Pacific Victory: War in the Pacific 1941-45
Pacific Victory: War in the Pacific 1941-45 Rulebook
Table of Contents
Table of Contents
- Game Turns
- 2.0 The Map
- 3.0 Unit Types
- 4.0 Movement
- 5.0 Combat
- 6.0 Weather
- 7.0 Logistics
- 7.2 Replacements
- 8.0 Scenarios
- Design Credits
- Index
- DEC/41: Rising Sun
- JUN/42: High Noon
- JUN/43: Setting Sun
- Play Charts
Game Turns
Each Game Turn has five phases:
[1] Initiative
Both players roll two (2) dice. The player with the higher total wins the Initiative and has the option to play First or Second. USA player wins ties.
[2] First Player Move
Player 1 moves friendly units one or two hexes depending on type. Units that enter an enemy occupied hex are Attacking. Air/Naval units only may move 4 hexes to a friendly unengaged base. Player 1 may activate (optional) his Strategic Headquarter (SHQ) unit and make any desired Strategic moves. Strategic moves and operational moves occur simultaneously. Units can only move once per turn.
[3] Second Player Move
Player 2 repeats Step [2]. Units can perform any legal move such as reinforcing a battle or starting a new battle. In battlehexes, some defending units (equal to the number of attacking units) are pinned and cannot move. Units in excess of the number of attacking units can move out of a battlehex. See 4.4.
IMPORTANT: Player 2 has some restrictions on Strategic Attacks (4.9).
[4] Combat Phase
Combat occurs when either player moves units into an enemy occupied hex. Battles are now resolved, one by one, in any sequence desired by Player 2.
[5] Logistics Phase
Both players, simultaneously:
(A) Check supply status of units. Unsupplied units cannot receive replacements and take supply attrition.
(B) Determine available Production Points (PP) and build new units or add steps to existing units.
A new Game Turn now begins with an Initiative die-roll.
Sidebar Notes
Rulebook Organization. This rulebook is formatted so that the sidebar (right column) contains definitions, examples, design notes, and suggestions to help you understand and enjoy Pacific Victory. The sidebars also contain a number of Optional Rules, each identified with a checkbox ❏ symbol. It is best to ignore all optional rules until you are familiar with the game.
Game Scale. Army units are Corps (Allies) or Armies (Japan), but each step for both is roughly a Division. Air units are Airforces (Allies) or Air Divisions (Japan), each step 50-100 planes. Naval units are Divisions, each step one capital ship or two to four light ships. All surface ships are assumed to have an escort of about four destroyers per step. Map scale is 600 miles per hex.
Fog of War. Fog of War is one of the most exciting aspects of Pacific Victory. Except when fighting a battle, the blocks stand upright, their label facing the owner. This promotes bluff and innovative strategies because players are never certain of the strength or identity of an enemy unit. Just like all successful generals and admirals, you must be bold and decisive in an atmosphere of doubt and deception.
Initiative. Because initiative is randomly determined your opponent may get two turns in a row. That is, the player moving second in a Game Turn may move first in the next Game Turn. You can never be assured that an opponent will patiently await your attack; he may attack first, or move away and frustrate your plans.
US Code Breaking. The US had superior code-breaking techniques to the Japanese. To reflect this, the USA player wins ties for Initiative, a significant advantage.
2.0 The Map
The map has a hexagonal grid (hexes) to regulate movement and the location of units. Terrain features in hexes affect stacking, movement, and combat. Hexsides often have different terrain to that of a hex, an important distinction for movement into combat. Two types of terrain may appear in the same hex or hexside, but one type dominates; if ambiguous assume the most restrictive terrain.
2.1 Terrain Types
Terrain types are identified on map.
Clear: Hexside Limit 2
Desert: Hexside Limit 1.
Jungle: Defense D2. Hexside Limit 1. One jungle hex in southern New Guinea is impassable to ground units.
Mountain: Defense D2. Hexside Limit is 1 along a rail line, but otherwise impassable to ground units.
Coastal: Coastal and island hexes with a stacking limit of six (6) naval units. Army and Air stacking depends on base size.
Sea: Open sea hexes also with a stacking limit of six (6) naval units. Army and Air units can not occupy them.
Rivers: No effect on play.
2.2 Bases
All settlements on the map are bases, color-coded for original ownership:
- Orange: Japanese
- Yellow: Chinese (unplayable)
- Blue: Allies American
- Red: Allies British/India/Anzac
- Green: Allies Dutch
Dutch bases are British controlled. Allied bases are friendly to all Allied units.
2.21 Major Bases
Bases with hexagonal symbols are Major.
2.22 Minor Bases
Bases with a round symbol are Minor.
Base size has a crucial effect on game-play. Major bases provide double defense to Army units, have higher stacking limits, and are essential to form supply chains.
2.22 Economic Centers
Major or minor bases containing a number. These indicate significant production facilities and war resources such as nickel, oil, rice, rubber, timber, and tin. The total value of all centers on the map is 49PP.
2.23 Home Bases
Home Bases are Major bases in the home country. New units must be built in Home Bases, and steps are built in them for normal cost. They are also the ultimate Supply Source(s) for each country.
Japan: Kure, Tokyo, Hakodate.
USA: Seattle, San Francisco, San Diego, Panama.
Britain: South Africa.
NOTE: Reference points like Marcus Island and French Frigate Shoals are not bases. Air and Army units cannot occupy these hexes.
2.3 Map Boxes
The Allies have two Map Boxes, Panama and South Africa, that represent off-board areas. They are Economic Centers and Home Bases which cannot be attacked or blockaded by Japanese units. Map boxes have unlimited stacking.
Panama represents the eastern USA and is a one of four Home Bases for American units. New American Naval units must be built at Panama.
South Africa is the Home Base for all British units, including Anzac and Indian units.
NOTE: USA units may trace supply to South Africa, and British units may trace supply to Panama. However, units dependent on this "cross-supply" cost more (7.15).
2.4 Rail Lines
Rail lines are shown in red on the map. Rail Lines are used to trace supply (avoiding step losses) if sea supply is blockaded, and allow units to move through mountain hexsides.
Sidebar Notes
Stacking Limits. Stacking is the maximum number of blocks you may have in a hex (their actual strength is not relevant). Base size, major or minor, controls stacking.
Hexside Limits. Hexside Limit is the maximum number of blocks that may cross a hexside into a battle – the limit is ignored for non-combat movement. Depending on hexside terrain, the limit is either 1–2 Army units. Naval and air units ignore Hexside terrain.
China & Manchuria Front. The Japanese controlled the Korea, Manchuria, Peking, and Shanghai hexes throughout the war. The China front has been omitted from the game because the map scale cannot reflect this sluggish war. All hexes in China, Tibet, Manchuria, Korea, and USSR are unplayable for Air and Army units. Players may trace move naval units and trace sea supply along the coast but units may not end their move there. Note: the hexes with Formosa and Hainan are fully playable.
Siam Coasts. The Siam hex has two coasts which are not directly connected. Naval units located in this hex are deemed to be on the south (Bangkok) coast unless otherwise stated. All naval activity such as Sea Invasions, Shore Bombardments, and Blockades against the west coast must be clearly defined and these may ignore defending naval units on the other (south) coast.
Mountain Hexes. The following hexes are mountain: Attu, Dutch Harbor, Juneau, Prince Rupert, Seattle, San Francisco, Hakodate, Tokyo, Kure, and Christchurch. Other mountain hexes, such as Tibet, are unplayable.
New Guinea. The New Guinea marked Impassable is an inhospitable environment for Army operations. Naval units can occupy or pass through this hex.
