'CA' Tactical Naval Warfare in the Pacific, 1941-45
'CA' Tactical Naval Warfare in the Pacific, 1941-45 Rulebook
Table of Contents
Table of Contents
2.0 General Course of Play
CA is played in sequenced turns, called Game-Turns, during which Players move their ships on the map, fire their weapons (guns and torpedoes) and attempt to satisfy the Victory Conditions of the given scenario. Basically, most scenarios consist of either trying to sink the opponent's ships, or to exit off the map to get at whatever he is "screening."
3.0 Game Equipment
3.1 The Game Map
The 22" x 35" mapsheet is the surface area on which the ships are maneuvered. There are several outlines of land areas on the map, which are used in some scenarios. These are coded, and referenced to, by scenario. A hexagonal grid is superimposed over the mapsheet to regulate movement, position, and firing ranges of the ships.
3.2 The Playing Pieces
Two differently colored sets of playing pieces (henceforth known as ships) are supplied. These represent the various ships of the Imperial Japanese Navy, and the United States Navy and its allies. The opposing forces in each scenario are composed by selecting ships from those available. The ships are distinguished by type, class name, and various strengths and ranges.
3.21 Sample Unit
The sample unit counter is labeled as follows:
- Upper left: Gunnery Strength (13)
- Upper right: Gunnery Range Allowance (15)
- Center: Ship Type (CA-2a), with the Class Name Code printed beside it
- Lower left: Defense Strength (5)
- Lower right: Torpedo Strength (0)
3.22 Summary of Ship Types
Each ship type is shown on its counter with its values in the same positions as the sample unit (Gunnery Strength upper left, Gunnery Range Allowance upper right, Defense Strength lower left, Torpedo Strength lower right):
- Battleship (BB-1a): Gunnery Strength 46, Gunnery Range Allowance 20, Defense Strength 21, Torpedo Strength 0.
- Battlecruiser (BC-1b): Gunnery Strength 28, Gunnery Range Allowance 16, Defense Strength 16, Torpedo Strength 0.
- Heavy Cruiser (CA-2a): Gunnery Strength 13, Gunnery Range Allowance 15, Defense Strength 5, Torpedo Strength 0.
- Light Cruiser (CL-3b): Gunnery Strength 11, Gunnery Range Allowance 12, Defense Strength 6, Torpedo Strength 0.
- Destroyer (DD-2b): Gunnery Strength 3, Gunnery Range Allowance 8, Defense Strength 2, Torpedo Strength 12.
3.23 Other Markers
- P (One Power hit, shown as "½ Speed"): One Power hit. Two Power hits put the ship dead in the water.
- 2P (shown as "DIW"): Two Power hits, dead in water.
- W (shown as "½ Attk"): Weapon hit.
- PW (shown as "½ Speed" and "½ Attk"): One Power hit + One Weapon hit.
- 2W (shown as "No Attk"): Two weapon hits.
- Speed/Facing Marker (arrow with number): Used to record a ship's speed and facing (see Section 5.0).
3.24 Definition of Terms
Gunnery (or Torpedo) Strength is the basic attacking power of a ship's guns (or torpedoes), quantified in Gunnery (or Torpedo) Strength Points.
Defense Strength is the basic defensive power of a ship against gunfire and torpedo attacks, quantified in terms of Defense Strength Points.
Gunnery (or Torpedo) Range Allowance is the number of hexes over which the ship's Gunnery (or Torpedo) strength may be applied. This is not a maximum limitation; these strengths may be applied over greater distances, but at a consequent reduction in effectiveness (see Gunnery and Torpedo Combat rules, Case 7.2). The Torpedo Range Allowance of all IJN ships is always seven; that of USN ships is always three.
Note: in the scanned copy the sentence above is underlined in pen (a hand marking, not printed emphasis). The sentence itself is printed text and is transcribed; the underline is not reproduced.
Movement Allowance is the basic movement ability of a unit quantified in terms of Movement Points. Movement Points are expended in moving and turning. Each ship has a current Movement Allowance (or "speed"), indicated by its Speed/Facing Marker, and its maximum Movement Allowance, determined by its ship class (see 6.5, Ship Maneuver Control Schedule).
3.3 Game Charts and Tables
Various visual aids are provided for the Players to simplify and illustrate key game functions. The Ship Maneuver Control Schedule (see 6.5) details the maximum allowable Movement Allowance, and Movement Point functions of turning, accelerating and decelerating for the various ship types. The Combat Results Table details the method of resolving Torpedo and Gunnery Combat, and yields results from these attacks. The Scenarios are somewhat tabular also; they show which ships each Player receives, their deployment and how to win that scenario.
3.4 Game Equipment Inventory
A complete game of CA should include the following parts:
- one Game map
- one set of game rules
- one set of die-cut counters (400)
Necessary equipment not supplied with the game: In order to play CA, Players will need a single die. Dice can be scavenged from old games, or purchased in novelty shops. Alternatively, dice may be purchased from SPI at a cost of $1.00 for twenty.
3.5 Game Scale
Each Game-Turn in CA represents six minutes and forty seconds (nine Game-Turns per hour). Each hex, from side to side, represents 926.88 meters. Each current Movement Point represents five knots, real speed.
