RulesPal
Chat
Rulebook
Carrier: The Southwest Pacific Campaign – 1942-1943 thumbnail

Carrier: The Southwest Pacific Campaign – 1942-1943

Carrier: The Southwest Pacific Campaign – 1942-1943 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 How to Learn the Rules
    • 1.2 Game Overview
    • 1.3 Game Concepts
  • 2.0 Game Preliminaries
    • 2.1 Game Components
    • 2.2 Playing Piece Summary
    • 2.3 The Map
    • 2.4 Charts and Tables
    • 2.5 Fractions
    • 2.6 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
    • Scenario 1: Decision in the Coral Sea
  • 5.0 US Task Forces and Displays
  • 6.0 US Air Strikes
    • 6.1 Air Strike Initiation
    • 6.2 Air Unit Endurance
    • 6.3 Air Strike Movement
    • 6.4 Contact
    • 6.5 Japanese Surprise
    • 6.6 Japanese CAP
  • 7.0 US Carrier Task Force Operations
    • 7.1 Carrier Displays and Air Operations
    • 7.2 US Combat Air Patrol
    • 7.3 Air Transfer
    • Scenario 2: The First Carrier Battle
  • 8.0 Japanese Forces
  • 9.0 Japanese Force Movement
    • 9.1 Force Type Movement Priorities
    • 9.2 Mission Movement
  • 10.0 US Movement
    • Scenario 3: Climax at Santa Cruz
  • 11.0 Force Chits and Intelligence
    • 11.1 Force Chits
    • 11.2 Intelligence Tables
    • 11.3 Japanese Screens
    • 11.4 Intelligence Level Decrease
    • 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
    • Scenario 4: Air Search Officer
  • 14.0 Close Reaction and Surface Combat
    • 14.1 Adjacent US Task Forces and Japanese Movement
    • 14.2 Surface Naval Combat
    • Scenario 5: Solomons Brawl
  • 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
    • Scenario 6: "Attack — Repeat — 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
    • 18.3 Air-to-Ground Attacks
  • 19.0 Naval Unit 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 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 Searches
  • 27.0 Rabaul
  • 28.0 Returning Air Strikes
  • 29.0 Hit Confirmation
  • 30.0 Surface Bombardment of Airfields
  • 31.0 Historical Scenarios
    • 31.1 Coral Sea: May 5-8, 1942
    • 31.2 Eastern Solomons: August 24-26, 1942
    • 31.3 Santa Cruz: October 25-27, 1942
    • 31.4 Naval Battle of Guadalcanal: November 12-15, 1942
  • 32.0 The Final Countdown
  • Ship Availability Chart
  • Bibliography
  • Credits
  • Summary Design Notes

1.0 Introduction

Carrier is a solitaire game in which you command the United States fleet in the great carrier battles which occurred or might have occurred in 1942 and 1943. These battles effectively decided the outcome of the Pacific War and established the aircraft carrier as the most formidable instrument of naval power.

The game focuses on the central problems of carrier warfare: searching for the 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.

Note to players of Ambush! and other solitaire games: 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 that you may learn them 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 the introductory scenarios you will be ready for the standard game (21.0).

The full content of rules 1.0-22.0 constitutes the "standard rules", used in the standard game. Rules identified as "standard game only" or "(Standard Game)" are not used with introductory scenarios.

Following the 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 the different parts of the system, as you learn them through the introductory scenarios.

You control US ships which are grouped into task forces and carry air units. The Japanese appear as forces. Forces enter play by a random procedure. At the time that 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 task as the 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 (e.g. "Small") of enemy task forces to the exact names of the ships of which they are composed.

During each turn, US and Japanese forces alternate moving and undertaking air operations. You will ready your planes, launch them 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 task force. You usually do not know the exact composition of a force which launched an air strike that 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 the rules. You should not attempt to learn all the details of them until you actually use the procedures in play. Let the game teach you the procedures as you proceed.

The movement of Japanese 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 fixed by 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, then antiaircraft fire, and finally, the bombing attacks themselves.

The object of the game is to destroy Japanese ships and planes and prevent the Japanese from landing troops at objective hexes assigned by the scenario.

1.3 Game Concepts

Carrier is a complex game that involves many new rules systems that 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 counter (Japanese) or task force counter (US). You keep track of which ships are in a particular US task force by placing the ship counters in one of the Task Force or Carrier Task Force Displays 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 the Task Force Displays.

Japanese Naval Forces

The Japanese have two basic kinds of forces; combat forces (numbered 1-20), and transport forces (numbered 1-6). There are three different sets of Japanese force counters, each color-coded to indicate a different objective. Thus, for example, an orange-colored force has Port Moresby as its objective. Each Japanese force has also a correspondingly numbered activation chit, which is placed into a cup along with the 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 the 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 mission movement compasses, each color-coded to correspond to one of the three objectives. When a Japanese force is activated, you move it in the direction indicated by the mission movement die roll on the appropriately colored mission movement compass in that mission movement zone (whose boundaries are indicated by dotted lines printed on the 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 that 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 map 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 that you possess as to the composition of a particular force is defined in terms of Intelligence 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 the 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 the appropriate level underneath the force counter on the 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 that some Level-1 and Level-2 force chits also have green or blue color bands on them. These chits are placed in two force chit cups, 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 Intelligence Tables, and then kept track of using the force chits that have no color bands.

Air Units and Air Operations

To maintain the proper "fog of war" atmosphere Japanese air operations are represented abstractly in Carrier. No Japanese air strike counters come creeping across the map to telegraph their punches and give you time to prepare. Instead, whenever a Japanese combat force is activated, there is a chance that it will immediately conduct an air attack. The idea is that the Japanese air strike is considered to have been winging its way towards you for several turns. 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 points, each of which represents approximately eight airplanes. When a Japanese air strike occurs, you record the number of air points that it contains on the Japanese 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 the log sheet.

US air operations are as detailed as the 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 just 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 Search Track. The search tracks are divided horizontally into boxes representing different ranges (in hexes) from the launching task 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 the beginning of each new turn, the searching air units move on into the next box on the track until they have returned to base.

In contrast to the Japanese, US air strikes actually move across the map (at the rate of one hex each action phase, see below). They are represented in play by air strike counters, each of which is numbered to correspond with one of the US Strike Boxes that are printed on the map. These contain all the air steps that are participating in a particular strike. You keep track of the number of action phases that a strike has 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 that the planes will crash due to lack of fuel.

Japanese Commitment

Just as you are unaware 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 Commitment Limits for Japanese carriers, surface combatants and transports. These are recorded on the Records Track (at top of map). When a Japanese force increases to Level-3, you increase the appropriate Commitment Index 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 has reached or exceeded the Commitment Limit, no more forces of that type can be brought into play.

Sequence of Play

The game turn is divided (in order), into an Arrival Phase, four consecutive Action Phases, and finally, the End Phase.

In the Arrival Phase 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 Action Phases, the Japanese Segment always comes first. The number of Japanese forces in play is recorded on the Records Track. The numbers printed in the box corresponding to the 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 that 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.

Just as the number of Japanese forces in play determines how many activation chits will be drawn in each Japanese Segment of the four Action Phases, so the number of US task forces in play determines how many will be permitted to move in the US Segment of each Action Phase (i.e., one refers to the appropriate records track box exactly as one does for the Japanese). However, while the 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 the US Segment, even those that cannot move.

In the End Phase you carry out a number of bookkeeping functions concerning Japanese air operations, damage to Japanese ships, and US intelligence about Japanese forces.

2.0 Game Preliminaries

2.1 Game Components

A complete game of Carrier contains the following items:

  • One mapsheet
  • 660 die-cut cardboard playing pieces
  • One rules booklet
  • Two charts and tables cards
  • Two charts and tables screens
  • One 10-sided die

Note: Carrier uses a 10-sided die. Read "0" as "10" in all cases.

Note: You will also need several paper cups or coffee cups.

2.2 Playing Piece Summary

The playing pieces (counters) represent ships, aircraft, and task forces of the United States and Japan. The basic US pieces are ships and aircraft. Only a few counters are actually placed on the map; 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.

Sample units shown on the counter sheets include: a carrier (showing Japanese air value, A.A. value, hit capacity, and name); a surface ship (showing A.A. value, hit capacity, bombardment value, and name, e.g. the battleship South Dakota); a transport (face = loaded, back = unloaded); a US air unit (showing attack value and endurance); a US task force (showing its designation, face = not moved, back = moved); and a US air strike (face = has not yet attempted contact, back = has exhausted contact attempts).

A Japanese combat force and a Japanese transport force each carry an identifying number (face = not yet searched successfully in current turn, back = searched successfully in current turn). Note: There are three identical sets of transport and combat forces, one per objective. Note also that the reverse side of a US task force has a different meaning from the reverse side of a Japanese force.

Chits and Markers

Chits and markers are used to record information. The rules referenced below explain the use of each.

  • Task Force Display marker: identifies a task force (see 5.0).
  • Carrier Display marker: shows ship name and hangar capacity (see 5.0).
  • Force Chits: color bands on certain force chits indicate that those chits are to be placed in a search cup when setting up the game. Levels 1 and 2 show surface, transport, or carrier A.A. value, commitment value, and air value; Levels 3 (carrier only) and 4 show full data.
  • Sequence Chits: activation sequence chit; blank sequence chit; PBY Search sequence chit (see 13.1, 26.2); Rabaul Action chit (see 27.0).
  • Other markers: Guadalcanal Fuel marker (see 18.1); Battle Exhaust 1 and Battle Exhaust 2 markers (see 14.2); Japanese CAP Strength marker (see 6.0); Commitment Index and Commitment Limit markers (see 17.2) — note there are three Commitment Index markers, one each for Japanese carrier, surface, and transport forces, and three corresponding Commitment Limit markers.
  • Damage/Time Aloft/Air Value markers: numbered markers are provided to record damage to ships, the time air units have spent aloft, and Japanese carrier force air values (see 4.1, 19.1, 6.0). You use the 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 the same markers are used for each. Each marker has four numbers printed on each side, one along each edge. Orient the marker so that the proper number is aligned along the top edge of the counter being marked.
  • Game Turn Phase marker (see 3.0).
  • Location marker (front: Located, back: Approximately Located) (see 12.1).
  • Mission Movement Die Roll marker (see 9.0).
  • Number of Forces In Play marker (see 17.1).
  • Retirement Index and Retirement Limit markers (see 20.0, 20.1).
  • Second Wave marker (see 16.0).
  • Sunk Previous Turn / Heavily Damaged Previous Turn marker (see 4.1).
  • Strike Target Located marker (see 6.0).
  • Unload Transport marker (front: 1 turn, back: 2 turns) (see 22.0).
  • US Advantage marker (see 12.2).

Air Units and Air Points

Each US air unit represents one type of aircraft: fighters, 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 unit is color-coded according to its service and types of bases it may use:

  • Blue Aircraft Silhouette: Denotes a carrier-capable Navy unit. They may operate from carriers or from land bases.
  • Green Aircraft Silhouette: Denotes a Marine, Army, or land-based Navy unit. These may operate only from land bases.

The following is a list of US aircraft types, their abbreviations, and their nicknames:

  • F4F — ("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)

DESIGN NOTE: Medium Bombers include B-25, B-26, and A-20 types. P-39 counters represent P-39, P-40 and P-400 (an export version of the P-39) 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-17s 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 Japanese 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 step. 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 counters at any time, and 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 the base search track, and planes in strikes launched from that base.

US air sources affect the actions of Japanese forces. (Note: the word "source" is used simply as an appropriate term 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 the task force contains no ship larger (heavier) than 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.

Forces and Task Forces

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."

Japanese Force Levels

The rules will often refer to Japanese forces of particular levels, for example, "a level 2 force." The level is a number from 0 to 4. It denotes the 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 hexes or traverse prohibited hexsides. Air units/strikes may move through any type of hex or hexside.

Map Definitions

  • Coastal Seas: 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.
  • High Seas: All sea hexes other than 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 Movement Area: The entire map 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 Search Area: Numbered hexes designate the center of areas within which the US can conduct PBY searches (see 26.2).
  • Prohibited Hexsides: Specially marked hexsides impassable to naval units (reefs, shoals, etc.). They do not affect air units.
  • Records 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 the four Japanese segments in each turn. 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 includes a large number of charts and tables arranged on the map, on two chart screens, and on two 8"x11" cards.

The charts will seem voluminous at first, but that 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 enemy-occupied hex must attempt surface combat.

3.0 Sequence of Play

Carrier 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 90 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

  1. 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). Resolve the air attack, if any. ii. Move the force one hex (see 9.0). iii. Remove any US Advantage marker from the force. iv. If the force is detected and has not been successfully searched in the current game turn, its Detection chit decreases. v. If the force moves into a hex within coverage of unused 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 Landing 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 the 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 face-up. (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.

4.0 Air-to-Sea Attacks

DESIGN NOTE: The end goal of each side's efforts in Carrier is to send bombs and torpedoes crashing into enemy ships. The climax of any carrier battle was when strike planes found their targets and made their attack runs. The first group of rules and first introductory scenario cover this situation.

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 the US viewpoint; rule 4.2 explains differences for Japanese attacks.

NOTE: Air-to-Sea Attacks may never be conducted during Night game turns (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 the number of dice to be rolled. b. Specify targets. c. Determine numbers of hits using the Air Attack Damage Table. Record hits and time of attack.

Combat vs. Japanese CAP

  1. To determine the CAP strength of a Japanese carrier force, see Japanese CAP, 6.0. (Exception: In Scenario 1 the scenario rules give the strength.)
  2. Roll the die and modify as listed beside the Japanese CAP Combat Table (see chart screen). Cross-reference the modified die roll with the CAP strength to find the number of US air steps eliminated. The Japanese CAP never suffers losses.

DESIGN NOTE: Japanese records show they lost very few CAP fighters.

Which Steps 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 Steps in the Attack

Eliminated units do participate in the attack on the enemy ships, but at half value. (In effect, half the planes are shot down before the attack and half after.) To record losses for the remainder of the current attack, place air units that have suffered losses in the "One Hit" or "Two Hit" boxes printed on the map sheet. After the attack has been fully resolved, remove or invert units accordingly.

Attack Modifier

If a target force has 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 crank 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 the force is level 4, add the eight strongest A.A. values from among all its ships.
  2. On the Antiaircraft Fire Table (see chart screen), locate the highest-numbered column whose heading does not exceed the firing value. (For example, if 22 points are firing, use the "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 that number of US air steps.
  3. Find the row labelled "Attack Modifier" at the bottom of the Anti-Aircraft 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 the number of points or steps in the attack, as listed with the table, including any points or steps which were shot down by CAP. Do not include escorting US fighters when computing the modifier.
  • Time period: Each side's A.A. die rolls are modified at certain time periods, as listed beside the Anti-aircraft Fire table.

