m a p u n t i l t h e strike r e a c h e s it.
2. For t h e remainder of the game, no new transport forces can enter
play, and all Level 1 and Level 2 Transport chits are treated as
dummies. Therefore, whenever an intelligence table result assigns a
transport-class chit to a force which previously didn't have such a chit,
remove the force from play instead.

CARRIER Rules Page 46


All Limits:
After all three commitment limits have been exceeded, no more
Japanese forces may enter play. Skip t h e arrival procedure each turn.

In extended games, additional commitment may occur at t h e


start of the second day (see 24.3).

Remove all Level 2 carrier chits from the combat force chit cup
(all Level 2 chits marked "1-2", "2-3" and "3+ Carriers".)

All Level 2 "2-3 and "3+ Carriers" chits already underneath


Japanese forces t h a t h a v e no r e v e a l e d air s t r e n g t h s are
replaced with Level 2 "1-2 Carriers" chits.

Special Carrier Commitment


Limit Effects

From t h a t point on, a -4 modifier is applied on the Level 1 to


Level 2 Intelligence Table when rolling for carrier forces that
h a v e no r e v e a l e d air s t r e n g t h s (see table).

At t h e instant t h a t a US search, air strike, or Japanese air attack


generation causes t h e J a p a n e s e carrier commitment i n d e x to come
w i t h i n five or l e s s of t h e commitment limit, the following effects
result:

From t h a t point on, a -4 modifier is applied to all rolls made for


carrier forces on the Level 3 to Level 4 Intelligence Table (see
table).

18.0 Land Air Bases


18.1 US Land Base Operations
DESIGN NOTE: During the battles of the Guadalcanal campaign the
Japanese fleet operated close to the US air base at Henderson Field.
US carrier planes could take off from a considerable distance away,
strike, and then land at Henderson Field instead of returning to their
carriers. This effectively increased their range a great deal. And, of
course, the aviators based at Henderson could make their own strikes.
The possession of Henderson Field proved an important advantage for
the US. The Japanese had air bases at Rabaul and Buin, but the
former was too far away and the latter too small to be of the same
value. The Allies had other air bases in the region during
the.campaign (most notably at Milne Bay and Espiritu Santo), but,
since these were either small auxiliary strips, or catered solely to longrange patrol aircraft, they have been left out of the game.

In every scenario t h a t Port Moresby is an objective, the US has


an air base there. In all scenarios taking place from August 1942 on,
the US also h a s an air base at Guadalcanal. (Ignore t h e Guadalcanal
air base symbol in March-July scenarios.) Land bases have their own
air units at the start of the game. Carrier air units may also operate
from land bases, with no special restrictions.
Each land base h a s a display. This display is identical to a carrier
display except t h a t there is a Runway Box instead of a Flight Deck
Box. All rules and restrictions for carrier air operations apply also to
land bases, with these differences:
Launch h a s no effect on raising and lowering, and raising and
lowering do not affect landing. Regardless of how many steps
launch and land, 8 steps may be raised and 8 lowered. (Note:
The words "raise" and "lower" obviously aren't appropriate to
land bases; if you wish, think of "taxi out" and "taxi in".)
Landing and launching can both occur in the same segment.
The total number of launchings plus landings cannot exceed 8
steps. Neither launch nor landing can occur if more t h a n 12
steps occupy t h e Runway Box.

As with carriers, t h e Servicing Box cannot hold more t h a n 8


steps at a time.
An u n l i m i t e d number of units may be placed in t h e Hangar
Storage Box of a land air base.
Units may placed on CAP at land bases the same as with
carriers. Each base can maintain 8 steps.

Guadalcanal Fuel Supply


DESIGN NOTE: Fuel shortages often limited air operations from
Henderson Field more severely than shortages of men or planes. In
Carrier, you cannot keep your Henderson Field aircraft constantly
flying on search or CAP. You must choose the critical moment at
which to expend your fuel.

In scenarios occurring between August and December '42,


Guadalcanal will be allotted a quantity of fuel points. The starting
allotment is t h e only fuel Guadalcanal receives throughout the game.
Fuel points are expended as follows:

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

placed in t h e Landing box with a Time Aloft marker equal to


its endurance value.
Use t h e Guadalcanal Fuel markers on the General Records
Track to record the number of fuel points remaining.

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.

18.2 Land Air Base Damage and


Repair
Land air bases can be damaged by Air-Ground Attacks (see
below) and, in the Advanced Game, by Naval Bombardment (see
30.0). Rabaul's airfield h a s a hit capacity of 20, while all US land air
bases have a hit capacity of 10. When a land air base's hit capacity is
reached or exceeded, it is immediately rendered inoperative. Unlike
naval units, a land air base continues to accumulate hits even after its
hit capacity has been reached.
I n o p e r a t i v e Air B a s e Effects
An air bases t h a t is inoperative due to damage suffers the
following effects;
It may not service aircraft.
It may not launch aircraft. Aircraft may attempt to land at the
air base, but, when doing so, they roll on the Extended Range
/ Night Landing Table using the "Increased Range" column.
(Air units which already have to roll on the table are rolled for
twice. Losses due to landing at an inoperative air base are
taken as a fraction of the survivors of the first roll). A Japanese
strike landing at a damaged air base also rolls on the Extended
Range / Night Landing Table..
E x c e p t i o n : Like heavily d a m a g e d o r s u n k e n J a p a n e s e
carriers, R a b a u l c a n l a u n c h air a t t a c k s until t h e E n d P h a s e
of t h e t u r n after t h a t in w h i c h it suffered incapacitating
d a m a g e (see 27.0). Record d a m a g e to R a b a u l on t h e
J a p a n e s e log s h e e t j u s t as y o u do for carriers.

Effects of Inoperative Runways on


Airborne Units
Whenever a land air base becomes inoperative, airborne units
may either move to another base, land at t h e damaged base after it's
repaired, or land at t h e base despite its damage.
Aircraft steps in the CAP Box at the air base are immediately
given Time Aloft marker(s) equal to half their endurance
value(s). The aircraft may continue to fly CAP, (increment
their Time Aloft m a r k e r each segment) and eventually land at
the base whether or not it has been repaired in the interim.
However, in any segment, steps in the CAP box can be

CARRIER Rules Page 47


reorganized into an air transfer group (see 7.3) and move to
another base.
Note: CAP aircraft w i t h Time Aloft m a r k e r s fight at reduced
effectiveness (see 4.2).

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.

Repair of Damage to Land Air Bases


During the Repair Land Base Damage step of the E n d Phase of
each game turn, roll a die for each damaged land air base.
On a roll of 1-6, no damage is repaired.
On a roll of 7-9, one hit of damage is repaired.
On a roll of 10, two hits of damage are repaired.

18.3 Air-to-Ground Attacks


The Japanese make attacks against US land bases when their
air attack tables so specify. If using Advanced rule 27.0, strikes
against Rabaul may be mounted by t h e same procedure as for strikes
against ships.
Note: Air-to-Ground Attacks m a y never b e 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).

Air-to-Ground Attack Procedure


Air-to-ground attacks are resolved using t h e same general procedure as for air-to-sea attacks. Note t h e following special rules:
1. The base's own air units/points mayfly CAP. For t h e U.S., CAP over
a land base follows the same rules as for a carrier. For Rabaul, see
27.0.

2. The base fires at the attackers with t h e following A.A. values


(printed in t h e hexes):
Guadalcanal 5
Port Moresby 5
Rabaul 15
3. The Air-to-Ground Attack Table (see chart screen) determines the
outcome of t h e attack.
a. For a Japanese strike, locate the "J. Air Pts" line at t h e top of
the table. In t h a t line, locate the highest-numbered column not
exceeding t h e number of attacking air points. Do not count points
shot down by CAP or AA.
b. For a US strike, split t h e attacking units into fighters and
bombers. Each group attacks t h e base, but they attack separately. For each group, locate the "US Steps" line at the top of t h e
table. In t h a t line, locate the highest-numbered column not
exceeding the number of attacking steps. Do not count steps shot
down by CAP or AA. Do not use t h e printed attack values; only
the number of steps matters. The Anti-Aircraft Attack Modifier
is not used.
c. Roll t h e die and cross-reference with t h e column to obtain the
result.

Air-to-Ground Attack Results


The result will be two numbers, e.g., "1/1". The first n u m b e r is
the number of hits inflicted on the air base. Place a Damage marker
in t h e Runway Box to record these. Hits are cumulative and cannot be
removed.
US fighters cannot inflict hits on the base; ignore these in a
fighter attack. Fighter attacks inflict only air point losses.

Italicized results are treated as "0" in an attack made by


Rabaul aircraft (Advanced rule 27.0).
The s e c o n d n u m b e r is t h e number of losses to aircrafton the
ground at t h e base. If a US base contains any units in t h e servicing
or hangar boxes, t h e indicated n u m b e r of s t e p s chosen randomly
is immediately removed. At a Japanese base, one-half the indicated number of air p o i n t s (rounded to the nearest whole number,
rounding 1/2 up) is immediately eliminated.
DESIGN NOTE: Fighters could inflict enormous casualties among
aircraft on the ground through strafing, but could not harm the base
installations. Rabaul points are less effective because the aircrews
based there were less skillful than the carrier pilots.

19.0 Naval Unit Damage and Repair


Each hit on a ship reduces both its antiaircraft and bombardment values by 1. When a ship suffers hits equal to or in excess of its
hit capacity, it is sunk.
Additional damage effects are enumerated below:

Effects of damage to carriers are:

Antiaircraft values are reduced by 1 (but never to less t h a n 0)


for each hit t h e carrier suffers.

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 level "L": No additional effects.