4.0 Sequence of Play
4.1 The Game-Turn
CA is played in turns called Game-Turns. Each Game-Turn is composed of two Player-Turns, which are composed of Phases. The Player whose Player-Turn is in progress is termed the Phasing Player. Each Game-Turn proceeds as follows:
4.2 Sequence Outline
A. First Player-Turn (who is the First Player is given by the scenario)
- Gunnery Attack Phase. The Phasing Player allocates his ships to attack Enemy ships by gunfire, according to the restrictions of the Gunnery Combat rules. Each attack is resolved individually.
- Torpedo Attack Phase. The Phasing Player allocates his ships to attack Enemy ships with torpedoes, according to the restrictions of the Torpedo Combat rules. Each attack is then resolved individually.
- Movement Phase. The Phasing Player must expend all of the Movement Points indicated by the Speed/Facing marker of his ships by moving through the hex grid or turning within a hex.
- Acceleration/Deceleration Phase. The Phasing Player may exchange the Speed/Facing markers on his ships for different ones, within the restrictions of the movement rules and especially, the Ship Maneuver Control Schedule. Facing does not change, only the speed quantity (Movement Allowance) may.
B. Second Player-Turn: Repeat phases 1 through 4 for the Second Player, who now becomes the Phasing Player, initiating Combat, moving his own ships, and changing the speed markers on his ships.
C. Game-Turn Indication. The Game-Turn marker is advanced on the Game-Turn track, signalling the start of another Game-Turn cycle.
4.3 Game Length
In each of the ten scenarios in CA, there is given a certain number of Game-Turns, for that scenario. Within those Game-Turns, Players must attempt to win the battle. After the last Game-Turn has been completed, play ceases and the Player's performances are evaluated in light of the Victory Conditions.
[Figure in the printed rules: a Speed/Facing marker showing 6 on a ship counter, surrounded by the six hexes around it, illustrating the three front hexes and three rear hexes.]
5.0 Facing
General Rule
All ships have a "face," that is, there is a particular hexside towards which they are moving when in a given hex. Roughly speaking, each ship has three "front" hexsides, and "front" hexes, and three "rear" hexsides. The orientation of any ship in a given hex is determined by a second marker, placed on top of the ship counter. This marker is called a "Speed/Facing marker," and it determines what is the front of the ship (as well as its speed; see Movement, Case 6.14).
Procedure
As a ship is moved through the hexagonal grid, the ship may enter any of its three front hexes, at an expenditure of one Movement Point. It may only enter one of these three front hexes, and not any of the rear hexes. Ships may also change facing within a given hex, turning any number of hexsides desired in a given hex at a Movement Point cost per hexside that varies with the type of ship.
Cases
5.1 How to Position Speed/Facing Markers
5.11 As ships move through the hex grid, they must always have their Speed/Facing marker adjusted so that the tail of the arrow is adjacent to the hexside which was just traversed (and the head of the arrow pointing directly away from the formerly occupied hex). Of course, if the ship enters the hex to which its Speed/Facing marker was pointing, no adjustment of the marker is necessary. If the ship enters either of the other front hexes, the marker is adjusted (and no Movement Points are expended to make the adjustment).
5.2 Turning
5.21 Ships may also re-orient their facing marker before, during, or after the actual movement through the hex grid. This is done by turning. Turning consists of a ship remaining stationary in a given hex, and changing its Facing marker by one hexside.
5.22 Movement Point Cost: The act of turning one hexside (while remaining in place) costs a ship a certain number of Movement Points. The number of Movement Points per hexside turned varies, depending on the type of ship being turned (see 6.5, Ship Maneuver Control Schedule).
5.23 There is no limit to the number of hexsides that may be turned through by a ship in a single hex, except the limitation of the number of Movement Points available.
5.24 Ships may freely engage both in normal movement and turning in the same Movement Phase, subject to the restrictions of the Movement Allowance.
[Diagram in the printed rules: a turning example showing a ship with a "5" Speed/Facing marker turning one hexside and then moving into the left front hex.]
5.25 Turning Example: "BB" type ship with a current Movement Allowance of "5," turns one hexside before moving, expending three Movement Points. It does not have sufficient Movement Points to turn another hexside, and therefore must move for two hexes to expend the remaining Movement Points. As it moves, it enters the left front hex and the Facing marker is again re-oriented.
5.3 Effect on Combat
The facing of a ship only affects movement. It never affects gunnery or torpedo combat, for the target ship, the firing ship, or the strengths and odds involved in the combat.
6.0 Movement
General Rule
Each ship on the map has a second counter placed on top of it. This is the Speed/Facing marker, and it defines the direction and current Movement Allowance (speed) of that ship. During his Movement Phase, the Phasing Player must maneuver each of his ships their full current Movement Allowance, expending all Movement Points by turning or moving through the hex grid. At the end of each Player-Turn, the Phasing Player decides for each ship to accelerate, decelerate, or continue at the same speed. This determines the next Friendly Movement Phase's Current Movement Allowance for that ship.
Procedure
Move each ship individually, tracing the path of its movement through the hexagonal grid. Ships may only move into their front hexes (see Facing). Each hex entered expends one Movement Point of the ship's total Movement Allowance. Thus a ship with a Movement Allowance of "7" could move as many as seven hexes in a single Movement Phase. Ships may also expend Movement Points by turning.
Cases
6.1 How to Move Ships
6.11 During a Movement Phase, only the Phasing Player may move his ships. Enemy movement is not permitted.
6.12 No type of Combat may take place during any Movement Phase.
6.13 Movement from hex to hex must be consecutive. Ships may not skip hexes.
6.14 The Movement Points dictated by a given ship's current Movement Allowance are not transferrable from ship to ship or Phase to Phase, nor are they discardable; all Movement Points must be expended.
