Ships in Flames
Ships in Flames Rulebook
Table of Contents
Table of Contents
Ships in Flames Rules
Ships in Flames (SiF) is an expansion kit for World in Flames (WiF). All World in Flames rules are used, except as explained here. The rules apply for both Ships in Flames 1995 and Ships in Flames 1997 since SiF 1997 is only counter updates and no new or revised rules.
Please note that you can't play this game unless you also have a copy of World in Flames ("WiF").
Whenever rounding is required, retain fractions until all halving is complete, and then round the remaining fraction to the nearest whole number (0.5 rounding up).
Contents: There are 5 counter sheets (CS18 - CS22) included with Ships in Flames.
Errata and Optional Rules
ERRATA for SiF 1995 (None for 1997)
From The 1994/1995 World in Flames Annual, Sep 15, 1995.
OPTIONAL RULES for SiF 1995/1997:
- The Optional Rules from the Ships in Flames 1995 Rules section 15.
- Optional Rules from: The 1994/1995 World in Flames, Sep 15, 1995. They have been incorporated into the individual rule's sections. NONE
1. New Units
Ships in Flames adds an entirely new counter mix for your naval units. Put away your naval units from World in Flames and any other World in Flames game. Your new units replace them. However, you should keep your frogmen and minisubs from Asia Aflame. You should also keep your 'TRS USED' markers because they can mark convoy points you move into a port.
Some of the factors on the new naval counters will be unfamiliar to you. These are all explained in the counter description on the back of the rules.
Ships in Flames does away with HS and LS. We now call both of them surface combat ships ("SCS"). A SCS is any named naval unit except a CV and the Qn. Mary/Eliz. TRS unit.
SUB units now have the same factors as other naval units.
Convoys are a new unit type. They are points (the number in the center of the counter) and can be exchanged for other convoy point markers with the same total, just like coins.
Carrier planes are also a new unit type. Their factors are arranged on the counter like any other aircraft units. In case you don't have Planes in Flames, the number in the yellow circle is its range. The number in the colored square above the aircraft picture (1 through 7) is the unit's initial class. The class may drop when each new year starts (representing upgrading aircraft and improved pilot experience, so fewer planes have the same combat effect, and the increasing capacity of some, mainly Commonwealth, carriers over the span of the war).
If you are playing with Planes in Flames, its rules for aircraft apply equally to carrier planes (e.g. they need pilots before you can put them on the map, they can be put in the reserve pool, etc.).
The Naval Supply units (NSUs) provided replace those that came with World in Flames.
2. Stacking
You can stack 4 naval units in a minor port. You can still stack any number of units in a major port (subject to the supply rules). Three convoy points count as 1 naval unit for stacking.
A CV can carry 1 carrier plane. Its class can't exceed the CV's aircraft capacity. So, a class 1 CV can only carry a class 1 carrier plane. A class 2 CV can carry a class 2 or class 1 carrier plane. A class 3 CV can carry a class 3, 2, or 1 carrier plane; and so on.
Because a carrier plane's class can drop when a new year starts (see 8.7), you may be able to fit it onto a CV it was too big for the previous year.
A CV can only carry planes of its own major power.
Carrier planes in a port hex don't count for stacking if they are on a CV. They count as a full aircraft unit if they are based in a hex and aren't on a CV.
3. The Naval Action
Conduct a naval action in the order shown in the sequence of play (see WiF5 5.0).
3.1 Port Attack Phase
You use port attack missions to attack enemy naval units in port.
WiF5 rules 10.3.2 and 10.3.3 explain aircraft mission procedure and how to allocate your aircraft to port attacks. When they talk about CVs, they mean carrier planes for Ships in Flames.
After your bombers are allocated to a port attack, and before enemy fighters intercept them, you must roll a die to see if the attack catches anyone in port. This is because naval units are highly mobile. Land-based bombers aren't affected by this die roll because their attacks represent a series of raids over several weeks rather than a single raid by carrier planes.
Roll one die for each port attacked. If the roll is higher than the sea box section its CV occupies, a carrier plane finds nothing to attack and returns to its CV immediately. It stays face-up, so it can fly another mission in any later (but not this) impulse. Other carrier planes and land-based bombers find something and stick around.
Your opponent now flies intercepting fighters, and you can then fly some intercepting fighters yourself (include other carrier planes except those that just flew as bombers to this port but failed the die roll).
You now conduct any air-to-air combat (see WiF5 10.3.4).
If any of your bombers get through, your opponent subjects them to anti-aircraft fire from the naval units in the port (see 3.6.8).
You now attack the naval units with any of your bombers' air-to-sea factors which survived anti-aircraft fire. You do this just like a naval air combat (see 3.6.8) with the exceptions that:
- SUBs in a minor port are automatically committed to combat (major ports are assumed to have bomb-proof pens), and
- there is only 1 combat round in each port attack, and
- each 'A' (abort) result allows you to turn a face-up target unit, face-down.
3.2 Naval Movement Phase
3.2.1 Naval Movement
Naval movement allows aircraft and naval units to move through or patrol sea areas and to enter or leave ports. You can make any number of naval movements in a naval action (but are subject to the limit on the Activities Limits Table if you picked a combined action).
Naval units and SUBs move in exactly the same way. They can even move together in the same naval movement.
What is a naval movement?
You make 1 "naval movement" every time you:
a) move any number of face-up naval units (including, of course, any units they are transporting and carrier planes they are carrying) originating in one port, to any one destination (either to one other port or to the same section of a sea box); or
b) fly any number of face-up aircraft on a naval air mission (see WiF5 10.3.3) from one stack into the same section of a sea box; or
c) move any number of face-up naval units from one section to a lower section of the same sea box; or
d) move any number of aircraft from one section to a lower section of the same sea box; or
e) return to base any number of face-up naval units to one port from the same section of a same sea box; or
f) return to base any number of aircraft units to one stack from the same section of the same sea box.
Example: It would count as 1 naval move if you moved 6 ships from the USA to the 0 section of the Caribbean Sea but as 2 moves if, instead, you put 3 of them into the 0 section and 3 into the 1 section.
If the moving units belong to a neutral major power, each unit you move (not each group) counts as 1 naval movement (see 14).
SUBs can no longer move from a sea box to a sea box in another sea area. If they leave a sea box, they must end the move in a port.
Each naval unit and aircraft unit can only make 1 naval movement in an impulse.
3.2.2 Moving Naval Units
You can move your naval units through a series of adjacent sea areas. Each naval unit has a range and a movement allowance. The range determines how far the unit can be moved; the movement allowance determines how effective it will be when it patrols a sea area.
How do units move?
You can only move a naval unit if it is face-up in a sea box or in a port.
You can move your naval units individually or in a group. To move them in a group, the units must start in the same port or sea box section. You can drop naval units from a moving group in any sea area or port it passes through. Each unit (or group of units) dropped off would count as a separate naval movement. Units you drop can't move any further.
Example: Two Commonwealth SCS sail together from Alexandria to the Eastern Mediterranean. It is not possible for one to move into the Red Sea while the other enters the Central Mediterranean. One could stop in the Eastern Mediterranean while the other continues on to either of those adjacent sea areas. That would then count as 2 naval movements. Alternatively, you could move them separately to the Red Sea and the Central Mediterranean. That would also count as 2 naval movements.