A ship with damage points equal to or greater t h a n one-half its


hit capacity is heavily damaged. Heavy damage has t h e following
effects:

Damage level "M" or greater: In t h e standard game, the


carrier may receive an Inoperative Flight Deck marker (see
19.2). In scenarios 1-6, there are no additional effects.

Damage level "H": The carrier may receive an Inoperative


Flight Deck m a r k e r (in any scenario).

Damage level "D": The carrier may receive an Inoperative


Flight Deck marker. In addition, the carrier may not launch or
land planes regardless of whether its flight deck is operative. The t a s k force may not move (unless t h e carrier is
detached first).

When t h e last box on t h e its log is marked off, t h e carrier is


sunk. Remove it from play immediately. (If all carriers in a
task force are sunk, see Effects of Sinking on Airborne Units,
19.2.)

19.1 Damage Record and Effects

Heavily damaged ships do not count when computing the size


of a Japanese or US force for t h e Japanese Close Reaction
Table or J a p a n e s e movement.
In surface combat, a die-roll modifier applies to fire against
heavily damaged ships.
Heavily damaged ships effect J a p a n e s e retirement (see 20.0).

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.

CARRIER Rules Page 48

Damage to US Surface Ships


and Transports

Effects of Inoperative Flight Decks on


Airborne Units

Damage to these types of ships is recorded with Damage markers


in t h e same way as for Japanese ships. The US log sheet lists effects.

Whenever a flight deck becomes inoperative airborne units may


move elsewhere the same as when all carriers are sunk (see Effect of
Sinking). Alternatively, there are t h e following options:

Landing box: Units in t h e Landing box may remain in the


there. Their Time Aloft markers are incremented each segment. (The planes are circling while you attempt to repair the
flight deck before their fuel runs out.) In any segment you can
change your mind, remove the units from the Landing box, and
start transferring them elsewhere.

CAP Box: At the moment any carrier reaches damage *M' or


greater, check the task force's CAP Box. If there are more than
eight times as many fighter steps in the box as there are
operating flight decks in the t a s k force, all excess steps receive
Time Aloft marker(s) equal to half their endurance rating(s).
These steps may remain in t h e box and engage in CAP combat,
but their Time Aloft markers are incremented each segment.
If t h e m a r k e r exceeds a step's endurance value, then it must
leave the box either to land or to move to a different task
force. In any segment, you can reorganize any steps in the CAP
box into an air transfer group (see 7.3) and move to another
base.

19.2 Inoperative Flight Decks


Battle damage can make a flight deck or runway inoperative.
I n t r o d u c t o r y s c e n a r i o s : If a carrier is at damage level "H" or
greater, its flight deck is inoperative.
S t a n d a r d g a m e : A US carrier receives an "Inop Deck" marker at the
end of an attack or surface combat if:
the carrier has just suffered at least one hit, and
the carrier's current damage level is "M" or higher.
Note: A carrier c a n receive a m a r k e r even if its d a m a g e level
already w a s "M" or greater. Place a m a r k e r e a c h time the
conditions a r e satisfied. A carrier c a n a c c u m u l a t e a n y
n u m b e r of Inoperative Flight Deck m a r k e r s .
DESIGN NOTE: As the U.S. Log Sheet demonstrates, the British carrier
Victorious' flight deck doesn 't become inoperative until the ship has
suffered "H* level damage. This reflects the superior protection offered
by the armored flight decks of British carriers as compared to their
wood-decked American
counterparts.

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 may not be launched from or landed on an inoperative


flight deck.

See Effects on Airborne Units below. (These parallel t h e


effects of sinking, which are stated first.)

Effects of Sinking on Airborne Units


If all carriers in a task force have been sunk, units in t h e Landing
box, on t h e Search Track, or in the CAP Box m u s t move elsewhere (if
at all possible).

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.

Units in the CAP Box may move by air transfer, t h e same as


units in the Landing box. When placed on the map the units
have a Time Aloft marker equal to half their endurance value.
If no alternate base is within range, the aircraft may continue
to fly CAP until their endurance is expended, at which time
they are eliminated.

Note: CAP aircraft with Time Aloft m a r k e r s fight at reduced


effectiveness (see 4.2).
Units on t h e Search Track may be transferred to t h e Search
Track of a different t a s k force or land base located no more
than 3 hexes from the task force's hex. Place them on the new
track in the same box they currently occupy. If there is no other
task force or land base within 3 hexes, the aircraft are eliminated when they move from the last box on t h e Search Track
into the Landing Box.
EXAMPLE: A US task force contains one carrier. An Air Strike counter
representing two SBD steps with Time Aloft marker 4 is in the Landing box,
a n d four F4F steps are flying CAP. One SBD occupies the Available
section of the "4-7" Search Track box. A Japanese attack sinks the carrier.
The Air Strike counter representing the two SBD's is immediately placed
in the task force's hex; the SBD's retain the "4" Time Aloft marker. The F4F's
are placed in a different Strike Box with Time Aloft marker "6" (half their
endurance). Another carrier task force is located three hexes away; the
SBD on the Search Track is moved to the "4-7" Available box of the other
task force's Search Track.

Note: CAP aircraft with Time Aloft m a r k e r s fight at reduced


effectiveness (see 4.2).

Search Tracks: Units on search tracks may transfer to another


t a s k force's search track as described under Effects of Sinking.
Alternatively t h e units may be left on their current search
track and returned to the task force's Landing box as usual. (In
this case you are hoping to repair a flight deck in time for them
to land.)

19.3 US Carrier Repair


In the standard game you m u s t perform repair in each Repair
Step four times per game t u r n for each US carrier at damage
level "M" or higher. At damage level "L", hits are not repairable, but
rolls are still made to remove "Inop Deck" markers.
E x c e p t i o n : Repair rolls a r e not m a d e for carriers at damage
level "M" t h a t h a v e b e e n Irreparably D a m a g e d (see below),
u n l e s s they also p o s s e s s a n "Inop Deck" m a r k e r .

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.

Repair of Flight Deck Damage


Successful repair collaterally removes Inoperative Flight Deck
markers. For each point of damage erased through repair, either flip
one Inoperative Flight Deck marker from its "2" to its " 1 " side, or
remove a m a r k e r on its " 1 " side (your choice). This is in addition to
erasing the points of damage. (While some repair crews work on the
hull, others patch the flight deck.) When a carrier is at damage level
"L", only flight deck damage is repaired, i.e., no hits are erased on the
ship's damage track.
EXAMPLE: The Enterprise suffers four hits in a Japanese attack. With four
d a m a g e points its d a m a g e level is "M" so it receives an Inoperative Flight
Deck marker on the "2" side, as always. In the US Segment you roll "6"
for repair. This allows you to flip the Inoperative Flight Deck marker to its
"1" side. In the next Japanese Segment Enterprise is attacked again,

CARRIER Rules Page 49


suffering two more hits. It receives a second Inoperative Flight Deck
marker. In the next US Segment you roll "8". At d a m a g e level H. this
removes one point of d a m a g e ; you d e c i d e to remove the marker that
is on its "1" side, leaving one Inoperative Flight Deck marker on its "2" side.

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.

20.0 Japanese Retirement


DESIGN NOTE: Wargamers notoriously fight to the last ship, plane, man,
and round whenever possible. And naturally so; we don t have to
continue a campaign or clean up the mess afterwards. The retirement
rule causes the Japanese to break off action when the battle appears
to have gone against them. It is interesting that in contrast to the
samurai spirit of the Japanese common soldiers and sailors, many of
the Japanese high-level commanders were noticeably timid. At both
Coral Sea and Eastern Solomons the Japanese handed strategic
victories to the United States by breaking off operations which might
well have been continued.

There are two types of retirement. Force Retirement (20.1)


causes individual forces to retire when they no longer can contribute
to the action; Fleet Retirement (20.2) causes t h e entire fleet to
withdraw when t h e battle appears lost.

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.

20.1 Force Retirement


Individual forces retire as follows:
Carrier F o r c e s
A level 3 or 4 carrier force retires when either of the following
is true:
a. All its carriers have been sunk or heavily damaged (damage
points greater t h a n one-half hit capacity), or;
b. Its current air value is 0.
A carrier force never retires while at level 1 or 2, except as
dictated by Fleet Retirement.
Note: S u n k e n carriers a r e recorded on t h e log s h e e t s .
Surface forces (not screens) retire in three different circumstances.
A surface force receives a retirement marker at the instant
t h a t a combat causes its cumulative losses to total at least half
of t h e ships with which it started (you must keep track of which
forces sunken ships had belonged to). A ship is considered lost
if it is either s u n k or heavily damaged.

If any single surface action or air attack causes the loss of a


battleship, or of any two ships heavier than a DD.

If a surface force has completed a bombardment against a land


air base in an objective hex. (see Mission Movement and
Retirement, 9.0).

Transport forces also retire in two different set of circumstances.


If all transports are lost, (Such a force remains a "transport"
force, however.)

If they have finished unloading at an objective hex. (see


Mission Movement and Retirement, 9.0)

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.

20.2 Fleet Retirement


Retirement Index
The index begins at 0 and increases for J a p a n e s e losses as
follows:
A. For each air point lost:
+1/2
B. For each carrier heavily damaged: + carrier's air value
C. For each carrier sunk:
+ carrier's air value
Award (C) is in a d d i t i o n to award (B). Both awards (B) and (C)
are in a d d i t i o n to award (A). Points are scored at the instant the
event described occurs.
A summary of Retirement Index increases appears on the map.
EXAMPLE: A carrier force records two air losses on turn 4; the Retirement
Index increases by 1. On turn 5, one of its carriers air value 5 is heavily
d a m a g e d . The index increases by 5. On the following turn the same
carrier is sunk. The index increases by 5 again.