6.2 Movement Inhibitions and Prohibitions
6.21 Ships may never enter an active land hex (which land hexes are considered "active" is determined by the scenario).
6.22 A moving ship may move through a hex containing another Friendly ship, without penalty, but may not end its movement in that hex.
6.24 In the case where a ship must end its Movement stacked with another ship (it is unavoidable), the ship is removed from play, although it does not contribute to the Enemy Player's Victory Points.
6.25 There are no "Zones of Control" in CA.
6.3 Momentum
6.31 In CA, ships have an initial speed in each scenario. For the first Game-Turn, this speed (current Movement Allowance) dictates how many Movement Points the ship must expend. A ship's current Movement Allowance may only be changed by acceleration or deceleration.
6.32 In the Acceleration/Deceleration phase of each Player-Turn, after Movement is completed, the Phasing Player may elect to increase or decrease the current Movement Allowance of all, some, or none of his ships. This is done by removing the Speed/Facing marker and replacing it with a new Speed/Facing marker with the new speed and the same facing.
6.33 Ships are limited in terms of how much they can increase or decrease their current Movement Allowance. (See 6.5, the Ship Maneuver Control Schedule.)
[Diagram in the printed rules: the "P" (½ Speed) and "2P" (DIW) markers, as listed in 3.23.]
6.4 Effects of Power Damage
6.41 Ships take "hits," representing damage in combat. There are two types of damage: Weapon (affects Gunnery and Torpedo Strength) and Power (affects maximum Movement Allowance).
6.42 If a given ship has one Power hit inflicted on it, its maximum Movement Allowance is immediately reduced by one-half, 50%. Fractions are rounded downwards, so that a ship with a maximum Movement Allowance of seven has it reduced to three. The ship has a "P" marker placed on it, underneath the Speed/Facing marker. If its current Movement Allowance was higher than the new maximum, it is immediately dropped to the new maximum. Thereafter, the ship may not accelerate above the new Maximum Movement Allowance.
6.43 If a ship has a Power hit and receives another, or receives two Power hits at once, its maximum Movement Allowance is immediately reduced to zero. Place a "2P - Dead in Water" marker on it, and remove the Speed/Facing marker (it won't need it). The ship may not thereafter move.
6.5 Ship Maneuver Control Schedule
| Ship Types | Maximum Movement Allowance | Movement Point Cost to Turn One Hex Side | Maximum Movement Point Cost: Acceleration | Maximum Movement Point Cost: Deceleration |
|---|---|---|---|---|
| BB, BC | 6 | 3 | 1 | 1 |
| CA, CL | 7 | 2 | 2 | 2 |
| DD | 7 | 1 | 3 | 2 |
7.0 Gunnery and Torpedo Combat
General Rule
Gunnery Combat occurs at the discretion of the Phasing Player during the Gunnery Combat Phase. Torpedo Combat occurs at the discretion of the Phasing Player during his Torpedo Combat Phase. Torpedo and Gunnery combats are always resolved separately at different times. The Phasing Player may attack with his ships the Enemy Player's ships if they are within range of that type of attack. The Phasing Player is always known as the Attacker, the non-Phasing Player, the Defender, regardless of the overall scenario position.
Procedure
Each combat action is essentially one or more ships firing against a single ship. Compare the attacking Gunnery Strength(s) or Torpedo Strength(s) of units allocated to a specific attack against the Defense Strength of the defending ship. State this comparison as a probability ratio: Torpedo or Gunnery Strength vs. Defense Strength. Round off the ratio, in the Defender's favor (lower), to one of the simplified odds found on the Combat Results Table, roll the die and read the result (if any) at the intersection of the die roll line and odds column. Apply the results immediately, before resolving any other attacks.
Note: in all cases where Gunnery or Torpedo Strength is referred to as being reduced, all fractions are retained. Also, the Torpedo Range Allowance of all IJN ships is seven; of all USN ships, three. These Ranges are constant and are, therefore, not printed on the counters themselves.
Cases
7.1 Which Ships May and May Not Fire
7.11 The Enemy Player may never engage in gunnery or torpedo combat during a Friendly Player-Turn.
7.12 Attacking is completely voluntary; units are never compelled to attack.
7.13 No ship may attack more than once per Gunnery Combat Phase, although it may attack in both the Gunnery Combat Phase and the Torpedo Combat Phase. No ship may be attacked more than once per Gunnery Combat Phase or Torpedo Combat Phase.
7.14 There is no limit to the number of ships which may attack the same hex.
7.15 Ships may always attack any Enemy ship within their Range Allowance at full Gunnery or Torpedo Strength, subject to the reductions of strength detailed in cases 7.2, 7.3, 7.4 and 7.5.
7.2 Extended Range Firing
7.21 Gunnery Combat: In addition to standard firing within the Range Allowance of a given ship, ships may fire at extended range at one-half normal Gunnery Strength. Range may be extended up to twice the normal Range Allowance. Thus, given a ship with a Gunnery Range Allowance of eight, it would fire with normal strength from one to eight hexes, or at half strength at targets nine to sixteen hexes away. This halving of strength is in addition to any reductions of strength detailed in cases 7.3, 7.4 and 7.5.
7.22 Torpedo Combat: Torpedo Strength may also be applied at extended range. Range may be extended up to twice the normal Range Allowance at one-half the normal strength, and up to triple the normal Range Allowance at one-third strength. Thus a given ship with a Torpedo Range Allowance of seven and a Torpedo Strength of 24 could apply a strength of 24 from one to seven hexes, a strength of 12 from eight to fourteen hexes, or a strength of 8 from fifteen to twenty-one hexes.