When you move a unit out of a port, you must spend its first point to move it into a surrounding sea area (e.g. naval units in Amsterdam must move directly into the North Sea area). Similarly, a naval unit can only move into a port from a surrounding sea area.
You can move naval units directly to Kiel from the North Sea and vice versa. However, Kiel is a coastal hex only on the Baltic Sea, not the North Sea.
Similarly, you can move naval units directly to Suez from the Eastern Mediterranean and vice versa. However, Suez is a coastal hex only on the Red Sea, not the Eastern Mediterranean.
Turn naval units face-down if they end a naval movement in a port.
How far can units move?
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its range, whichever happens first.
You spend 1 point of a unit's range:
- for each sea area and port it moves into.
You spend 1 point of a unit's movement allowance:
- for each sea area and port it moves into; and
- if it starts the impulse in a port that is out of supply; and
- if it starts the impulse in a port with naval units of another major power (including units from a minor country controlled by another major power); and
- for each point of the search number in the section you put it into in any interception combat (see 3.5); and
- if you are playing with the "in-the-presence-of-the-enemy" optional rule (15.4) - one or more enemy surface combat units and/or aircraft units are in the sea box.
Example 1: The Arkansas (with a movement allowance and a range of 4) starts its move in Brisbane with a Commonwealth ship. It moves 3 sea areas (Coral Sea, Bismarck Sea, and The Marianas). This costs it 4 movement points (1 for each sea area and 1 for starting with the Commonwealth ship). It can't move any further even though it still has 1 point of its range unused.
Example 2: The Vittorio Veneta (with a movement allowance of 5 and a range of 2) starts its move in Genoa. It moves 2 sea areas. This costs it 2 movement points and 2 in range (1 for each sea area). It can't move any further even though it still has 3 points of its movement allowance unused.
Example 3: The Yamato (with a movement allowance of 5 and a range of 3) enters 3 sea areas and stops. It has spent 3 points of its movement allowance and so has 2 unused points. You can put it into the '2', '1', or the '0' section of the sea box in that third sea area. It may be placed in the 0, 1 or 2 section. It lacks sufficient MPs to occupy the 3 section.
3.2.3 Naval Movement Restriction
a) You can't move naval units into or out of Archangel if the weather in the Arctic zone is winter or severe winter.
b) You can't move naval units between Kiel and the North Sea if any of the 5 hexes adjacent to the Kiel Canal has been controlled by a major power from the other side at any time in the turn.
c) You can't move naval units between the Eastern Mediterranean and the Red Sea, or between Suez and the Eastern Mediterranean if any of the 4 hexes adjacent to the Suez Canal has been controlled by a major power from the other side at any time in the turn.
d) You can't move naval units between the Eastern Mediterranean and the Black Sea unless Istanbul has been friendly controlled for the entire turn. If playing with DoD II, you must also have declared war on Turkey (your option 4) or declared Turkey in the war (IPO 5) before you may move naval units between the Eastern Mediterranean and the Black Sea.
e) You can't move naval units between the Baltic Sea and the North Sea if major powers from the other side control at least 2 of these cities:
- Oslo;
- Copenhagen; and
- Kiel.
f) You can't move naval units between the Western Mediterranean and either the Bay of Biscay or the Barbary Coast if Gibraltar has been controlled by a major power from the other side at any time in the turn. This restriction does not affect SUBs.
g) You can't move naval units between the North Sea and the Bay of Biscay if London has been controlled by a major power from the other side at any time in the turn. This restriction does not affect moves which are returns to base.
h) After the US has selected US entry Option 20 (or, if playing with DoD II, from the start of the game), you can only move naval units between the Gulf of Panama and the Caribbean Sea if the US player lets you.
3.2.4 SUB Ranges
The WiF SUB ranges rule (WiF5 10.5.2.3) does not apply in Ships in Flames. Instead, SUBs can move as far as their range allows in the same way as any other naval unit (see 3.2.2).
3.2.5 Naval Escort
This WiF naval escort rule (WiF5 10.5.2.4) does not apply in Ships in Flames.
3.2.6 Naval Air Missions
Unlike most other air missions, you don't fly a naval air mission against an enemy target. You can fly it into a sea area whether there is an enemy unit there or not.
How to allocate your aircraft to naval air missions is explained in WiF5 10.3.3.
An aircraft unit can patrol any sea area it enters. It has entered a sea area once it has moved onto any hex dot in that area.
To patrol a sea area, put your aircraft into any section of the sea-box which has a search number less than or equal to the unit's unused movement allowance. This is the same as naval units patrolling. [In Planes in Flames, if you fly an aircraft into a sea area, it can always go into the '0' section of the sea box. You can move it up one section for every full two movement points it has remaining.]
3.3 Naval Transport
3.3.1 Procedure
A TRS may transport aircraft or land units when it moves. The transport capacity of a TRS is:
a) 2 DIVs, or b) 1 other land unit, or c) 1 aircraft unit, or d) 1 minisub (Asia Aflame)
You can only transport a unit that is either face-up or an HQ.
Transporting land or aircraft units does not count against limits on the activities of land or aircraft units (see Activities Limits Table).
Embarking
A TRS can transport units it starts the impulse stacked with, or it can pick them up when it moves through the port they're in.
Alternatively, a TRS with unused transport capacity can end its move in a sea area and immediately embark face-up land or aircraft units (or face-down HQs) from any land section in that sea area or from any coastal hex in that sea area that contains either:
a) a HQ (even if that HQ is the unit being embarked); or b) a port.
If a unit you embark is out of supply, turn it face-down. It can't invade or land (see WiF5 10.7.4.5).
Debarking in port
If a TRS ends its move in a port, any cargo lands automatically at the end of the naval movement phase. Face-up cargo lands face-up. Face-down cargo lands face-down. You can move or fly face-up units landed in this way in subsequent phases of the same impulse.
Debarking at Sea
A TRS that ends its movement in a sea-box may land any face-up cargo but only onto any land section in that sea area or onto any coastal hex in that sea area that contains either:
a) a HQ; or b) a port.
A HQ may also land into a friendly coastal hex that doesn't contain a port or HQ.
Land units landing from a TRS at sea, land during a land movement phase (see WiF5 10.7.4.5). Aircraft units land during the aircraft rebase phase (see WiF5 10.7.2).
Units landed in this way may only move or fly in a subsequent impulse.
Turn a TRS face-down when a unit lands or invades from it at sea.
3.3.2 Amphibious Units
The use of amphibious units (AMPH) is optional (see 15.10). If you aren't playing with that optional rule, use AMPH units as slightly more expensive TRSs.
3.3.3 Q Marry/Eliz
The Q Mary/Eliz is a fast transport. It is treated just like a TRS with these exceptions:
- you can't convert the Q Mary/Eliz to convoy points (see 7.2);
- you can't invade with the Q Mary/Eliz; and
- the Q Mary/Eliz may only transport infantry and HQ units (and supply units, in Mech in Flames).
When destroyed, it may be scrapped or returned to the TRS force pool.