Which Units are Eliminated

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 the "One Hit" and "Two Hit" boxes to keep track of these losses until the completion of the 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. Fire

  • "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 outcomes 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 Air Attack Damage Table. The latter determines how many damage points are scored.

Air Attack Procedure:

  1. Add up the attack values of all units — of all types — in the 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 poorly coordinated; even if the planes flew out together they usually failed to combine for the attack.

  1. On the Air Attack Die Rolls Chart (chart screen), locate the largest "Attack Value" entry which does not exceed the 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(+1)" indicates one roll with modifier 0 and two rolls with modifier +1.

  1. Specify targets.
  2. Make the 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 had 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 the table result corresponding to the modified die roll. The target ship or force immediately suffers the indicated number of hits.
  3. If any Japanese carriers suffered hits, note on their logs that they were hit during the current game turn. (The time affects air attacks.) Exception: In Scenarios 1-3 you need not make these notes.

US Target Specification

Note: Because of the intelligence rules (11.0), any force you strike will necessarily be either level 3 carrier or level 4.

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 the 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.

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.)

Against Level 3 Carrier Forces: The Level 3 chit indicates what carriers of each type comprise the 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.

EXAMPLE: You are attacking a level 3 "2 CV + 1 CVL" force, and have three die rolls. The force has one CV unit in its holding box. You could say, "One against each carrier", or "Two against the CV in the box and one against the other CV", or "All three against the undamaged CV", or many other combinations.

Groups of Transports

If the target is a transport force, you may divide the 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 the group. (This allows you to use your die rolls more efficiently than if you attacked one transport with each die roll; it reduces the 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 and 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 each, and each 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 "4" marker.

All ships suffer the following effects from damage:

  • Antiaircraft and bombardment values are each reduced by 1 (but never to less than 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.

Exception: Sunken Japanese carriers are removed in the end phase of the turn after sinking. Mark such carriers with a "Sunk Previous Turn" marker in the Update Japanese Log Step of the End Phase. Heavily damaged Japanese carriers receive a "Heavily Damaged Previous Turn" marker at the same time.

EXAMPLE: A carrier sunk on turn 4 is removed at the end of turn 5. This is because the carrier can 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 damaged 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 than 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 and two TBF steps is a force containing one CVL having 1 point of CAP.

You roll a "1" for CAP combat; 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.

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 one-half normal), each with an attack value of 1. However, since the strike contains both torpedo and dive bombers, it is coordinated. Assume the date is August 1942; 1/2 is added to the total attack values per participating step. The two eliminated TBF steps count as one-half each, so the net total is 4 SBD steps plus 1 TBF; thus, you add 2 1/2. The total attack value is thus 6 + 6 + 2 + 2 1/2 = 16 1/2, rounded up to 17. This entitles you to one die roll with a +1 modifier.

You select the carrier as your target. Modifiers are: +1 from the Antiaircraft Fire Table, +1 from the Air Attack Die Rolls Table. A roll of "4" becomes "6"; this results in two hits.

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 Japanese 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 which launches aircraft during the US Warning step is prohibited from landing aircraft during the following US segment (see 7.1 for launching, Flight Deck Boxes, etc.).

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 the task 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 be placed in the CAP Box (if this does not cause the number of steps there to exceed the maximum allowed).
  • Any unit may be placed in the Landing Box with a "2" Time Aloft marker.
  • Any unit(s) may be formed into an air strike with a time aloft marker of "2". The strike's target marker must immediately be placed on a detected Japanese force. If there is no such detected Japanese force, this option may not be chosen. Once formed up, the strike immediately moves one hex towards its target.

Combat vs. US CAP

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

  1. Total the number of steps in the CAP Box. (Advanced rule 23.0: if the target has no CAP, it may be possible to commit CAP from a nearby hex.) Note the 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 the 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 the number of Japanese air points taking part in the attack. Consult the Escort Modifier Chart (located next to the CAP Combat Table), locate the Japanese attack strength, and read the corresponding modifier. (This reflects escorting Japanese fighters.)
  3. On the US CAP Combat Table, cross-reference the modified die roll with the 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 the 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 the 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 the strike size modifier). A maximum of eight ships 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 air points eliminated. Half are eliminated before attack resolution and the rest after; an odd point attacks at half strength.

(Standard Game only) Increment the Retirement Index by 1/2 for each air point eliminated (see 20.2).

Japanese Use of Air Attack Tables

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

  • In 1942 each Japanese air point has attack value 5. In 1943 each point has attack value 4.
  • The following additional modifiers apply to rolls for the Air Attack Damage Table:
    • +1 if unready units, but no ready units, are in the target carrier's Flight Deck Box. If there are 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 the box, the 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 the examples.

  • If the target is a carrier task force, the Japanese attack as many carriers as possible. If the number of die rolls available exceeds the number of carriers, divide the rolls as evenly as possible.

EXAMPLE: The Japanese have three die rolls available against a two-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 Japanese attack as many ships as possible of the largest type. (For example, if the task force contains CA's, CL's, and DD's, the Japanese attack as many CA's as possible.) If the number of die rolls available exceeds the number of targets, divide them as evenly as possible among those ships of the largest type present. Exception: The Japanese will allocate no more than three attack rolls against any single CA or CL. If there are excess attack rolls left unallocated, divide them as evenly as possible among those ships of the next smallest type.
  • If the target is a transport force, divide the transports into groups of three (see Groups of Transports, 4.1). One group may have fewer than 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 F4F's 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 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 the 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 Wasp (10), the four CA's (total 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 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 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 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

The 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.

Japanese Strike: You receive the following US ships:

  • CV's Lexington and Yorktown
  • CA's Minneapolis, New Orleans, Chester, Portland
  • DD's Morris, Anderson, Hammann, Russell, Phelps, Dewey, Farragut, Aylwin, Monaghan

The U.S. CAP is composed of 6 F4F steps.

  • Eight Japanese air points make one attack against these ships.

US Strike: The Japanese force consists of:

  • CV's 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 Jan-Jul '42; US AA is Early War.

You make two air-to-sea attacks with the following aircraft groups:

  • First attack: 8 SBD steps, 4 F4F steps, 2 TBD steps
  • Second attack: 3 TBD steps, 1 SBD step, 4 F4F steps

Note: In this and all other introductory scenarios, you need not use the historical BB's, CA's, CL, or DD's for either side. You may choose randomly the proper numbers of ships of each type.

Victory: You win if you inflict more hits on the Japanese 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.

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 term "task force" is used only for the U.S.; groups of Japanese ships are "forces".

Task Force Counters and Display Markers

Only task force counters are placed on the map. The actual US ship counters are set up on task 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 Marker space of the display. (This indicates which display houses which task force.) Then place the ships in the Ship Holding Box.

  • Each task 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 task force is flipped to its reverse side after moving in the current game turn.

Task Force Composition

  • A US task force which contains carriers is a carrier task force.
  • A US task force which contains neither carriers nor transports is a surface task force.
  • A US task force which contains transports is a transport task force.

Task Force Display

A Carrier Task Force Display has a Ship Holding Box, a Display Marker space, a CAP Box (limit: may contain no more than 2 carriers), and a Search Track with Available and Used sections for the 0-3 and 4-7 range boxes. Up to 8 ships may fire AA.

Detachment (Creating New Task Forces)

A new task force can be created during any US segment by detaching ships from one task force. Place the new task force counter on the map in the same hex as the detaching task force. Place the ships on a new display or in a new holding box.

The following restrictions apply:

  • 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 than 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 the detaching task force to fewer than six DD's per carrier.

US Carrier Task Force Displays

Each US carrier task force display holds the ships of one carrier task force.

  • The Ship Holding Box contains the ship counters.
  • The Display Marker space holds a marker identifying the task force.
  • The CAP Box holds air units on combat air patrol.
  • The Search Track holds air units on search missions.

Surface and Transport Task Forces: Holding Boxes

US surface and transport task forces use the non-carrier task force displays. These consist solely of Ship Holding Boxes and Display Marker spaces. To set up a task force, place its Display marker in the Display Marker space and the ships in the holding box.

Task Force Restrictions

  • A carrier task force may never contain more than 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 task force. However, you may never voluntarily cause a task force to have fewer than four ships, although there is no adverse effect if this happens because of combat losses — you are not required to replace sunk ships.

A carrier's Air Operations Display holds 8 steps per carrier in the Available/Used sections of the Landing Box (0-3).

Turn Sequence Note

Rules 6.0 and 7.0 use some terminology from the standard game sequence of play. The standard game turn sequence includes four Action Phases in which movement and combat take 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.

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 Strike Procedure:

  1. Launch: 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 Assignment: Immediately after you launch a strike, place its Target marker on its target force.
  3. Movement: Move the strike to its target, one hex per Air Movement Step.

Actions 4-9 occur within a single Air Strike Step:

  1. Contact: When the strike has reached its target, determine whether it makes contact.
  2. Intelligence: Increase intelligence level as necessary.
  3. CAP: If target is carrier force and has no CAP Strength marker, determine CAP strength.
  4. Surprise: If target is carrier force, check for surprise.
  5. 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.)
  6. Combat (see 4.0).
  7. Landing: In succeeding Air Movement Steps, move the strike to a carrier or land base (one hex per step except if using Advanced Rule 28.0). When the 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 the following:

  1. Launch the air units during one or more Air Operations Steps (see 7.1) and place them 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 that 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.

  1. Place the Air Strike counter in the task force's hex or in any adjacent hex. (Thus the strike can fly one hex at the time of launch.)
  2. Place a "1" Time Aloft marker underneath the Air Strike marker.
  3. 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 never belong to the same strike. Units launched from different carriers in the same task force can belong to the same strike.
  • Any number of units can occupy the same Strike Box.
  • Units may be launched in separate segments and join in the same strike, if the strike has not left the task force's hex. Place them in the same Strike Box. Do not place a new Time Aloft marker. Such a strike may move one hex in the same segment that the newly-launched aircraft joined it.
  • Once a strike has left the task force's hex or the task force has left the 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 run out of Air Strike markers 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 marker 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 the marker 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 face up on its "Located" side, and would remain so even if the target force was to become undetected.

Note: You assign a target only when the strike departs its launch hex, not when the 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 the dummy force must continue on to reach the force and attempt contact. After each strike has attempted contact that strike's Target marker is removed. Remove the dummy target from play after all Target markers have been removed from it.

Note: When playing with advanced rule 25.0 you may attempt 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 "in 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 unit can be eliminated.

Time Aloft markers are placed and incremented as follows:

  • When an air strike is initiated the Air Strike counter receives a marker of value "1". In each successive U.S. segment that the strike remains aloft, the marker value is incremented by 1. Place just one marker per Air Strike counter. All units in the 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 the Time Aloft marker whether or not a strike has moved.
  • Time aloft is incremented for a second contact attempt (see Second Contact Attempt).
  • For each segment that 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 the Landing Box — or if necessary, on the map — with a Time Aloft marker 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 and added 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 marker 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 more than 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 more than 4, the unit is immediately eliminated.
  • Every unit must be checked when it lands. If the Time Aloft marker exceeds the endurance value by any number at all then see Extending Range.

Extending Range

An air unit can remain airborne for a maximum of four segments more than 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 increased range; three or four additional segments is extreme range. "Extended range" refers to both increased and extreme range.

Effect of Extending Range:

  • Landing: When units which have extended range land, roll the die and consult the Extended Range/Night Landing Table (see chart screen). The result is the fraction of air steps eliminated. Roll once for all increased-range units landing on each carrier, and separately for all extreme-range units. Round the number of steps lost to the nearest whole number; round one-half up. 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 the Time Aloft marker exceeds the endurance value by more than 4 at the end of an Air Movement Step, the air unit is immediately eliminated.

DESIGN NOTE: It is permitted to move your strikes beyond the point of no return. At Midway, the pilots of Lt. 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.

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 run-in, 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! — John C. Waldron, Pre-battle message June 3, 1942

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 performance-figure 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 that time.
  • Neither enemy units nor terrain affects air movement.
  • A strike can move and then attack an enemy force in the 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 the Air Strike Step. A strike can attempt to contact only its designated target force. The target need not be detected at that 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 the column corresponding to the strike's current Time Aloft marker 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: The column between "8-10" and "11+" has no time aloft heading. It is used only if the time aloft is 8-10 and a column shift is applied.

  1. Roll the die and modify as listed beside the table. Cross-reference the die roll with the column to obtain the result. Results are explained beside the 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 reach the same target force in the same phase and the first one contacts, causing the target to be inverted (see step 4), this inverting does benefit the second strike's contact attempt.

  1. 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 that 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 that will participate in the second attempt into a separate strike with its own time aloft marker.
  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 the 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 contact attempts, flip the Air Strike counter over. The strike must then land and the planes must be serviced before they can take part in another strike.

Target Chit Increase (Intelligence)

In scenario 6 and the standard game, if the contacted force has a chit of level lower than 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 the same segment would each cause the force chit to increase by one intelligence level (though the force would be level-4 for the 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 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 fuelled-up, bombed-up 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:

  1. Roll the die.
  2. Apply the listed Strategic Surprise modifier if strategic surprise is in effect in the scenario.
  3. Read the result corresponding to the 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 Japanese CAP combat die rolls, while prohibiting antiaircraft fire altogether. "Surprise-CAP" also causes modification of rolls on the 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 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: The CAP (Different Force) Table is used with Advanced rule 23.0.

To use the CAP Table, proceed as follows:

  1. Locate the column corresponding to the target's air value. (Note: In Scenarios 1-4, the air value is the sum of the carrier air values in its 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 marker will not suffice.
  2. Roll the die.
  3. (Standard Game) Subtract 3 if strategic surprise is in effect.
  4. Cross-reference the modified die roll with the air value. The result is the 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 is 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, contact must be determined. The strike's Time Aloft marker has value 3, the target marker is on its "Located" side, and 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"; contact succeeds. The Strike marker is flipped over and a Located marker placed on the target.

The force's total air value is 4. Therefore, to generate CAP you roll the die and consult the "4" column of the CAP Table. A die roll of "3" produces 0 CAP. The air-to-sea combat procedure ensues.

As rule 7.0 will reveal, 8 steps is the maximum any US carrier can 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, and 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

7.0 US Carrier Task Force Operations

7.1 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 that 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 the 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 that segment. The Air Operations Summaries list for reference 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.) Carrier displays are set up before play as follows:

  1. Place the carrier's Display marker (each carrier has a Display marker bearing its name) in the Display Marker space of the display.
  2. Place the carrier's air units in the Hangar 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: the Ready portion, which holds units ready for launch ("ready units"), and the Unready section, which holds units that 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: Each land base has its own Landing Box. Each carrier task force has a Landing Box which serves for all carriers in the task force. Units in this box are airborne over the task force or base, waiting to land.