Record the index on t h e Records Track using the Retirement


Index marker. To record a half-point increase t u r n t h e marker to its
"+1/2" side.
H o w R e t i r e m e n t O c c u r s (Retirement Limit)
When generating a scenario determine and record the Retirement Limit (21.0). Whenever the Retirement Index is greater t h a n or
equal to the limit at the end of a game t u r n , check for fleet retirement
as follows:

CARRIER Rules Page 50


4. Random choice.
1. Determine t h e ratio of t h e index to the limit, rounding down to one
of t h e ratios shown on the Fleet Retirement Table (see chart screen).
2. The table shows the die roll required for fleet retirement to occur.
Roll the die; if t h e result is less t h a n or equal to the table entry, the
Japanese fleet retires.
3. If retirement does not occur, you roll again on the following turn and
on every succeeding turn until retirement occurs.
Once fleet retirement h a s occurred it remains in force for the rest
of t h e game, and you need not continue to record t h e Retirement
Index.

20.3 Retirement Movement


Retirement movement is used by:
An individual retiring force (see 20.1)
All J a p a n e s e forces, after fleet retirement has occurred (see
20.2)
A force using retirement movement moves either directly toward
Rabaul or directly toward the north map edge. Normally this will
admit a choice of more t h a n one move. Choose by the following
priorities:

1. The force will never enter a U.S.-occupied hex if there is any


alternative. If US forces block all the above directions, the force moves
as nearly as possible toward the north m a p edge or toward Rabaul.
The force will never initiate surface action even if it does enter a U.S.occupied hex.
2. The force must end up as far as possible from the closest US carrier
t a s k force.
3. The force will move toward whichever is closer, Rabaul or the north
map edge.

EXAMPLE: A retiring force is in hex 1635 a n d a US carrier task force is in hex


1638. The retiring force will move to hex 1534. If the US force were not
present it would move toward Rabaul, since Rabaul is closer than the
north m a p edge.

A retiring Japanese force may exit t h e north map edge; this


consumes one hex of movement.
E n t e r i n g Rabaul
When a retiring force enters the Rabaul hex it is immediately
removed from play. It is not considered eliminated; it has entered the
base.
Air A t t a c k s
Retiring Japanese carrier forces continue to make air attacks.
However, they never attack airfields; go to the next priority target.
They attack all targets except airfields in the same way as before
retirement.

Admiral Yamamoto expressed deep regret at the failure


of his commanders to exercise the aggressiveness
necessary to exploit the damage our planes had inflicted
on the American carriers. Our ships retired from the
scene of battle, although they held in their hands the
opportunity to insure the destruction of the enemy
carrier forces in the Coral Sea ... The truth of the matter
was that our senior naval commanders in the Coral Sea
area lacked the fighting spirit necessary
to engage the enemy.
Masatake Okumiya

21.0 Standard Game Scenarios


In t h e standard game the scenario is generated randomly. To
generate and set up a scenario, follow t h e steps below in order. The
necessary charts appear at the end of t h e section.

1. Scenario Time Period:


A. Determine t h e scenario time period. You may either choose
which time period you wish to play, or roll the die. If the random
method is used, consult the Scenario Time Period Table (see
below) and locate the column corresponding to the die roll. The
first entry in the column is the time period.
B. The time period determines three important die-roll modifiers: for US A.A., repair, and contact. These are listed on the
corresponding tables; the Scenario Time Period Table also lists
t h e m for reference.

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.

Scenario Time Period


A u g - S e p t '42
Primary
Secondary
Moresby
C-14
T-4

Guadal.
C-6
T-2

F o r c e s : Take out the specified numbers of force counters. If


there is only one objective then simply place t h e forces aside, ready to
be brought into play. If there are two objectives then place all combat
forces (for both objectives) into one cup, and all transport forces into
a second, ready to be drawn randomly. Place the corresponding
Activation chits to one side, ready to be placed into t h e sequence chit
cup. Set t h e Number of Forces marker at 8 (one-third, rounded
nearest, of the 20 combat forces, plus one transport force).
I n t e r d i c t i o n Mission: If the Objectives Table result specifies
"Interdiction", the Japanese mission in this scenario is interdiction.
(This can occur only when Guadalcanal, New Georgia, or Bougainville
is the objective.) This affects J a p a n e s e movement and air attacks, as
specified on the respective tables. In t h e interdiction mission the the
US receives transports and the J a p a n e s e do not, so there is no
transport chit cup.
DESIGN NOTE: In most 1942 scenarios the Japanese are attempting to
land troops at their objectives. In the interdiction mission they are
trying to prevent American troops from landing.

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 .

Note: In October-December '42 scenarios, t h e US h a s only


two carriers available. T h u s , w h e n u s i n g t h e "One Objective"
column, roll again if t h e roll w a s 8 or 9; if it w a s 10, t h e " 2 /
28 a n d Strategic Surprise" option m u s t be u s e d . If t h e
J a p a n e s e h a v e two objectives, all rolls o t h e r t h a n 1-3 are
ignored.

CARRIER Rules Page 51


DESIGN NOTE: The table matches the US and Japanese at either low
or high force levels. The force levels reflect different possible priorities
for the South Pacific area. The smaller scenarios (Japanese carrier
commitment limit 10-12 two US carriers) indicate a lower priority (such
as at the time of the Coral Sea battle). They also could indicate that
each side simply has no more forces to commit. The larger scenarios
indicate higher priorities, such as at peak periods of the Guadalcanal
campaign. The highest Japanese commitment levels in the early 1942
scenarios presume that the Midway forces (with the four fleet carriers
Akagi, Kaga, Hiryu, andSoryu) are committed to the South Pacific. If
players wbh, they may use these commitment limits in the later-war
scenarios also. Thb would presume that Midway had never been
fought and the forces used here instead.

R e t i r e m e n t m a r k e r s : Place t h e Retirement Limit m a r k e r in


the Records Track box equal to t h e limit. Place the Retirement Index
marker aside until needed.

3. Receive US naval units.


The J a p a n e s e Commitment and US Forces Table also determines the number of US carriers and the number of US surface ship
purchasing points available. Read the result immediately beside t h e
Japanese commitment limits in step (2) i.e., corresponding to the
same die roll.
DESIGN NOTE: The table reflects historical commitments or plausible
variations. The table does not allow for the US wartime-built carriers
which began to arrive late in 1943. At that time the Japanese would
never have committed their weakened carrier forces against such
large fleets. The table presumes that any battles take place before
these new ships arrive.

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.

In scenarios t h a t take place in August 1942


American carrier h a s placed upon it ten SBD
steps. Each carrier also receives a number
sufficient to fill up whatever hangar capacity
the SBD's and TBF's have been placed.

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.

On the British carrier, Victorious, place 9 F4F and 4 TBF


steps. SBD's cannot be placed on the Victorious. They may
land on the Victorious b u t may not be launched from it as part
of an airstrike. SBD's c a n be launched from the Victorious if
they are flying a transfer mission.

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.

3. Ready Units: On each carrier, four steps of air units maybe


placed in the Ready section of t h e Flight Deck Box at the start of
the game. All others m u s t be placed in the H a n g a r Box.

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

bought in any combination, within the purchase point limit allotted,


subject to one restriction: You must buy at least 6 DD's p e r US
carrier. (One destroyer squadron six DD's was the minimum
assigned for antisubmarine screening.)
After deciding how many ships to buy, draw the actual ships
randomly from t h e counter mix. After drawing each ship, consult t h e
Ship Availability Chart. If the chart indicates t h a t the ship is not
available at the time period of the scenario, replace the ship and draw
a different one.
DESIGN NOTE: US ships' weaponry improved substantially during 1942.
The Ship Availability Chart prevents you from deploying ships not yet
built, already sunk, or known to be committed elsewhere.

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:

Group your ships into task forces. Restrictions are:


Each task force must contain at l e a s t four ships.
Each t a s k force may contain no m o r e t h a n t w o carriers.
Each task force must contain at l e a s t s i x DD's p e r carrier
it contains.

DESIGN NOTE: Task force groupings were prepared days or weeks in


advance. Each task force had its own set of signal codes, for
example, which a ship from a different task force would not know.
Thus, a strange ship could not simply join a new task force and start
taking orders from it. In some of the battles US carriers nominally
belonging to the same task force operated many miles apart with
separate screens. In game terms these would be considered separate
task forces, in 1942 the US Navy was barely accustomed to operating
even two carriers close together this had seldom been done in
peacetime maneuvers and would never have tried to operate
three. The US caught up with Japanese practice in that respect only
later in the war.

F. Place task forces on map:


In 1942 scenarios task forces may be placed as follows:
Within 8 hexes of 3818 (regardless of J a p a n e s e objectives)
Within 3 hexes of 3528 (if Guadalcanal is an objective)
Within 3 hexes of 2718 (if Guadalcanal is an objective and New
Hebrides is not)
Within 8 hexes of 3712 (if t h e t a s k force contains no carriers
or battleships; regardless of objectives)
Within 3 hexes of 3118 (if New Hebrides or Guadalcanal is an
objective)

Within 3 hexes of 3842 (in one-day scenarios in which Port


Moresby is an objective)

Within 3 hexes of 3434 (in any scenario in which Port Moresby


is an objective).