3.3.4 Divisional Transport in Asia Aflame
If you are playing with the destroyer transport rule from Asia Aflame (AsA 3.10):
- each SCS, or CV without a carrier plane, can carry one INF, ENG (see Mech in Flames), MAR, PARA, or MTN division.
- one INF, MAR, PARA or MTN division can invade from each Japanese and German SCS in the '3' section (only) of a sea box. Turn the SCS face-down afterward.
3.4 Naval Interdiction
The WiF interdiction rule (WiF5 10.5.4) does not apply in Ships in Flames.
3.5 Interception
Interception is a way of bringing enemy naval units to combat before they end their move. You can try to intercept a group of enemy naval units as soon as it enters a sea area containing at least one of your face-up naval or aircraft units.
You can't try to intercept:
- a group consisting solely of SUBs; or
- aircraft units flying into or through the sea area; or
- units moving from one section into a lower numbered section of the same sea box.
3.5.1 How to Intercept
If you want to try to intercept, announce whether you are committing your SUBs and/or your surface naval and aircraft units to the attempt. This is an all-or-nothing choice - all your SUBs and/or all your aircraft and surface naval units must try or none at all.
To find out whether your interception succeeds, roll a die. You succeed if you can roll less than or equal to the search number in any section containing units you committed. If your roll is higher than the highest section containing units you committed, your interception attempt has failed.
Modify your search numbers by:
- adding 1 to the search number of a section if your side has a CV with a carrier plane on board in it and the weather in the sea area is clear (both weather zones must be clear in the Java Sea);
- deducting 1 from them if any weather in the sea area is Monsoon or Severe Winter.
3.5.2 Successful Interception
If your group is successfully intercepted, you have 3 choices:
i) stop your move in that sea area; or
i) stop your move in that area with any surface naval units but continue on with your SUBs (counting as 2 naval moves - see 3.2.1); or
ii) try to fight your way through.
Any units which stop, go into the sea box like any other move. There is no interception combat, but there may be naval combat in that sea area in the subsequent naval combat phase of this impulse (see 3.6).
SUBs which keep on moving can't be stopped. Effectively, SUBs can't be intercepted.
3.5.3 Fighting Your Way Through
If you want to fight your way through, put your group into a section of the sea-box (as if they were ending a move there). You must now turn 1 of your moving units (which could be a carrier plane or a TRS) face-down (for initiating a combat). If the unit is a CV, turn any carrier plane it is carrying face-down as well. If you cannot turn a unit face-down (and note that convoy points can never be turned face-down), you may not force your way through.
Now start the normal combat sequence (see 3.6.1). The only differences are in the first round:
- your opponent's interception roll counts as his/her search roll;
- your opponent must commit his or her SUBs if they have no non-SUB units in that sea area; and
- although you determine which units take part by making a search roll as usual, the units in the moving group are always included (even if there are other units in their section which aren't).
After the first round, the combat continues exactly like any other combat. It is quite possible for the moving group to be omitted from later combat rounds.
3.5.4 End of Interception
The interception combat ends as soon as either side has no units in the sea box (except neutral units) or the search rolls fail to produce a combat. You can then either leave the group where it is, or move it, or part of it (splitting the group would constitute an additional naval move - see 3.2.1) with its remaining range and movement allowance. You reduce the group's remaining movement allowance (not its range) by the search number of the section you put them into.
Example (diagram caption): CW naval units intercept German units. The German player places them in the 2-section. As she wishes to fight her way through, she turns one of the (e.g. Deutschland) face-down.
3.6 Naval Combat Phase
After you have made all your naval moves, you can initiate combat in any sea areas you wish.
Each combat has the following steps:
- Choose the next sea area and initiate combat there.
- Fly aircraft to the area.
- Commit units to this round's combat.
- Search for the enemy. If neither side finds the other, return to step 1.
- Determine type of combat (air or surface).
- Resolve combat.
- You can abort the combat.
- Your opponent can abort the combat.
- If both sides remain, start again from step 2, if not, return to step 1.
3.6.2 Initiating A Combat
Point to a sea area and announce whether you will initiate combat there. You can initiate a combat in an area even if you didn't move a unit into it, and even if an interception combat was fought there, in the same impulse.
To initiate a combat, turn one of your units in the area, face-down. If you have no face-up units, you can't initiate a combat.
You can choose a carrier plane on a CV but not any other cargo on any ship. If you choose a CV carrying a carrier plane, or any ship carrying any cargo, turn its cargo face-down as well.
You can turn a SUB face-down, even if you don't intend to involve your SUBs in any round. You only need to turn a unit face-down to initiate the combat, not to take it into extra combat rounds.
3.6.3 Flying Aircraft
Each side (active side first) can fly any aircraft units into the sea area that can fly a naval air mission. You can fly them even if you chose a land action for their major power.
Aircraft flying a naval air mission during a combat:
a) fly as if it were a naval air mission (see WiF5 10.5.2.5) but it doesn't count against activities limits; and b) have their range halved (rounded up).
You can fly an aircraft into any sea-box section it has the range to reach, even a section that doesn't already contain friendly units.
Example: CW units are in the North Sea at the start of an Axis impulse. The Axis player, wanting to slip into the Atlantic past this Allied blockade, selects a naval action for Germany and moves a fleet out of Kiel into the North Sea.
The weather is mud, so CVs don't affect the search rolls.
The Allied player declares an interception attempt both with the SUB and the surface naval units.
The Allied player rolls a 3 for the interception. Therefore, all Allied units in the 3 section are included. Those in the 2 and 1 section (including the SUB) fail to intercept and are ignored for now.
The Axis player decides to fight, hoping to be able to continue movement after the interception combat, and places the moving units into the 2 section, turning 1 face-down. There are already other German ships in the 2 and 3 sections which moved in a previous impulse.
The Axis player rolls a 5 so those other units are not included in the first combat round. However, the intercepted units are not surprised (see 3.6.5) because there was an Axis unit in the 3 section. The players now fight a combat round. After the round, both sides make search rolls (see 3.6.5) to see which units will be included in the next round.
In the second round, the Axis player rolls a 3 so that only the German ship in the 3 section is included (i.e. the intercepted units are excluded).
In the third round, both sides fail to find each other and the intercepted units can continue moving. Their movement allowance is reduced by 3 (1 to move into the sea area and 2 to be placed into the 2 section). Their range is only reduced by the 1 spent to reach the sea area.
Instead of moving on, the Axis units could now choose to stay in that sea area, in which case they would remain in the 2 section of the sea box. If they do this, another naval combat could occur there in the naval combat phase.
3.6.4 Committing Units
The force you will commit in each combat round consists of all your non-SUB units plus the SUBs you commit that round.
All non-SUB units in a sea area must be committed every combat round.
Each side (phasing side first) now decides whether to include their SUBs they have in the sea area for the combat round. You can commit them in a round and then leave them out in any future round, or vice versa. Even if you turned a SUB face-down to initiate combat, you may still decide not to commit your SUBs in a round.
If you commit your SUBs, all your SUBs in the sea area will take part like any other naval unit. If you decide not to commit your SUBs, they are ignored for all purposes this combat round.
3.6.5 Searching
If only 1 side has units committed to combat, return to step 1.