3.0 Unit Types
Military units are represented by blocks which provide game mechanics for Fog of War and Step Reduction. Units have one to four strength levels. Current strength is shown by the number on the top edge when a block is standing upright facing the owning player. The enemy player cannot tell a unit's type or strength.
3.1 Air Units
Air units assume a mix of fighters and bombers. Each step is 50-100 aircraft. Air units can attack all target groups and activate first in combat.
Naval Air (NA). Land-based Naval aircraft, used only by the Japanese. They move one (1) hex and have firepowers of A2, N3, G1. They cost 3PP per step.
Army Air (AF). Land-based Army aircraft. They move one (1) hex and have firepowers of A2, N2, G2. They cost 2PP per step.
3.2 Naval Units
There are four types of naval unit, each with unique advantages. Each type (except submarines) includes an escort of about four Destroyers per step. Battleship and Carrier blocks have named classes.
Carrier (CV). Each step is 1 fleet carrier, or 2-3 light carriers. They move 2 hexes and have intrinsic air strength of A2, N3, and G1 firepowers (A3, N3, G2 elite) against enemy units in the same hex. They cost 5PP per step.
Submarine (SS). Each step represents 8 submarines. They move 2 hexes and have the unique ability to move, retreat, and trace supply through enemy units. Cost is 3PP per step.
IMPORTANT: Allied submarines have firepower 0-1-0 until Sep43.
Battleship (BB). Each step is one battleship. BBs move 2, and fire A1 (flak), N2 (naval combat), or G2 (shore bombardment). Elite BBs have higher firepowers. BBs cost 4PP per step.
Cruiser (CA). Cruisers move two (2) hexes and fire N1 or G1. They cost 2PP per step.
3.3 Army Units
Each Army unit represents a Japanese Army or an Allied Corps, but in both cases each step is a division. Army units outrank air and naval units for hex control of land and coastal hexes. There are two types: Marines and Infantry.
Marines (MA). Marines move 2 hexes (at sea) and 1 hex on land. Unlike infantry, they conduct Sea Invasions as a normal move and can remain at sea. They fire before Infantry in combat and cost 3PP per step.
US Marines have G3 firepower, reflecting Marine Air attached to their divisions.
Japanese marines, more properly called Special Naval Landing Forces, have a maximum strength of 1CV or 2CV.
Infantry (IN). Infantry can occupy and move through coastal hexes, but can only move across Sea hexsides using a Strategic Move. Infantry cannot end any move on a Sea hex.
Infantry steps cost 1PP. The Japanese have seven one step infantry Garrisons (GA) that cost 1PP each.
IMPORTANT: Indian Infantry are restricted to India, Andamans, Ceylon, Burma, Indochina, Siam, and Malaya.
Strategic Headquarters (SHQ). Each side has one (1) Strategic Headquarters (SHQ) which must be activated to obtain Strategic Movement. SHQs cannot move, do not count for stacking, have no firepower, and do not take hits in combat and can still activate if pinned. The Japanese SHQ is eliminated if Tokyo is captured by the Allies. SHQs cost 5PP per step.
EXCEPTION: An SHQ is not eliminated when it uses its last step (it remains at 1CV).
Sidebar Notes
Unit Data Chart
| Unit | Move | A–N–G | Cost |
|---|---|---|---|
| Naval Air | 1 | 2–3–1 | 3PP |
| Army Air | 1 | 2–2–2 | 2PP |
| Carriers¹ | 2 | 2–3–1 | 5PP |
| Submarines² | 2 | 0–2–0 | 3PP |
| Battleships³ | 2 | 1–2–2 | 4PP |
| Cruisers | 2 | 1–1–1 | 2PP |
| Marines | 2 | 1–0–2 | 3PP |
| Infantry⁴ | 1 | 1–0–2 | 1PP |
¹ Elite carriers (Essex) have firepower 3-3-2, but these cannot be built until 1943. Cost is unchanged.
² Allied submarines have firepower 0-1-0 until Sep43.
³ Elite BBs have firepower 2-3-3 (Yamato is 2-4-3). Cost is unchanged.
⁴ Japanese Infantry Garrisons also cost 1PP.
Firepowers (A–N–G). Units can have rated firepowers for Air (A), Naval (N), and Ground (G) combat. Firepower and Move ratings are noted at the four corners of each unit label: AIR Firepower (top-left), NAVAL Firepower (top-right), GROUND Firepower (bottom-left), MOVE, in hexes (bottom-right).
Combat Value (CV). CV is a measure of a unit's strength. Units fire by rolling dice equal to their current CV, meaning a 3CV unit fires 3 dice. The current CV of a block is the number on the top edge of the block label from the owner's point of view. Do not confuse this term with the abbreviation for a Carrier which is also CV.
Step Reduction. The strength of a block can vary between 1CV and 4CV; some units have a lower maximum strength. For each hit taken in combat, strength is reduced by rotating the block 90 degrees counter-clockwise. The diagram below shows the same BB unit at 4CV, 3CV, and 2CV.
4.0 Movement
Players can move any/all friendly units. Each unit has a operational movement rate of one or two hexes per turn. Half-hexes are fully playable. Each unit can only move once per turn.
4.1 Stacking Limits
Stacking refers to the number of blocks located in the same hex.
Stacking applies after all movement is completed; you may overstack during movement. In Battle Hexes stacking limits apply to each player.
Air Stacking
Minor Base: 1 unit. Major Base: 2 units.
These limits apply to air units on the ground. The stacking limit for air units in combat is always two (2) units.
Naval Stacking
Naval Stacking is six (6) units in any coastal or sea hex.
Army Stacking
Minor Base: 1 unit. Major Base: 2 units.
4.2 Hexside Limits
Hexside Limits apply only to army units moving by land. Air/naval units ignore them, as do army units moving amphibiously.
Hexside Limits only apply to entering or leaving Battle Hexes. The maximum number of army units that may cross each hexside into a battle is restricted by hexside terrain. This limit is two (2) units per Clear hexside, and one (1) unit per Jungle or Desert hexside. Mountain hexsides are impassable except along a railway (limit of one unit).
4.3 Hex Control
Each hex is either Friendly, Neutral, or Enemy controlled. All units control the hex they occupy.
EXCEPTION: Submarines never control the land portion of a coastal hex. They cannot capture or control an enemy base.
Vacant sea hexes are neutral, as are hexes without a base. Neutral hexes do not affect movement or supply.
Movement through hexes does NOT change control.
4.31 Base Control
Bases are friendly to their original owner, even if vacant. A base is immediately captured when occupied solely by enemy Army or naval units. Captured bases revert to enemy control if vacated. Bases are never neutral.
Supply cannot be traced through enemy bases, even if vacant. Strategic movement is allowed through vacant enemy bases. Movement to occupy a vacant enemy base is Attacking.
IMPORTANT: Naval units, including invading infantry or marines, may traverse vacant enemy bases by Operational Move.
4.32 Hex Control Priority
Air units cannot change control of hexes, thus they cannot land on enemy controlled bases. Air units can maintain control of Land/Coastal hexes, but must retreat from an attacking enemy Army unit after a battle.
Naval units control Sea Hexes, and Coastal hexes if no enemy units are present. If enemy Air or Army units are present, Naval units may Blockade (5.8).
Army units control Land/Coastal hexes only. They force enemy Air to retreat, and enemy Naval to Retreat or Blockade after a battle.
4.4 Pinning
Attacking units prevent an equal number of defending units from moving. This is called Pinning. The defending player chooses which units are pinned. The "unpinned" units may leave the hex and move normally and may attack elsewhere.
4.5 Air Movement
Air units fly one hex, engage in combat, and must land on a friendly base within one hex. Air units may instead move up to four (4) hexes to a friendly (unengaged) supplied base. They ignore terrain and Hexside Limits, and may fly over enemy units or bases.