Within 3 hexes of 3844 (in extended scenarios in which Port


Moresby is an objective and t h e US has strategic surprise)
In 1943 scenarios (only) t a s k forces may be placed within 3
hexes of 3128.
Carrier task forces must be placed in high sea hexes.
IMPORTANT NOTE: Most J a p a n e s e forces having objective
G u a d a l c a n a l arrive n o r t h a n d n o r t h e a s t of t h e island; a few
arrive to t h e west. Forces having objective Port Moresby
arrive i n t h e Solomon S e a b e t w e e n J o m a r d P a s s a n d
Rabaul. Forces having objective New Hebrides arrive n o r t h
a n d n o r t h w e s t of Ndeni. It is i m p o r t a n t to keep t h e s e facts
in mind when planning your setup.
DESIGN NOTE: The US setup rules simulate the effects of strategic
maneuvering prior to the battles. They allow you to set your forces up
in roughly the positions US forces were able to reach, given the normal
warning the US command had of Japanese intentions.

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.

CARRIER Rules Page 52


1. Combat search cup: In one cup place the following chits for
combat forces 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
stripes.)
2. Transport search cup: In a second cup place t h e following chits
for transport forces 10 "Transport", 2 "Large Transport", 2
"Medium Transport", 1 "Small Transport", 7 Dummy. (Total, 22.
These are all t h e chits marked with red color stripes.)

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)

C. Sequence Chit Cup:


Place t h e following sequence chits in a third cup (the sequence
chit cup):
In t h e introductory and standard games: 7 blank chits.
If using Advanced rule 26.2: Replace two blanks with two PBY
Search chits.
If using Advanced rule 27.0: Replace one blank with t h e
Rabaul activation chit.

22.0

5. Land-based Air Units:


Consult the US Land-based Air Table (see below).
A. If Port Moresby is a J a p a n e s e objective, roll the die, modify as
indicated beside the table, and cross-reference t h e roll with the 'Tort
Moresby" column. The result indicates the number of s t e p s of each air
unit type to place at Port Moresby. All these units are land-based type.
(If Port Moresby is not an objective no units are placed there).
B. In scenarios t h a t take place from August 1942 on, make a second
die roll, modify as indicated beside the table, and cross-reference with
the "Guadalcanal" column. The result indicates the number of steps
of each air unit type to place at Guadalcanal. All these units are landbased types. The result also indicates t h e number of Guadalcanal fuel
points. Units are placed at Guadalcanal regardless of whether Guadalcanal is an objective.
C. (Advanced rule 27.0 only) Consult the Rabaul Air Value Table (see
below), roll the die, and cross-reference with the scenario time period
to find the air value for Rabaul.

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

The game can end in two ways:

When one side h a s no more units in play


When the last t u r n on the Turn Record Track has been played.
When the game ends, each side is awarded victory points which
determine victory. Consult the Victory Point Schedule (see rules
booklet). This lists all awards to each side.
P o i n t s R e q u i r e d for Victory
To win, a side must have scored at l e a s t 20 victory p o i n t s (20
total, not 20 more t h a n its opponent). Divide the greater of t h e two
victory point totals by the lesser and round down to one of the ratios
on t h e chart. The chart indicates the level of victory achieved. If
neither side scores at least 20 points, t h e game is a draw.

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).

A transport ship is considered unloaded if it occupies the


objective hex during the Bombard/Unload step of t h r e e game
t u r n s , which need not be consecutive. However, transports
may never unload during a Bombard/Unload step if there are
any enemy forces or task forces in the same hex. Record
unloading with Unloading markers. In the Bombard/Unload
Step of the first t u r n of unloading place the marker with its
"Unload 1" side u p . At the end of t h e second turn, flip the
marker to its "Unload 2" side. In the Bombard/Unload Step of
the third t u r n in which a transport unloaded, flip its counter
to the reverse side.

A sunken destroyer did not belong to a task force with at least


one other ship (of any size).

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.

If a Japanese transport force of less t h a n level 4 is activated in


its objective hex, immediately increase it to level 4.
The Japanese receive no points for unloading at Port Moresby
or New Hebrides if, at t h e end of the game, t h e Japanese fleet
has retired and there remains at least one currently operating
US flight deck. In scenarios occurring between J a n u a r y and
July 1942 the Japanese receive no points for unloading at
Guadalcanal if this same condition holds. Between August
and December 1942 the Japanese always receive points for
any unloadings at Guadalcanal.

D o u b l e P o i n t s for S u n k US S h i p s (Standard Game only)


Under certain circumstances the Japanese may receive double
victory points for sunk US ships. This occurs if:
A sunken carrier or battleship did not belong to a task force
with at least four other ships (of any size) at the time t h a t it
sank.
A sunken cruiser did not belong to a task force with at least two
other ships (of any size).

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.

I n t e r d i c t i o n M i s s i o n (Standard Game only)


In interdiction scenarios you must unload transports. In 1942
scenarios you must unload at hex 2626, Henderson Field. In 1943
scenarios you must unload at t h e J a p a n e s e objective hex, (Henderson
Field, New Georgia (2232), or Bougainville (1935)).
For each transport which unloads at the required hex, you will

DESIGN NOTE: The Japanese deserve no credit for establishing a


beachhead if you control the sea around it. But they would deserve
credit for reinforcing their existing Guadalcanal garrison.

CARRIER Rules Page 53

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

A patrol of Dauntlesses of the USS Yorktown.

score no points for doing so), in scenarios occurring between


J a n u a r y and July 1942. (American forces did not land on
Guadalcanal until August.)

Japanese surface forces automatically receive "Located"


markers at the end of a Bombard/Unload Step in which they
bombard.
Note: J a p a n e s e Forces w h i c h have carried o u t a
b o m b a r d m e n t a r e required to retire. (See 20.2,
Retirement a n d 9 . 1 , Mission Movement.)
In t h e S t a n d a r d G a m e , b o m b a r d m e n t s only score
victory points, no d a m a g e is actually inflicted u p o n
t h e b o m b a r d e d air b a s e . T h a t o c c u r s only w h e n
u s i n g Advanced Rule 3 0 . 0 .

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.

At the end of any one-day scenario, aircraft in US strikes, CAP


Boxes or Search Tracks which have not yet landed suffer losses. For
each group, roll the die and consult t h e "Night" column of the
Extended Range/Night Landing Table (see chart screen). Remove
losses as for extended range.
Japanese air points which have not yet returned to their carriers
or land base also suffer losses. Consult t h e J a p a n e s e log sheet. For
each recorded attack, determine whether t h e attack has landed (see
16.0, Recording the Attack). If t h e attack h a s not landed, roll the die
as for US air strikes and remove t h e indicated fraction of the air
points.

CARRIER Rules Page 54

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.

Japanese CAP Over Transports


A Japanese carrier force t h a t contains or possibly contains a CVE
or CVL may exert CAP over a transport force within 2 hexes. Generate
a new CAP value for this purpose; ignore any CAP the carrier force
already has.
Procedure
1. If a US air strike attacks a transport force, determine whether any
of the following is within 2 hexes:
a. Any level 1 or level 2 carrier force
b. A level 3 or level 4 force which has at least one CVL or CVE.
If so, use the CAP (Different Force) Table (see Advanced Rules
chart card). If not, there is no CAP.
2. To use the CAP (Different Force) Table, locate the row corresponding to t h e distance from t h e closest eligible carrier force to t h e target.
Roll t h e die, apply modifiers listed beside the table, and crossreference t h e modified die roll with t h e row. The result is the CAP
strength in air points.
3. If the result is greater t h a n 0 (i.e., if a CAP is indeed flown over the
t r a n s p o r t s ) make a note on the carrier force's log. The CAP is counted
as an unavailable air point should the carrier be attacked during t h e
current segment (i.e.; a carrier force with air value 7 would roll on t h e
6 column of t h e J a p a n e s e CAP Strength Table). If the same force
provides CAP more t h a n once in a segment, do not subtract 1 point for
each time; subtract j u s t 1 point altogether.
DESIGN NOTE: Providing air cover for transports was an important
mission of Japanese fight carriers. The fleet carriers were offensive
weapons and would not expend their strength in such duty.

US CAP Over Other Task Forces and


Land Bases
If a Japanese air attack strikes any non-carrier task force,
t a s k force c o n t a i n i n g o n l y c a r r i e r s w i t h i n o p e r a t i v e flight
d e c k s , or l a n d b a s e within 3 hexes of a hex containing US CAP, any
number of steps of t h e CAP may immediately be committed to
intercept. You make this decision immediately after the Japanese
target and strength have been determined.
Only a portion of the steps committed to CAP over another force
will intercept effectively. The ratio of steps committed to those that
intercept is determined by t h e distance between t h e CAP source and
the force being defended.

If t h e target is three hexes away, o n e CAP s t e p intercepts


t h e r a i d for e v e r y t h r e e c o m m i t t e d .

If the target is two hexes away, o n e s t e p i n t e r c e p t s for


every two committed.
If the target is adjacent or in the same hexy t w o steps
i n t e r c e p t for e v e r y t h r e e c o m m i t t e d .
In all cases round fractions to t h e nearest whole number. For
example, if the target is adjacent and five steps are committed, three
steps intercept.
The intercepting steps fight exactly as though defending their
own task force or base.
Immediately after t h e combat, all committed units must be
placed in a Landing box, either of their original t a s k force/base or at
the hex they defended.
EXAMPLE: YOU have a carrier three hexes from Guadalcanal at the time a
Japanese raid attacks it. You commit six steps of CAP. Two steps fight. All
six are then p l a c e d in the Landing box.
DESIGN NOTE: One carrier would never fly CAP for another unless they
belonged to the same task force. The planes would have no way to
receive fighter direction instructions, would be a traffic hazard, and
might well be mistaken for enemies.

24.0 Game Extension


DESIGN NOTE: in the Battle of the Coral Sea, carrier-to-carrier action
lasted two days. The Eastern Solomons and Santa Cruz battles could
also have lasted more than one day had either side pressed more
aggressively.