If both sides have units committed to combat, each side now rolls a search die and then compares their result to the search numbers in the sea box sections its committed units occupy.
The modifiers set out in the interception rule apply to the search numbers but not the surprise numbers.
If both sides roll above the highest search number of the sections occupied by one of its committed units, there will be no naval combat in the sea area this impulse. If this happens, return to step 1.
If either side rolls less than or equal to the search number occupied by a committed unit of that side, then a naval combat will occur (subject to surprise).
Surprise
If your die roll equals or exceeds the surprise number in the highest numbered section any of your committed units occupy, you are surprised in the combat round.
If your opponent was surprised, you can immediately choose to end combat in that sea area. Return to step 1.
Choosing sections
If a combat does occur, those committed units in sections of the sea box with (modified) search numbers equal to or higher than their side's search roll take part.
If you have units taking part in the combat but your opponent doesn't, you must pick at least one section containing committed enemy units to take part.
Just because you choose to include the enemy units in a particular section in the combat doesn't mean that your own units there are also included. They must have been included by your own search roll.
Example: US and Japanese units are in the Marianas sea area where the weather currently is clear. During the Allied naval combat phase, the US player decides to initiate combat there, turning a unit face-down. Neither player commits SUBs.
The Japanese player rolls a 6, so no Japanese units trigger combat and their forces will be surprised if combat occurs. The US player rolls a 2 and so would normally include US units in the 2 & 3 sections only. However, as the weather is clear, the US player also includes the units in section 1 (because of the carrier plane on the CV in section 1, its search number is 1 higher for the Allies).
The US player (having surprised the Axis) has the option whether to fight in this sea area and decides to do so. The US must now choose one or more sections containing enemy units to be included. The US decides to include only part of the Japanese force and chooses sections 0 & 1, thus including all Japanese units (except the uncommitted SUB) in those two sections (but not the US units in section 0). If the Axis player had rolled a 3, the combat would have been fought between the Japanese units in section 2 and the US (non-SUB) units in sections 1, 2 & 3.
3.6.6 Choose Combat Type
You now determine the type of naval combat (naval air or surface) that will be fought this round.
Choose between a surface combat and a naval air combat using this priority:
- If neither side has any air-to-sea factors taking part (excluding aircraft units on TRS), it is a surface combat.
- If one side has neither surface naval units nor SUBs taking part, then it is a naval air combat.
- If you are surprised, your opponent chooses.
- If neither side is surprised, the side with the most air-to-sea factors taking part chooses.
- If the air-to-sea factors included are equal, the player with the lower search roll chooses.
- If the numbers of air-to-sea factors and the search rolls are equal, it is a naval air combat.
If both sides only have aircraft units taking part, and none of them are FTRs, there is no combat this round.
3.6.7 Surface Naval Combat
Work out the total attack factors of your SUBs and your surface naval units taking part in the round. If your opponent is surprised, triple your SUBs' attack factors.
Find your total in the surface row of the naval combat chart. Cross-index that column with the row containing the total defense factors of the SUBs and surface naval units your opponent has taking part in the round.
This cross reference gives you 2 numbers in the form 'X/Y'. X refers to a number of dice rolls and Y to a combat results table.
You can increase the number of dice rolls by 1 for each table you drop. For example, if you are entitled to 4 rolls on the 4 table, you can convert to 5 on the 3, 6 on the 2, or 7 rolls on the 1 table.
You and your opponent both roll your dice (combat is simultaneous) and each of you finds your respective results on the indicated combat results table.
Surprise
If you have surprised your opponent, you can adjust the columns of the naval combat chart you and your opponent use. You get 1 column shift:
- for surprising your opponent (2 on the impulse that a neutral major power is surprised because someone declared war on it); and
- for each point on your search die below that required for your lowest included group to initiate combat, and
- for each point on your opponent's search die above that required for him/her to be surprised.
After working out how many shifts you have, you can apply them either to increase the column you locate your result in, or to decrease your opponent's column (including moving your opponent's column off the table, so getting no result), or to do some of each.
Example: Continuing the previous example (see 3.6.5), the US player picks a surface action and adds up all his surface combat factors in the 1, 2, and 3 sections. This totals 30. The Japanese player's defense factors in the 0 & 1 sections total 20 (excluding the Japanese SUB). Cross-indexing 30 surface combat factors against 20 defense factors on the naval combat chart would normally result in the US player rolling 4 dice on the 2 table to ascertain Japanese losses.
However, the Japanese player is surprised, so the US player has some surprise column shifts. In this case, there are a total of 2 shifts, one for the surprise, and one for the Japanese rolling 6 (because 5 would have been sufficient to surprise the Japanese units). The Japanese player rues not committing his SUBs (which would have lessened the surprise shifts to 1).
The US player decides to apply one surprise shift to increase his attack and the other shift to reduce the Japanese attack. Thus, the US player rolls 7 dice on the 1 table, rather than 4 dice on the 2.
The Japanese player now works out his attack. He has 9 surface combat factors in the 0 & 1 sections, against 40 US defense factors in the 1, 2, and 3 sections. This would normally give 3 dice on the 1 table, but as the US player has applied a shift against the Japanese, the result is only 1 die on the 2 table.
[Note - in this example, the US player probably should have applied both shifts against the Japanese attack, as 4 dice on the 2 table will do about the same lethal damage to a small fleet as 7 dice on the 1 table. This strategy would have reduced the Japanese attack to a negligible 1 die on the 1 table.]
Combat results
The combat results tables are divided into columns based on the target units' defense factors. For example, an 'A' result in the 5-7 column means that a ship with a defense factor of 5, 6, or 7 must be aborted.
The combat results are:
- X. A unit with that defense factor (and any cargo on it) is destroyed.
- D. A unit with that defense factor is damaged. Put a damage marker on the unit. If the unit is already damaged, it is destroyed instead. A unit cannot suffer a second 'D' result in the same combat round unless there is no other naval unit in its column. A damaged unit reduces its attack factor to half (rounding up) and increases its defense factor by 1. It also reduces its movement allowance (not its range) by 1. A carrier plane can land on a damaged CV but can't fly off it. A damaged ship is placed in the repair pool when it has successfully returned to base. A damaged ship must return to base at the end of all naval combat in a sea area.
- A. A unit with that defense factor is aborted immediately. It must return to base (see 4.) to the nearest port. If several ports are equally near, the owner chooses. If an empty CV is aborting, you can take with it a carrier plane (one that fits) that flew, in the combat round, from any CV in the same sea-box section. Turn the aborted unit (and any cargo) face-down. If the aborted unit was damaged, put it in the damage pool after it successfully aborts.
Results such as 'X/2' and 'D/2' are half an 'X' and 'D' respectively. If you get an even number of 'X/2' results or 'D/2' results in a column, they become half as many 'X's or 'D's in that column. An odd 'X/2' becomes a 'D' in that column and an odd 'D/2' becomes an 'A' in that column.
Applying the results
Having worked out what the results are, implement all 'X' results first. Next, implement all 'D' results, then all 'A' results.
In a surface combat, you choose which of your units are affected. You can always choose to take the result on a ship with a lower defense factor. For example, if you must suffer an 'X' result on a ship in the 5-7 column, you might only have a CV to take the loss. Instead, you can choose to take it on a ship with a defense factor of 0, 1, 2, 3, or 4. This option is not available in naval air combats.