4.51 Airbase Stacking
Air units must always end their turn at a friendly base. A Minor base can hold one (1) air unit; a Major base can hold two (2) air units.
Air units in combat must land immediately after their battle is resolved. They may land at any friendly base, including one that is captured this turn. Air units which cannot land are eliminated.
Sidebar Notes
Movement Example. The example below shows an amphibious attack against Saipan where four Japanese units are defending. The Allied player wins the initiative and opts to move first:
Player 1 (US) moves six units (SS2, CV3, CV3, BB4, CA4, MA3) from Wake to Saipan, held by four (NA2, SS2, CA3, IN3) Japanese units.
Player 2 (Japan) elects to add two more units to the battle, a NA3 from Iwo Jima and a BB3 from Tokyo.
This Battle of Saipan, unlike the historical battle fought in Jun44, is unlikely to be a "Turkey Shoot" for the American forces.
Hex Control. Hex control affects Strategic Movement, Production, Supply, and Victory. Each hex is either Friendly, Neutral, or Enemy controlled.
Enemy bases revert to enemy control if you vacate that hex. In short, enemy bases must always be garrisoned with at least one unit to remain under your control.
Naval units can Blockade (5.8) an Army/Air unit provided there are no enemy Naval units present.
A base is immediately captured when occupied solely by enemy Army or naval units.
Zones of Control. Units do not control adjacent hexes; there are no Zones of Control (ZOC) in this game.
Vacant Bases. Vacant bases are friendly to their owner for all purposes except enemy naval forces may traverse them by Operation Move. However, unless other units take control of the base, supply cannot be traced through the bypassed hex.
Pinning. The Pin resolution rules and phase have been removed from the game. Pinning is now handled with a simpler matching rule.
EXAMPLE: two units attack five. At least two defenders are pinned, but up to three (defender choice) may move. Pinned units may not be exchanged for other units. The units that leave may attack another hex.
Flying on a wing and a prayer. Flying one hex toward a battlehex with hopes of landing there if the base is captured is not permitted. Unengaged Air units must land before the combat phase.
4.6 Naval Movement
Naval units move two (2) hexes operationally. They must stop when they enter an enemy-occupied hex, but may traverse a vacant enemy base, or a hex blockaded by friendly units.
EXCEPTION: Submarines may move (and trace supply) through enemy controlled hexes and units.
Naval units may move up to four (4) hexes to a friendly (unengaged) supplied base. Vacant enemy bases may be traversed (but not occupied) when moving this way.
4.7 Army Movement
Army units move one (1) hex but cannot cross a Sea hexside by normal movement. They can only move at sea with Strategic Moves.
4.8 Strategic Movement
Strategic Movement is controlled by the Headquarters unit (SHQ). During the movement phase a player may activate (reveal) their SHQ to obtain strategic movement. The number of strategic moves received is equal to the current SHQ strength meaning a SHQ3 gives three (3) strategic moves. After movement the SHQ is reduced one (1) step and turned upright. SHQ steps are replaced during the Logistics Phase. Strategic HQs can only be activated once per movement phase.
EXCEPTION: Activating a SHQ 1 does not eliminate it. This means a player always has at least one (1) strategic move.
4.81 Rebase Move
Rebase movement costs one (1) Strategic Move per unit. The unit can move any distance to a friendly base (provided the route is not blocked by enemy units/bases). Rebase Moves are handy to move units back to a Home Base for cheaper rebuilding, and are mandatory for Allied units to enter or leave a Map Box.
Important: Rebase movement is never permitted to enemy, battle or blockade hexes or to unsupplied bases. Vacant enemy bases may be traversed (but not occupied) when moving this way.
4.9 Strategic Attacks
Strategic Moves can be expended to conduct Strategic Attacks. Each of these allow special or long-range combat. Strategic attacks are resolved at the same time as other attacks.
IMPORTANT: Player 2 cannot use any of these attacks to respond to battles started by Player 1. However, Player 2 may use any of them to start new battles.
4.91 Infantry Sea Invasion
Infantry Sea Invasions (5.7) cost two (2) Strategic Moves per unit. Invasion Range is two (2) hexes. The invading unit must begin its move in a base – infantry units cannot remain at sea.
Invading units can only retreat to the base they invaded from and are immediately eliminated if forced to retreat elsewhere.
4.92 Carrier Raid
Carrier Raids cost two (2) Strategic Moves per carrier task force, defined as one CV and one escort (CA or BB) unit. The force must begin in a major base, move up to six (6) hexes, engage in combat for one round, but must then return to its starting base.
Carrier Raids can support a normal battle for the first combat round, subject to stacking limits.
4.93 Submarine Patrol
Submarine Patrols cost one (1) Strategic Move per SS unit. The unit must begin in a major base, can move up to six (6) hexes (even through enemy controlled hexes and units), engage in combat for one round, but must then return to its starting base.
Submarine Patrols can support a normal battle for the first combat round, subject to stacking limits.
4.94 Strategic Bombing
Strategic Bombing costs one (1) Strategic Move per Air unit. Each unit can fly two (2) hexes, engage in combat for one round, but must then return to its starting base. Air units employing this move have A0 combat meaning they cannot target enemy air units, but can be targeted by them.
Strategic Bombing can support a normal battle for the first combat round, subject to stacking limits.
Sidebar Notes
❏ Overrunning Enemy Units. Players have the option to move through enemy units in a Sea Hex (not island or coastal) provided the blocking units are engaged by an equal or greater number of friendly units.
NOTE: Only Player 1 can overrun.
Example: American units occupy Midway, Wake, and Kwajalein. Japanese units occupy Saipan and have two units in the Sea hex between Saipan and Kwajalein. The Allied player moves one naval unit from Midway, and one Air unit from Wake to engage the two Japanese units in the Sea hex. Six naval units may now move from Kwajalein through the Sea hex to attack Saipan. Keep in mind that failure to defeat the blocking Japanese units could lead to supply and retreat problems for the Allied fleet attacking Saipan.
Strategic Movement. Strategic moves of any type must be declared and the type of move must be specified.
5.0 Combat
Both players must complete their respective Movement Phases before starting Combat.
5.1 Battle Hexes
Combat occurs when opposing units occupy the same hex. All battles must be resolved. Battles in several hexes are likely, and each is resolved in a sequence chosen by Player 2. Combat in any Battle Hex must be entirely resolved before proceeding to the next. Units are not revealed until their battle is resolved.
5.11 Combat Stacking
Base stacking limits do NOT apply to battle hexes. A maximum of two (2) Air, six (6) Naval, and two (2) Army units (per side) can fight in any battle.
NOTE: Carriers count towards naval stacking, not Air Stacking. Marine units and Infantry conducting Sea Invasions count as naval units until they land.
5.2 Combat Rounds
Battles are fought for a maximum of three (3) combat rounds. A Combat Round involves firing (or retreating) each unit in a Battle Hex in the Combat Sequence. After each unit has fired once, repeat the Combat Sequence for the second and third rounds as necessary. If at the end of the third combat the attacking units have not defeated the defending forces, they must retreat, except as noted under Blockade (5.8).
5.22 Combat Turns
During each Combat Round, all units have a Combat Turn in which they Fire (5.4) OR Retreat (5.5).
Air Units: 1. Naval Air; 2. Army Air
Naval Units: 3. Carrier; 4. Submarine; 5. Battleship; 6. Cruiser
Army Units: 7. Marine; 8. Infantry
With like units the Defender fires (or retreats) first. Hence, defending Carriers fire (or retreat) before attacking Carriers.