Using Displays 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 the Runway Box.
  • On a carrier, a unit may be lowered from the Flight Deck Box to the Hangar Box. Units at land bases are not lowered, but may be moved from the Runway Box to the Hangar Box.
  • A unit in a Landing Box or CAP Box may land and be placed in the Flight Deck or Runway Box (Unready section).
  • A unit in the Flight Deck or Runway Box may launch and be placed in a Strike Box, on the Search Track, or in the CAP Box.
  • Units may be moved from the Hangar Box to the Servicing Box, or vice versa, up to the latter'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 matter how many) in a single segment or action phase. One carrier in a task force can launch while another in the same task force lands. For purposes of this rule, launch during the 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 that 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 than 8 steps occupy the Flight Deck Box (both sections total) b. if any unit lands on that carrier in that step c. if the flight deck is inoperative (see 19.2) d. if it is a night turn (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 the Flight Deck Box to the Hangar Box, a plane must be lowered.

  • To raise a unit, transfer it from the Servicing Box to the Flight Deck Box.
  • To lower an unready unit, transfer it from the Flight Deck Box to the Hangar 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 that same segment, if it does not launch in that segment.
  • A carrier can launch and also raise and lower in the same segment. The total number of steps launched plus the 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 than 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 that 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 the Air Operations Step surviving strike units may be placed into the Landing Box of any carrier task force or land base display in the same hex. Units need not be placed in the Landing Box of the same carrier that launched them. An Air Strike marker may be placed into a Landing Box and continue to represent all the 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 unit can land only if it is in the Landing Box or the 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 the Landing Box, the Time Aloft marker of every unit in the box is incremented by 1. (This indicates that the unit has spent one segment circling the carrier.) If any unit's Time Aloft marker then exceeds its endurance value by more than 4, the unit is eliminated. A unit's marker is not incremented at the instant the unit enters the box, only at the time specified above.

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 Landing 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 Landing 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 launching, 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. Present-day carrier designs, with angled flight decks, catapults, and side elevators avoid all these problems; they are much more efficient. (See 32.0.)

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

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 Hangar 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 die-roll 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.

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 the six steps 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 the strike, 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 lower 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.

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 altitudes necessary for intercept. The CAP Combat Table takes this into account.

Each carrier task force and land air base display has a CAP Box. Units in the CAP Box may have combat with Japanese strikes attacking the task force or base. In the introductory and standard games CAP units may protect only their own task forces or bases (but see Advanced rule 23.0).

CAP Procedure and Restrictions

During the Air Operations Step you may launch fighter units and place them in the CAP Box.

  • Each task force CAP Box may hold a maximum of 8 steps per operational flight deck in the task force.
  • Each land base CAP Box may hold a maximum of 8 steps.
  • 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 the task 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 return from the 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.

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.

End of the Day

For each unit 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.)

7.3 Air Transfer

Air transfer means moving air units from one place to another on the map without making a strike. It occurs in the following situations:

  • You may launch air units from one task force or land base, or take them from the Landing Box at one task force or land base, and transfer them 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 the same time air strikes are initiated. Put the units into a Strike Box and place the Air Strike marker face-down in the hex (thus, the transferring air formation may neither make contact nor attack). Do not place a target marker. The Strike marker 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.

Scenario 2: The First Carrier Battle

The 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 forces 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 Japanese appear. The timing and strength of Japanese air attacks is determined randomly.

To play this scenario you need the map and its displays, and the charts and tables used in Scenario 1. Note the sequence summary and reminders for US operations printed on the map; let these guide you through each US Segment.

Japanese Units: The Japanese have two forces.

  • Force 1 — CVE Shoho, DD Sazanami.
  • Force 2 — Same as Japanese ships in Scenario 1. (But the CAP strength is not fixed; use the Japanese 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 task force, consisting of the US ships in Scenario 1. Place the task force in hex 3035.

Air units:

  • Lexington — 4 F4F steps, 4 TBD steps, 12 SBD steps
  • Yorktown — 6 F4F steps, 4 TBD steps, 10 SBD steps

(Aircraft historically used for search have been omitted.) All air units start in Hangar Boxes.

The time period is Jan-Jul '42; US A.A. is Early War; the US Contact modifier is -1.

How to Play

In Scenario 2 each game turn consists only of the four Action Phases; the other parts of the standard sequence are not used. Each Action Phase consists of the following steps:

  1. Japanese Segment: Roll the die, consult the Japanese Action Table below, and take the action specified.
  2. US Segment: Air Movement Step and Air Operations Step. (Omit task force movement, search, etc.)

JAPANESE ACTION TABLE

  • Die 1-5: None
  • Die 6: Roll again: 1-5 Force 1 arrives (if not already in play); 6-10 None
  • Die 7: 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 1 first.) If Force 2 is not in play: Force 2 arrives in the following Action Phase.
  • Die 8: Roll again: 1-5 Force 1 arrives (if not already in play); 6-10 Force 2 arrives (if not already in play)
  • Die 9: 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.
  • Die 10: Game ends (Exception: see End of Game, condition 1).

Die-roll Modifiers (first roll only):

  • -3 all Action Phases of turn 1
  • -1 all Action Phases of turn 2

Japanese Arrival

When a Japanese force arrives, roll the die to determine its location, consulting the following table (Die-roll Modifiers: -2 when Force 1 is arriving; +2 when Force 2 is arriving):

  • Die roll 1-2: hex 2740
  • Die roll 3-4: hex 2639
  • Die roll 5-6: hex 2637
  • Die roll 7-9: hex 2736
  • Die roll 10: hex 2832

Japanese Air Attack Restrictions

  1. The Japanese cannot use more than 8 air points over the course of any two game turns. For example, if a 4-point attack arrives on turn 1 then only one 4-point attack can arrive on turn 2. (If a "9" and then "1" through "5" were rolled during turn 2, one 4-point attack would be made instead of two.) You must record air attack strengths on paper.
  2. Japanese 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 the rest of the game, and the 8-point limit is reduced to 4. If you have sunk both CV's, ignore all Japanese air attacks for the rest of the game.
  3. Japanese Air Losses: Keep a record on scratch paper of the total number of air points lost in Japanese air attacks during the entire game. Subtract this number from the strength of each Japanese air attack. When two Japanese 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 the net value counts against the limit in (1).

EXAMPLE: The Japanese have lost 3 points so far in the game. You roll a "9" and then a "1". One attack of strength 3 and 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.

End 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 the 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 the 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 apply. The side with the greater number of points and a VP total of at least 20 wins. If neither side scores 20 points, the game is a draw.

Special Rules

  • Inoperative Flight Deck: Use rule 19.2. Note that 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 the US log sheet's definition of inoperative flight deck. (The changed definition of "inoperative" compensates for your not being able to repair.)
  • 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 you would move four air units on each 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.

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 consists 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 isn't.

The Japanese 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 turn out to be "dummies" — i.e., have no ships.

Types of Forces: Combat and Transport

In the 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.

Types of Combat Forces: Carrier and Surface

  • A Japanese 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 Japanese 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.

Force Chits

Information on force composition is recorded using Force chits, which are placed underneath the 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 non-carrier task force displays.

Note that the 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.

Japanese Log Sheets

Each carrier force occupies one space on the Japanese log sheet. Non-carrier 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 the following: Force Number, Revealed Air Strength, Air Strikes, Land Strength Loss Survivors, Air attack information, Cumulative air losses, Revealed air strength, and 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 the bottom of the Japanese log sheet appears a space for each holding box, identified by letter. Write the force's identifying number next to the letter of the box in which its ships have been placed. This shows which force that holding box corresponds to.

Note: The Display Marker spaces in the holding boxes are used only with US task forces. Either side can use any of the 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.

The Carrier map includes the 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 Japanese 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 set-up. 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; the transport force would want to deliver reinforcements to the Japanese positions in hex 2527.)

Force Colors (Two Objectives)

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.

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 friendly 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 turn. (In the standard game, sequence chits determine activation; see 13.0. Introductory scenario special rules determine activation in those scenarios.) When 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 task forces, you do not flip Japanese forces over after moving them; the sequence chit having been pulled indicates that the force has acted. Japanese forces are flipped over when Detected — see 12.2.

Distances

Unless otherwise specified, all statements of distance ("closest", "closer to", "within 6 hexes", 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 term "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 that the adjacent force may be a priority air attack target (see 16.0). If possible, do not move any farther from the nearest US carrier task force when using the table.
  2. If within 3 hexes (by air) of the nearest US carrier task force, move one hex away from that 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 the nearest US carrier task force, move directly toward that force.
  5. Use Mission Movement.

Coastal Sea Hex Restriction

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, the carrier enters an adjacent high seas hex closest to the 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 the Japanese 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 Japanese carrier force which is in turn within 4 hexes of any US task force, the surface force moves toward the Japanese carriers. Ignore Japanese carrier forces that are retiring (20.1). If there is more than one eligible carrier force, choose according to the 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 task force, the surface force moves toward the transports. If there is more than 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 the 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:

  1. Move so as to be as close as possible to the nearest friendly force.
  2. Move so as to be as close as possible to the 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 the standard game, rule 14.1 and the Japanese Close Reaction Table govern movement into and out of such hexes. You need not be concerned with this for now.

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 die-roll 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 the force's color. The Mission Movement Compasses are printed in the same colors. Each force uses the compass for the area in which it is located, its objective, and its force type. (New Georgia and Bougainville use the 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 Japanese 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 Roll marker on the Records Track to record the die roll.
  2. To move each force: a. If the force is not in the same area as its objective, locate the appropriate compass. Locate the arrow corresponding to the number rolled in (1) and move the force one hex in that direction. Exception: If blocked by an air source the force moves to a hex no closer to the air source, or does not move. (See Effect of US Air Sources on Mission Movement.) b. If the force is in the same area as its objective, move it one hex closer — measured by sea — to the objective. If there is more than one equally close hex use the standard rules for choice. Exception: If blocked by an air source, the force moves to a hex no closer to the air source, or does not move. (See Effect of US Air Sources, below.)

Note: Crossing a boundary into a different Mission Movement area does not cause the force to change 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 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 the 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 marker and is thereafter moved according to the rules governing retirement (20.3).

EXAMPLE: A Japanese combat force with objective Guadalcanal is in hex 2022 and is using Mission Movement. A US carrier task force occupies 2420, and Henderson Field is operating. The Mission Movement die 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 2122. If a transport force were in hex 2022, you would add 3 to the Mission Movement die roll (5), giving 8. Since 8 exceeds the distance to Henderson Field (7), 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 planes, or any US carrier task force with an operational flight deck (see 2.0, 19.2).

Note: 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.
  • If a force executing Mission Movement begins its move within 8 hexes (by air) of a US air source, do the following:
    1. a. For a combat force, compare the 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 the sum to the air distance to the air source.
    2. If the modified die roll compared in (a) or (b) exceeds the distance to the air source, then the force's movement has been "blocked" and it cannot move any closer to the air source. Instead do the following: a. If the force is in the same area as its objective, it moves if possible to a hex which is closer to the 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 that same compass which does not entail moving closer to the air source. If there is no such result, the force does not move. Use the standard rules for choice among alternatives if more than one other result will work.

Note: Air source restrictions apply only to Mission Movement, not to movement by the carrier or surface force priorities or by the Japanese Close Reaction Table.

Overlapping Air Sources

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 nearest air source. If that air source prevents movement in one direction, but leaves alternatives open (as outlined under 2b above), then check to see if the other air source(s) block movement in the alternative direction(s). If any alternative remains unblocked, then the force moves in that direction.

If two or more air sources are equally far away when a force is activated, consider only the effect of that air source which is closest to the objective of the Japanese force in question.

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.

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 the map and its displays, and the chart and table screen. Note the summary of Japanese movement printed on the map; this should suffice to resolve most Japanese moves.

Japanese Units: The Japanese have two carrier forces.

  • Force 1 — CV's 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 Japanese 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 Juan; DD's Porter, Mahan, Cushing, Conyngham, Preston, Smith, Maury, Shaw.
  • Task Force 17 — CV Hornet; CA's Northampton, Pensacola; CLAA's San Diego, Juneau; DD's Anderson, Barton, Hughes, Morris, Russell, Mustin.

Air Units:

  • Enterprise — 10 F4F steps, 6 SBD steps, 4 TBF steps.
  • Hornet — 8 F4F steps, 8 SBD steps, 4 TBF steps.

All units are in Hangar 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.

Sequence of Play

Each game turn 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 the 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.

Japanese Location and Air Attacks

  • Both Japanese forces are Undetected at the start of the game. A force may not be the target of an air strike until it has become Located.
  • 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.

Japanese Location and Air Attacks (Turn 3 and after)

The die/outcome table in the source scan is partially illegible; the legible portion reads:

DieOutcome
(illegible)Located
4Attack, not Located
(illegible)Attack
  • If range is 7 or less: Located, no attack.

  • If range exceeds 7: No attack and not located.

  • When Force 1 attacks, its strength is: 8 points, or one-half the total air value of carriers in the force, whichever is less. When Force 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, that 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 the strike was launched determines the earliest time at which that force can attack again, as follows (the source scan's range table is partially illegible):

Range of AttackEarliest Time Another Attack Allowed
(illegible)(illegible) later
4-63 turns 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 Rules

  • 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 Japanese forces use the 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 die-roll modifier is +1.

Game Length and Victory

Play twelve game turns 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.

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 ("one 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 wide of the mark, but after five reports the information will be pretty reliable.

11.1 Force Chits

Japanese forces carry Force chits that indicate their approximate strength. There are four levels of chits, numbered 1 through 4, each corresponding to a different quality of information about the 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 the arrival procedure will specify that 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 force 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 that a chit be placed.
  • The US engages the 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 and higher can receive chits when contacted by US air strikes. But a level 0 force, since it cannot possibly be Detected, cannot be designated as the target when an air strike is initiated. However, this does not mean that an air strike targeted upon a level 1 force would be voided if that force decreased to level 0 (see 11.4) before the strike arrived.

Force Chit Cups: 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.

  1. 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.

Exception: If the force is located in a coastal sea hex and you drew a carrier chit, replace the chit in the cup and draw another.

Note: After commitment limits have been exceeded, certain non-dummy chits are treated as dummies (see 17.2).

Japanese Arrival Chart

The Arrival Charts may dictate that 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 than level 0, when it arrives.

11.2 Intelligence Tables

A force at level 1 or higher may receive a new chit at the following times:

  • A search result "chit +1" is obtained against it.
  • A US air strike contacts the 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 eligible to bombard a US air base (see 22.0 and 30.0).
  • It is a transport force that 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.