A ship could suffer two D results in the same combat round (but remember that its defense factor increases by 1 after the first). If it does, it is destroyed instead. A ship can suffer both a D and an A result in the same round. It cannot suffer more than one A result of course, since it aborts after the first.
Example 1: In a surface combat, your opponent has 9 attack factors and is attacking your battleship Hiei (4 defense factors) and your cruiser Aoba (defense factor 7). Comparing 9 attack factors to your 11 defense factors gives 1 die roll on the 2 table. Your opponent rolls a 4. This produces an 'A' in the 5-7 column and an 'X/2' result in the 0-4 column. The 'X/2' becomes a 'D' and must be suffered by the Hiei because it is your only ship in the 0-4 column. You put a damage marker on the Hiei. Its defense factor is now 5. The 'A' result in the 5-7 column is now implemented on the Hiei or Aoba. If you choose to abort the Hiei, it goes into the damage pool.
Example 2: As for example 1 above, but now your opponent has 10 surface combat factors, giving her 2 dice on the 2 table. She rolls a '3' and a '4'. Again, the Hiei must suffer the 'X/2' ('D') result (being your sole naval unit with a defense factor in the 0-4 range). Even though the Hiei now has a defense factor of 5, you may not choose it to suffer another (the 5-7 column) 'D' result in this round (thus sinking it), because the Aoba is in the same column. So, you place damage markers on Hiei and Aoba. You choose to implement the abort result on the damaged Hiei.
3.6.8 Naval Air Combat
The first step in a naval air combat is to divide your carrier planes into bombers or fighters.
Then you resolve air-to-air combat (WiF5 10.3.4). References to CVs there mean carrier planes. A result on a carrier plane affects the carrier plane, not the CV. If a carrier plane which flew from a CV must abort, it returns to its CV.
Bombers which get cleared through, resolve the air-to-sea combat. This consists of anti-aircraft fire first and then an air-to-sea attack.
Surprise
Work out how many surprise shifts you get in the same way as you did in surface naval combat. However, you apply each column shift either to:
- the air-to-air combat; or
- both to your air-to-sea attack and to your opponent's air-to-sea attack.
In the air-to-air combat, you can use each shift either to increase your air-to-air value (not column), or to decrease your opponent's air-to-air value, by 1.
In your air-to-sea attack, you can use each shift to either decrease your opponent's anti-aircraft fire by a column or increase your air-to-sea attack by a column. Similarly, in your opponent's air-to-sea attack, for each shift you can either increase your anti-aircraft fire by a column or decrease your opponent's air-to-sea attack by a column.
Example: You surprise your opponent and work out that you have 2 surprise shifts to apply. Your opponent's air-to-air strength is 5 and yours is 4. Therefore, your air-to-air value is "-1" and your opponent's is "+1". Decreasing her value by 1 would still leave her in the "0 to +2" column but increasing yours by 1 would move you up from the "-1 to -3" column. You decide to use 1 of your shifts to increase your air-to-air value to "0".
After air-to-air combat, each of you has one aircraft cleared through. You can use your remaining surprise shift both in your opponent's air-to-sea attack and in yours. Your opponent's aircraft has only 1 air-to-sea factor, so you use the shift there to push the attack off the left-hand end of the table, preventing any damage. In your attack, you use it to decrease your opponent's anti-aircraft fire by a column.
Anti-aircraft fire
You only resolve anti-aircraft fire during port attacks or naval air combats.
Total the target units' anti-aircraft factors. Locate this total on the anti-air row of the naval combat chart (making adjustments for surprise). Cross-index this column with the number of enemy bombers that were cleared through.
The result gives the number of dice that the defending player rolls and the combat results table they are rolled on. As in surface combat, you can have an extra die roll for each table you drop.
Cross-index the dice rolls with the M column of the appropriate combat results table. Add up the results. This is the number of air-to-sea factors which do not press the attack.
In addition, an asterisked result () destroys 1 carrier plane or aborts 1 other bomber. The owning player chooses which. Treat an aircraft which aborts as if it suffered an 'A' result in air-to-air combat (see WiF5 10.3.4.3). A double asterisk result (**) destroys 2 carrier planes, or destroys 1 other bomber, or aborts 2 other bombers instead (owner's choice). Treat 2 single asterisk results () as one double asterisk result (**). If playing with Planes in Flames if a bomber is destroyed by anti-aircraft fire, its pilot is also killed.
Unlike World in Flames, the aborted units are in addition to any air-to-sea factors which can't press the attack.
The air-to-sea attack
The remaining air-to-sea factors press the attack using the air-to-sea row of the naval combat chart. Otherwise, the combat results are worked out just like a surface combat.
When you come to apply the results, the attacking player chooses which ships in the relevant column are affected.
Carrier plane landing
Each carrier plane that flew from a CV must return to a CV (see 8.3). You do this after all combat results are implemented.
3.6.9 Conversions
If a loss is called for in a particular column, and there is no naval unit with a defense factor in that column, convert the result into one against a surface naval unit with:
- any lower defense factor in a surface combat (including surface port attacks - 15.12). If there are none lower, then the owning player converts the result to the unit with the next higher defense factor until the loss is satisfied; and
- the next lower defense factor in a port attack or naval air combat. If there is no committed surface naval unit with the next lower defense factor, convert to the next higher defense factor, then to the next lower, and so on.
Note that in a surface combat, the owner can always take a loss on a naval unit with a lower defense factor (see 3.6.7 - applying the results).
You can never choose a SUB to be affected by a conversion, even in a port attack.
Example 1: You suffer a result on a naval unit in the 5-7 column during a surface combat. You can choose any unit with a defense factor of 7 or less to take the result. If you have no units with a defense factor of 0-7, you must take the result on a naval unit with a defense factor of 8, if possible. If not, you must take the result on a naval unit with a defense factor of 9 and so on up to 10.
Example 2: You suffer a result on a naval unit in the 5-7 column during a naval air combat. Your opponent can choose any unit with a defense factor of 5-7 to take the result. If you have no units with a defense factor of 5-7, your opponent must take the result on any of your naval units with a defense factor of 4, if possible. If not, your opponent must take the result on any of your naval units with a defense factor of 8, if possible. If not, your opponent must take the result on any of your naval units with a defense factor of 3, and so on (next would be 9 then 2 then 10 then 1 then 0).
3.6.10 Multiple Naval Combat Rounds
After each round of naval combat, either or both sides can abort the action (the active player deciding first).
If you abort any SUB from a sea area, you must also abort all SUBs from that sea area. If you abort any non-SUB unit from a sea area, you must also abort all non-SUB units from that sea area.
Put damaged naval units you abort into the repair pool. Put any cargo on a damaged TRS, or any carrier planes on a damaged CV, onto the production spiral to arrive as a reinforcement in the next turn. If you are playing with Planes in Flames, increase your available pilots track by 1 when you put an aircraft unit or carrier plane onto the production spiral because the TRS or CV transporting it was damaged.
If both sides remain with any units, you go back to step 2 (see 3.6.1) and run through the combat sequence again. This continues until one side is destroyed, aborts with all remaining units, or until the combat search rolls don't produce another combat round.