7.3 Multiple Ship and Multi-Hex Combat
7.31 A given ship may never attack more than one Enemy ship in a single Gunnery or Torpedo Attack Phase, though it may attack different ships in those different phases.
7.32 More than one ship may attack a single hex. Ships do not attack separately; they must add the total like Strengths into one attack. However, whenever more than one ship attacks a single ship, the additive total of all those ships attacking Gunnery Strengths is halved before computing the odds. Torpedo attacks from different ships against a single hex are not affected; they are purely additive.
Note: in the scanned copy the sentence in 7.32 beginning "whenever more than one ship" is underlined in pen (a hand marking, not printed emphasis). The text itself is printed and transcribed.
7.4 Combat Inhibitions and Prohibitions
7.41 Land. In some scenarios there are certain hexes on the map (as represented by the tinted areas) that are land. Torpedo and Gunnery attacks trace a line of fire from the center of the firing ship's hex to the center of the target ship's hex. If, at any point along this line, there intercedes a hex that is land or a hexside, one hex of which is land, the line of fire is blocked, and the firing ship may not fire.
7.42 There are no gunnery ammunition rules; ships may fire as much as they wish in a given scenario with their Gunnery Attack Strength.
7.43 There are limitations on the number of torpedo attacks that can be made by a given ship. Essentially, all non-Japanese ships may only use their Torpedo Strength once. Having used it, it is written down that that ship has expended its torpedoes. (See 7.7, Japanese Torpedo Reloading, for how to handle Japanese ships.)
7.44 Ships may freely fire through one another, regardless of Enemy or Friendly, by Gunnery and Torpedo attacks.
7.5 Weapon Damage
In the course of the game, ships will take certain combat results termed "hits," representing damage. "Weapon hits" reduce the basic Gunnery and Torpedo Strengths of the affected ship for the duration of that scenario. One Weapon hit reduces the Gunnery and Torpedo Strengths of the ship to one-half normal. Two Weapon hits reduce the Gunnery and Torpedo Strengths to zero.
7.6 Night Time Spotting
7.61 Most scenarios in CA take place at night. There are special restrictions upon firing at night. Ships may only fire guns or torpedoes at target ships that are spotted.
[Marker in the printed rules: the "Spotted" marker, a crosshair (target) symbol.]
7.62 Spotting. Spotting occurs in two manners.
(a) Whenever a ship uses its Gunnery Strength in its own Gunnery Attack Phase, place a "spotted" marker on it. Torpedo attacks do not cause spotting.
(b) Whenever a ship expends Movement Points within eight hexes of an Enemy ship, place a "Spotted" marker on it. However, a ship which begins its movement eight hexes from an enemy ship and does not turn, but simply moves out of the hex, further away, is not spotted.
7.63 All "Spotted" markers are removed from Friendly ships at the end of the Enemy Player-Turn.
7.7 Japanese Torpedo Reloading
7.71 Whenever a Japanese ship launches torpedoes for the first time, it is flipped face down and the fact that it has fired one load is written down. This indicates that the ship is not able to fire torpedoes. At the end of any Enemy Player-Turn that an inverted ship has not undergone gunnery attack, it may begin to reload. This is signified by flipping the Speed/Facing marker face down also. At the end of any Enemy Player-Turn that a face-down Japanese ship with a face-down marker has not undergone gunnery attack, flip the ship counter and the marker face-up. It may now use its Torpedo Strength again.
7.72 Japanese ships are limited to using their Torpedo Strength twice per scenario. After the second use of its Torpedo Strength, it is written down that that ship has completely expended torpedoes, just like non-Japanese ships.
7.8 Gunnery Extended Range Fire and Ship Classes
7.81 When a ship fires at extended range, there is one consideration which may prevent it firing at certain target ships. Essentially, there are three classes of ships: Heavy (BB, BC), Medium (CA, CL) and Light (DD). A given ship must try to engage a ship of the same or closest type when using its Gunnery Strength at extended range. Thus a "BB" type ship could not fire at a "DD" type ship if there were any Enemy "BB," "BC," "CA," or "CL" type ships anywhere in normal extended range. Medium ships must try to engage Medium type ships. If there are none available, they may fire at either Light or Heavy types.
7.82 On occasion, this restriction may seem ridiculous, since ships will be making non-viable attacks (i.e., at less than 1-1 odds, without result). Nevertheless, the restriction is enforced.
8.0 Combat Results Table
Odds (Torpedo or Gunnery Strength vs. Defense Strength). A "•" entry is no result.
| Die Roll | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | Die Roll |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | P | P | P | P | PW | PW | PW | PW | PW | 1 |
| 2 | • | W | P | P | P | PW | PW | PW | PW |
Odds greater than 9-1 are treated as 9-1; odds less than 1-1 are ineffective.
8.1 Explanation of Combat Results
P = Power hit: First power hit, ship's maximum Movement Allowance is halved; second power hit, ship is dead in water, Movement Allowance of zero. (See Movement, Case 6.4). Place a "P" marker under ship counter.
W = Weapon hit; first weapon hit, ship's Torpedo and Gunnery Strengths are halved; second weapon hit, ship loses all offensive capability. (See Combat, Case 7.5). Place a "W" marker under ship counter.