5.3 Firing Units
To fire a unit, roll dice equal to its CV (a 3CV unit rolls 3 dice). A hit is scored for each die roll equal to or lower than the unit's Firepower.
5.31 Combat Value (CV)
CV is a measure of a unit's strength. The current CV of a unit is the number on the top edge of the label from the owner's point of view.
5.32 Firepower
Units can be rated for "A" (Air), "N" (Naval), and "G" (Ground) firepowers:
A1/N1/G1: 1's are hits
A2/N2/G2: 1's & 2's are hits
A3/N3/G3: 1's, 2's & 3's are hits
EXAMPLE: to fire a 3CV Infantry, roll 3 dice. Infantry, rated G2, score hits on rolls of "1" or "2". Other numbers are misses.
5.4 Target Groups
Enemy units cannot be targeted individually. Firing is done on a declared target group. There are three target groups: Air, Naval, or Army units.
Some units have only one firepower type and can only fire on the same target group. For example, a Submarine can only fire on naval units.
Some units can fire at two or three target groups. Naval Air, for example, can fire at Air units (A2), or at Naval units (N3), or at Army units (G1). Such units must declare their target group before firing, but this can change from unit to unit and round to round. If no declaration is made, the target group is assumed to be their own type, meaning an Air unit always targets enemy air units (if present) unless it declares otherwise.
A single unit can never divide its fire between two or more target groups. For example, a Battleship 3 cannot fire 2CV at Naval units, and 1CV at Air units.
5.43 Air to Surface Combat
Air units use their "G" firepower to attack Ground units, or their "N" Firepower to attack Naval units. Air to Surface combat may occur even when enemy Air units are present.
5.44 Surface to Air (Flak)
Naval and Ground units use their Air firepower to "flak" air units, but only if their target group has been attacked from the air in that combat round. That is, if enemy air fires on naval targets, then naval flak is allowed - otherwise not.
EXCEPTION: Carriers have attached aircraft, not just AA guns. They can elect to fire on any available target type even if they are not attacked by that type.
Sidebar Notes
Battle Stacking. Regardless of base size, maximum battle stacking for attacking is ten (10) units, 2 Air, 6 Naval, and 2 Army. Note that a player, limited to one Air and one Army unit defending a minor base, can be attacked by two Air and two Army units.
Battle Defender. The defender in any battle is the player who controlled the hex at the beginning of the Game Turn, or if the hex was Neutral, then the Defender is Player 1.
Any unit defending a hex at the start of the turn grants the status of Defender to ALL friendly forces entering this hex to contest an enemy attack. An optional Air Search routine can modify this status.
❏ Air Search Combat. First strike for like units in Naval Combat can be determined randomly, modified by Air strength. Both players roll two dice (2d6) and add 1 for each AIR step in the Battle Hex, including Carriers (also include CV from Strategic Attacks). For example, a player with AF3 and CV2 in a battle rolls 2d6+5. The player with the highest total discovers the enemy fleet first, and gains the advantage of first strike with like units for the entire battle. That is, if the Attacker wins the Search Roll, attacking Carriers fire before defending carriers.
Note: Air Search does not affect the status of Defender in the hex. Only Naval combat changes, not Air or Army combat.
❏ ASW Combat. If this option is used Submarines become their own target group. Submarines can be attacked only by Anti-Submarine Warfare (ASW) combat. Allied naval units (except CV) have ASW firepower of N2 and the Japanese have N1. The firepower of Air units and Carriers is unchanged.
Exception: American submarines are N1 until Sep '43.
❏ Banzai. During ground combat the Japanese player may choose to make a Banzai attack with Infantry or Marine units. The unit acquires G3 firepower for one fire against a designated target unit, but is then eliminated unless it eliminates the target unit. Unsupplied units cannot make a Banzai attack.
❏ Fanatic Defense. Japanese Infantry and Marines have D2 defending any terrain, but cannot retreat.
❏ Combat Round 4. A fourth Combat Round is played which is essentially a pursuit round. In this round the Defender can fire, but the Attacker must retreat. Because of the activation sequence, only "faster" defending units will have the chance to fire.
5.45 Shore Bombardment
Naval units use their "G" Firepower (if any) to attack Army units in the same Battle Hex. Shore Bombardment cannot be done if any enemy naval units are defending the Battle Hex at the instant of fire. That is, a player must have Sea Control (which may only have been gained earlier in the same combat round) before shore bombardment is allowed.
5.46 Hit Allocation
Hits are distributed among all units of the target group, strongest units first. That is, when firing against Naval units, hits are distributed among all enemy Naval units. When two or more target units share the highest strength, the owner chooses which to reduce. Excess hits on a target group are wasted. For this reason, units should be fired individually.
Infantry and Marine units cannot be eliminated by Air or Naval fire. They can be reduced to 1CV (not 1/2 CV), but are immune to further loss except from Army units.
EXCEPTION: Army units "at Sea" are naval targets and they can be eliminated by Air or Naval fire.
5.47 Double Defense (D2)
Army units have D2 defending Jungle or Mountain terrain, or any Major Base. Units with D2 lose one step for every two (2) hits from attacking forces. Record one hit with a one eighth rotation, but firepower is not affected until the second hit is taken. A unit with a "half-hit" must take the next hit received by that unit type. Half-hits are recovered when a battle ends, or if the affected unit retreats.
5.5 Retreats
Units can retreat (instead of firing) in the 1st, 2nd or 3rd Combat Rounds. Hexside Limits apply to each Combat Round which allows a gradual retreat. After the 3rd Combat Round, the battle ends with the following procedure:
- Attacking Army units Retreat from Defending Army units.
- Attacking Air units Retreat from any Defending units.
- Attacking Naval units Retreat from enemy Naval units, but may Blockade (5.8) defending Air or Army units.
Retreating units must obey Stacking and Hexside Limits. Units that cannot retreat when the battle ends are eliminated.
5.51 Retreat Hexes
Units retreat their normal move hexes with priority below:
(a) Friendly hex or neutral hex. (b) Battle hex. (c) Enemy hex.
That is, units must, if possible, first retreat to Friendly or Neutral hex, then to Battle hexes, and lastly to Enemy hexes.
Remember: blockade hexes are friendly to one player for naval units, and to the other for Air and Army units.
If a player retreats to a Battle or Enemy hex, a normal battle is fought. In such new battles, the retreating player is the "Attacker". In existing battles, attacker/defender status does not change. A second retreat is only possible to Friendly or Neutral hexes; if none exist, the "Attacking" units are eliminated if they do not win the combat.
5.6 Regrouping
When a battle ends, the Victor (only) may REGROUP, meaning he can (at the instant of victory only) Retreat any/all units normally from the victory hex, and/or Reinforce that hex with any/all adjacent units. Hexside Limits are ignored for Regrouping, but Stacking Limits do apply. Infantry cannot regroup by sea.
NOTE: Regrouping units may not attack or occupy enemy bases.
5.7 Sea Invasions
Sea Invasions are attacks by Marines or Infantry (4.91) into an enemy hex via a sea hexside. They may invade any coastal hex, provided they do not exceed a move of two hexes.
NOTE: A vacant base may be captured by a naval unit; an invasion is not required.
5.71 Invasion Landings
Invading units cannot land until all enemy Naval units in the Battle Hex have retreated or been eliminated. Invading units may then move ashore immediately (this is optional) and initiate ground combat. Units fire in the same round they land. Marines, whether attacking or defending, always fire ahead of infantry.
Until they move ashore, invading units are naval targets and may not fire. After landing, invading units are ground targets.
IMPORTANT: Invading units count for both Naval and (if they land) Ground stacking.
Sidebar Notes
COMBAT EXAMPLE. In the Guadalcanal hex, three American units are defending: MA1, CA3, and CV2. Four Japanese units are attacking from Rabaul: CV2, CA2, NA3, and IN2.