The standard game ends after t h e 2000 game t u r n . With game


extension, play continues through the night t u r n s and another day.
Play may continue through a second night and a third day as well. The
extended game ends after the 2000 t u r n of t h e third day. (The fleets
would be low on fuel.)
Game extension entails special rules for the following:
J a p a n e s e Arrival (24.1)
Night activities (24.2)
Additional J a p a n e s e commitment at the start of each new day
(24.3)

24.1 Japanese Arrival


On the first and second days of extended scenarios, use the
"Extended Game" Port Moresby Arrival Table for forces with objective
Port Moresby. On the third day use t h e "One Day" table.
All J a p a n e s e forces with objectives besides Port Moresby use
their normal Arrival Tables.

24.2 Night
Night t u r n s differ from day t u r n s in these respects:

Japanese movement rules differ

Air operations are curtailed

Surface combat is affected

Japanese Night Movement


Carrier F o r c e s :
Roll the die once at the start of each J a p a n e s e segment.
If t h e roll is "1" t h r o u g h "4", any J a p a n e s e carrier force
activated in t h a t segment uses M i s s i o n M o v e m e n t , unless
adjacent to a US task force.

If t h e roll is "5" t h r o u g h "10", any J a p a n e s e carrier force


activated in t h a t segment d o e s not m o v e , unless adjacent to
a US t a s k force.
A carrier force adjacent to any US task force moves so as not to
be adjacent, if possible. Given a choice of direction, it moves toward its
objective; choose randomly if alternatives remain.
Surface F o r c e s :
The following types, if adjacent to any US task force and not
located in their objective hexes, will move into the US task force's hex
and attempt to engage: (see Japanese Close Reaction Table)

CARRIER Rules Page 55


Any level 2 Large or Medium Surface
Any level 3 BB or CA force
Any level 4 force containing a BB or CA
If not adjacent to a US task force these types use Mission Movement.
All other types of forces always use Mission Movement at
Night..
Transport F o r c e s :
Always use Mission Movement.
Night M i s s i o n Movement
At night, US air sources do not affect Mission Movement. The
daytime restrictions on movement within 8 hexes of air sources do not
apply.

Wight Air Operations


At night, air units may never attack, and all launches are
prohibited.
Air units landing at night may suffer losses. Use the Night
column of t h e Extended Range/Night Landing Table (see chart
screen), as for units which have extended range. If any units
also have extended range, roll separately for their resulting
loss.

Units in a CAP Box at the end of t h e last daylight t u r n of each


day must land during one of t h e following two night t u r n s . You
must make night landing die rolls for them. Units which fail
to land within those two t u r n s are eliminated.

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.

Night Surface Combat


Die rolls for J a p a n e s e fire and for both sides' engagement
attempts are modified at night. The Surface Fire Table lists these
modifiers.

24.3 Additional Commitment


If any of the three Japanese commitment limits is exceeded, then
additional commitment may occur immediately before t h e next 0520
turn. At that time, roll t h e die and consult t h e Additional Commitment Table (see below). Modify as indicated beside the table and read
off the corresponding additional commitment. Roll separately for
each of the 3 limits, but only roll for those commitment limits t h a t
have been exceeded, limits t h a t have not been exceeded are never
added to. Place the Commitment Limit marker in t h e corresponding
track space.
If additional commitment occurs, place the Commitment Index
marker at 0. The index can then increase again until the additional
commitment is exceeded. Effects of exceeding the additional limit are
the same as for exceeding the original limit.
Commitment increases occur only for new forces brought into
play, not for any already on t h e m a p . It does not m a t t e r by how much
the previous limit was exceeded; the Index marker always begins
again from 0.
EXAMPLE: The original carrier commitment limit was 14. An additional
commitmentof 6 is obtained. Six more points of revealed air strength c a n
enter play. This applies even if, say, 25 are already in play.

Additional Commitment Table


die roll
Additional Commitment
1-5
0
6-7
3
8-9
4
10+
6
Die-roll Modifiers (cumulative):
+2 for each Japanese carrier sunk
+1 if US units on or north of 22XX hexrow
+1 if US units on or north of 18XX hexrow
I n t e l l i g e n c e Chit Adjustment
If any additional carrier or surface commitment is rolled, then
all green-striped intelligence chits discarded during the previous day's play are returned to t h e combat force chit cup.

If any additional transport commitment is rolled, then all


blue-striped intelligence chits discarded during t h e previous
day's play are returned to t h e transport force chit cup.

25.0 Advanced US Strikes


25.1 Wrong Target Results
DESIGN NOTE: The Japanese often operated forces close together,
causing US aviators to strike the wrong targets. Indeed, the Japanese
sometimes deliberately operated forces built around CVL's some
distance ahead of their carriers as decoys.

A contact attempt may result in the strike contacting the wrong


target some nearby J a p a n e s e force (see US Strike Contact Table,
chart screen). If t h e strike contacts a wrong target, immediately place
it in that target's hex. The Time Aloft marker does not change. (Note
that the wrong target must be no farther t h a n the correct target from
the launching US t a s k force.) Choose randomly if more t h a n one force
meets t h e conditions.

The force contacted by a Wrong Target result need not be


Detected. It can be at any intelligence level. If the wrong target
turns out to be a dummy force, t h e mission h a s been wasted.
If a force contacts a wrong target you cannot make a second
contact attempt. You must attack t h e force contacted.

25.2 Change of Target, Splitting and


Recalling Air Strikes
During the Carrier Operations Step, if a strike has not yet
reached its designated target, you may decide to; change its targeting,
split it into two strikes, or recall it entirely. A given strike may only
change targeting or be split up once during the course of its mission.
Furthermore a strike t h a t h a s changed its targeting may not be split,
nor vice versa. Any strike (including one which has changed its
targeting or been split) may be recalled.

Changing the targeting, splitting or recalling an air strike is not


guaranteed; all require a die roll.
Roll a d i e for e a c h s t e p in t h e strike.
Modify as follows:
If t h e strike has Time Aloft m a r k e r value 2 or less, subtract 2.
If the strike has Time Aloft marker 7 or greater, add 2.
Results are as follows:
On a modified roll of 1-3 t h e step will change its targeting, join
the split-ofF strike or be successfully recalled, depending upon
what was being attempted.

On a modified roll of 4 or greater t h e step will remain in its


original air strike and continue on to its originally designated
target.

Note: E a c h step is rolled for individually. You m a y roll only


once p e r step, (i.e., o n c e a s t e p h a s failed to h e a r t h e
changed orders, you c a n ' t roll a g a i n in a later segment.)
Change of Targeting and Splitting Strikes
The new target must be located or approximately located at the
time you change targeting or split a strike. Rolls are made for each
step in t h e strike t h a t will try to switch to the new target. In the case
of a split strike, all steps t h a t will attempt to join the new strike must
be designated before any can be rolled for. All steps t h a t fail their rolls
remain in the original strike.
Place the steps that have successfully changed their target or
joined a split strike into a separate Strike Box. Place the second Air
Strike marker in the same hex as the original marker. Place its Target
marker on the new target force.

An air strike formed by splitting-up an existing strike may

CARRIER Rules Page 56


never be assigned the same target as the strike from which it
split away.
Recall
Steps which are successfully recalled are placed in a separate
strike with a face-down Strike marker. They must immediately

26.0

Advanced Search

Advanced Search introduces special results on the Air Unit


Search Table, and introduces PBY searches.

26.1 Special Search Results


Special search results occur if a " 1 " is rolled when using t h e Air
Unit Search table. Apply t h e basic result, then roll t h e die a second
time. If t h e searching units include any TBF steps, add 1 to the second
die roll. Read off t h e special result corresponding to t h e modified die
roll. Special results occur only on a natural " 1 " , not an adjusted " 1 " .
B o m b i n g Hits D u r i n g S e a r c h
DESIGN NOTE: US search planes carried bombs for immediate use
against important targets they might locate. A pair of search planes
was more difficult to detect than a larger strike, and so search planes
had a reasonable chance to take the Japanese by surprise. At Santa
Cruz the carrier Zuiho was knocked out though not sunk by hits
from two search planes.

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 force h a s carriers, choose one carrier randomly. It suffers


hits, exactly as though from a strike.
If the force has no carriers and is level 4, one of the largest type
ship present chosen randomly suffers the hits.

If the force h a s no carriers and is level 3, record t h a t the force


h a s suffered one hit. If t h e force is ever increased to level 4,
apply t h e hit randomly to a ship of the largest type present.

If the force is level 2 or lower, or a dummy, ignore bomb hit


results.

These results apply only if the searching units include at least


one step of SBD's.
Loss of Search Planes
DESIGN NOTE: Search planes were lost through accident running out
of fuel, and enemy action.

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.

26.2 PBY Searches


DESIGN NOTE: The Navy continually searched the eastern portion of
the Carrier map using PBY "Catalina" seaplanes based in the New
Hebrides. The PBY's had tremendous range and provided invaluable
information in all these battles. Unfortunately they were also defenseless; there were cases of PBY's being attacked and shot down by twoengined bombers. A grim joke among PBY pilots ran. "Sighted enemy
carriers. Please notify next of kin."

27.0

Rabaul

The J a p a n e s e have a land air base at Rabaul. Rabaul functions


much like a J a p a n e s e carrier force.
DESIGN NOTE: The Japanese did have other air bases on the Carrier
map (such as Buka and Lae) but. like the minor US airfields, these
were generally too small to exert any influence on course of the
carrier battles.

Activation and Attacks


Rabaul has an Activation chit. When you draw this chit, consult
the Rabaul Air Attack Target Table (see advanced rules chart card).
Roll the die and determine a target. The procedure for this chart is t h e
same as for t h e Carrier Air Attack Target Table.

return and land. Steps which are not recalled must continue moving
towards their designated target.