PW = One Power and one Weapon hit. See above.
Any ship that receives three hits of any type is considered sunk. Remove the ship counter from the map.
NOTE: In Torpedo attacks, all hits count as Power hits. Thus a "PW" result is actually two Power hits.
9.0 The Scenarios
CA is played as scenarios, each scenario being a representation of a major, real (or fictitious) naval battle during the 1941-45 Pacific War. Each scenario essentially sets the Players up as the historical situation was (or might have been), and then evaluates their performance according to the circumstance. Thus a Player could successfully sink more Enemy ships, and withdraw, but still lose the game, since more is demanded of him in that situation.
The ship counters in the game of CA need some explanation. On the scenarios, you are presented with a line, for example, that says: "2 Myoko CA-2." This means that two of the CA-2 counters are used in that scenario. The CA-2 counter represents the Myoko-class heavy cruisers, as well as other classes which were essentially of the same type for game purposes. The counters give you the least information, the scenarios tell you the approximate class of ship. In addition we have included a summary of "Wartime Ships Available" for each Navy, detailing how many ships were available in the abstract game classes (e.g., CA-2), the historical class names (Myoko and Takao) and their main armament, torpedo armament, and displacement.
9.1 How to Set-Up and Play the Game
9.11 Land
In certain scenarios, land bodies exist on the map (as represented by the shaded hexes). This is the first information given in the scenario. There are three possible land configurations depicted, never consisting of more than two independent bodies. There are two land markers included in the counters. These should be placed in the existing land bodies as a reminder to the Players.
9.12 Initial Deployment
Each Player sorts out the ships allotted him in the scenario, places them on the map in the indicated hexes, and places Speed/Facing markers of the appropriate current Movement Allowance, oriented by the instructions. The First Player listed in the scenario is always the game's First Player, i.e., moves and fires first.
9.13 Special Rules
Occasionally a scenario will have an additional rule, or suspend certain rules, most especially Night-time Spotting. When night-time spotting is suspended, this restriction simply ceases to exist and ships may fire freely within their range (and extended range).
9.14 Exiting the Map
In some scenarios, ships are required to leave the map, for victory or otherwise. To exit the map, the ship is moved to the map edge, and then must expend one additional Movement Point. If it does so, remove the counters. Ships may not otherwise exit the map, unless specifically requested by the scenario.
9.2 The Scenarios
Scenario 1: South China Sea, 10 December 1941 (hypothetical)
Hex number / Ship-Type / Speed-Heading
British (Royal Navy) Player:
- Hex 4404: 1 Prince of Wales BB-5, speed/heading 3/nw
- Hex 4505: 1 Repulse BC-2, speed/heading 3/nw
- Hexes 4708, 4808, 4909: 3 Benson DD-5, speed/heading 3/nw
IJN Player:
- Hexes 0716, 0717: 2 Hiei BC-2, speed/heading 2/n
- Hexes 1215, 1216: 2 Moyoko CA-2, speed/heading 2/n
- Hexes 0710, 1209, 1022, 0316: 4 Fubuki DD-2, speed/heading 2/n
Game-Length: 20 Game-Turns.
Special Rules and Victory Conditions: There are three variations on this scenario.
(A) Daytime. The usual nighttime sighting rules are suspended. The IJN does not receive the two Myoko CA.
Victory Conditions: RN must exit one of the BB or BC off the west map edge. IJN must prevent this.
(B) Nighttime. Each Player receives all ships. RN must exit one of the BB or BC, undamaged, off the west map edge. IJN must prevent.
(C) Nighttime. IJN do not receive the two Hiei BC. RN must exit both the BB and BC off west map edge. IJN must prevent both from exiting.
Any other situation is a draw.
Scenario 2: Savo Island, 9 August 1942
Land: Configuration "A"
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hexes 5326, 5724, 5525, 5425: 4 Furutaka CA-1, speed/heading 6/ne
- Hex 5724: 1 Myoko CA-2, speed/heading 6/ne
- Hex 5226: 1 Tenryu CL-1, speed/heading 6/ne
- Hex 5127: 1 Yubari CL-3, speed/heading 6/ne
- Hex 5027: 1 Mutsuki DD-1, speed/heading 6/ne
USN Player:
Group 1
- Hex 6015: 1 Canberra CA-4, speed/heading 2/sw
- Hex 6115: 1 Northhampton CA-2, speed/heading 2/sw
- Hexes 6017, 6113: 2 Craven DD-3, speed/heading 2/sw
Group 2
- Hexes 4206, 4306, 4405: 3 Northhampton CA-2, speed/heading 2/sw
- Hexes 4004, 4407: 2 Craven DD-3, speed/heading 2/sw
Reinforcement (USN): on west map edge, Game-Turn 3.
- West Edge: 1 Craven DD-3, speed/heading 4/se. This ship is part of Group 2.
Game-Length: 15 Game-Turns.
Special Rule: no USN ship of one group may sight for another group by being within eight hexes of an IJN ship (see 7.62).
Victory Conditions: Victory is awarded on points, according to the following schedule:
| Ship Type and Condition | Points Awarded |
|---|---|
| CA - Sunk | 10 |
| CA - Dead in water | 5 |
| CA - Damaged | 2 |
| CL or DD - Sunk or dead in water | 2 |
| CL or DD - Damaged | 1 |
Any IJN ship not exited off south map edge by the end of Game-Turn 15 is considered to be sunk.