Round 1: The Japanese Naval Air (first combat turn) fires at N3 and scores one hit which is applied to the 3CV Cruiser (largest naval unit) reducing it to 2CV. The American Carrier fires at N3 and scores one hit which is applied to the Japanese Cruiser (Japanese player may choose which naval unit takes the hit since they are all equal strength). The Japanese Carrier fires at N3 and scores a hit which is applied to the Cruiser. The American Cruiser fires at N1 and misses. The Japanese Cruiser fires at N1 and scores one hit which must be applied to the American Carrier (now 1CV). The Japanese Infantry cannot land since enemy naval units are present. The American marine unit cannot fire (no target).
Round 2: The Japanese Naval Air fires at N3 and scores one hit which eliminates the 1CV Cruiser. The American Carrier chooses to retreat from the hex. The Japanese Carrier and Cruiser cannot fire (Army targets cannot be reduced below 1CV). The Japanese Infantry lands. The American Marine unit fire at G3 but misses. The Japanese Infantry fires at G2 and scores one hit which is applied as a half-hit (jungle) to the marine.
Round 3: None of the Japanese Air/Naval assets affect the battle since the American Marine is 1CV (or less). The Marine fires at G3 and scores a hit. The 1CV Japanese Infantry which remains fires G2 but misses.
This ends the battle. The Japanese Infantry must retreat and returns to Rabaul. The Naval Air unit also returns to Rabaul. The Japanese Carrier and Cruiser remain face-up to blockade the hex.
The American Marine has a half-hit but is restored to 1CV. Although unsupplied the Marine is not eliminated (last step immune to supply attrition) but it may not be built. The blockading naval units are not buildable.
Winning the battle. The Victor in a battle must control both the land and sea portions of a hex to Regroup (ie. establishing a blockade is not enough).
5.8 Blockades
Attacking naval units can declare a naval Blockade of an enemy base (instead of retreating) provided no enemy NAVAL units are present to contest the hex. Blockading units must remain face-up.
- Unsupplied units cannot initiate or maintain a Blockade.
- Blockading units have Sea Control. This means that enemy sea movement and Sea Supply into or through that hex are prohibited. Conversely, friendly naval movement and supply into or through a blockaded hex is allowed.
- A Blockaded player controls the land area of a hex. This means blockaded Army units can enter or leave the hex by ground movement, and enemy Air units can land in a blockaded hex. Blockaded units are NOT unsupplied if they have a Rail Supply line.
- Units dependent on a base for supply become unsupplied if that base is blockaded. The effect can be deadly!
- Production Points in a blockaded base are neutralized and cannot be used or counted by either player even if Rail Supply is available.
- Enemy AIR can Move or Retreat, but NOT Rebase to a blockaded hex. Air units landing at a blockaded hex will be unsupplied and subject to attrition.
- Enemy Naval units cannot Retreat or Rebase to a blockade hex. Friendly units may Move or Retreat to a blockade hex, but NOT Rebase there.
- Combat is never mandatory in Blockade Hexes. Every Combat Phase either player may initiate normal combat with the units present and/or with new units added to the hex. The blockading units are considered the attackers in the battle regardless of which player opted for combat.
- Blockading units pin an equal number of defending units.
- In Jungle Hexes, blockades can be maintained but not established during the Monsoon Season (likewise in the North Pacific during winter and in Typhoon hexes).
6.0 Weather
6.1 Monsoons
Monsoon weather affects the JUN turn in all hexes with Jungle terrain. Units can enter, leave, or move within these Monsoon hexes, but cannot engage in any type of combat or capture enemy bases. Rebase Moves are allowed.
NOTE: Units which begin their turn in a Monsoon hex, cannot attack even if they leave the monsoon region.
6.2 North Pacific
The region north of the blue dashed line is notorious for storms in winter and dense fogs in late spring. In DEC and MAR turns, units can enter, leave, or move within the zone, but cannot engage in combat. Rebase moves are allowed.
6.3 Typhoons
There are six typhoon hexes marked on the map. During each SEP game turn the player who loses the Initiative rolls one die. The number rolled indicates the center of a particularly destructive typhoon. All units in that hex, and in each adjacent hex, are affected by the storm. Units within the typhoon zone cannot move, not even to leave the zone, nor can units move into or through the zone.
7.0 Logistics
Each Game Turn ends with a Logistics Phase during which Supply and Replacements are determined.
7.1 Supply
The supply of all units is determined during the Logistics Phase. Units which are determined to be unsupplied at this time cannot build steps this phase and are subject to immediate supply attrition.
IMPORTANT: No unit can cut enemy supply when it is itself out of supply.
7.11 Supply Sources
Supply Sources are supplied Major Bases. Units are supplied when they are located on a supplied Major Base, or are one (1) or two (2) hexes from a supplied Major Base. Supply cannot be traced through enemy hexes or impassable hexsides.
IMPORTANT: Supply cannot be traced through a vacant enemy Base.
Sidebar Notes
Blockades. Blockade hexes are unique; one player controls the land, one the water, but the player controlling the land has ultimate control of the hex and is the defender in battles.
Hence, a Battleship after three rounds of combat blockades an enemy infantry unit. The Battleship does not control the hex (the infantry unit does) but it does interdict all enemy Sea Movement and Sea Supply.
Since control of the land does not change with a blockade, the blockaded player can land aircraft in such hexes. However, these Air units will, unless they have Rail Supply, be unsupplied and subject to supply attrition.
Blockades can be deadly because they may isolate a Major base and thereby collapse a Supply Chain. An entire fleet may find itself unsupplied because one enemy cruiser blockades a Major Base some distance away. Remember, however, that an unsupplied naval unit cannot initiate or maintain a blockade.
Submarines are particularly deadly because they can move through, and trace supply through, an enemy controlled hex.
Typhoons. Named from the Chinese tai-fung, meaning "great wind", typhoons are the Pacific equivalent of hurricanes. Wind speeds can exceed 150 knots. There are typically 12-18 typhoons every season, some worse than others, but all bad for local shipping. A major storm 300 miles east of the Philippines sank three US destroyers in Dec/44, and another in Oct/45 caused great damage to the US fleet moored in Okinawa (where the planned invasion of Japan in Nov/45 would have been assembling had the war not ended in Aug/45).
Supply Lines. Rail and sea supply lines may be combined.
7.12 Supply Chains
A Major Base is supplied when it can trace a continuous Supply Chain of friendly Major Bases, each no more than three (3) hexes apart, terminating in a friendly Home Base. Supply Chains may enter or traverse a Neutral hex, but NOT an Enemy or a Blockaded hex.
Map Boxes have special links. These are the only supply routes from the box.
South Africa: Bombay, Ceylon, Java, or Perth.
Panama: Hawaii, Samoa, or Tahiti.
7.13 Rail Supply
Railways allow a Supply Line to be traced to a friendly base. A Rail Supply Line cannot exceed three (3) hexes.
EXAMPLE: Calcutta is blockaded by Japanese naval units. Normally, enemy units in a blockaded base are unsupplied, but Calcutta has a Rail Line to Bombay and therefore remains supplied. Naturally, if Bombay is also blockaded or captured by the Japanese, then both bases become unsupplied.
7.14 Unsupplied Attrition
All unsupplied units are subject to loss of one step in the Logistics Phase. Unsupplied Infantry and Marines have G1 firepower.
EXCEPTION: Infantry and Marine units at 1CV are immune to supply attrition.
7.15 Allied Supply
Allied bases and units can trace supply to either Panama or South Africa. British units tracing to Panama avoid attrition, but all former single cost builds are now double cost, and all former double cost builds are now triple cost. The same effects apply to American units tracing to South Africa.