Only one attempt can be made to recall a particular strike.


Steps t h a t fail to roll for recall may not try again in some
subsequent action phase.

If a PBY Search chit is drawn during a Japanese Segment,


immediately conduct one PBY search. PBY searches are conducted
only when a chit is drawn.
PBY searches are conducted using the PBY search hexes printed
on the map. There are no PBY units and t h e Search Tracks are not
used.
PBY S e a r c h P r o c e d u r e :
1. Roll the die t w i c e and locate t h e corresponding PBY search hexes
(they are numbered 1 to 10). If you roll t h e same number twice, roll
again until you obtain a different one. Then for each chosen hex
perform steps (2) through (4).
2. On the PBY Search Table (see Advanced Rules chart card), locate
the column corresponding to the total number of Japanese forces
currently within three hexes of the designated search hex.
3. Roll one die and cross-reference the die roll with t h e column. The
result is two numbers in the form "XjY". X is the number of forces
which are located regardless of previous detection status. Y is the
number of additional forces which become located only if they were
already approximately located.
4. Choose X forces randomly from among those within three hexes of
the search hex. Then choose Y additional forces randomly from among
the approximately located forces within three hexes. All these forces
become located and have their counters inverted.
Chit I n c r e a s e
A force's Intelligence chit may increase during PBY search in two
ways:
If a force Detected by PBY search h a s no Force chit it receives
one at t h a t time as usual.
If the die roll on t h e PBY Search Table was a *1\ then one
randomly-chosen force out of all those Located by that search
increases one level.
Apart from these cases, forces chit are never upgraded through
PBY search.
DESIGN NOTE: Remember that a great deal of the information gained
from PBY Search is already incorporated in your knowledge of when
and where forces arrive during the Arrival Phase. That information
represents the more vague, delayed information from PBY reports. The
PBY search procedure above represents only the more precise
information. Information from PBY's often arrived late or in haphazard
fashion. The planes were not under the carrier admirals' direct control
and liaison often broke down. The rule above simulates these
problems.
The PBY search hexes cover most of the area searched by PBY's
and some searched by land-based planes. In a typical interservice
squabble, the Army-dominated Southwest Pacific Command
(General Douglas MacArthur commanding) insisted on and was
granted sole responsibility for searching the western half of the map
area. It did not have the resources to perform that mission.

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.

If Rabaul's current air value is 14 or greater, a full strength


strike from Rabaul always has basic strength of 6,6 (two waves
of six each), and a partial attack, a strength 6 (one wave of 6).
However, should Rabaul's current air value fall below 14, roll
on the Air Attack Strength Table (Level 3 and 4 Forces) to
determine the strength of air strikes originating there. This is
done using t h e exact same procedure as for carrier forces,
except t h a t the negative die roll modifier for ranges in excess

CARRIER Rules Page 57


of 6 hexes is ignored.
Each Rabaul air point always h a s an air-to-surface attack
value of 4.
As indicated beside t h e respective charts, US CAP strength
and A.A. fire are enhanced when combatting Rabaul attacks.

DESIGN NOTE: Attacks from Rabaul consist primarily of two-engine


"Nell" and "Betty" bombers, which could attack at ranges impossible
for single-engined carrier aircraft. However, these aircraft (and
especially the 'Betty") were obsolete and horribly vulnerable. US CAP
strengths are increased to reflect this vulnerability.

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.

However, just like a sunk or heavily damaged J a p a n e s e carrier,


Rabaul can launch air strikes until t h e E n d Phase of t h e t u r n after
t h a t in which the incapacitating damage was inflicted. Record damage to Rabaul on the J a p a n e s e log sheet j u s t as you do for Japanese
carriers.
Japanese Forces in Rabaul Hex
A non-retiring Japanese force which enters the Rabaul hex
remains a separate target. J a p a n e s e forces may 'enter the base* only
when retiring (see 20.3).

Had Japan possessed even one fifth of the American


capacity for constructing air bases, the Guadalcanal air
campaign might have ended differently. Had we possessed such air bases, we could have brought several
times as much power to bear upon the American forces.
One of Japan's greatest blunders in the Pacific War
certainly lay in its failure to devote proper study to such
matters as logistical and engineering support of our
combat air forces. Air combat units undeniably superior
to the enemy's were shackled by a denial of adequate
ground facilities.

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.

Jiro Horikoshi and Mastake Okumiya, ZERO!

28.0 Returning Air Strikes


DESIGN NOTE: Planes returning from a strike, having expended their
ordnance and over half their fuel, were thousands of pounds lighter
than on the outbound trip. They also did not need to keep formation.
For these reasons they could fly significantly faster.

An Air Strike counter on its reverse side may be moved t w o


h e x e s in the Second and Fourth Action Phases (a total of six hexes per
game turn).

29.0 Hit Confirmation


When using this rule, d o u b l e the number of hits scored on the
Air Attack Damage Table in all US strikes (only). However, all US hits
are termed reported hits at the time they are inflicted. You cannot be
sure how many hits actually have occurred until the hits are confirmed. Only confirmed hits cause Damage effects. Unconfirmed hits
have no effects.
DESIGN NOTE: The doubled hits are what your aviators report when
they return to the carrier. Aviators were prone to exaggerate numbers
of hits by factors of two to five. Later in the game you will find that
about half the supposed hits were false.

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 any US strike next contacts t h e force. In this case


confirm all unconfirmed hits recorded on t h e force's log.

When air attack strength next needs to be determined for the


force. Only those unconfirmed hits which can affect the attack
strength are confirmed. To determine which hits must be
confirmed, use the Confirmation Requirements Chart (see
advanced rules chart card). Locate the chart entry corresponding to the range and read t h e result.

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.)

EXAMPLE At range 3-5 hexes, hits occurring on the previous g a m e turn or


earlier must be confirmed; those occurring on the current turn are not
confirmed at this time.
DESIGN NOTE: If the attack planes were in the air before your attack
struck, your hits many or few cannot affect the strength. The
Confirmation Requirements Chart simply shows whether the Japanese
attack planes would already have been airborne when your attack
arrived.

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.

CARRIER Rules Page 58

30.0 Surface Bombardment of Airfields


Surface B o m b a r d m e n t Eligibility
A J a p a n e s e surface force which spends an entire game turn in an
objective hex may bombard.
E x c e p t i o n : H e n d e r s o n Field m a y be b o m b a r d e d only
between A u g u s t a n d December '42.
A force may bombard only if it neither moves, attacks, or is
attacked during the game turn. Keep a record of forces eligible to
bombard. Bombardment is resolved at the end of the game turn.
Surface B o m b a r d m e n t P r o c e d u r e
1. If any bombarding force is at intelligence level less t h a n 4, increase
it to level 4 immediately.
2. Total the bombardment values of all ships bombarding in the hex
(even if from different forces).
3. On the Surface Bombardment Table (see chart screen), locate t h e
greatest column heading which does not exceed this total. (Example:
35 points would bombard using t h e "24" column.). If t h e total bom-

bardment value is not at least 10, then no attack can be made,


although victory points may still be scored (see 22.0).
4. Roll the die and cross-reference with this column to obtain the
result.
Surface B o m b a r d m e n t R e s u l t s
Results are in the form of two numbers separated by a slash, for
example: "2/4".

The first number is t h e number of hits inflicted on the airfield.


The second number is the n u m b e r of s t e p s of US air units
(chosen randomly) t h a t are immediately eliminated. At a
Japanese land air base, one-half the indicated number of air
p o i n t s are eliminated (rounded nearest, with 1/2 rounding
up).
Surface B o m b a r d m e n t L i m i t a t i o n s
Each ship (i.e., each force) can bombard no more t h a n once per
game. Keep a written record of which forces have bombarded. (This
reflects ammunition limits.)

31.0 Historical Scenarios


DESIGN NOTE: These "historical" scenarios are not exact recreations of
the corresponding battles. As the US commander, you will control the
same ships, deployed in more or less the same way as they were
historically. However, the random appearance and composition of
Japanese forces may produce results quite different from the historical
outcome. This is necessary in order to maintain the air of uncertainty
which influenced the dec'isions of the commanders in these battles.

Each scenario specifies the organization of US task forces, their


areas of deployment, and the numbers and types of US aircraft
available. The scenario also designates Japanese objectives, commitment levels, and if using t h e advanced rules, Rabaul's air value.

31.1 Coral Sea: May 5-8 1942


NOTES: In this battle, the Japanese were attempting to execute
simultaneously a pair limited-objective operations. The larger of these
involved the capture of Port Moresby, with its valuable harbor and air
base facilities. The other was aimed at Tulagi, where a patrol seaplane
base was to be constructed. A carrier force was to cover both
operations from Allied interference. Aware of the Japanese intentions
through decryption of intercepted Japanese radio traffic, CINCPAC
(Commander-in-Chief Pacific Theater) Admiral Chester Nimitz
decided to commit his precious carriers to foil the Japanese plan.

31.2 Eastern Solomons:


August 24-26 1942
NOTES: In this battle the entire Japanese Combined Fleet, with a total of
4 fleet and light carriers, 3 battleships, and a host of smaller ships, was
committed to cover the transport of a mere 1,500 troops to Guadalcanal. The absurdly large size of the covering force is attributable to
Japanese hopes of revenging their Midway disaster upon the US
carriers that were certain to be committed in defense of Guadalcanal.
Historically, the Japanese launched a minor amphibious operation
against Milne Bay (2742) simultaneously with their main effort to the
east. The operation is not depicted in this scenario because neither
side committed any carriers (or indeed, any large naval forces at all)
in support of, or opposition to it.

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.

Japanese Forces and Objectives

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

The scenario begins with t h e 0520 t u r n of May 5th.