3.6.11 Opponents Naval Combat
After you have resolved combat in all the sea areas you selected, your opponent can initiate combat in any other sea areas you moved a non-SUB unit into (not through) in your movement phase.
Your opponent simply repeats the procedure set out in 3.6.1 for each such sea area.
3.6.12 Minisubs and Frogmen
If playing with Mini-subs and Frogmen from Asia Aflame, they each have 0 anti-aircraft and attack factors whenever they are involved in naval combat.
4. Returning To Base
You return units to base after aborting from a combat, or during the return to base phase (WiF5 11.7), just like a reverse move. You are again limited by the ship's movement allowance (reduced for the sea box section it is occupying) and by its range.
However, at the end of the turn, not all your units have to return to base. Instead, a unit must only return to base if it is:
- a unit of a neutral major power (14); or
- a TRS with a cargo; or
- a unit in the 0 section (except convoy points).
Any other of your units can return to base if you like.
Both players (player with initiative first) must decide which units to return to base and which to keep at sea. If you decide not to return a unit to base, you must immediately move it into a lower section of the sea box.
After both sides make these decisions, units return to base. They can be intercepted only by face-up units staying at sea. Only the intercepted units and units staying at sea can take part in an interception combat.
What if you can't return to base?
A unit that must return to base is destroyed if it cannot do so (because of limited range or movement allowance or naval movement restrictions (3.2.3)).
A unit that does not have to return to base is destroyed at the end of the return to base phase if it could not have returned to base then.
5. Production
5.1 Costs and Time
We have printed the cost of all naval units (except convoy points) on the back of the counter. You will find 2 numbers separated by a '/'. The first number is how many build points it costs you to place the unit onto the production spiral from the force pool (the first cycle). The second number (it could be a '0') is the cost to take it from the construction pool and put it onto the production spiral again (the second cycle).
The length of each cycle is shown in the clock symbol. Some units, which only had one cycle in World in Flames, will have 2 cycles in Ships in Flames (e.g. SUBs and TRS).
The cost of repairing a naval unit is the same as the cost of its first cycle. It takes 2 turns to repair a naval unit.
Convoy points each cost 1 build point to produce or repair. They take 4 turns to produce (and only have one cycle).
Carrier planes cost 3 points each and take 4 turns to produce (exception: see 5.5).
If you are playing with the optional oil rule (AfA 3.8) you need 1 oil resource to build each naval unit (and carrier plane) but only on its first cycle. This rule does not apply to convoy points.
5.2 Gearing Limit
A carrier plane counts as an aircraft unit for gearing limits. Convoy points are a new gearing limit category.
5.3 Force Pools
Ignore all of that complicated stuff in the World in Flames rules about sorting your naval units into primary and secondary force pools at the start of the game and having to build them in historical order.
Instead, sort your CVs into one pool for those with a first cycle cost of 1 and another for those with a first cycle cost of 2. Sort your SCS into one pool for those with a first cycle cost of 1 and another for those with a first cycle cost of 2. Put your carrier planes into one aircraft pool. Sort your TRS, SUBs, and convoy points into separate pools.
On its first cycle, you choose which pool to build a unit from, but select the unit from that pool randomly, just like any other unit type. On its second cycle, you can choose any unit you like from the construction pool, you don't have to choose randomly.
Adding new units
All CVs, SCSs, SUBs, TRSs and carrier planes have an availability year on the back of their counter. You should not put those units into your force pools at the start of the game unless you are playing a scenario that starts in that year or a later year.
At the start of each new year, add all the naval units and carrier planes that have that availability year to your force pools.
Destroyed units
Destroyed convoy points must always go back to their pools. If any other naval unit or carrier plane is destroyed, you must decide immediately whether or not to put it back into your force pools. If you decide not to, it's gone for good.
The pool is empty
If you want to build a naval unit or carrier plane but all pools of its type (i.e. CV, SCS, or carrier plane) are empty, you can randomly select one of that type from the next year's additions.
Building a unit from a future year costs you 1 more build point than usual on its first cycle. If that year has no units of that type, you can build one from the next year for 2 extra points, and so on.
When you build a unit on its second cycle, you must pay 2 extra build points for each year this is before its availability year.
Example: In Jan/Feb 1940, the US, having placed on the production spiral all its 1940 and earlier CVs, decides to build ahead, and randomly chooses a 1941 carrier (the Essex). This costs 3 build points (2+1 extra for building ahead 1 year).
The Essex arrives in the construction pool in Nov/Dec 1940 and the US player decides to start on its second cycle in the same turn. This would normally cost only 3 but now costs 5, as the Essex is being built on its second cycle a years ahead of its availability year.
5.4 Replacement Naval Units
A few units have a gold box around their availability year. In a later year, replacement units will turn up for these units. Their availability year will also be shown in a gold box.
If the original unit has been removed from play when the replacement unit arrives, remove the replacement unit from play.
If the original unit is in the force pool, you can remove it from the game, and put the replacement unit in the force pool, either immediately or during any later reinforcement segment.
If the original unit is in the repair pool, construction pool, on the map, or face-up on the production spiral, you can remove it from the game and put the replacement unit in the construction pool, either immediately or during any later reinforcement segment.
If the original unit is face-down on the production spiral, put the replacement unit in the force pool.
5.5 Planes in Flames
If you are playing with Planes in Flames, carrier planes only cost 1 point each, but each requires a pilot (see PiF rule 8).
Add a pilot to the available pilots track whenever you place a carrier plane into the reserve pool from the map or a carrier plane is destroyed but its pilot survives.
You can't lend-lease carrier planes (PiF rule 9.8). However, another player can build them with build points you lend-leased him/her (see 15.9).
6. Final Reorganization Phase
As well as the normal reorganization (WiF5 11.9), turn all your units which stayed at sea face-up.
7. Convoys
This rule replaces the standard World in Flames pipeline placement rule and the alternative convoy system we tried in Africa Aflame. Think of it as the "alternative alternative convoy system".
7.1 Convoy Points
Although convoy points are represented as units (in denominations of 1-10 convoy points each), you can split or join them during any naval movement phase. This does not constitute an action for the purposes of action limits.
7.2 Converting TRS to Convoy Points
In a reinforcement phase, you can convert any TRS on the map into 3 convoy points.
You can never convert convoy points into a TRS.
7.3 Changes to the Sequence of Play
The resource transportation segment becomes the resource lending segment. You announce how many resources you are lending and to whom. You don't have to announce which resources are lent.
You can no longer convert TRS into convoys during this phase.
The convoy attack phase becomes the convoy phase. You no longer make separate convoy attacks; they are now part of the normal naval combat rules (see 3.6).
7.4 Moving Convoys
Convoy counters move in much the same way as other naval units. The only differences are that:
- they can never end a move in any section of a sea-box except '0';
- if intercepted, you must place them in the '0' box; and
- unlike other naval units, they do not have to return to base during the Return to Base phase (see WiF5 11.7).
7.5 Convoys in Combat
Convoy counters are included in a combat if:
- they are intercepted; or
- their side is fighting with its units in the 0 section of the sea box they are in; or
- they are caught by a port attack against the port they are in.