7.2 Replacements
After the supply and attrition of units is determined, players simultaneously receive and deploy replacements.
REMEMBER: unsupplied units cannot receive replacements.
7.21 Production Points (PP)
There are no "scheduled" reinforcements or replacements for either side. Both players have a number of Production Points (PPs) that vary with control of economic centers on the map. Players expend their PPs to build new units or to add steps to existing units.
7.22 Economic Centers
The Japanese begin the game with economic centers worth 8PP, while the Allies have 41PP. Captured bases do count toward PP totals but they must be garrisoned or their control reverts back to the original owner (Dutch PPs are British).
American and British PPs are counted and spent separately. Japanese PPs captured by the Allies may be allocated to either total.
7.23 Economic Supply
Economic Centers must be in Sea Supply to provide PPs. Like units, they must be able to trace one or two hexes to a supplied Major Base and then have a valid Supply Chain back to a Home Base (cross-supply OK). Bases without Sea Supply provide no PPs. Blockaded Home Bases do not provide PPs.
7.24 Unit Costs
Each unit has a cost per step as noted on the Unit Data Table.
Units can only be built at supplied, friendly bases. Their cost is normal at Home Bases, but double elsewhere (also see 7.15). Hence, building a US Marine in Seattle costs 3PP per step, but doing so in Hawaii or Auckland costs 6PP per step.
The Allied SHQ may be built from either the British or American PP total.
Multiple steps can be added to the same unit in one turn.
7.25 Indian Forces
Indian forces are five infantry corps. These units must be built at a supplied Major Base in India (including Ceylon); they cannot be built in South Africa. Steps may be added in India for 1PP, and 2PP elsewhere.
7.26 Anzac Forces
Anzac forces are three (3) infantry corps, one Royal Australian Air Force (RAAF) and one Royal Australian Navy (RAN) cruiser. These units have special replacement costs.
New Anzac infantry units must be built at a supplied Major Base in Australia. They cannot be built in New Zealand or South Africa. Additional Infantry steps cost 1PP in Australia, and 2PP elsewhere.
Anzac Air and Naval units can be built in Sydney or Melbourne for a cost of 2PP, or 4PP elsewhere.
Sidebar Notes
SUPPLY CHAINS. A Major Base must be supplied to function as a Supply Source for units, meaning it can trace an unbroken chain of friendly Major Bases to a Home Base. Each link in the supply chain can be no more than three hexes apart (except for the last link to a map box (see 7.12). Example Allied supply chains are given.
[1] FIJI – Tahiti – Panama. [2] FIJI – Samoa – Panama. [3] FIJI – Auckland – Melbourne – Perth – South Africa. [4] SAIPAN – Kwajalein – Hawaii – San Diego. [5] MANILA – Darwin – New Caledonia – Samoa – Panama. [6] MANILA – Java – South Africa.
EXAMPLE 1: if Samoa is occupied by the Japanese, and Tahiti is also occupied (or Blockaded) then supply chains [1] and [2] are cut. Fiji would still be in supply provided it has a supply link to South Africa such as [3].
EXAMPLE 2: Supply chain [4] requires that Saipan and Kwajalein, being Japanese bases, remain controlled by Allied units. This means both land and sea control. A Blockade is not sufficient to establish a supply link, although it is sufficient to break an enemy one.
EXAMPLE 3: Supply Chains to Panama [5] and South Africa [6] are shown. If the Panama link is cut, the Manila 1PP cannot be counted by the Allies, and American units dependent on Panama for supply cannot be built. If these units are supplied to South Africa, they cost triple.
EXAMPLE: Japanese Builds. The Japanese player has 14PP and elects to build two (2) new units and four (4) steps to three existing units:
| Unit | Location | Cost |
|---|---|---|
| GA1 | Hakodate (Home) | 1PP |
| AF2 | Tokyo (Home) | 4PP |
| IN3 | Tokyo (Home) | 3PP |
| CA1 | Singapore | 4PP |
| IN1 | Siam | 2PP |
| TOTAL | 14PP |
EXAMPLE: Allied Builds. The Allied player with 23PP American and 12PP British makes the following builds:
| Unit | Location | Cost |
|---|---|---|
| HQ1 | Panama (Home) | 5PP |
| CV2 | Panama (Home) | 10PP |
| AF2 | Seattle (Home) | 4PP |
| IN2 | Hawaii | 4PP |
| USA TOTAL | 23PP | |
| IN1 | Calcutta (Home) | 1PP |
| IN1 | Ceylon (Home) | 1PP |
| IN1 | Rangoon | 2PP |
| BB1 | South Africa (Home) | 4PP |
| IN2 | Brisbane (Home) | 2PP |
| CA1 | Sydney (Home) | 2PP |
| BRITISH TOTAL | 12PP |
7.27 Replacement Pool
All units not deployed on the map can be built, as desired, with available PPs during Logistics Phases. It is best if offboard units are also kept upright to maintain fog of war re build choices.
EXCEPTION: four USA units have a date "43" in their upper right corner. These units cannot be included in the Production Pool until the Mar43 Turn.
7.3 Merging
Units of EXACTLY the same type, located in the same hex, may be freely merged (but not divided) during the Logistics Phase. Units eliminated by merging can be rebuilt in the same turn. Merging is prohibited at any other time.
EXAMPLE: two USA Infantry units each at 2CV may be merged into a 4CV unit or transferred into 3CV and 1CV units.
8.0 Scenarios
Players have the option to play one of three scenarios:
1941: Rising Sun — 4 hours
1942: High Noon — 3 hours
1943: Setting Sun — 2 hours
Each game has the same victory conditions, but starts at a later point of the war. Gameplay times for experienced players are given.
8.1 Victory Levels
Pacific Victory is played until one player gains a Decisive Victory, or until completion of the Jun/45 Turn. At this time, the Japanese player totals Victory Points (VPs) and consults the table below:
| VPs | Victory Level | TPs |
|---|---|---|
| 20+ | Japanese Decisive | 3 |
| 15–19 | Japanese Marginal | 2 |
| 10–14 | Stalemate | 1/1 |
| 5-9 | Allied Marginal | 2 |
| 0-4 | Allied Decisive | 3 |
Victory Points are equal to supplied Production Points.
Tourney Points (TPs) can be used to compare game results.
8.11 Decisive Victory
The game ends immediately if a player holds a Decisive Victory after any Game Turn.
8.12 Indian Surrender
India surrenders if the three major bases (Bombay, Ceylon, and Calcutta) are Japanese occupied (not just blockaded). All surviving Allied units (including US units) within India are eliminated. Indian infantry cannot be rebuilt until a major base in India is liberated. Other Allied units that surrender can be built normally. All Indian bases must still be garrisoned or they revert to Allied control.
8.13 Australian Surrender
Australia surrenders if the five major bases (Darwin, Perth, Brisbane, Sydney, and Melbourne) are Japanese occupied (not just blockaded). Any surviving Allied units (including US units) within Australia are eliminated. Anzac forces (air, naval, and army) cannot be rebuilt until Melbourne or Sydney are liberated. Other Allied units that surrender can be built normally.
8.2 Deploying Units
Each scenario gives the strength and location of starting forces. Place units in the hexes indicated, standing upright at their noted strength. Hence, BB3 indicates a Battleship at strength 3 and NA2 indicates a Naval Air at strength 2.
8.21 Free Deployment
Free deployment allows players to devise their own unique war-opening strategies and better reflects the fog of war of initial enemy deployments.
- Deploy units for any scenario.
- Switch units as desired from base to base, but keep all units at their current strength, and maintain the same total number of units at each deployment location.