Game Extension (24.0) and Rabaul (28.0) rules must be used.

Victory is determined normally, except t h a t the Japanese can


score no better t h a n a marginal victory unless they deliver at
least 24 unloading points to Port Moresby.

Japanese Forces And Objectives

Guadalcanal is t h e Japanese objective. As usual, there are 20


combat and 6 transport forces in play.

Japanese Commitment and Retirement limits are 20/27/3/45

Rabaul Air Value is 10.

Special Rules

The scenario begins on the 0520 t u r n of September 24th.


At the beginning of the scenario, TF 18 is refueling. It may not
move before t u r n #5 (1040), unless t h e presence of a Japanese
carrier force is discovered (i.e., a J a p a n e s e carrier force is
brought to Level 3 or higher), or a U.S. carrier is attacked by
J a p a n e s e carrier aircraft.

Game Extension (24.0), and Rabaul (28.0) rules must be used.

CARRIER Rules Page 59

31.3 Santa Cruz: October 25-27 1942


NOTES: The Santa Cruz battle was the naval companion piece to the
third Japanese ground offensive on Guadalcanal. This attack,
mounted by the reinforced 2nd Infantry Division, was to capture
Henderson Field from the landward side. Once the air base was
neutralized, Japanese surface forces were to close on Guadalcanal
and assist in the defeat of the remaining US forces by providing naval
gunfire support. Meanwhile, the carrier forces and main body of the
Combined Fleet would move to intercept and destroy the US carriers
that would doubtlessly appear to contest the Japanese offensive.
Admiral Halsey, the aggressive US South Pacific commander,
responded in characteristic a fashion, ordering his carrier task forces
to "Attack Repeat Attack!". Thus, on October 25th, when 2nd
Division erroneously signalled that Henderson Field had been taken,
the stage was set for the last major carrier battle until 1944.

31.4 Naval Battle of Guadalcanal


November 12-15 1942
NOTES: After the disastrous outcome of its October offensive, the
Japanese Army concluded that victory could not be expected unless
troops and supplies could be transported to Guadalcanal en masse,
as opposed to the piecemeal methods employed, up to that point.
Eventually, the Imperial Navy agreed to move the entire 38th Infantry
Division in a single convoy of 11 transports. The operation was to be
covered by yet another sortie of the Combined Fleet, although the
unavailability of the Shokaku and Zuikaku (both damaged at Santa
Cruz) meant that the carrier forces would be rather weak. However,
the US situation was even more tenuous, since only one operational
carrier, the Enterprise, remained in the entire Pacific Theater.
Nonetheless, the situation was desperate enough that Admiral Halsey
felt compelled to risk this last carrier in support of his own effort to
reinforce the troops on Guadalcanal. At the beginning of this
scenario, the US transport force has just begun unloading

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.

Japanese Forces and Objectives

The Japanese have only one objective, Guadalcanal. There are


20 combat forces in play. Since J a p a n e s e have no transport
commitment, no transport forces are in play.

Japanese Commitment and Retirement limits are 20/25/-/45

Rabaul Air Value is 15.

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.

Japanese Forces and Objectives

The Japanese have only one objective, Guadalcanal. As usual,


there are 20 combat and 6 transport forces in play.

Japanese Commitment and Retirement limits are 10/27/7/35


Rabaul Air Value is 14.

Special Rules:

The scenario begins with t h e 0520 t u r n of November 12th.


At the start of the scenario, the US transports at Guadalcanal
are eligible to begin unloading. When the transports finish
unloading, they must begin moving immediately towards the
southern map edge, escorted by at least three destroyers.

Game Extension (24.0) and Rabaul (28.0) rules must be used.


If Rabaul launches an air strike against Henderson Field
while US transports are present in hex 2626, t h e strike will be
targeted upon t h e m r a t h e r t h a n t h e air base.
Contrary to t h e rules concerning US formations (5.0), any US
task forces t h a t begin a t u r n stacked together in hexes 2526 or
2527 may exchange ships or combine in any fashion desired.

The scenario begins on t h e 0520 t u r n of October 25th.


Game Extension (24.0) and Rabaul (28.0) rules must be used.

The USS South Dakota maneuvers at high speed during the Battle of Santa Cruz.

TF 16 (Enterprise) begins the game off-map. It enters t h e map


within 3 hexes of 3818 on the N-3 (0000) t u r n of the first day.

The Enterprise, suffering from an elevator damaged at Santa


Cruz, has its Raise / Lower capability reduced to 4 steps per
phase for the duration of t h e scenario. This particular damage
may not be repaired.

The Japanese win a major victory if, at t h e end of any turn,


they have delivered 18 or more unloading points to Guadalcanal.

CARRIER Rules Page 60

32.0 The Final Countdown


DESIGN NOTE: We here at Victory, recognizing our continuing commitment to bringing you war the way it realty was in the movies (see
AMBUSH! and its offspring), proudly present The Final Countdown. Like
many (if not most) of the ideas we have here, this one was blatanily
and shamelessly stolen, but this time we had no real choice. We had
discovered, to our dismay, that since the Japanese were so hard to
beat in the standard game, our piaytesters swiftly became angry,
frustrated, destructive, and homicidal. Faced with repeated death
threats (and several pending lawsuits), we were in desperate need of
a solution. After some serious contemplation (and several fifths of JD)
we finally arrived at the answer. What better way. we figured,
(especially given the current state of the trade deficit) to let our
players work out their frustrations than to allow them (cackling
maniacally) to crush the Japanese in a onesided contest using the
very latest weapons technology built with imported silicon chips?
What's more, we thought, the real purpose of fulfilling our players'
need to gratify their aggressive tendencies could be cleverly hidden
behind the intellectual smoke screen of "...providing a means for
students of warfare to evaluate and comprehend the relative
advances in naval technology made over the course of the last four
decades." In short, it was a winner no matter how we looked at it.

A-6 aircraft flying strike missions may be equipped with


Harpoon air-to-surface missiles instead of bombs. When an A6 unit is moved into t h e Servicing box, place a "Harpoon"
marker underneath it. If the A-6 is a full-strength unit, place
the Harpoon m a r k e r so t h a t its front side is facing up, but if the
A-6 is only a single step, place t h e Harpoon marker so t h a t its
reverse side is face up. The "Nimitz" carries only 6 steps worth
of missiles.

When using Harpoons, A-6's (only) can attempt to contact


their target force (with no penalty) from 2 hexes away. If the
attempt is successful, t h e missiles are launched immediately
and attack during t h e same segment. The Harpoons automatically home in on the largest ship(s) present in the target force
(use the Order of Size/Weight Chart in 2.2. For purposes of this
rule only, BB's and CVs are considered to be equivalent in
size). If there is more t h a n one ship of t h e largest type present,
divide the total attack strength of all Harpoon markers in the
attack as evenly as possible among t h e available targets.
There is no defense against Harpoon attacks (at least, there is
none within the capability of 1940s' technology).

The U.S.S. "Nimitz" (CVN-69)


In any scenario where t h e J a p a n e s e Carrier Commitment Level
is at least 19, the US player may choose to receive the nuclearpowered aircraft carrier "Nimitz" instead of all other forces t h a t he
would normally have available (i.e.; he not only does not receive any
other ships, but does not have any land-based aircraft either). The
"Nimitz" always appears carrying all the modern jet aircraft units in
the counter mix (8 counters; 3 F-14, 3 A-7, 2 A-6). The "Nimitz" may
be placed in any hex in which a US carrier t a s k force could normally
be deployed.

Search and Detection

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.

All types of aircraft carried on the "Nimitz" are capable of


flying search missions. When first launched, searching aircraft are be placed in the 4-7 box, r a t h e r t h a n the 0-3 box.
Likewise, searching units are advanced 2 boxes along the
search track in each Arrival Phase, as opposed to the usual
one.

When used for search, t h e "Nimitz's" aircraft can attempt to


detect enemy forces located not only within t h e coverage range
of the search track box t h a t they occupy, b u t also t h e one to its
left.

Changes to the Standard Rules


Carrier Air O p e r a t i o n s
The "Nimitz" may both launch and land aircraft in the same
segment without any penalty.

The "Nimitz" can raise and/or lower 12 steps of aircraft per


phase without impairing its ability to launch or land in any
way.

F-14's and A-7's may fly CAP missions. A-6's cannot.

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.

In CAP combat, the escort modifier is ignored. Instead, the US


gains an automatic +3 modifier.
U S Air S t r i k e s
The "Nimitz's" airstrikes normally move 2 hexes each air
movement step. However, t h e strikes can be moved up to three
times this speed (maximum of 6), if the Time Aloft marker is
increased by one for each two extra hexes or fraction moved
(thus, 3 or 4 hexes would eat up two t u r n s of endurance, while
5 or 6 hexes would consume three).
All contact attempts benefit from an automatic +4 modifier
(strike aircraft are equipped with radar).
Japanese CAP is ignored (even the A-6's and A-7's are almost
twice as fast as Zeros).
The J a p a n e s e antiaircraft value is halved (rounding down)
before AA Fire is resolved. The halved value is also used to
determine the AA modifier used when rolling on the Air Attack
Damage Table.

Searching air units benefit from an automatic -3 modifier on


the Air Search Table. Furthermore, the +2 and +1 modifiers
normally incurred for searching with (respectively) two or less
and three steps, are ignored when searching range brackets 03 and 4-7.
Special Search Results can occur as per the Standard Rules.
However, all three types of US jet aircraft can inflict hits and
the number of hits indicated by t h e tables is automatically
doubled.

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).