  1. Roll the die and add applicable modifiers (see Intelligence Table Die-roll Modifiers).
  2. Cross-reference the modified die roll with the column. (To interpret results, see Intelligence Table Results.)

Note: When a force receives a chit of a higher level, one does not return the old chit to the combat or transport force chit cup. Instead, it is set aside for the rest of the 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:

  1. If the force has any 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 than 10 is never modified to greater than 9.

EXAMPLE: Treat a roll of 8 with modifier "+2" as 9, not as 10. Notice that results for die roll 10 are special; hence this special treatment.

  • Level 2 to Level 3: No die-roll modifier (revealed air strength affects the choice of column instead).
  • Level 3 to Level 4: No die-roll modifiers.
  1. There is a die-roll modifier for the carrier commitment limit in the scenario.
    • When increasing a level 1 force whose objective is the secondary objective in the scenario, subtract 4. This does not apply to any carrier force which has a revealed air strength. This modifier 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 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 the 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 the result obtained fails to include all such ships, roll again until you gain a result that 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 the counter mix, roll again. If counter mix and Ship Availability Chart restrictions make it impossible to create any of the 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.
  1. Place the ships in a holding box.
  2. Place a "Level 4" chit underneath the force. Note that Level 4 chits simply say "Level 4"; they do not state the force's composition.
  3. If the force includes carriers, determine each carrier's current air value (see 15.3).

If the level 3 force is a carrier force with a screen, both the carrier and screen chits increase. Use the same modified die roll for both, reading the results from the 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 the light blue sea 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 has a chit of level lower than 4, perform the following steps in order:

  1. If the 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 the force is level 1, you first use the Level 1 to Level 2 Table and then use the Level 2 to Level 3 Table. If the 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 Japanese carrier commitment index (see 17.2) by three quarters the 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 the time period of the current scenario, set it aside and draw another.

If the required number of ships of the right type are not available, follow the procedure outlined under the "Level 3 to Level 4" portion of the Intelligence Table Results 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 Ship 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:

  1. Draw a ship counter or ship counters of the proper type (for example, a "CV" 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 the Japanese 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 "1 CVE + 1 CVL". You randomly draw the CVE Shoho and CVL Junyo. You then consult the "MedDD" column, cross-referencing with the same modified roll of "6". The result is "6 DD". You draw 6 DD's randomly.

Damaged 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 the level 3 chit, subtracting 1 for each hit as usual (15.3).

When using the Level 3 to Level 4 Intelligence Table, if the level 4 result does not include all damaged carriers already occupying the holding box, ignore that 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.

11.3 Japanese Screens

DESIGN NOTE: The screen was a group of destroyers, cruisers, and battleships which contributed antiaircraft fire and protected against enemy surface vessels. Usually about 8 to 12 surface vessels formed a circle around each carrier.

Each Japanese carrier force has a screen that 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 Determination

An initial strength for the screen is determined the 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 the 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.
  • If the carrier force is increasing to level 4, use the same die 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 the 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 the same time. Use the same die roll for both the carriers and the screen. Read the new screen strength from the column corresponding to the screen's force chit.

Commitment and Screens

A screen affects the Japanese surface commitment index the 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 the same way regardless of whether the limit has been exceeded.

Effects of Screens

  • The screen exerts an A.A. value against air attacks.
  • The screen engages in surface combat should this be necessary.

If All Carriers are Sunk

If all the 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 the game turn. Level 1 chits may decrease to level 0 if the force has no revealed air strength and is Undetected at the end of the game turn.

At the 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 ChitNew Chit
L1 (any)none (Force becomes L0)
L2 Carrier (any)L1 Carrier
L2 Large SurfaceL1 Large
L2 Medium SurfaceL1 Medium
L2 Small SurfaceL1 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 the cup.

Note: It is possible that Intelligence Level Decrease will cause a Japanese force that is the target of a US airstrike to decrease to level 0. This is the only situation in which an airstrike may attack a level 0 force (note that the force would have to have been level 1 at the time that the strike was initiated).

11.5 Summary of Force Chits

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

Level 2: Carrier chits: 1-2 Carriers, 2-3 Carriers, 3+ Carriers. Surface chits: Large Surface, Medium Surface, Small Surface. Transport chits: Large Transport, Medium Transport, Small Transport.

  • "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 = 18-26, B = 12-17, C = 6-11, D = 2-5.) 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.

Dummy: Used only in the search cup.

Carrier Forces

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.

Search Cup Chits

On all chits, a solid band of color through the middle of the chit indicates that the chit is to be placed in one of the search cups when setting up. Green-striped chits go into the combat force chit cup, while blue-striped chits go into the transport force chit cup.

12.0 Search and Detection

DESIGN NOTE: Carrier battles 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 chit levels represent growing certainty about enemy forces. Your initial knowledge of level 0 forces represents long-range air reconnaissance, code-breaking, 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't 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 detected.

  • 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 search (see 12.2).
  2. Air strike 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 face-down. Face-down status indicates that the force has successfully been searched in the current game turn.

  1. Engaging in Surface Combat (14.2).
  2. Unloading at or Bombarding an objective (see 22.0). Unloading transports, however, are only Detected during daylight game turns.

Effects of Location Status

  • 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

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 the 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

You search for the Japanese 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 indicate 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 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 task 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 labeled "0-3" on TF 16's track, any Japanese force at a distance of 0 through 3 hexes from TF 16 may be detected.

Search Track Procedure:

  1. During an Air Operations Step, launch steps with which you wish to search. Place them in the 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 box — of your choice — on 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 the coverage area (see Air Search Resolution procedure), and roll separately for each track containing searching air steps that are being used in that segment.
  4. After searching all forces within the coverage area, shift the steps to the Used section of the box.
  5. In the Arrival Phase of the following game turn all steps in each box — both Used and Available — are shifted to the Available section of the next box. (Exception: If the maximum coverage range of the next box exceeds half the aircraft's endurance, see Search Endurance Limits.) For steps in the last box, see Returning from Search below.

TBD's and P-39's may not be placed on a Search Track. Any other US aircraft may be. However, if any searching unit is a fighter (F4F or P-38), the US player must add 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 "0-3" box. You use them to search in that same phase and move them to the Used portion of the box. In the third US Phase you launch an SBD unit and place it in the Available portion of the "0-3" box. 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.

Air Search Resolution Procedure

When a box has been selected for which to resolve search, search is resolved simultaneously for all available units in that 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 the 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 the die, modify as listed beside the 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 Japanese force face-down to indicate that 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 that if the target already has a "?" marker, "?" results are treated as "L".
  4. If the result was "chit +1", immediately use the 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 non-carrier force to become a carrier force, place a US Advantage marker on it.

Note: All searches in the same Air Search Phase are considered to occur simultaneously. A Location result from one search, for example, does not benefit other searches in that phase.

EXAMPLE: The Available section of a task force's "4-7" Search Track box contains three steps. You decide to search with this box. All three steps must participate. Two Japanese forces are located between four and seven hexes away. You roll "2" for the first force, which currently is Undetected and at level 0. The roll is modified to "3" because three steps are searching. The result is "L, chit +1". You draw a chit from the combat cup; it reads "Large". You place this chit under the force and a "Located" marker on top, and flip the force over. The second force has a "?" marker. You roll "7", add 1 for the three steps and subtract 1 for the "?" marker. The net result is "?". You flip the force over and 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 "two-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.

US Advantage Markers

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 non-carrier 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 the table.

A US Advantage marker remains in place until after the 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 the Arrival Phase, steps in the Used portion of the last track box must be placed in the 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 the Search Track may not be advanced into a box whose maximum coverage range exceeds half the step's endurance. The unit is placed in the next box with maximum coverage range less than 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 and placed in the "0-3" box. The F4F's endurance is 12. It cannot be advanced to the "4-7" box because 7 exceeds half of 12. (If it were to fly out 7 hexes and back, it would fly 14 hexes in all, which is beyond its endurance.) The step is advanced to the Landing box instead.

13.0 Standard Game Sequence

13.1 Sequence Chits

Sequence chits are used during the Japanese Segments of the Action Phases. You draw chits randomly from a cup. The chit drawn determines the next Japanese force to act.

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 the cup. These chits always remain in the mix.
  • When a Japanese 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 End Phase, remove from the Sequence chit cup the Sequence chits of all forces which were determined to be dummies during that turn. Then place all remaining chits back into the cup.

Number of Chits to Draw

The total number of Japanese forces in play determines the number of chits drawn each segment. During the Arrival Phase, after placing new Japanese forces on the map, count the number of forces in play. Place the 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 the arrival phase of the following turn).

Next to the 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 the turn.) A Sequence chit for a force which has been removed from play does count against the number of chits drawn in that 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 the Action Phases. Each time a 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.

Scenario 4: Air Search Officer

The 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.

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 marker 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.)

US units:

  • Task Force 16 — Enterprise, with four SBD steps in Ready section of its Flight Deck Box, hex 2718.
  • Task Force 17 — 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 Length and Victory

Play three game turns. At the end of the 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), and 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:

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

14.0 Close Reaction and Surface Combat

14.1 Adjacent US Task Forces and Japanese Movement

The movement of Japanese forces activated when adjacent to US task forces is determined using the Close Reaction Table. Movement is influenced by the relative approximate sizes of the two forces. Also, Japanese carriers and transports are restricted from entering hexes adjacent to US task forces, depending on the relative sizes involved.

Force Size Definitions

  • 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 than one-half 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 Japanese level 4 surface forces according to largest ship type. For example, "Large 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 task force containing at least six ships, of which at least two are heavier than 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 than 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 Hexes Adjacent to US Task Forces

  • 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.

Japanese Close Reaction Table

This table gives movement instructions for Japanese forces activated when either adjacent to a US task force or in the same hex.

Exception: A Japanese force located in its objective hex does not use the Close Reaction Table. It remains in the objective hex until it has completed its mission. (9.0)

Close Reaction Procedure:

  1. Using the classification of Japanese forces appearing with the table, locate the row corresponding to the Japanese force. If a force is at level 1, it increases to level 2 before the table is consulted.
  2. Cross-reference the row with the type of US task force adjacent or in the same hex. If more than 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 the 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.

Combat Table Results:

  • E — Engage one US task force (adjacent or in the same hex) in surface combat, moving into its hex. If more than one US force is available, engage one corresponding to the column heading used on the Close Reaction Table; if more than one such task 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 heavily-damaged) as the US task force, treat as E. Otherwise, treat as R. When computing the number of ships in a Japanese level 4 force, count the 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 the US task force contains no more than 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 the force's next movement priority. If that 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 the 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.

Exception: Japanese forces which have a "Battle Exhaust 2" marker on their force displays will never initiate surface combat. When consulting the Japanese reaction table for such forces, treat all "E", "E1", "E2" and "USOp" results as "R" instead. (See Battle Exhaustion below.)

Entry into U.S.-Occupied Hexes

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.

14.2 Surface Naval Combat

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 them in surface combat.

Surface Combat Procedure:

  1. Movement: A force either begins in the 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 the effect of each ship's fire. c. (Standard Game only) If US fire sinks Japanese ships or heavily damages Japanese carriers, the force may retire (20.1).
  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 task 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.

Exception: Forces or task forces which have "Battle Exhaust 2" markers on their task force display may not initiate surface combat.

Japanese engagement: A Japanese force engages only when the Close Reaction Table specifies it (see 9.0); the table specifies which task force the Japanese attempt to engage.

US engagement: A US task force must attempt to engage some Japanese force when it enters a Japanese-occupied hex. If more than one Japanese force occupies the 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 task force engages whichever Japanese force the player wishes it to, even one that is Undetected. Any US task force may attempt to engage.

  • A US task force may never try to engage more than one Japanese force in a single segment, even if more than 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 the "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, the Japanese force retreats (see Retreat) and there is no battle.

Note: A U.S. task force that enters a hex containing more than one Japanese force still can only attempt to engage one of them, even if that one successfully retreats and avoids combat.

  • E1, E2 — For 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.

Exception: A Japanese force which has a "Battle Exhaust 2" marker on its force display treats all "E", "E1", and "E2" results on the Japanese Close Reaction Table as "R".

US Evasion (USOp Result)

When the 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 the 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 the intelligence procedure as are required. If the Japanese force is a carrier force, only the screen increases, not the carrier component.

Note: Intelligence increase occurs only if surface combat actually is joined, not simply because a Japanese force enters a US task force's hex or vice versa. If a Japanese force enters a US task force's hex without initiating combat, there is no intelligence increase.

  1. 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 then DD's. Within these categories, you may choose the order. Proceed as follows:

  1. Match Japanese BB's and CA's against US BB's. Select one US BB at random, and select randomly three Japanese 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 Japanese 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 the same ship unless you have assigned one to every ship, and so on.

Exception: In some cases, a Japanese force will have too few BB's and CA's to match up three ships against each US BB. If this situation arises and all other US ships present have been targeted by the requisite number of Japanese ships (i.e., 2 ships per US CA/CL and 1 ship per US DD), then excess ships are matched up against the BB's until each is being targeted by three Japanese ships. It is only after this has been done that any remaining excess Japanese ships are distributed as outlined in step #5.

The Surface Targeting Chart summarizes this process.

US Targeting: You may match your ships up against Japanese ships as you wish. You must declare all match-ups before resolving any fire for either side.

Carriers and Transports in 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 the 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 cross-reference with the column to obtain a result.

The result is the number of hits inflicted on the target. Place a numerical marker underneath the 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 Fire Die-roll 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 the target is heavily damaged (see Heavy Damage).
  • Evasion: If either 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 that has a "Battle Exhaust 2" marker 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 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 single-line 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."

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 the 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 the Japanese retreat.

It is entirely possible that 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 US.
  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 rather than 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 never 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 the second combat exactly like the first. Use the standard procedure for Japanese targeting, except that US carriers are the 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 and/or transports in a pursuing force cannot be targeted during pursuit combat.

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 round of pursuit combat takes place only after a round of normal surface combat. Thus, a round of pursuit combat can never be followed by another round of pursuit combat.

Battle Exhaustion

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 missed 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 a "Battle Exhaust 1" marker on its task force display. This marker affects the 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 engages 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 purposes of determining Battle Exhaustion, Pursuit combat is considered to be a separate engagement from the surface battle that preceded it. Therefore, a force that fought a surface engagement followed by a Pursuit combat would be given a "Battle Exhaust 2" marker.

The effects of a "Battle Exhaust 2" marker are as follows:

  • A force possessing a "Battle Exhaust 2" marker may not initiate surface combat so long as the 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 next Turn #6 (1200 hours) remove all Battle Exhaust markers except those placed or flipped that turn (see Game Extension, 24.0).