Victory is awarded in levels, according to the ratio of Victory Points:
| Level of Victory | Ratio of IJN to USN Victory Points |
|---|---|
| Major IJN Victory | 8 or more to 1 |
| Minor IJN Victory | 5 through 7.99 to 1 |
| Draw | 2 through 4.99 to 1 |
| Minor USN Victory | 1 through 1.99 to 1 |
| Major USN Victory | less than 1 to 1 |
Scenario 3: Cape Esperance, 11-12 October 1942
Land: Configuration "A"
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hexes 2110, 2009, 1909: 3 Furutaka CA-1, speed/heading 4/se
- Hexes 2107, 2113: 2 Fubuki DD-2, speed/heading 4/se
USN Player:
- Hex 3221: 1 Pensacola CA-1, speed/heading 3/ne
- Hex 3420: 1 Northhampton CA-2, speed/heading 3/ne
- Hexes 3321, 3122: 2 Brooklyn CL-3, speed/heading 3/ne
- Hexes 3719, 3619, 3520, 2923, 3022: 5 Benson DD-5, speed/heading 3/ne
Game-Length: 15 Game-Turns.
Special Rule: no ships may change speed until first sighting occurs.
Victory Conditions: Victory is based on points, according to the same schedule as Scenario 2. In addition the IJN receive an automatic victory if one undamaged CA is exited off the east map edge.
The levels of Victory are:
| Level of Victory | Ratio of IJN to USN Victory Points |
|---|---|
| Major IJN Victory | 3 or more to 1 |
| Minor IJN Victory | 1.5 through 2.99 to 1 |
| Draw | .75 through 1.49 to 1 |
| Minor USN Victory | .25 through .74 to 1 |
| Major USN Victory | less than .25 to 1 |
Scenario 4: Guadalcanal 1, 13 November 1942
Land: Configuration "B"
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 3718: 1 Hiei BC-2, speed/heading 4/se
- Hex 3617: 1 Kirisima BC-1, speed/heading 4/se
- Hex 4019: 1 Kuma CL-2, speed/heading 4/se
- Hexes 3614, 3514, 3314: 3 Asashio DD-3, speed/heading 4/se
- Hexes 4320, 4219: 2 Asashio DD-3, speed/heading 4/se
- Hexes 4017, 3916: 2 Kagero DD-4, speed/heading 4/se
- Hexes 3820, 3720, 3619: 3 Fubuki DD-2, speed/heading 4/se
USN Player:
- Hexes 5729, 5829: 2 Benson DD-5, speed/heading 1/nw
- Hexes 5426, 5427: 2 Northhampton CA-2, speed/heading 1/n
- Hex 5425: 1 Atlanta CL-4, speed/heading 1/n
- Hex 5628: 1 Brooklyn CL-3, speed/heading 1/nw
- Hexes 5421, 5422, 5423, 5424: 4 Benson DD-5, speed/heading 1/n
- Hexes 5930, 6030: 3 Fletcher DD-6, speed/heading 1/nw
- Hex 5528: 1 Atlanta CL-4, speed/heading 1/nw
Game-Length: 12 Game-Turns.
Special Rules:
(A) Any IJN ships not exited from north map edge by Game-Turn twelve are considered sunk.
(B) IJN BC have only one-half their usual Gunnery Strength against Enemy ships.
Victory Conditions: Victory is awarded on points, according to the following schedule:
| Ship Type and Condition | Points Awarded |
|---|---|
| BB - Sunk | 30 |
| BB - one "P" hit | 10 |
| BC - Sunk | 15 |
| BC - one "P" hit | 5 |
| USN CL or both Player's CA - Sunk | 5 |
| USN CL or both Player's CA - one "P" hit | 2 |
| IJN CL or both Player's DD - Sunk | 1 |
IJN Player only: for each turn of bombarding any hex of Guadalcanal, for each ten Gunnery Strength Points: 1 Victory Point.
Victory is awarded in levels, according to the ratio of Victory Points:
| Level of Victory | Ratio of IJN to USN Victory Points |
|---|---|
| Major IJN Victory | 15 or more to 1 |
| Minor IJN Victory | 5 through 14.99 to 1 |
| Draw | 2 through 4.99 to 1 |
| Minor USN Victory | 1 through 1.99 to 1 |
| Major USN Victory | less than 1 to 1 |
Scenario 5: Guadalcanal 2, 14-15 November 1942
Land: Configuration "B"
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 2303: 1 Kirisima BC-1, speed/heading 3/sw
- Hexes 2402, 2502: 2 Myoko CA-2, speed/heading 3/sw
- Hexes 2601, 2701: 2 Kagero DD-4, speed/heading 3/sw
- Hex 3608: 1 Kuma CL-2, speed/heading 4/s
- Hexes 3607, 3606, 3605, 3604: 4 Kagero DD-4, speed/heading 4/s
- Hexes 3909, 4008: 2 Kagero DD-4, speed/heading 4/sw
- Hex 5310: 1 Kuma CL-2, speed/heading 4/s
- Hex 5309: 1 Kagero DD-4, speed/heading 4/s
USN Player:
- Hexes 5328, 5428: 2 North Carolina BB-1, speed/heading 2/nw
- Hexes 5529, 5629, 5730, 5830: 4 Benson DD-5, speed/heading 2/nw
Game-Length: 20 Game-Turns.
Special Rules:
(A) After initial placement, each Player must write down the hex number where each ship will move during the first ten Game-Turns, and any firing which takes place. The speed of the ships may not change from the initial speed given in the scenario for this plot. Then the ships are moved in this pre-determined fashion, until either a sighting occurs, or the ten Game-Turns have elapsed. In either case play resumes normally.