Convoy counters can only be affected in combat by converting results off the highest column of the naval combat results tables.
Each convoy counter has a defense factor of 10 regardless of how many points it has. So, for instance, if you had one convoy counter of 8 convoy points in an area, its defense factor is 10. If you had 2 convoy counters, each of 4 points, the total defense factor would be 20.
How convoy points take losses
Although a convoy counter moves as one unit, it takes losses in points:
- An 'A' result applied to a convoy counter aborts 1 of its points. Replace the counter with 2 counters - one worth 1 point and one worth 1 point less than the original. Apply the result to the 1-point counter.
- A 'D' result destroys 1 point. Replace the counter with one worth a point less than the original.
- An 'X' result destroys 2 points. Replace the counter with one worth 2 points less than the original.
However, unlike every other unit, a convoy counter doesn't have to take the loss (or the full loss) itself. Instead, you can spread the number of convoy points affected among any convoy units from the same, and adjacent, sea areas (but not ports). Only units of the same major power as the target unit are eligible to absorb its losses.
This option to spread losses is entirely at the option of the owning player (even in a naval air combat); you can never be forced to take points from another unit.
Example: In a combat, you have a 6-point convoy counter and a 5-point counter. They add 20 to your defense. In a naval air combat, an 'X' against you is converted into a loss of 1 point against a convoy unit. Your opponent can choose either the 6-point or the 5-point counter. He chooses the 6-pointer. You could remove 2 points from it or from the 5 pointer or a convoy counter in any adjacent area. You accept the losses on the 6-pointer, replacing it with a 4-convoy point unit.
Then a 'D' result is converted into a 1-point loss on a convoy unit. Your opponent chooses the 4-pointer. You choose to lose 1 point from a convoy unit in an adjacent sea area.
7.6 Transporting Resources
In the convoy phase, you transport resources along your convoy pipelines, just like resource transportation in World in Flames. The only exceptions are:
- your major power can only move as many resource points through a sea area as it has convoy points there in the convoy phase; and
- you can only combine convoy points from different major powers if those major powers can cooperate with each other; and
- you can only transport up to 4 resources into or out of a minor port (no limit on a major port), and
- resources you promised to an allied major power (7.3) must be transported if possible. If they can't get through because no pipeline is intact, you lose them. If you don't have enough to meet all your commitments, you decide who gets what there is.
For the purposes of transporting resources, major powers may share convoy pipelines (provided both major powers agree). If two or more major powers combine their convoy points in the one sea area or are carrying another major power's resources through a sea area, then a major power at war with any of them or at war with the country receiving the resources, may attack the pipeline, without any US Entry effects (or any other political effects if playing with DoD II).
Major powers that are not at war with another major power, may not escort their convoys. Non-neutral major powers may escort any convoy that is transporting resources for a belligerent on their side. Exception: The US may escort as permitted in US entry options 5, 18, & 27.
Example: The US have chosen US Entry option II, lending 5 resources to Russia. The US provides the convoy points from the USA and Iceland via the American East Coast, Central Atlantic, and North Atlantic into the Norwegian Sea, where the Russians continue the pipeline via convoy points in the Arctic Ocean and the Norwegian Sea. As the Norwegian Sea has both Russian and US convoy points, the pipeline in this sea area may be attacked by the Germans even though they are only at war with Russia and not the USA.
8. Using Carrier Planes
8.1 General
A carrier plane on a CV in port cannot fly at all. A carrier plane could fly if it is in the port but not on a CV. A carrier plane is on a CV if it is stacked directly above the CV.
A carrier plane can be used as either a fighter or a bomber. Except in naval air combats, a carrier plane can only be committed to a mission or as an escort if it is face-up.
8.2 Air-to-Air Combats
A carrier plane adds nothing to your side's air-to-air strength, unless it is the front fighter or bomber. It does not add 1/2 like CVs did in World in Flames.
8.3 Naval Combats
Carrier planes take no part in surface combats.
You can commit a face-down carrier plane to a naval air combat but only if it is flying from a CV in that area. Carrier planes can never fly a naval air mission from a CV into another sea area.
Carrier plane landing
After each naval combat round, every carrier plane that flew from a CV must return to a CV (it can fit on) in the same section it flew from. You can't return a carrier plane to another major power's CV.
If there is no CV to return to, the carrier plane is destroyed.
A carrier plane which flew a naval air mission from a hex does not return to a CV after a combat round. It behaves exactly like a NAV.
Don't turn a face-up carrier plane face-down after it returns from a naval air combat.
8.4 Damage to CVs
If a carrier plane is on a CV which aborts, the carrier plane aborts with it, and both are then turned face-down.
If a CV is damaged, its carrier plane can no longer fly.
When the combat ends, a damaged CV is put into the repair pool, and its carrier plane is put onto the production spiral to arrive in the next turn.
A carrier plane on a CV which is destroyed, is destroyed too. If you are playing with Planes in Flames, and a carrier plane is destroyed with a CV, the pilot is also lost (except in a port attack, when you add a pilot to the available pilots track).
8.5 Flying Missions
Only face-up carrier planes can fly a mission (except naval air), an escort, or an interception from a CV. You start the carrier plane's move from any hex dot in the sea area (don't reduce its movement for the sea box section its CV occupies) and then fly to any hex within range or into an adjacent land section. You resolve these missions in the normal way.
Turn your carrier plane face-down when it returns from flying to a hex or land section, or from flying into a naval air combat from land. It keeps its original facing if it flew into a naval air combat from a CV.
You can rebase a carrier plane, up to double its range, from its CV to a hex or vice versa (including the cost to get into or out of the sea-box section). You can also rebase a carrier plane from a CV to another CV in the same sea-box section or port. Each of these counts as a rebase for activities limits. Turn the aircraft face-down if it is one of the excess rebases in a combined action.
8.6 Scrapping Carrier Planes
You can scrap a carrier plane when it is shot down. If you do, remove it from the game instead of returning it to the force pool. Once you scrap a carrier plane, you can never return it to the force pool.
You can also scrap a reinforcement carrier plane that was added to the force pools at least 5 years earlier. For example, if a carrier plane arrives as a reinforcement in 1943, you can scrap it if the date on the back of the counter is 1938 or earlier.
8.7 Upgrading Carrier Planes
Most carrier planes will list 2 or 3 years inside colored boxes on the back of their counter. The colored boxes determine the plane's class and correspond to particular CV aircraft capacities (each capacity point equals about 21 aircraft). The 7 classes are:
- light blue
- orange
- green
- royal blue
- red
- violet
- black
The top box on the counter is the plane's initial class. It is the same as the class shown on the front of the counter. It also specifies the year the plane enters your force pool. The other boxes determine the plane's later classes and the years that it switches to them. When its class drops, a carrier plane can fit onto a smaller CV.
Example: The French receive an SBC-4 carrier plane into the force pool at the start of 1939 (due to the '39 printed in the green square on the back of the counter). Until the start of 1941, the SBC-4 can only fly from land or from a class 3 or higher CV (e.g. the St. Cyr). From the start of 1941, the SBC-4 becomes a class 2 carrier plane (the '41 inside the orange square), so it can now fit on a class 2 CV or bigger (e.g. the Joffre). From the start of 1943 onwards, this carrier plane can fit on any French CV (they don't come any smaller than class 1s).