Heavy Damage

A ship with damage points equal to or greater than one-half its hit capacity is heavily damaged. Heavy damage has the 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 die-roll modifier applies to fire against heavily damaged ships.

COMPREHENSIVE EXAMPLE OF SURFACE COMBAT:

A Japanese level 3 Medium BB force is adjacent to a US force of one CA and six DD's. The Japanese force is activated. Consulting the Close Reaction Table, the Japanese force is "medium" and yours is "other surface"; a die-roll of 5 produces "USOp". Realizing you are outgunned, you choose evasion. You use the Level 3 to Level 4 Intelligence Table, and roll 9: 2 BB, 1 CA, and 4 DD.

The Japanese match up against you as follows: the two BB's against your CA, while the CA and 4 DD's each fire at a different one of your destroyers. You match your CA up against one of the BB's, two DD's each against two of the Japanese DD's, and one DD against each of the other two Japanese DD's.

Assuming no ships have any damage, the Japanese BB's receive a -2 for your evasion. Die rolls of 6 and 9 would be modified to 4 and 7 and would result in 0 and 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

The 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 the 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 the Number of Forces marker at 4.

US Task Forces and starting hexes:

  • 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 turn consisting only of the four Action Phases.

  • For purposes of combat resolution, all turns in this scenario are night. Use the "night" results on the Japanese Close Reaction Table, and the 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 turns. 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 the end of the game, the US gains 5 victory points.

The side with the greater number of victory points wins.

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 the 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 that a carrier force is any force with 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 the carrier commitment limit (see 17.2) has been exceeded, all non-carrier forces are guaranteed not to be carriers.

  • Forces in coastal sea hexes never attack.

Maximum Ranges:

You execute the air strike procedure when an eligible Japanese force is activated no more than either

  • nine hexes from a US carrier or transport task force, or
  • six hexes from an operating US airfield, or
  • three hexes from a US surface task force.

Morning Range Limits:

  • In all segments of turn #1 (0520) of each day, the maximum range for all air strikes is 2 hexes.
  • In all segments of turn #2 (0640) of each day, the maximum range for all air strikes is 5 hexes (3 hexes against a surface task force).

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 1 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 turns, the 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 (1) 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 the combat chit cup:
    • If a carrier force chit is drawn, proceed to step (2).
    • If a level 1 Large, Medium, or Small chit is drawn, proceed to step (b).
    • If any other chit (i.e. a Level-1 Surface or Dummy chit), is drawn, replace it in the 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 carrier force, the level 1 force becomes that force. (Save the level 1 chit until the conclusion of step (2), however — the intelligence increase may be cancelled.)
    • 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 the game.)

Note: It is important to realize that a force can change level at this time only if it reveals itself to be a carrier force. Any other potential change is ignored — like a football play called back for a penalty.

  1. Determine what target(s) the force attacks. a. If a US task force is adjacent, see Adjacent US Forces below. b. If no US task force is adjacent, use the Carrier Air Attack Target Table (see chart screen).

If none of the 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.

  1. Determine the strength of the strike using the Air Attack Strength Tables on the 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. 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 the 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.

  1. Update the revealed air strength (see 16.1) and increment the carrier commitment index (see 17.2). Commitment limits may require that 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).

  1. Resolve the attack.
  2. Record the strike on the 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 turn on which the attack lands. (This information affects future attacks.)

The range from the attacking force to the target determines the turn on which the strike lands, as follows:

RangeTurn of Landing
0-2Same turn
3-6Following turn
7-10Two turns later
11-14Three turns later
15+Four turns later

Strikes land during the Japanese Log Updating Step of the Game Turn End Phase. If a Japanese air strike lands after dark, roll on the Extended Range / Night Landing Table exactly as you would for a US strike, and remove the indicated fraction of those air points that survived the attack (rounding nearest, rounding one-half up).

EXAMPLE: An attack launched on game turn 5 would land on game turn 5 if the range were 2 hexes, on game turn 6 if the range were 3 hexes, and on game 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, and had suffered 2 losses, you would record it accordingly on the Japanese log (Force Number, Revealed Air Strength, Air Strikes, Land, Strength, Loss, Survivors).

The Carrier Air Attack Target Table

The table has three columns: "Priority", "Alternate", and "Second Alternate". To use the table, roll the die and modify as listed beside the table. Note that all rolls on game turns 1 through 5 are modified; the modifier value depends on the turn, as listed beside the table. (These modifiers reflect that 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, the force attacks that target; otherwise it attacks the alternate; if the alternate is not within range it attacks the second alternate.

Table results describe targets and give criteria for choosing if more than one target meets the description. If there is still a choice after applying all criteria, choose randomly.

Note that 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, the 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.)

Ranges: As noted on the table, a force never attacks an airfield more than 6 hexes away or a US surface force more than 3 hexes away. If neither the 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 that 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 that target rather than 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 than one, it attacks the 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 and Level 2:

  1. At the top of the Air Attack Strength Table (Level 1 and 2 Forces), locate the 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 revealed air strength. (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 and Level 4:

  1. Modify the force's air value as necessary to reflect air points not available (see Lost and Unavailable Air Points).
  2. Locate the 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 Strength Results

A single-number result indicates an attack arriving in one wave 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.

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 is resolved two phases later and recorded at that time. Each wave is recorded as a separate attack. Each wave's landing time is determined by when that wave attacks.

Exception: No Second Waves will be launched on the last turn before nightfall, unless they will attack before the turn is over.

After resolving the first wave strike, place a Second Wave marker on the target and note the strength of the second wave.

EXAMPLE: A "6/5" attack occurs in the third Action Phase of turn 3. The wave of strength 6 is resolved immediately. The second wave 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 wave attacks on turn 4, suppose the range has become 3; it will land on the turn following — i.e., turn 5.

If all the carriers in a 2nd Wave's target force have been sunk before it arrives, the 2nd Wave may change its target to another 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 the Carrier Air Attack Target Table indicates a partial strike. A partial strike is delivered at one-half the normal value (rounded to the nearest whole number). The following special cases may apply:

  • For a level 1 or 2 force with lost/unavailable points, halve the reduced value.
  • A partial strike always arrives in a single wave. If the Strength Table indicates two waves, add their values and halve, rounding to the nearest whole number.

Regardless of whether a full or partial strike is indicated, the 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 and 2 Forces:

  1. After computing an air strike strength on the Air Attack Strength Table, add up the following (all recorded on the force's log):
    • 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 game-turn. (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.)
  2. Consult the Level 1-2 Attack Strength Reduction Chart (see chart screen). Cross-reference the 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.
    • Use the sum of the 1st and 2nd Wave strengths as the Initial Strength on the 1-2 Attack Strength Reduction Chart. In all cases, subtract points from the 2nd Wave until that wave is reduced to 0 strength; then subtract any excess from the 1st Wave.

EXAMPLE: A level 1 force is attacking on turn 5. Three points are in a strike which will land on turn 6; they are unavailable. Also, the force had suffered 3 air losses 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.

The Air Attack Strength Table calls for an attack strength of 10. Cross-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.

LEVEL 1 AND 2 ATTACK STRENGTH REDUCTION CHART

Points Lost/Unav12345678910
102345678910
200234678910
300023567910
40000245689
50000034668
60000023557
70000002346

(Columns are Initial Strength 1-10; rows are Points Lost/Unavailable 1-7.)

DESIGN NOTE: What you have done is take the total revealed strength and reduce it by the 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 game-turn).
    • The number of air points not available because of air turnaround (see Turnaround).
  2. Subtract the sum computed in (1) from the force's current air value. Use the adjusted value with the 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 refuelling 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 Japanese air attack strengths check turnaround as follows:

  1. Consult the Japanese log. Look at the time-of-landing entries for each of the force's attacks. Determine which have landed previous to the current game turn.
  2. For each strike which landed previous to the current game turn, read the turn of landing and the range to the target. Consult the Turnaround Chart (see chart screen). Cross-reference the turn of landing with the range to the current target.

EXAMPLE: It is turn 5 and a strike landed on game turn 4. You would use the column, "Preceding Turn".

  1. If the result is "No", surviving air points from the earlier attack are unavailable for the current one. (They are not yet turned around.) If the result is "Yes", they are available.

COMPREHENSIVE EXAMPLE OF JAPANESE AIR ATTACK

It is the second Action Phase of the third game 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. If this were game turn 2 there would be no attack, since range cannot exceed 5 hexes on turn 2.

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 and roll 7, for a result "2-3": carriers! Place a "2-3 Carriers" chit underneath Force 1. Had a Dummy chit been drawn or a non-carrier result been obtained from the table, the attack procedure would have terminated and the force returned to Level 0 status.

You roll a "1" on the Carrier Air Attack Target Table. Modified by +5 to "6" for range greater than or equal to six on turn #3, the result is "Carriers (P), Airfield (P)". However, since there is no airfield within range, the result becomes "Carriers" (15.2).

On the Air Attack Strength Table (Level 1 and Level 2 Forces), you locate the heading row "L2 2-3" (level 2, "2-3" force) and 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 wave of strength 7 and a second wave of strength 6.

You resolve the first wave attack. It suffers 2 losses. You now must record the first wave's attack. The range was 7 hexes, and so the landing time is "two turns later". Under Land you write "5". You write "7" under Strength, "2" under Losses, and "5" under Survivors.

On the next line of the log — or anywhere convenient — you can note the second wave strength of 6. You place a "Second Wave/4th Phase" marker on the US task force.

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.

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

  • Revealed air strength and Air Losses are recorded for level 1 and 2 forces.
  • Air value is recorded for level 3 and 4 forces.

Note: Although revealed air strength and air value fulfill similar functions in Carrier, they are discrete and non-equivalent terms that must not be confused with one another.

16.1 Revealed Air Strength

DESIGN NOTE: Because you do not know the exact composition of a level 1 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 — 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.

During play, a revealed air strength is determined for each level 1 or level 2 Japanese carrier force which launches an air strike. 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 surviving points are available for the second attack, and that the second attack has strength 4. The force's new revealed air strength, as computed by the rules below, will be 7. (You know that it lost 3 and is showing 4; thus at the start it must have had at least 7.)

Revealed Air Strength Computation Procedure:

  1. When a Japanese level 1 or level 2 force makes an air attack, record the strength of the attack on its log. (If the strike was partial, use the full strength specified by the table, not the partial strength actually used in the attack.) This is the force's initial revealed air strength.
  2. If the Air Attack Strength Table indicates that a level 1 or 2 force which has no air points lost or unavailable is to launch a strike of greater strength than 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 points lost/unavailable) is directed to launch a strike of strength 7. The force's revealed air strength is increased to 7.

  1. 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 (15.0) to the row number used on that chart. (In a partial strike use the full strength printed on the table, not the halved strength.) a. If the new total (reduced attack strength plus the row number) is greater than the old revealed air strength, erase the old revealed air strength on the Japanese log sheet and replace it with the new total. b. If the new total is less than the old revealed air strength, do nothing; there is no change.

EXAMPLE: A level 1 force with revealed air strength of 6 and which has suffered 3 air losses is launching an air strike. The Air Attack Strength Table roll (see Air Attack Strength Tables above) 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/Unavailable 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 and replace it with an "8".

  • 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 the example above makes 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 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 force attack strengths (and thus, increases in revealed air strength) generated by the Japanese air attack procedure.

"No revealed 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 the 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; the latter is like a unit with combat value 0.)

Effects of Revealed Air Strength

  • 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 the 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.

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.

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 the log sheet at the instant they occur (see 15.0). At the end of each game turn 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 not record air losses for level 3 or 4 forces.

Note: When a strike lands after dark, it may suffer additional losses as dictated by the Extended Range / Night Landing Table (see 6.2, Extending Range, and 15.2, Recording the 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. The 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.

Recording Air Value

  • 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 the 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 Intelligence Changes on Air Values

  • 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 under 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 the 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 the 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 the carriers, choosing randomly how to distribute odd points.

EXAMPLES:

  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 and the value of one randomly chosen carrier is reduced by 2.

Effect of Losses on Air Value

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 the 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 the force's air value by the number of losses.
  • Carrier damage and loss: If a carrier suffers a quantity of damage points less than one-half of its hit capacity, its air value is reduced by one per hit suffered. If a carrier is sunk or suffers heavy damage (defined as damage points equal to or greater than one-half the ship's hit capacity) it can no longer operate aircraft. Record the turn that 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 preceding game turn (see 4.2). If so, you must determine whether this loss of flight deck space reduces the air value. Make the following test:

  • 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 the current air value equal to it — i.e., to the operating deck capacity. Otherwise, do nothing.

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 damage on the "Junyo" and one hit on the "Hiryu". In the game 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.

  • 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 the sum — i.e., to the operating deck capacity. Otherwise, do nothing.

Effects of Air Value

  • 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

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 the Japanese air attack procedure, arranged in sequence order. Use these charts to guide you through the procedure.

Japanese Units:

  1. Set up the search chit cup as in Scenario 4, except include fewer dummy chits (not 28).
  2. Place forces with objective Guadalcanal in the following hexes: 2119, 1616, 1713, 1719, 1723, 1910, 1914, 1918, 1921, 2024, 2212, 2320. Place the corresponding Activation chits in the sequence cup, together with seven blanks. Set the Number of Forces marker at 12.
    • The force in 2024 has a Level 1 "Carrier" chit at start. (Take this from the search chit cup.)
  3. The Japanese are limited to the following ships: CV's 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 the 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 a 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 the standard sequence of play, omitting only steps VI.C and VI.D.
  • Remember the maximum air attack ranges of 2 hexes on turn 1 and 5 hexes on turn 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 that Henderson Field is not an air source in this scenario, because it contains no air units.

Carrier Force 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 carrier-type Force Chit) roll the die and consult the Scenario 6 Commitment Table below. Apply column shifts listed with the table. If the 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 Forces in Play0123+
Die Roll to End Commitment—1-21-7automatic

Column Shifts:

  • 1 left for each level 3 or 4 carrier force containing no CV's
  • 1 right for each force containing 3 or more CV's

Game Length and Victory

The game lasts 12 turns. Victory Points are awarded as in Scenario 2. In addition, the Japanese receive points for occupying the Guadalcanal objective hex (2526) at the 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.

17.0 Japanese Force Arrival

New Japanese forces are placed on the map during the Arrival Phase. Forces are placed in randomly determined hexes. Japanese objectives in the current scenario influence force placement.

17.1 Arrival Procedure

In each Arrival Phase you carry out the following procedure:

  1. Determine how many forces arrive.
  2. For each force: a. Determine which Arrival Table to use. b. Using that table, determine the arrival hex. c. Determine if the presence of US task forces or searching air units will prevent the force from arriving. d. Place the force's Activation chit in the sequence chit cup. Increment the Number of Forces marker.