(B) Any IJN ships not exited from the north map edge by the end of Game-Turn 20 are considered sunk.
Victory Conditions: Victory is based on points, using the same schedule as in Scenario 4.
Victory is awarded in levels, according to the ratio of Victory Points:
| Level of Victory | Ratio of IJN to USN Victory Points |
|---|---|
| Major IJN Victory | 8 or more to 1 |
| Minor IJN Victory | 5 through 7.99 to 1 |
| Draw | 3 through 4.99 to 1 |
| Minor USN Victory | 1 through 2.99 to 1 |
| Major USN Victory | less than 1 to 1 |
Scenario 6: Tassafaronga, 30-1 November-December 1942
Land: Configuration "C"
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 2115: 1 Kagero DD-4, speed/heading 6/se
- Hex 1210: 1 Kagero DD-4, speed/heading 6/s
- Hexes 1209, 1208, 1207, 1206: 4 Kagero DD-4(s), speed/heading 6/se
- Hexes 1204, 1205: 2 Asashio DD-3(s), speed/heading 6/se
USN Player:
- Hexes 5022, 5023, 5021: 3 Northhampton CA-2, speed/heading 3/nw
- Hex 5024: 1 Pensacola CA-1, speed/heading 3/nw
- Hex 5025: 1 Brooklyn CL-3, speed/heading 3/nw
- Hexes 5020, 5121, 5027, 5128: 4 Mahan DD-2, speed/heading 3/nw
- Hex 5223: 1 Fletcher DD-6, speed/heading 3/nw
- Hex 5324: 1 Craven DD-3, speed/heading 3/nw
Game-Length: 20 Game-Turns.
Special Rule: The IJN Player has six DD's loaded with supplies (those indicated "s"). For each of these ships that pass through any three of those hexes marked with a supply symbol (●) on the map sheet in a single Movement Phase, the IJN Player receives three Victory Points.
Victory Conditions: Victory is awarded on points, according to the same schedule as Scenario 4, plus the points allocated in the special rule above.
Victory is awarded in levels, according to the ratio of Victory Points:
| Level of Victory | Ratio of IJN to USN Victory Points |
|---|---|
| Major IJN Victory | 4 or more to 1 |
| Minor IJN Victory | 2 through 3.99 to 1 |
| Draw | 1 through 1.99 to 1 |
| USN Victory | less than 1 to 1 |
Scenario 7: Kolombangara, 13 July 1943
Land: No land.
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 3116: 1 Kuma CL-2, speed/heading 4/se
- Hex 3216: 1 Mutsuki DD-1, speed/heading 4/se
- Hexes 3015, 2915, 2814: 3 Kagero DD-4, speed/heading 4/se
- Hex 2714: 1 Fubuki DD-2, speed/heading 4/se
USN Player:
- Hexes 4725, 4926: 2 Brooklyn CL-3, speed/heading 2/nw
- Hex 4825: 1 Leander CL-6, speed/heading 2/nw
- Hexes 4222, 4323, 4423, 4524, 4624: 5 Fletcher DD-6, speed/heading 2/nw
- Hexes 5026, 5127: 3 Craven DD-3, speed/heading 2/nw
- Hexes 5227, 5328, 5428: 3 Benson DD-5, speed/heading 2/nw
Game-Length: 15 Game-Turns.
Victory Conditions: The IJN Player must prevent any USN ships without Power Damage from exiting off the west map edge. The USN Player must exit at least one CL and two other ships without Power Damage. Any other result is a Draw.
Scenario 8: Empress Augusta Bay, 2 November 1943
Land: No land.
Hex number / Ship-Type / Speed-Heading
USN Player:
- Hexes 3925, 3922, 3923, 3924: 4 Cleveland CL-5, speed/heading 3/n
- Hexes 3822, 3823, 3824, 3825, 4022, 4023, 4024, 4025: 8 Fletcher DD-6, speed/heading 3/n
IJN Player:
- Hexes 2211, 2111: 2 Myoko CA-2, speed/heading 5/se
- Hex 2310: 1 Kuma CL-2, speed/heading 5/se
- Hex 2013: 1 Agano CL-4, speed/heading 5/se
- Hexes 2209, 2109, 2008: 3 Asashio DD-3, speed/heading 5/se
- Hex 1712: 1 Akizuki DD-5, speed/heading 5/se
- Hexes 1913, 1812: 2 Kagero DD-4, speed/heading 5/se
Game-Length: 20 Game-Turns.
Victory Conditions: USN Player must prevent any IJN ships from exiting off the east map edge without Power Damage. IJN Player must exit at least two ships without Power Damage. Any other result is a Draw.
Scenario 9: Samar, 25 October 1944 (hypothetical)
Land: No land.
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 4329: 1 Yamato BB-3, speed/heading 4/nw
- Hex 4429: 1 Nagato BB-1, speed/heading 4/nw
- Hexes 4530, 4630: 2 Hiei BC-2, speed/heading 4/nw
- Hexes 4731, 4831: 2 Myoko CA-2, speed/heading 4/nw
- Hexes 3903, 4030, 4131, 4231, 3931, 4031, 4132, 4232: 8 Kagero DD-4, speed/heading 4/nw
- Hex 3729: 1 Kuma CL-2, speed/heading 4/nw
USN Player:
- Hexes 0617, 0618: 2 Iowa BB-4, speed/heading 2/s
- Hexes 0619, 0621, 0620: 3 North Carolina BB-1, speed/heading 2/s
- Hex 0622: 1 Maryland BB-2, speed/heading 2/s
- Hexes 0828, 0827: 2 Baltimore CA-3, speed/heading 2/s
- Hexes 0826, 0825: 2 Fletcher DD-6, speed/heading 2/s
- Hexes 1501, 1502, 1503, 1504: 4 Fletcher DD-6, speed/heading 2/s
Game-Length: 20 Game-Turns.