EXCEPTION: In the 1941 scenario, the Allied player cannot adjust Pearl Harbor forces because anything significant deployed there would currently be taking a mudbath.
Design Credits
Game Design: Tom Dalgliesh
Developers: Grant Dalgliesh, Cal Stengel
Playtesters: Leonard Coufal, Brian Weese, Ellis Werchan
Art: Eric Hotz
Index
| Topic | Section |
|---|---|
| Air Units | 3.1 |
| Air Bases | 4.51 |
| Air Movement | 4.5 |
| Air Stacking | 4.1, 5.11 |
| Air Combat | 5.43 |
| Army Units | 3.3 |
| Army Movement | 4.7 |
| Army Stacking | 4.1, 5.11 |
| Bases | 2.2 |
| Base Control | 4.31 |
| Battle Hexes | 5.1 |
| Combat | 5.0 |
| Combat Rounds | 5.31 |
| Combat Stacking | 5.11 |
| Combat Turns | 5.22 |
| Combat Value (CV) | 5.31 |
| Double Defense (D2) | 5.47 |
| Firepower | 5.32 |
| Firing Units | 5.3 |
| Target Groups | 5.4 |
| Flak | 5.45 |
| Hex Control | 4.3 |
| Hexside Limits | 4.2 |
| Kamakaze | 1943 Scenario |
| Logistics | 7.0 |
| Movement | 4.0 |
| Air Movement | 4.5 |
| Army Movement | 4.7 |
| Naval Movement | 4.6 |
| Strategic Movement | 4.8 |
| Merging Units | 7.3 |
| Naval Units | 3.2 |
| Blockade | 5.8 |
| Naval Movement | 4.6 |
| Naval Stacking | 4.1, 5.11 |
| Neutral Hexes | 4.3 |
| Production | 7.0 |
| Economic Centers | 7.22 |
| Economic Supply | 7.23 |
| Production Points | 7.21 |
| Replacements | 7.2, 7.27 |
DEC/41: Rising Sun
Japan: 8PP
Tokyo: SHQ4, IN3, AF1, NA2, BB3 Ise, CV1 Zuiho.
Kure: IN2, MA1, BB3 Nagato, BB1 Yamato.
Hakodate: IN1, CA1.
Okinawa: IN1.
Formosa: IN2, IN1, NA3, AF2, SS2, CA2.
Hainan: IN3, CA3.
Saigon: IN2, NA3, AF3, BB2 Fuso, CA3.
Palau: GA1, MA1, CV1 Hosho, CA2.
Truk: IN2, SS3, CA2.
Saipan: IN1.
Kwajalein: IN1, MA1, NA2, SS3, CA2.
Air Fleet: CV2 Shokaku, CV4 Akagi, BB2 Kongo, CA1. See: note below.
SPECIAL RULES
IJN Air Fleet. The game starts assuming the Japanese airstrike on Pearl Harbor has occurred. The Air Fleet is deployed in Kure or Truk, but cannot move in the opening turn.
Philippine Army. The infantry unit in Manila represents the Philippine Army and it cannot be withdrawn from this hex. Other units can flee the islands once the war starts. The Philippine Army can be built (cost 2PP per step) if Manila remains supplied. If eliminated, the unit may be rebuilt in a USA Home Base as an American Infantry.
Surprise Attack. The Japanese player always has the initiative in the first turn, and the Allies do not have Double Defense anywhere.
Allies: 41PP
UNITED STATES: 24PP
Dutch Harbor: CA2.
Anchorage: IN1, AF1.
Seattle: IN1, AF1.
San Francisco: IN2.
San Diego: IN1.
Panama: SHQ3, MA1, AF1, CV1 Saratoga, CA2, BB3 New Mexico.
Hawaii: IN2, AF2, SS2, CA3, BB1 Tennessee.
Midway: AF1.
Johnston Island: CV2 Enterprise, CA2, CA2.
Samoa: CA1.
Manila: IN2, AF2, SS2.
Davao: CA1.
Borneo: CA1.
BRITISH EMPIRE: 17PP
South Africa: CV1 Illustrious.
Bombay: IN1.
Ceylon: IN1, CA2.
Calcutta: IN2.
Rangoon: IN1.
Singapore: IN3, BB2 King George V, RAF1.
Sydney: IN1 (AU).
Brisbane: IN1 (AU), CA2 (RAN).
Port Moresby: IN1 (AU).
NOTE: Ship names are classes, not individual ships.
Sidebar Notes
| 1941 | JAPAN | ALLIES |
|---|---|---|
| SHQ | 1/4CV | 1/3CV |
| NA | 4/10CV | — |
| AF | 3/6CV | 7/9CV |
| CV | 4/8CV | 3/4CV |
| SS | 3/8CV | 2/4CV |
| BB | 5/11CV | 3/6CV |
| CA | 8/16CV | 10/18CV |
| MA | 3/3CV | 1/1CV |
| IN | 12/20CV | 14/20CV |
| Units | 43 | 41 |
| Steps | 86CV | 65CV |
| Cost | 243PP | 160PP |
❏ Pearl Harbor Airstrike. Pearl Harbor is a difficult event to simulate in a grand strategic game. It can be replayed as a free Strategic Attack by the Japanese Air Fleet against a defending Pearl Harbor force of AF3, SS2, BB8, CA3. However, because the attack accomplished total surprise, catching US planes on the ground and ships in port, the following special rules apply:
- Japanese carriers (CV6) fire N3, but each hit counts for two steps. All hits must be taken from AF and BB units. Japanese BB and CA cannot fire.
- Surviving US Army Air and Battleships may fire (BBs have A1 flak only).
- There is only one combat round. The Japanese Air Fleet retires to Kure or Truk.
❏ Star-Spangled Singapore. During Lend-Lease negotiations in 1940 Churchill offered Singapore as a base to the US Pacific Fleet. The offer was intended to discourage Japanese aggression or, if that failed, to ensure America would be directly involved in the war. The offer, although attractive, was rejected because it might embroil America in colonial politics. On the assumption that the offer was accepted, the American player may deploy up to three naval units at Singapore. One of these can be the BB1 from Hawaii at 4CV since it would have escaped the Pearl Harbor attack.
JUN/42: High Noon
Japan: 14PP
Tokyo: SHQ4, IN3, AF2, BB3 Ise, BB3 Nagato, BB1 Yamato, CA3.
Kure: IN2, CV4 Akagi, BB2 Kongo, CA1.
Hakodate: IN1.
Kuriles: MA1, CV1 Zuiho, CA2.
Formosa: IN1.
Manila: IN2, AF2.
Davao: CV1 Hosho, CA2.
Palau: GA1.
Bangkok: AF3.
Rangoon: IN2.
Singapore: IN2, BB2 Fuso, SS3.
Palembang: GA1.
Batavia: IN1.
Borneo: CA3.
Timor: NA2.
Manokwari: IN1.
Lae: IN1.
Rabaul: MA1, NA2, SS2, CA3.
Saipan: GA1, CA3.
Guam: GA1.
Wake: MA1.
Truk: IN2, NA2, CV2 Shokaku, CA3.
Kwajalein: IN1, NA2, SS3.
Allies: 35PP
UNITED STATES: 23PP
Anchorage: IN2, AF2.
Dutch Harbor: CA2.
Seattle: BB2 Tennessee, CA2.
San Francisco: IN1.
San Diego: CA2, CV2 Saratoga.
Panama: SHQ3, MA1, BB2 South Dakota.
Hawaii: IN3, AF3, CA3, CV3 Enterprise, BB3 New Mexico.
Midway: AF1, SS3.
Samoa: IN1.
Fiji: MA1, CA2.
New Hebrides: AF1.
New Caledonia: IN1, CA3.