Number of Forces Arriving

The following numbers of forces arrive in each Arrival Phase:

  • Combat forces: One-third of the forces not in play (rounded to the nearest whole number) arrive. For example, if ten combat forces were available, three would arrive.
  • Transport forces: Bring in one transport force per Arrival Phase as long as a counter is available. Draw arriving forces randomly from those not in use.
  • Two 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 combat forces are to arrive. You would draw four forces randomly from the combat cup. You might draw three for the primary objective and one for the secondary, or two for each, 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.

Arrival Procedure:

  1. In 1942 scenarios, locate the Arrival Table (see chart cards) for the force's objective. In 1943 scenarios, locate the 1943 Arrival Table.
  2. For a combat force: Make two die rolls. Cross reference the row corresponding to the first die roll with the column corresponding to the second die roll. The result is the hex at which the force arrives. For a transport 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 task 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; the force does not arrive.
  5. Locate the force's Activation chit and add it to the sequence chit cup. Increment the Number of Forces marker.

Force chits: The Arrival Table may specify that the force receives a specific Force chit. If so, place that chit underneath the force. (Take the chit from those not in use, not from the search cups.) The force is then already at level 1. If no chit is specified the force arrives at level 0.

Port Moresby Arrival Tables

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 the third day of extended scenarios (Advanced rule 24.1).
  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 will place 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.

Double Checking 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 the 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 than the box it occupies. This applies even if the air unit is not in the Used portion of the search track box that it occupies.

Note: Thus, the coverage range of air units in the Used portion of a 4-7 box would include all hexes located between 0 and 7 hexes from the air base. The coverage range of air units in the Available portion of a 4-7 box, however, would only include hexes between 0 and 3 hexes from the air base.

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 the arrival hex and contains eligible air units, roll the die. (There are no modifiers.)

  • 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, the 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 0-3 hex range bracket must be double-checked, 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.

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 combat forces are on the map and seven not in play. Thus two combat forces (7/3 rounded to the nearest whole number) arrive. You draw two forces randomly from those not in play, and come 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 and then 8 produce "2736". This lies within the carrier task force's search area, and 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 and then 2 again, producing "2835". This is adjacent to the carrier task force and 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 cup and increment the Number of Forces marker by 1.

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 exceeds 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 the current value of each index on the Records Track.

Each index begins at value 0.

Carrier commitment index increases as follows:

  1. Any time a Japanese force's revealed air strength increases, the index increases by the same amount. (When a force receives its initial revealed air strength, the index increases by the amount of the initial strength.)
  2. When a force with no revealed air strength increases to Level 3, the commitment index increases by three-fourths the level 3 air value, rounded to the nearest whole number. (Note: compute one-fourth, halve and then halve again.)

Note: The index may increase when the Japanese make an air attack, and also when a Japanese force is attacked. At any time either condition above is satisfied, the index increases.

Surface commitment index

The index increases when a surface force reaches level 3. Each level 3 chit bears a commitment value. The index increases by that amount. Carrier force screens do count against the surface commitment limit.

Transport commitment index

The index increases when a transport force reaches level 3. Each level 3 chit bears a commitment value. The index increases by that amount.

Commitment Limits

The following effects apply at the instant a commitment index equals or exceeds the corresponding commitment limit.

Carrier Commitment Limit:

  1. If the limit is exceeded when generating a Japanese air attack strength, the strength is reduced by the amount the limit is exceeded.

EXAMPLE: The index value is 7 and the limit is 12. The Air Attack Strength table calls for an increase of 10 in the force's revealed air strength. This would set the index at 17, five in excess of the limit. Reduce the air attack strength by 5.

  1. At the instant that the carrier commitment limit is reached or exceeded, immediately remove from play all Level 1 and Level 2 carrier forces that do not have any revealed air strength.

Exception: If the force is the target of an air strike, it remains on the map until the strike reaches it.

  1. For the remainder of the game, only existing carrier forces make air attacks. (Thus, no new revealed air strengths can be assigned.)
  2. For the remainder of the 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.
  3. No increases in revealed air strength are permitted for the remainder of the game. If an Air Attack Value table calls for an increase, reduce the attack value by the amount of the increase.

Surface Commitment Limit:

  1. At the instant that the surface commitment limit is reached or exceeded, remove from play all Level 1 and Level 2 surface forces, except carrier screens.

Exception: If the force is the target of an air strike, it remains on the map until the strike reaches it.

  1. Once the surface commitment limit has 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.)

Exception: Carrier screens continue to be generated the same as before the limit was exceeded.

Note: After both surface and carrier commitment limits have been reached or exceeded, no more Japanese combat forces may enter the game.

Transport Commitment Limit:

  1. At the instant that the transport commitment limit is reached or exceeded, remove from play all Level 1 and Level 2 transport forces.

Exception: If the force is the target of an air strike, it remains on the map until the strike reaches it.

  1. For the 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.

All Limits:

After all three commitment limits have been exceeded, no more Japanese forces may enter play. Skip the arrival procedure each turn.

  • In extended games, additional commitment may occur at the start of the second day (see 24.3).

Special Carrier Commitment Limit Effects

At the instant that a US search, air strike, or Japanese air attack generation causes the Japanese carrier commitment index to come within five or less of the commitment limit, the following effects result:

  • 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 that have no revealed air strength are replaced with Level 2 "1-2 Carriers" chits.
  • From that point on, a -4 modifier is applied on the Level 1 to Level 2 Intelligence Table when rolling for carrier forces that have no revealed air strengths (see table).
  • From that 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 long-range patrol aircraft, they have been left out of the game.

In every scenario that Port Moresby is an objective, the US has an air base there. In all scenarios taking place from August 1942 on, the US also has an air base at Guadalcanal. (Ignore the 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 has a display. This display is identical to a carrier display except that 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 has 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 than 12 steps occupy the Runway Box.
  • As with carriers, the Servicing Box cannot hold more than 8 steps at a time.
  • An unlimited number of units may be placed in the Hangar Storage Box of a land air base.
  • Units may be 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 the 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 the Landing box with a Time Aloft marker equal to its endurance value.

Use the 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 marker to its "+1/2" side.
  • There are two Guadalcanal Fuel markers. If you have more than 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 just one step occupied the Guadalcanal CAP box at 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 has 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.

Inoperative Air Base Effects

An air base that 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.

Exception: Like heavily damaged or sunken Japanese carriers, Rabaul can launch air attacks until the End Phase of the turn after that in which it suffered incapacitating damage (see 27.0). Record damage to Rabaul on the Japanese log sheet just as you 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 the damaged base after it's repaired, or land at the 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 marker 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 reorganized into an air transfer group (see 7.3) and move to another base.

Note: CAP aircraft with Time Aloft markers fight at reduced effectiveness (see 4.2).

  • Air steps in the Landing Box may remain there, waiting for the runway to be repaired. Their time aloft markers are incremented normally each segment. In any segment you may change your mind, remove the aircraft units from the landing box, and start moving them to another base by air transfer (7.3).
  • Air steps on the 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 End 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 the air attack tables so specify. If using Advanced rule 27.0, strikes against Rabaul may be mounted by the same procedure as for strikes against ships.

Note: Air-to-Ground Attacks may never be conducted during Night game turns (Advanced Rule 24.2).

Air-to-Ground Attack Procedure

Air-to-ground attacks are resolved using the same general procedure as for air-to-sea attacks. Note the following special rules:

  1. The base's own air units/points may fly CAP. For the U.S., CAP at a land base follows the same rules as for a carrier. For Rabaul, see 27.0.
  2. The base fires at the attackers with the following A.A. values (printed in the hexes): Guadalcanal — 5, Port Moresby — 5, Rabaul — 15.
  3. The Air-to-Ground Attack Table (see chart screen) determines the outcome of the attack. a. For a Japanese strike, locate the "J. Air Pts" line at the top of the table. In that line, locate the highest-numbered column not exceeding the number of attacking air points. Do not count points shot down by CAP or AA. b. For a US strike, split the attacking units into fighters and bombers. Each group attacks the base, but they attack separately. For each group, locate the "US Steps" line at the top of the table. In that 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 the printed attack values; only the number of steps matters. The Anti-Aircraft Attack Modifier is not used. c. Roll the die and cross-reference with the column to obtain the result.

Air-to-Ground Attack Results

The result will be two numbers, e.g., "1/1". The first number is the number of hits inflicted on the air base. Place a Damage marker in the 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 second number is the number of losses to aircraft on the ground at the base. If a US base contains any units in the servicing or hangar boxes, the indicated number of steps — chosen randomly — is immediately removed. At a Japanese base, one-half the indicated number of air points (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:

19.1 Damage Record and Effects

Heavy Damage

A ship with damage points equal to or greater than one-half its hit capacity is heavily damaged. Heavy damage has the 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 die-roll modifier applies to fire against heavily damaged ships.
  • Heavily damaged ships affect Japanese retirement (see 20.0).

Damage to US Carriers

Damage to carriers is recorded on the US log sheet. Each 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 a reminder.

There are four levels of damage to a carrier. Underneath each damage box on the log sheet is a letter indicating the carrier's damage level at that number of hits: L — Light, M — Moderate, H — Heavy, D — Dead in Water.

Effects of damage to carriers are:

  • Antiaircraft values are reduced by 1 (but never to less than 0) for each hit the 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 the steps randomly, but eliminate units from the Flight Deck first.
  • Damage level "L": No additional effects.
  • Damage level "M" or greater: In the 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 marker (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 task force may not move (unless the carrier is detached first).
  • When the last box on its log is marked off, the 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.)

The US log sheet lists these effects for reference.

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.

Damage to US Surface Ships and Transports

Damage to these types of ships is recorded with Damage markers in the same way as for Japanese ships. The US log sheet lists effects.

19.2 Inoperative Flight Decks

Battle damage can make a flight deck or runway inoperative.

Introductory scenarios: If a carrier is at damage level "H" or greater, its flight deck is inoperative.

Standard game: A US carrier receives an "Inoperative Flight 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 can receive a marker even if its damage level already was "M" or greater. Place a marker each time the conditions are satisfied. A carrier can accumulate any number of Inoperative Flight Deck markers.

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 the carrier has any Inoperative Flight Deck marker on either side. Only US carriers receive "Inoperative Flight Deck" markers.

Effects:

  • Units may not be launched from or landed on an inoperative flight deck.
  • See Effects on Airborne Units below. (These parallel the 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 the Landing box, on the Search Track, or in the CAP Box must move elsewhere (if at all possible).

  • Units in the Landing box may move by air transfer. Immediately place the strike counter(s) on the map in the task force hex. As in ordinary air transfer (see 7.3), place the counters inverted. Move them — using normal air strike movement — to another task force or base. When placed on the map the units retain their current Time Aloft markers.
  • Units in the CAP Box may move by air transfer, the 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 markers fight at reduced effectiveness (see 4.2).

  • Units on the Search Track may be transferred to the Search Track of a different task 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 the 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, and 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.

Effects of Inoperative Flight Decks on Airborne Units

Whenever a flight deck becomes inoperative, airborne units may move elsewhere the same as when all carriers are sunk (see Effects of Sinking). Alternatively, there are the following options:

  • Landing box: Units in the Landing box may remain 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 level "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 task force, all excess steps receive Time Aloft marker(s) equal to half their endurance rating(s). These steps may remain in the box and engage in CAP combat, but their Time Aloft markers are incremented each segment. If the marker 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.

Note: CAP aircraft with Time Aloft markers fight at reduced effectiveness (see 4.2).

  • Search Tracks: Units on search tracks may transfer to another task force's search track as described under Effects of Sinking. Alternatively the 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 must perform repair in each Repair Step — four times per game turn — 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 "Inoperative Flight Deck" markers.

Exception: Repair rolls are not made for carriers at damage level "M" that have been Irreparably Damaged (see below), unless they also possess an "Inoperative Flight Deck" marker.

Repair Procedure

Consult the US Repair Table (see US log sheet). Roll the die and modify as listed beside the table. Cross-reference the modified die roll with the row corresponding to the current damage level. Results are explained beside the table. Immediately adjust the damage accordingly. If the result is "-1", for instance, erase the last box of damage marked off.

Exception: The results of repair rolls made for carriers at level "L" never cause its damage level to be adjusted. They apply only towards repairing flight deck damage (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 marker 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 damage points its damage 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, suffering two more hits. It receives a second Inoperative Flight Deck marker. In the next US Segment you roll a result that removes one point of damage; you decide 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 the US Repair Table indicates that a carrier has suffered irreparable damage to its hull. From that point onward, through the end of the scenario, "M" level damage on that carrier may not be repaired. "H" and "D" level damage may be repaired normally, except that "M" level hits are never erased.

No repair roll is made for an irreparably damaged carrier that is at damage level "M", unless it has an "Inoperative Flight Deck" marker. In that case, a roll is made, and all results, including critical hits, are applied normally.

Note: Multiple "I" results against the same ship have no cumulative effect.

Critical Damage

If the die roll on the 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 the indicated number of hits, in addition 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 that is at damage level "D" may be scuttled (voluntarily sunk). Remove the carrier from play.

DESIGN NOTE: You might scuttle a dead-in-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 the entire fleet to withdraw when the battle appears lost.

20.1 Force Retirement

Individual forces retire as follows:

Carrier Forces

  • 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 than 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: Sunken carriers are recorded on the log sheets.

Surface forces (not screens) retire in three different circumstances.

  • A surface force receives a retirement marker at the instant that a combat causes its cumulative losses to total at least half of the 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 sunk 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 sets 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:

  • A level 3 "2 CV" force would retire if its holding box contained two heavily damaged CVs, or if one CV had been sunk and a heavily damaged one were in the holding box.
  • A surface force of 3 DD's and 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 Force Retirement

At the instant the 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 minimal 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 the carrier force. (If there is none, the screen does not split up; stop.) Place its Sequence chit into the cup and place the 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.
  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 the rest of the game.

EXAMPLE: A retiring force of two carriers has a screen of three DD's and two CA's. Two randomly chosen DD's would remain in the screen; the other DD and the CA's would break off as a surface force.

20.2 Fleet Retirement

Retirement Index

The index begins at 0 and increases for Japanese losses as follows:

  • For each air point lost: +1/2
  • For each carrier heavily damaged: + carrier's air value
  • For each carrier sunk: + carrier's air value

Award (C) is in addition to award (B). Both awards (B) and (C) are in addition 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 damaged. The index increases by 5. On the following turn the same carrier is sunk. The index increases by 5 again.

Record the index on the Records Track using the Retirement Index marker. To record a half-point increase turn the marker to its "+1/2" side.