Special Rules: There are two variations on this scenario.
(1) Daytime. The usual nighttime sighting rules are suspended.
(2) Nighttime. The usual nighttime sighting rules are in effect.
Victory Conditions: USN achieves victory by preventing any IJN ships (without Power Damage) from exiting off the west map edge. IJN must sink at least two USN BB. Any other result is considered a draw.
Scenario 10: Okinawa, 1945 (hypothetical)
Land: No land.
Hex number / Ship-Type / Speed-Heading
IJN Player:
- Hex 2709: 1 Agano CL-4, speed/heading 4/s
- Hexes 2708, 2707: 2 Kagero DD-4, speed/heading 4/s
- Hex 2706: 1 Yamato BB-3, speed/heading 4/s
- Hex 2705: 1 Nagato BB-1, speed/heading 4/s
- Hexes 2704, 2703, 2702, 2701: 4 Kagero DD-4, speed/heading 4/s
USN Player:
- Hex 4528: 1 Iowa BB-4, speed/heading 4/n
- Hexes 4529, 4530: 2 Alaska BC-1, speed/heading 4/n
- Hexes 4531, 4532, 4533, 4534, 2729, 2730: 6 Fletcher DD-6, speed/heading 4/n
Game-Length: 30 Game-Turns.
Special Rule: It is Daytime. The usual nighttime sighting restrictions are suspended.
Victory Conditions: Each side must sink all of the opposing ships to win.
10.0 Designer's Notes
Some games are easy to play. Some are easy to design. Often both occur in the same game. Such was the case with CA. CA actually began with Tactical Game 3 (the precursor of PanzerBlitz). A tactical level game with an emphasis on simplicity and ease of play. Like any new game system (or "family of systems" as in the case with tactical games) it takes a few years before all the bugs are worked out and the games become real joy to play. It's been four years now since "Tac 3" was first published. We've done a lot of tactical games. A year ago we did Flying Circus. This was a major accomplishment. A clean, playable and realistic game on a potentially very complicated tactical situation. The land tactical games have also become cleaner. Armageddon was widely acknowledged as the cleanest of the "pre-twentieth century" tac games. And some upcoming World War II tactical games will also set new standards in terms of "cleanness" and playability. All of the above, believe it or not, has a lot to do with CA. All that is in CA is a direct result of all the work done on tactical games before it.
Tactical naval warfare is basicaly quite simple. Most of an individual ship's captain's work is done before the battle. Such matters as training, maintenance of equipment and general readiness for battle could not be dealt with during combat. Once fighting had begun all a captain need concern himself with was who he was shooting at and where he was going. Of course, if a ship is hit it either has less to shoot with or less power to get going. Or both. Those are the essential factors and they are all we've built into the game. Since we began with such a basicaly simple set of game mechanics we were able to also build in many of the other "special" factors which characterized the fighting in the Pacific during this period. Such characteristics as night fighting and the subtle (and some not-so-subtle) differences between the American and Japanese navies. We were able to take care of Japanese torpedo superiroity and torpedo re-loading capability. We were able to take care of the gunnery problems of more than one ship attacking another. We were able to take care of many of the special aspects found in the individual battles. We're very pleased with the way CA turned out. We hope you agree.
Section 11.0 (Design Credits) of the printed rules is omitted here as attribution.
12.0 Wartime Ships Available to IJN and USN
The following table gives the characteristics of each ship class. The columns are: the actual class name and the game class code; the number of ships in the class (Nr. in Class); the displacement; the main armament; and the torpedo armament.
Characteristics: United States Navy and Allies
| Actual Class Name and Game Class Code | Nr. in Class | Displacement | Main Armament | Torpedo Armament |
|---|---|---|---|---|
| North Carolina, BB-1 / South Dakota, BB-1 | 2 / 4 | 35,000 | 9x16" | 0 |
| Iowa, BB-4 | 4 | 45,000 | 9x16" | 0 |
| Prince of Wales, BB-5 | British | 35,000 | 10x14" | 0 |
| Maryland, BB-2 | 4 | 32,000 | 8x16" | 0 |
| Pennsylvania, BB-3 / New Mexico, BB-3 / California, BB-3 | 1 / 3 / 2 | 33,000 | 12x14" |
Characteristics: Imperial Japanese Navy
| Actual Class Name and Game Class Code | Nr. in Class | Displacement | Main Armament | Torpedo Armament |
|---|---|---|---|---|
| Kirisima, BC-1 | 1 | 31,980 | 8x14" | 0 |
| Hiei, BC-2 | 3 | 31,720 | 8x14" | 0 |
| Yamashiro, BB-2 / Ise, BB-2 | 2 / 2 | 34,700-36,000 | 12x14" | 0 |
| Nagato, BB-1 | 2 | 39,110 | 8x16" | 0 |
| Yamato, BB-3 | 2 | 64,170 | 9x18.1" | 0 |
The ship photograph on the printed page is not reproduced.