BRITISH EMPIRE: 12PP
South Africa: CV1 Illustrious, BB2 King George V.
Bombay: IN2.
Ceylon: IN2, CA2.
Madras: IN1, RAF2.
Calcutta: IN3, AF2 (US).
Dhaka: IN2.
Darwin: IN1 (AU).
Perth: SS2 (US).
Sydney: IN2 (AU), AF1 (RAAF), CA2 (RAN).
Brisbane: IN2 (US), SS1 (US).
Townsville: AF1 (US).
Port Moresby: IN1 (AU).
NOTE: Ship names are classes, not individual ships.
Sidebar Notes
| 1942 | JAPAN | ALLIES |
|---|---|---|
| SHQ | 1/4CV | 1/3CV |
| NA | 4/8CV | — |
| AF | 3/7CV | 8/13CV |
| CV | 4/8CV | 3/6CV |
| SS | 3/8CV | 3/6CV |
| BB | 5/11CV | 4/9CV |
| CA | 8/20CV | 8/18CV |
| MA | 3/3CV | 2/2CV |
| IN | 16/23CV | 14/24CV |
| Units | 47 | 43 |
| Steps | 92CV | 81CV |
| Cost | 251PP | 207PP |
SPECIAL RULES
Allied Naval Units. The Allied CV Essex and BB Iowa units cannot be built until the March/43 turn.
❏ MacArthur's War. The map is divided into two commands: CPAC (Central Pacific Area) commanded by Admiral Nimitz, and SWPA (Southwest Pacific Area) commanded by General MacArthur. India was a separate (British) command.
To support and supply MacArthur, the Americans must spend a minimum of 6PP every turn on American units located within MacArthur's SWPA command - remember all American steps cost double in this theater. In addition, the Allied 4PP for Sydney, Melbourne, New Caledonia, and New Zealand must be spent on Anzac forces. American 6PP or Anzac 4PP that cannot be used are wasted.
American Army and Air units that enter MacArthur's area can never leave it until Manila is liberated; naval units can enter and leave.
MacArthur's War also makes an excellent three player game. Divide the Allies into two players, one commanding SWPA and INDIA, the other commanding CPAC and Alaska. The rules above still apply, although any worthy MacArthur player is unlikely to be happy with a miserable 6PP support from home.
NOTE: MacArthur rules can also applied from the beginning of the game if desired.
JUN/43: Setting Sun
Japan: 14PP
Tokyo: SHQ2, AF2, IN3, BB2 Yamato, CA2.
Hakodate: GA1.
Kure: IN2, CV3 Zuiho, BB3 Ise, BB1 Nagato, CA3.
Kuriles: GA1.
Formosa: IN2.
Manila: IN2.
Davao: GA1.
Rangoon: IN3, IN3.
Bangkok: AF2.
Singapore: IN2, CV2 Hosho, BB2 Fuso, CA2.
Andamans: GA1.
Palembang: GA1.
Batavia: IN2.
Borneo: GA1.
Timor: NA2.
Manokwari: IN2.
Hollandia: AF2.
Lae: IN3.
Rabaul: IN3, NA3, SS2, CA2.
Guam: GA1.
Saipan: CA1.
Wake: MA1, SS2.
Truk: IN4, NA3, CV3 Shokaku, BB1 Kongo, CA2.
Kwajalein: MA1, NA2, CA2, SS2.
Tarawa: MA1.
Allies: 35PP
UNITED STATES: 23PP
Anchorage: AF2.
Dutch Harbor: CA2.
Attu: IN2, CA2.
Seattle: AF2, BB3 Tennessee.
San Francisco: IN2.
San Diego: CV1 Saratoga, CA2.
Panama: SHQ4, CV2 Essex, CV1 Essex, BB1 Iowa, CA3.
Hawaii: IN3, AF2, SS2, CA3, CV2 Enterprise, BB2 New Mexico.
Midway: SS3.
Samoa: MA1.
Fiji: MA2.
New Hebrides: AF3.
New Caledonia: IN1, CA3, BB2 South Dakota.
Guadalcanal: IN2.
BRITISH EMPIRE: 12PP
South Africa: CV2 Illustrious, BB3 King George V, CA3.
Bombay: IN1.
Ceylon: IN1, RAF2.
Madras: IN2.
Calcutta: IN3.
Dhaka: IN3, AF3 (US).
Darwin: AF2 (RAAF), IN1 (AU).
Perth: SS3 (US).
Sydney: CA2 (RAN).
Brisbane: IN2 (AU), SS2 (US).
Port Moresby: IN3 (AU), IN2 (US), AF3 (US).
NOTE: Ship names are classes, not individual ships.
Sidebar Notes
| 1943 | JAPAN | ALLIES |
|---|---|---|
| SHQ | 1/2CV | 1/4CV |
| NA | 4/10CV | — |
| AF | 3/6CV | 8/19CV |
| CV | 3/8CV | 4/10CV |
| SS | 3/6CV | 5/8CV |
| BB | 5/9CV | 5/11CV |
| CA | 7/14CV | 8/20CV |
| MA | 3/3CV | 2/3CV |
| IN | 19/38CV | 14/28CV |
| Units | 48 | 47 |
| Steps | 96CV | 103CV |
| Cost | 235PP | 267PP |
SPECIAL RULES
Allied Submarines. Beginning in SEP/43, all Allied submarines have N2 firepower to reflect their improved torpedoes.
Kamakaze. Starting this scenario the Japanese player has the option to declare, at the start of any battle, that one or more Naval Air unit(s) in this battle will be Kamakaze. Kamakaze have N3 firepower as normal, but target an Allied unit (such as a CV or a Marine unit), fire, then self destruct. All hits apply to the target unit. The decision to become Kamakaze cannot be changed. Kamakazee units can never be rebuilt.
Play Charts
Sequence of Play
[1] Initiative. Determine Initiative with 2d6 roll. Highest total has the option to play first or second. USA wins ties.
[2] Player 1 Move. Strategic Moves & Attacks and Operational Moves (simultaneous).
[3] Player 2 Move. Repeat step [2] except pinned units cannot move.
[4] Resolve Combat. Resolve all battles in sequence determined by Player 2.
[5] Logistics.
- Determine Supply. Unsupplied units lose 1 step (except Infantry/Marine Units are not reduced below 1CV).
- Determine Production Points (PPs). American and British PPs are counted and spent separately.
- Steps can be added to existing units in Supplied Bases. Units cost double PP except in Home Ports.
Unit Data
| Unit | Move | Combat A–N–G | Step Cost |
|---|---|---|---|
| NA Naval Air | 1 | 2–3–1 | 3PP |
| AF Army Air | 1 | 2–2–2 | 2PP |
| CV Carrier | 2 | 2–3–1 | 5PP |
| SS Submarine | 2 | 0–2–0 | 3PP |
| BB Battleship | 2 | 1–2–2 | 4PP |
| CA Cruiser | 2 | 0–1–1 | 2PP |
| MA Marines | 2 | 1–0–3 | 3PP |
| IN Infantry | 1 | 1–0–2 | 1PP |
| SHQ Headquarters | 0 | — | 5PP |
NOTE: Firepowers vary for some units from the values listed above. Check the unit when firing.
Stacking Chart
| Base | Air | Naval | Army |
|---|---|---|---|
| Minor | 1 | 6 | 1 |
| Major | 2 | 6 | 2 |
| Sea | 0 | 6 | 0¹ |
¹ Marine units at sea are naval units. Infantry units making a Sea Invasion also count for naval stacking and take hits as naval units until they land.
Columbia Games, Inc. POB 3457, Blaine WA 98230. www.columbiagames.com. © 2002, Columbia Games Inc.