How Retirement Occurs (Retirement Limit)

When generating a scenario determine and record the Retirement Limit (21.0). Whenever the Retirement Index is greater than or equal to the limit at the end of a game turn, check for fleet retirement as follows:

  1. Determine the ratio of the index to the limit, rounding down to one of the 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 the result is less than 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 has occurred it remains in force for the rest of the game, and you need not continue to record the Retirement Index.

20.3 Retirement Movement

Retirement movement is used by:

  • An individual retiring force (see 20.1)
  • All Japanese 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 than 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 map 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 task force.
  3. The force will move toward whichever is closer, Rabaul or the north map edge.
  4. Random choice.

EXAMPLE: A retiring force is in hex 1635 and 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 map edge.

A retiring Japanese force may exit the north map edge; this consumes one hex of movement.

Entering 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 Attacks

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

  1. Scenario Time Period: A. Determine the 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 them for reference.

  2. Japanese Objectives and Commitment: A. Objectives: Roll the die and consult the Japanese Objectives Table (see below). Cross-reference the die roll with the scenario time period. The chart entry lists:

    • The Japanese objective(s). (If the result reads "Interdiction", see Interdiction Mission below.)
    • The number of combat and transport forces for each objective (listed underneath the objective).

EXAMPLE: The Japanese primary objective is Moresby and the secondary objective is Guadalcanal. The Japanese receive 14 combat and 4 transport forces having objective Moresby, and 6 combat and 2 transport forces having objective Guadalcanal.

(Example table entry, Aug-Sept '42, Primary Moresby: C-14, T-4; Secondary Guadalcanal: C-6, T-2.)

Forces: Take out the specified numbers of force counters. If there is only one objective then simply place the 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 the sequence chit cup. Set the Number of Forces marker at 8 (one-third, rounded nearest, of the 20 combat forces, plus one transport force).

Interdiction 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 Japanese movement and air attacks, as specified on the respective tables. In the interdiction mission the US receives transports and the Japanese 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 the die and consult the Japanese Commitment and US Forces Table (see below). Cross-reference the die roll with the scenario time period. The result gives the three Japanese commitment limits and the Retirement Limit, in the form: Carrier limit / Surface Limit / Transport Limit / Retirement Limit. Place the three Commitment Limit markers in the corresponding boxes of the Records Track. Keep the three Commitment Index markers at hand for use when needed.

EXAMPLE: "10/9/3/28" indicates a carrier limit of 10, a surface limit of 9, a transport limit of 3, and a Retirement Limit of 28.

Note: In October-December '42 scenarios, the US has only two carriers available. Thus, when using the "One Objective" column, roll again if the roll was 8 or 9; if it was 10, the "2/28 and Strategic Surprise" option must be used. If the Japanese have two objectives, all rolls other than 1-3 are ignored.

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, and Soryu) are committed to the South Pacific. If players wish, they may use these commitment limits in the later-war scenarios also. This would presume that Midway had never been fought and the forces used here instead.

Retirement markers: Place the Retirement Limit marker on the Records Track box equal to the limit. Place the Retirement Index marker aside until needed.

  1. Receive US naval units.

The Japanese 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 the 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 the 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 the scenario time period. (You must choose randomly; you may not select carriers of your choice.) Choose a carrier display for each carrier and place the 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 hangar capacity.
    • In scenarios taking place in the January-July 1942 period, ten SBD, six F4F, and four TBD steps are placed on each American carrier.

Note: The air groups created under this rule will leave certain US carriers with excess hangar space. This is not an error.

  • In scenarios that take place in August 1942 or later, each American carrier has placed upon it ten SBD and four TBF steps. Each carrier also receives a number of F4F steps sufficient to fill up whatever hangar capacity remains after the SBD's and TBF's have been placed.

EXAMPLE: The Lexington would receive ten SBD, four TBF and 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 but may not be launched from it as part of an airstrike. SBD's can 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.

  1. Ready Units: On each carrier, four steps of air units may be placed in the Ready section of the Flight Deck Box at the start of the game. All others must be placed in the Hangar Box.

C. Purchase ships: Spend the purchase points to buy surface ships. Each ship type costs a number of points, as follows:

Ship typeBBCA or CLCLAADD
Points8231

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 per 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 the counter mix. After drawing each ship, consult the Ship Availability Chart. If the chart indicates that 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 Japanese 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 least four ships.
  • Each task force may contain no more than two carriers.
  • Each task force must contain at least six DD's per 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 Japanese 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 the task 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 the US has strategic surprise)
  • In 1943 scenarios (only) task forces may be placed within 3 hexes of 3128.

Carrier task forces must be placed in high sea hexes.

IMPORTANT NOTE: Most Japanese forces having objective Guadalcanal arrive north and northeast of the island; a few arrive to the west. Forces having objective Port Moresby arrive in the Solomon Sea between Jomard Pass and Rabaul. Forces having objective New Hebrides arrive north and northwest of Ndeni. It is important to keep these 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 amount of warning the US command had of Japanese intentions.

  1. Set up chits.

A. Search cups: Chits for level 0 forces are drawn from two cups of chits — the search cups. Those chits to be placed in these cups are marked with color bands in the middle.

  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 the following chits for transport forces — 10 "Transport", 2 "Large Transport", 2 "Medium Transport", 1 "Small Transport", 7 Dummy. (Total, 22. These are all the chits marked with red color stripes.)

B. Remaining chits: These need not be placed in cups, but it will be convenient to separate them before play. (Note that surface and transport chits will not be needed in the 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", 2 "Medium CA", 2 "Small CA", 2 "Medium DD", 4 "Small DD", 2 "Transport A", 3 "Transport B", 2 "Transport C", 2 "Transport D"
  • Level 4: 7

C. Sequence Chit Cup: Place the following sequence chits in a third cup (the sequence chit cup):

  • In the 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 the Rabaul activation chit.
  1. Land-based Air Units:

Consult the US Land-based Air Table (see below).

A. If Port Moresby is a Japanese objective, roll the die, modify as indicated beside the table, and cross-reference the roll with the "Port Moresby" column. The result indicates the number of steps of each air unit type to place at Port Moresby. All these units are land-based types. (If Port Moresby is not an objective no units are placed there.)

B. In scenarios that 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 land-based types. The result also indicates the 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 the start of the game. It affects Japanese air mission targeting and US air strike resolution. Strategic surprise remains in effect until either of the following occurs:

  • A Japanese 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 had 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.

22.0 Victory

The game can end in two ways:

  • When one side has no more units in play
  • When the last turn 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.

Points Required for Victory

To win, a side must have scored at least 20 victory points (20 total, not 20 more than its opponent). Divide the greater of the two victory point totals by the lesser and round down to one of the ratios on the chart. The chart indicates the level of victory achieved. If neither side scores at least 20 points, the game is a draw.

Double Points for Sunk US Ships (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 that it sank.
  • A sunken cruiser did not belong to a task force with at least two other ships (of any size).
  • A sunken destroyer did not belong to a task force with at least one other ship (of any size).

EXAMPLE: A US carrier which has no other ships in its task force is sunk. The Japanese receive victory points equal to four times its air value.

DESIGN NOTE: If other ships were not present to remove the crew, they would go down with the ship. Loss of trained crewmen could be as serious as loss of the ship itself.

Interdiction Mission (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 the Japanese objective hex (Henderson Field, New Georgia (2232), or Bougainville (1935)).

  • For each transport which unloads at the required hex, you will receive victory points. For each one that does not, you will lose victory points.

Unloading Transports (Standard Game only)

Points are awarded for each transport ship unloaded at its objective. A transport begins to unload in the turn that it is activated in its objective hex (i.e., a force cannot unload at an objective unless it begins the turn in the 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 three game turns, 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 turn of unloading place the marker with its "Unload 1" side up. At the end of the second turn, flip the marker to its "Unload 2" side. In the Bombard/Unload Step of the third turn in which a transport unloaded, flip its counter to the reverse side.
  • During daylight game turns, Japanese transport forces automatically receive "Located" markers at the end of any Bombard/Unload Step in which they unload.
  • If a Japanese transport force of less than 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 the end of the game, the Japanese fleet has retired and there remains at least one currently operating US flight deck. In scenarios occurring between January 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.

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.

  • In one-day scenarios only, a Japanese transport also is considered unloaded if it occupies the objective at the end of the game and the fleet retirement restriction outlined above is not in effect.
  • If the game ends because all US task forces have left the map, and the Japanese are not retiring, then all Japanese transports in play are considered unloaded.

Victory points are awarded for each unloaded transport, not each unloaded force.

Note: Japanese transport forces which have completed unloading must thereafter move according to the rules governing force retirement (see Retirement, 20.2 and Mission Movement, 9.0).

Bombardment

Points are awarded for each Japanese surface force which bombards a US air base. A Japanese surface force scores victory points for bombardment if it occupies its objective for one full game turn and neither moves, undergoes air attack, nor fights surface combat during that time. If a Japanese surface force of less than Level 4 is activated while occupying an objective hex that contains a US air base, immediately increase it to level 4. Victory points are actually scored in the Bombard/Unload Step of the game turn 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 the point awards for each force strength. Only Japanese surface forces score points for bombardment.
  • The Japanese cannot bombard Guadalcanal (and thus, can score no points for doing so), in scenarios occurring between January 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: Japanese Forces which have carried out a bombardment are required to retire. (See 20.2, Retirement and 9.1, Mission Movement.) In the Standard Game, bombardments only score victory points; no damage is actually inflicted upon the bombarded air base. That occurs only when using Advanced Rule 30.0.

Night Landing Losses

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 the "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 the Japanese log sheet. For each recorded attack, determine whether the attack has landed (see 16.0, Recording the Attack). If the attack has not landed, roll the die as for US air strikes and remove the indicated fraction of the air points.

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 the same hex or in a nearby hex. The Japanese do this only in the 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 that 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 the distance from the closest eligible carrier force to the target. Roll the die, apply modifiers listed beside the table, and cross-reference the modified die roll with the row. The result is the CAP strength in air points.
  3. If the result is greater than 0 (i.e., if a CAP is indeed flown over the transports) make a note on the carrier force's log. The CAP is counted as an unavailable air point should the carrier be attacked during the current segment (i.e., a carrier force with air value 7 would roll on the 6 column of the Japanese CAP Strength Table). If the same force provides CAP more than once in a segment, do not subtract 1 point for each time; subtract just 1 point altogether.

DESIGN NOTE: Providing air cover for transports was an important mission of Japanese light 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, task force containing only carriers with inoperative flight decks, or land base within 3 hexes of a hex containing US CAP, any number of steps of the 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 the distance between the CAP source and the force being defended.

  • If the target is three hexes away, one CAP step intercepts the raid for every three committed.
  • If the target is two hexes away, one step intercepts for every two committed.
  • If the target is adjacent or in the same hex, two steps intercept for every three committed.

In all cases round fractions to the 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 the combat, all committed units must be placed in a Landing box, either of their original task 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 placed 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 the 2000 game turn. With game extension, play continues through the night turns and another day. Play may continue through a second night and a third day as well. The extended game ends after the 2000 turn of the third day. (The fleets would be low on fuel.)

Game extension entails special rules for the following:

  • Japanese Arrival (24.1)
  • Night activities (24.2)
  • Additional Japanese 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 the "One Day" table.

All Japanese forces with objectives besides Port Moresby use their normal Arrival Tables.

24.2 Night

Night turns differ from day turns in these respects:

  • Japanese movement rules differ
  • Air operations are curtailed
  • Surface combat is affected

Japanese Night Movement

Carrier Forces: Roll the die once at the start of each Japanese segment.

  • If the roll is "1" through "4", any Japanese carrier force activated in that segment uses Mission Movement, unless adjacent to a US task force.
  • If the roll is "5" through "10", any Japanese carrier force activated in that segment does not move, unless adjacent to a US task 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 Forces: 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):

  • Any level 2 Large or Medium Surface force
  • 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 Forces: Always use Mission Movement.

Night Mission 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.

Night 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 the 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 the last daylight turn of each day must land during one of the following two night turns. You must make night landing die rolls for them. Units which fail to land within those two turns 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 Japanese 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 the next 0520 turn. At that time, roll the die and consult the 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 that have been exceeded; limits that have not been exceeded are never added to. Place the Commitment Limit marker in the 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 the map. It does not matter 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 commitment of 6 is obtained. Six more points of revealed air strength can enter play. This applies even if, say, 25 are already in play.

Additional Commitment Table

Die RollAdditional Commitment
1-5—
6-73
8-94
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

Intelligence 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 the combat force chit cup.
  • If any additional transport commitment is rolled, then all blue-striped intelligence chits discarded during the previous day's play are returned to the 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 Japanese force (see US Strike Contact Table, chart screen). If the 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 than the correct target from the launching US task force.) Choose randomly if more than one force meets the 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, the mission has been wasted.
  • If a force contacts a wrong target you cannot make a second contact attempt. You must attack the 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 that has 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 die for each step in the strike. Modify as follows:

  • If the strike has Time Aloft marker 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 the 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 the step will remain in its original air strike and continue on to its originally designated target.

Note: Each step is rolled for individually. You may roll only once per step. (i.e., once a step has failed to hear the changed orders, you can't roll again 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 the strike that will try to switch to the new target. In the case of a split strike, all steps that will attempt to join the new strike must be designated before any can be rolled for. All steps that 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 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 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 that fail to roll for recall may not try again in some subsequent action phase.

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 the Air Unit Search table. Apply the basic result, then roll the die a second time. If the searching units include any TBF steps, add 1 to the second die roll. Read off the special result corresponding to the modified die roll. Special results occur only on a natural "1", not an adjusted "1".

Bombing Hits During Search

DESIGN NOTE: US search planes carried bombs for immediate use against important targets they might locate. A pack 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 the force has 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 has no carriers and is level 3, record that the force has suffered one hit. If the force is ever increased to level 4, apply the 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 the Air Unit Search Table result specifies "1 search plane step lost", immediately eliminate one step of your choice from the air units conducting the search. Note that this sometimes occurs only if the force just searched is known to be a carrier force. Loss of a step never affects the search result just obtained. But it does affect all searches from that 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 twin-engined bombers. A grim joke among PBY pilots ran, "Sighted enemy carriers. Please notify next of kin."

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 the Search Tracks are not used.

PBY Search Procedure:

  1. Roll the die twice and locate the corresponding PBY search hexes (they are numbered 1 to 10). If you roll the 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 the column. The result is two numbers in the form "X,Y". 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 Increase

A force's Intelligence chit may increase during PBY search in two ways:

  • If a force Detected by PBY search has no Force chit it receives one at that time as usual.
  • If the die roll on the 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' chits 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.

27.0 Rabaul

The Japanese have a land air base at Rabaul. Rabaul functions much like a Japanese 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 the 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 the same as for the Carrier Air Attack Target Table.