CARRIER Rules Page 61

Ship Availability Chart


USA

CARRIER Rules Page 62

Japanese

CARRIER Rules Page 63

Damage Effects Summary (Surface and Transport Ships)


Anti-aircraft and Bombardment values reduced 1 per hit.
Ships sunk when hits equal hit capacity.

Damage Effects Summary (Carriers)


Anti-aircraft value is reduced 1 per hit.
2 steps of aircraft in the Flight Deck or Servicing boxes are eliminated for each hit. No
steps in the Servicing box are eliminated until all on the flight deck have been
eliminated.
At damage level "L", damage points may not be repaired, but repair rolls may still
remove Inoperative Flight Deck markers.
At damage levels "M" and "H", the carrier receives an Inoperative Flight Deck marker.
Repair of two damage points is necessary to remove it. *Exception: The Victorious does
not recieve an Inoperative Deck marker until it has reached damage level "H".
At damage level "D", the carrier cannot launch or land aircraft. It also receives an
Inoperative Flight Deck marker.

US REPAIR TABLE

Results (Repair and Critical Damage Tables)


- 1 , -2
Reduce number of damage points by 1 or 2.
+1, +2, +4 Increase number of damage points by 1, 2, or 4.
I
Irreparable hull damage "M" level damage cannot be repaired
However, rolls are still made to repair flight deck damage (19.3).
0
No change in damage.
On an unmodified roll of " 1 " (only), roll on Critical Damage Table,
Die Roll Modifiers (Repair and Critical Damage Tables)
-1 for each hit above minimum needed for damage level "DH.
-1 ScenarioTime Period: January-July 1942
+1 Scenario Time Period: October 1942 or later

CARRIER Rules Page 64

Japanese Log Sheet


Force Number
Revealed Air Strength

Air Losses

Air Strikes
Land

Carrier Sinkings and Damage


Strength

Loss

Survivors

Turn

Force Number:
Revealed Air Strength:

Air Losses

Air Strikes
Land

Carrier Sinkings and Damage


Strength

Loss

Turn

Survivors

Force Number:
Revealed Air Strength:

Air Losses

Air Strikes
Land

Carrier Sinkings and Damage


Strength

Loss

Turn

Survivors

Task Force Displays

Damage Effects Summary (Japanese)


Anti-aircraft and Bombardment values reduced 1 per hit.
Carrier air value reduced 1 per hit.
If carrier heavily damaged, it can no longer launch strikes. Increase Retirement Index
by air value.
Ships sunk when hits equal hit capacity. When carrier sunk, increase Retirement Index
by air value.
For purposes of generating air attacks, damage to and sinkings of Japanese carriers
take effect in the End Phase of the turn after damage was inflicted.

G
TURN OF LANDING
Range
0-2 hexes
3-6 hexes
7-10 hexes
11-14 hexes
15+ hexes

Turn Strike Will Land


Same Turn
Following Turn
Two Turns Later
Three Turns Later
Four Turns Later

CARRIER Rules Page 65

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

Land Air Bases


Landing
Large US Task Forces
Launch
Located
Log Sheets
Lost and Unavailable Air Points

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

Recalling Air Strikes


Records Track
Repair
Retirement
Retreat

25.2
2.3
18.2, 19.3
9.2, 20.0
14.1, 14.2

CARRIER Rules Page 66


Returning Air Strikes

28.0

Abbreviations

Revealed Air Strength


Scenario Generation
Scenarios

16.1
21.0
21.0, 31.0

Amatsukz = Amatsukaze
Mochzki = Mochizuki
Tokitsukz = Tokitsukaze
Koby Maru = Kobayashi Maru

Scenario Time Period


Screens
Scuttling

21.0
11.3, 20.1
19.3

Search and Detection


12.0, 26.0
Search Tracks
12.2
Sequence of Play
3.0
Servicing
7.1, 18.1
Ship Availability
11.2, Tables
Special Commitment Limit Effects .......... 17.2
Special Search Results
26.1
Splitting Air Strikes
6.4, 25.2
Stacking
2.6
Standard Game Sequence
Strategic Surprise
Strikes in Two Waves
Summary of Force Chits
Surface Bombardment of Airfields
Surface Combat
Surprise
Japanese
Strategic
Target Assignment
Target Chit Increase
Target Specification
Task Force Displays
Task Forces
Time Aloft
Transport Forces
and Damage
Turnaround
Two Strike Limit
Two Wave Strikes
Unavailable Air Points
Unloading Transports
United States
Advantage
Air Sources
Air Strikes
Air-to-Sea Attacks
CAP
CAP Combat
Carrier Repair
Carrier Task Force Operations
Land Air Base Operations
Movement
USOp
Warning
Wrong Target Results
Victory

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

A US torpedo bomber about to make a run on the Japanese carrier Zuikaku.

N. Carolina = North Carolina


S. Dakota = South Dakota
Mass. = Massachusetts
N. Orleans = New Orleans
Northmptn = Northampton
Salt Lk City = Salt Lake City
San Frans = San Fransisco
Arn Ward = Aaron Ward
Conynghm = Conyngham
MacDongh = MacDonough
Cres Cty = Crescent City
Prs Adams = President Adams
Prs Jcksn = President Jackson

CARRIER Rules Page 67

Bibliography

Summary Design Notes

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.

The goal of Carrier is to present you with t h e viewpoint and


problems of an American carrier task force commander in t h e South
Pacific campaign. Solitaire games are notoriously complex and difficult to design, and Carrier ended up being both more complex and
more difficult t h a t I had originally anticipated. I hope t h a t players
will find t h a t their effort in mastering t h e complexity is justified by a
rich set of decisions and an authentic point of view. If t h a t is the case,
both the complexity and the effort will be well repaid.
In Carrier much of t h e effort yours and mine revolves
around two of t h e fundamental problems of solitaire games; responsiveness and consistency. For the game to be challenging and enjoyable, the non-player side must respond effectively to t h e non-player
side. Indeed, in t h e case of Carrier it must do more. In these battles
the Japanese usually had t h e advantage, and t h e game must take the
battle to the player accordingly. The solution here is similar to Tokyo
Express; Mission Movement through m a p zones centered on objective
hexes.
The second problem, consistency, was especially problematic in
Carrier due to the importance of reconnaissance and intelligence. The
player's central challenge is to seek out t h e J a p a n e s e and hit them
first. In carrier warfare like naval warfare in general he who
"gets his fist in first" is more t h a n "three times armed."
In order for the player's intelligence problem to be meaningful,
the many clues received strength reports, air attacks observed,
etc... must follow a consistent pattern, but with plenty of latitude
for uncertainty and surprise. The most difficult rules in t h e game
both from you viewpoint and from mine are those which ensure
unfolding events, while perhaps surprising the player, remain consistent with previous events.
The many design notes attached to t h e individual rules explain
"why we did it t h a t way." However, it's impossible to attach such a
comment to a rule t h a t isn't included, and so one more detailed point
needs to be addressed; submarines, and why aren't there any?
Submarines were certainly a threat and could potentially sink a
carrier. Actually, submarines aren't totally absent; rather, t h e prohibition against entering shallow water is t h e submarine rule. Submarines were most effective in restricted waters where they could easily
find and keep pace with their targets, and this is one reason the
carriers stayed on t h e high seas. Any more elaborate treatment
wouldn't add any interesting decisions; it would simply make more
work and increase t h e role of luck in an already luck-heavy game.
Good playtesters and developers make an absolutely vital contribution to any game project. Fortunately, Carrier enjoyed the benefit
of more and better playtest and development help t h a n any project
has a right to hope for. I'm very grateful to Kevin Boylan and Len
Quam for their careful and thorough development and production
work, and to Ken Horton, Jeff Petraska, Scott Jackson, and Dave
Marchesi for their endless playtesting far beyond the call of duty.
And I'm grateful to you for buying and playing Carrier. I hope it gives
you many hours of challenging fun.

Game Design Jon Southard


Game Development Kevin M. Boylan
Technical Assistance Kenneth J. Horton,
Jeff Petraska
Editing Leonard C. Quam
Testing Marion Bates, Jim Burnett, Jerry
Corrick, Robert Emerson, Tony Gole, Bob
Medrow, David Smith
Prep Dept. Coordinator Lou Velenovsky
Cover Art Ned Schatzer
Production Leonard Quam, Charles Kibler,
Colonial Composition, Monarch Services, Inc.
Project Oversight W. Bill
Credit Concept thirtysomething

USS Wasp burning after taking a trio of torpedo hits on Sept. 15, 1942.

Jon Southard

QUESTIONS:

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postage. To get a complete description of our games, send $1 and ask for our
Consumer Game Catalog to Victory Games, Inc., 4517 Harford Road,
Baltimore, MD 21214. Credit Card (only) purchases may be made at 1-800-999-3222.

What's Happening: Most gamers like to know what's going on in the gaming
hobby. Each issue contains an installment of AH PHILOSOPHY where we discuss
developments in the industry and hobby, and generally strive to keep you
informed. Full-page ads announce new titles from The Avalon Hill Game
Company. In addition, the INFILTRATOR'S REPORT keeps you abreast on
tournaments, conventions, club news, awards and unusual happenings.
Value: In every issue you'll find a value coupon to be applied against the cost
of postage when purchasing games directly from The Avalon Hill Game
Company.
Since its inception in 1964, The GENERAL has stood the test of time. It remains
the oldest and most-respected periodical devoted to simulation gaming on the
market. And its subscription rates remain the best value. Increase your enjoyment of this and our other games many-fold with a subscription. If you're convinced, send your check for a two-year subscription. See the PARTS LIST
enclosed with your new game for prices.

Victory Games Inc.

1990, Victory Games, Inc.

Victory Games, Inc., 4517 Harford Road, Baltimore, MD 21214

E2765 9977-1-4

3003371

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