If the Japanese have both Guadalcanal and Port Moresby as objectives and the result is "Airfield (P)", Rabaul attacks whichever airfield is the primary objective. The airfield at the 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 the exact same procedure as for carrier forces, except that the negative die roll modifier for ranges in excess of 6 hexes is ignored.
  • Each Rabaul air point always has an air-to-surface attack value of 4.
  • As indicated beside the respective charts, US CAP strength and A.A. fire are enhanced when combatting Rabaul attacks.

DESIGN NOTE: Attacks from Rabaul consist primarily of twin-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 Japanese log sheet and note the air value there. Record air losses and landing times just as you would for level 4 carriers.

Defense Against US Strikes

The US may attack Rabaul.

  • Rabaul's CAP value is one-third its air value. (Subtract 1 from the 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 the air-to-ground combat, see 18.2.

Rabaul Damage and Repair

Rabaul becomes inoperative if it sustains 20 or more hits. However, just like a sunk or heavily damaged Japanese carrier, Rabaul can launch air strikes until the End Phase of the turn after that in which the incapacitating damage was inflicted. Record damage to Rabaul on the Japanese log sheet just 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. Japanese 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. — Jiro Horikoshi and Masatake 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 two hexes in the Second and Fourth Action Phases (a total of six hexes per game turn).

29.0 Hit Confirmation

When using this rule, double 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 turn and the number of hits on the Japanese log. After the hits are confirmed, increment the Damage marker. Damage markers record only confirmed hits.

When to Confirm Hits

Any hits you score must be confirmed at either of the following times, whichever occurs first:

  • When any US strike next contacts the force. In this case confirm all unconfirmed hits recorded on the 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 the 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 that are already level 4).

EXAMPLE: At range 3-5 hexes, hits occurring on the previous game 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 Procedure

Hits are confirmed by the 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 the number of unconfirmed hits exceeds the largest column heading, use that column and then repeat the procedure for the excess.
  3. Roll the die and cross-reference the column with the die roll. The result is the number of hits actually inflicted.
  4. Distribute the confirmed hits among the ships in the same proportion as there were unconfirmed hits.

Once confirmed, hits are permanent; they need never be confirmed again.

30.0 Surface Bombardment of Airfields

Surface Bombardment Eligibility

A Japanese surface force which spends an entire game turn in an objective hex may bombard.

Exception: Henderson Field may be bombarded only between August and 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 Bombardment Procedure

  1. If any bombarding force is at intelligence level less than 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 the greatest column heading which does not exceed this total. (Example: 35 points would bombard using the "24" column.) If the total bombardment 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 Bombardment Results

Results are in the form of two numbers separated by a slash, for example: "2/4".

  • The first number is the number of hits inflicted on the airfield.
  • The second number is the number of steps of US air units (chosen randomly) that are immediately eliminated. At a Japanese land air base, one-half the indicated number of air points are eliminated (rounded nearest, with 1/2 rounding up).

Surface Bombardment Limitations

Each ship (i.e., each force) can bombard no more than 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 decisions 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 the advanced rules, Rabaul's air value.

31.1 Coral Sea: May 5-8, 1942

Note: In this battle, the Japanese were attempting to execute simultaneously a pair of 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.

US Deployment

  • Task Force 11 — CV Lexington (with 6 F4F, 9 SBD and 3 TBD), CA's Minneapolis, New Orleans, DD's Phelps, Dewey, Farragut, Aylwin, Monaghan
  • Task Force 17 — CV Yorktown (with 6 F4F, 9 SBD and 3 TBD), CA's Astoria, Chester, Portland, Chicago, Australia, CL Hobart, DD's Morris, Anderson, Hammann, Russell, Perkins, Walke
  • Port Moresby Airfield — 4 P-39 and 2 Medium Bomber steps.

Japanese Forces and Objectives

  • The Japanese have two objectives. Port Moresby is the primary objective and Guadalcanal is the secondary. The distribution of effort is 15 combat and 4 transport forces for Port Moresby, and 5 combat and 2 transport forces for Guadalcanal.
  • Japanese Commitment and Retirement limits: 14/13/5/31
  • Rabaul Air Value is 12.

Special Rules

  • The scenario begins with the 0520 turn of May 5th.
  • Game Extension (24.0) and Rabaul (27.0) rules must be used.
  • Victory is determined normally, except that the Japanese can score no better than a marginal victory unless they deliver at least 24 unloading points to Port Moresby.

31.2 Eastern Solomons: August 24-26, 1942

Note: 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 Force 11 — CV Saratoga (with 9 F4F, 9 SBD and 4 TBF), CA's Minneapolis, New Orleans, DD's Phelps, Farragut, Dale, Worden, MacDonough (Hex 2518)
  • Task Force 17 — Enterprise (with 9 F4F, 9 SBD and 4 TBF), BB North Carolina, CA Portland, CLAA Atlanta, DD's Balch, Benham, Maury, Ellet, Grayson, Monssen (Hex 2518)
  • Task Force 18 — CV Wasp (with 7 F4F, 9 SBD and 4 TBF), CA's San Fransisco, Salt Lake City, DD's Farenholt, Aaron Ward, Buchanan, Lang, Stack, Sterett, Selfridge (Hex 3418)
  • Henderson Field — 3 F4F, 3 SBD steps with 10 fuel points.
  • Port Moresby Airfield — 9 P-39 and 5 Medium Bomber steps.

Japanese Forces and Objectives

  • Guadalcanal is the 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 turn of September 24th.
  • At the beginning of the scenario, TF 18 is refueling. It may not move before turn #5 (1040), unless the presence of a Japanese carrier force is discovered (i.e., a Japanese carrier force is brought to Level 3 or higher), or a U.S. carrier is attacked by Japanese carrier aircraft.
  • Game Extension (24.0), and Rabaul (27.0) rules must be used.

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 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.

US Deployment

  • Task Force 16 — CV Enterprise (with 9 F4F, 9 SBD and 3 TBF), BB South Dakota, CA Portland, CLAA San Juan, DD's Porter, Mahan, Shaw, Cushing, Preston, Smith, Maury, Conyngham (Hex 3113)
  • Task Force 17 — CV Hornet (with 9 F4F, 9 SBD and 4 TBF), CA's Northampton, Pensacola, CLAA's San Diego, Juneau, DD's Morris, Anderson, Mustin, Russell, Barton, one other DD (Hex 3113)
  • Task Force 64 — BB Washington, CA San Fransisco, CL Helena, CLAA Atlanta, DD's Aaron Ward, Benham, three other DD's (Hex 3121)
  • Henderson Field — 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 the Japanese 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

  • The scenario begins on the 0520 turn of October 25th.
  • Game Extension (24.0) and Rabaul (27.0) rules must be used.

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 Force 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 Group 67.1 — AP'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 62.4 — CLAA Atlanta, DD's Aaron Ward, two other DD's (Hex 2526)
  • Henderson Field — 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 the 0520 turn 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 (27.0) rules must be used.
  • If Rabaul launches an air strike against Henderson Field while US transports are present in hex 2626, the strike will be targeted upon them rather than the air base.
  • Contrary to the rules concerning US formations (5.0), any US task forces that begin a turn stacked together in hexes 2526 or 2527 may exchange ships or combine in any fashion desired.
  • TF 16 (Enterprise) begins the game off-map. It enters the map within 3 hexes of 3818 on the N-3 (0000) turn 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 the scenario. This particular damage may not be repaired.
  • The Japanese win a major victory if, at the end of any turn, they have delivered 18 or more unloading points to Guadalcanal.

32.0 The Final Countdown

DESIGN NOTE: We here at Victory, recognizing our continuing commitment to bringing you war the way it really 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 blatantly 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 playtesters 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 one-sided 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.

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

In any scenario where the Japanese Carrier Commitment Level is at least 19, the US player may choose to receive the nuclear-powered aircraft carrier "Nimitz" instead of all other forces that 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 task force could normally be deployed.

Changes to the Standard Rules

Carrier Air Operations:

  • 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.

Japanese Air Strikes:

  • 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.
  • In CAP combat, the escort modifier is ignored. Instead, the US gains an automatic +3 modifier.

US Air Strikes:

  • The "Nimitz's" airstrikes normally move 2 hexes each air movement step. However, the 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 turns 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 Japanese 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.
  • A-6 aircraft flying strike missions may be equipped with Harpoon air-to-surface missiles instead of bombs. When an A-6 unit is moved into the Servicing box, place a "Harpoon" marker underneath it. If the A-6 is a full-strength unit, place the Harpoon marker so that its front side is facing up, but if the A-6 is only a single step, place the Harpoon marker so that 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, the missiles are launched immediately and attack during the 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 than one ship of the largest type present, divide the total attack strength of all Harpoon markers in the attack as evenly as possible among the available targets. There is no defense against Harpoon attacks (at least, there is none within the capability of 1940s' technology).

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 placed in the 4-7 box, rather than 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, the "Nimitz's" aircraft can attempt to detect enemy forces located not only within the coverage range of the search track box that they occupy, but also the one to its left.

EXAMPLE: An A-6 unit in the Used portion of the 4-7 box can also roll to detect Japanese forces located within the coverage range of the 0-3 box.

  • 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 0-3 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 the 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 that 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 than the Japanese, rather than the usual 20 (see 22.0).

Ship Availability Chart

The following chart records which historical ships were available in each scenario time period. It is transcribed here as legibly as the surviving scan permits; a few ship names remain uncertain due to scan quality.

United States

TypeShipJan-July '42Aug-Sept '42Oct-Dec '421943
CVEnterpriseAAAA
CVHornetAAA
CVLexingtonA
CVSaratogaAAA
CVVictoriousA
CVWaspAA
CVYorktownA
BBIndianaA
BBMassachusettsA
BBNorth CarolinaAAA
BBSouth DakotaAAAA
BBWashingtonAA
CA/CLAstoriaA
CA/CLAustraliaA
CA/CLChesterAAAA
CA/CLChicagoAAA
CA/CLClevelandA
CA/CLColumbiaA
CA/CLDenverA
CA/CLHobartA
CA/CLHonoluluAA
CA/CLMinneapolisAAA
CA/CLNew OrleansAAA
CA/CLNorthamptonAAA
CA/CLPensacolaAAA
CA/CLPortlandAAAA
CA/CLSalt Lake CityAAAA
CA/CLSan FransiscoAAA
CA/CLSt. LouisA
CLAAAtlantaAA
CLAAJuneauAA
CLAASan DiegoAAA
CLAASan JuanAAA
DDAaron WardAAAA
DDAndersonAAAA
DDBalchAAAA
DDBartonA
DDBenhamAAA
DDBuchananAAAA
DDConynghamAAAA
DDCushingA
DDDaleAAAA
DDDeweyAAAA
DDElletAAAA
DDFarenholtAAA
DDFarragutAAAA
DDGraysonAAAA
DDHammannA
DDLangAAAA
DDMahanAAAA
DDMacDonoughAAAA
DDMonaghanAAAA
DDMonssenAA
DDMorrisAAAA
DDMustinAAAA
DDPhelpsAAAA
DDPorterAA
DDPrestonAA
DDRussellAAAA
DDSelfridgeAAAA
DDShawAAAA
DDSimsA
DDSmithAAAA
DDStackAAAA
DDSterettAAAA
DDWalkeAA
DDWordenAA
TransportCrescent CityAAAA
TransportMcCawleyAAAA
TransportPres. AdamsAAAA
TransportPres. JacksonAAAA

Japan

TypeShipJan-July '42Aug-Sept '42Oct-Dec '421943
CVAkagiA
CVHiryuA
CVKagaA
CVShokakuAAAA
CVSoryuA
CVZuikakuAAAA
CVL/CVEHiyoAA
CVL/CVEJunyoAA
CVL/CVERyujoAA
CVL/CVEShohoA
CVL/CVETaiyoAAAA
CVL/CVEZuihoAAAA
BBHarunaAA
BBHieiAA
BBKirishimaAA
BBKongoAAAA
CAAobaAA
CAAtagoAAAA
CAChikumaAAAA
CAFurutakaAA
CAHaguroAAAA
CAKakoAA
CAKumanoAAAA
CAMayaAAAA
CAMyokoAAAA
CASuzuyaAAAA
CATakaoAAAA
CAToneAAAA
CLIsuzuAAAA
CLJintsuAAAA
CLNagaraAAAA
CLTatsutaAAAA
CLTenryuAAA
CLYubariAAAA
CLYuraAAA
TransportMeruAA

(The Japanese destroyer roster on this chart — some three dozen names including Akatsuki, Akebono, Akizuki, Amatsukaze, Arashi, Ariake, Asagumo, Harusame, Hatsukaze, Hayashio, Isokaze, Kagero, Kazagumo, Kawakaze, Kikuzuki, Kuroshio, Maikaze, Makigumo, Makinami, Mochizuki, Murasame, Mutsuki, Naganami, Natsugumo, Oite, Samidare, Sasanami, Shigure, Shiratsuyu, Suzukaze, Takanami, Tanikaze, Teruzuki, Tokitsukaze, Urakaze, Ushio, Uzuki, Yayoi, Yudachi, Yugumo, Yugure, Yukikaze and Yuzuki — was too badly degraded by scanning artifacts to transcribe cell-by-cell with confidence, and has been omitted rather than guessed at.)

Bibliography

  • Belote, James H. and William M. Titans of the Seas. New York: Harper and Row, 1975.
  • Wesley 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: McGraw-Hill, 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.

Credits

  • 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 Cole, 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

Summary Design Notes

The goal of Carrier is to present you with the viewpoint and problems of an American carrier task force commander in the South Pacific campaign. Solitaire games are notoriously complex and difficult to design, and Carrier ended up being both more complex and more difficult than I had originally anticipated. I hope that players will find that their effort in mastering the complexity is justified by a rich set of decisions and an authentic point of view. If that is the case, both the complexity and the effort will be well repaid.

In Carrier much of the effort — yours and mine — revolves around two of the fundamental problems of solitaire games: responsiveness and consistency. For the game to be challenging and enjoyable, the non-player side must respond effectively to the player side. Indeed, in the case of Carrier it must do more. In these battles the Japanese usually had the advantage, and the game must take the battle to the player accordingly. The solution here is similar to Tokyo Express: Mission Movement through map 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 the Japanese and hit them first. In carrier warfare — like naval warfare in general — he who "gets his fist in first" is more than "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 the game — both from your 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 the individual rules explain "why we did it that way." However, it's impossible to attach such a comment to a rule that 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, the prohibition against entering shallow water is the 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 the high seas. Any more elaborate treatment wouldn't add any interesting decisions; it would simply make more work and increase the 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 than 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.

— Jon Southard