9. Surprise
In the impulse that a declaration of war surprises a neutral major power or minor country (WiF5 12.), its carrier planes cannot fly from its CVs and its naval units are automatically surprised.
You should still roll a search die to see how many column shifts there are for being surprised. There are 2 automatic shifts for being surprised, instead of the normal 1.
Your CVs which conduct a port attack against the surprised major power or minor country automatically succeed, even if they roll more than their search number. Therefore, they could succeed even from the 0 section of the sea box.
However, you should still roll, because port attacks in the surprise impulse can get surprise column shifts (unlike normal port attacks). You get:
- 2 shifts for automatically surprising your opponent; and
- 1 shift for each point on your search roll below the highest modified search number in a section your committed units occupy.
Your opponent does not roll.
10. Minor Naval Forces
When you need to set up a minor's naval forces, set them up in ports the minor controls. For its convoy points, set up its controlling major power's convoy points in ports the minor controls.
The naval units you set up are those which entered the force pool 2 or more years earlier. For example, if your opponent declares war on the Netherlands in 1940, you would set up the Dutch ships that had 1938 or earlier on the back of the counter.
If the date on the back of a minor country's ship counter is the year before you have to set up the minor's forces, you put it into the construction pool instead.
When a minor country is conquered, roll for its naval units in the same way as you roll for those of a conquered major power (WiF5 14.1.1).
11. Vichy Ships
If a Vichy government is installed in France, you can put up to 2 French naval units in each minor Vichy port, up to 4 in each major Vichy port, and up to 10 in Toulon, rather than the 1 allowed in World in Flames. Each port can have up to 1 convoy point for each other naval unit in addition to these totals.
Units listed in a major power's set up as '(Fr)', are treated as normal units of that major power.
Vichy French units set up in the repair pool can be repaired. When repaired, you must place them in a Vichy French territory port, within the above stacking limits. They are then Vichy French units.
12. Conquest
When you conquer a major power or minor country, you roll for control of each of its naval units (WiF5 14.1.1). Instead of replacing ships with similar ships from the controlling major power's pools, just keep the original ship under control of the relevant major power.
13. US Entry
Neutral major power's ships are no longer restricted to staying in ports (see 14.). This could mean that the US navy might vacate Pearl Harbor and deny the Japanese player his/her happiest moment. To discourage that, we have modified the US entry production effect calculation (WiF5 11.6.3.2) if there aren't enough US ships in Honolulu (and Manila).
Work out how many US ships you have in Honolulu and Manila during the US entry phase. If there are less than the turn number (always counting Sep/Oct 1939 as turn 1), then for each ship you are short, add 3 build points to the total Allied build points spent during the turn when calculating the US entry effects procedure. The US player doesn't actually get to spend these points, of course. The only ships that count are SCS, CVs, and TRS. There is no benefit if you have more ships than the turn number.
Example: In Mar/Apr 1941, you have a TRS in Manila and, in Honolulu, you have 5 SCS and a CV. This is turn 10 and you only have 7 ships in these two ports, so you are 3 ships short. Therefore, you increase the Allied build point total by 9 when calculating the US entry effects procedure.
13.1 US Entry Options
All US Entry options apply as written except as outlined below.
- Entry option #2 - this option applies, as written, to the Beam.
- Entry options #5, 18 & 27 - instead of 3 LS, these options allow you to escort allied convoy points (by being placed in the '0' box with them) with up to 6 surface naval units of any type. There is no US entry effect if any of these escorts is attacked. [Option 27 appears in the 1993 WiF Annual].
- Entry option #8 - this option is not in play in Ships in Flames.
- Entry option #9 - this option allows the Commonwealth (in the same turn as the option is chosen) to produce up to 8 surface naval units from the construction pool for 1 point less than normal cost (even if that reduces their cost to 0). These units do not have to be built all in the one Production Phase. Gearing limits still apply.
- Entry option #12 - this option increases the cost of Japanese naval units by 1 point each cycle. It has the normal effect on ARM and aircraft (including carrier planes).
- Entry option #15 - this option applies as written (but see 15.9).
14. Neutral Major Powers
This rule supersedes the restriction on US naval movement in WiF 17.1.
You must return your neutral major power naval units to base at the end of a turn. This does not apply to convoy points.
You cannot choose naval actions for your neutral major powers. If you choose a combined action, you make 1 naval movement every time you move a naval unit or fly an aircraft unit on a naval air mission (instead of each time you move or fly a group of naval or aircraft units). For example, if the USA is a neutral major power, it can only move 2 naval units, or fly 2 naval air missions, or do one of each, in an impulse.
15. Optional Rules
For those who like to play the game the designers play, we have asterisked '*' those optional rules we regularly play with.
15.1 Set Up *
When setting up the scenario (and at no other time), you can convert each TRS into 6 convoy points. Alternatively, you can convert each 6 convoy points into a TRS. These options only apply to units that set up on the map, not to those that are in the construction pool, repair pool, or on the production spiral.
15.2 Task Forces *
15.2.1 Procedure
Instead of moving all your units on the map, you can just move a task force marker. You keep the units in the task force on the task force display.
A task force has the movement allowance of its slowest unit and the range of the shortest-ranged unit in the force.
If you drop off the slowest, or shortest ranged, unit, the force has as many movement points as the new slowest unit and the range of the new shortest-ranged unit.
Example: Your task force contains a battleship with 3 movement points and 3 range, another with 4 movement points and 3 range, and two cruisers with 6 movement points and 4 range. You move it out of Pearl Harbor and drop off the 3-point battleship in the Hawaiian Islands sea area. You move that ship from the task force display to the map. The task force now has 4 movement points with 3 unused, and 2 areas left in its range. It proceeds to the Central Pacific where you drop off the 4-point battleship. The task force now has 6 movement points with 4 unused. Its range is now 4 with up to 2 areas still to go. It moves on to the Sea of Japan where, with 3 unused points, it can go into the 0, 1, or 2 section. All of this would count as 3 naval moves.
You can create a task force before any naval movement. Simply move the units to the task force display and replace them with a task force marker. You can transfer units out of an existing task force into a new task force in the same place.
Before any naval move, you can reorganize 2 or more task forces in the same port or sea-box section into 1 or more task forces.
Creating or reorganizing task forces does not count against your action limits.
15.2.2 Hidden Task Force
As a further option, you can keep your task force name face-down so that your opponent doesn't know which force is which. During step 3 of combat (committing units), or when you are trying to force your way through an interception, you must reveal the task force. You cannot prevent your opponent from examining the units on your task force display.
If playing with this option, you can even form empty task forces to fool your opponents. Since it contains no units, its maximum range and movement allowance is 6 (but obviously, how far you move it may affect its usefulness as a decoy). An empty task force can still cut supply (due to rumors of enemy forces). An empty task force is removed during step 3 of combat before your opponent's task force (if any) is revealed.
If your opponent moves a task force further than some units would be allowed to move, those units (and any units they are carrying) are destroyed.
15.3 Optional CV Searching *
Instead of increasing the search number in a section of a sea box by 1 if it contains a CV with a carrier plane (see 3.5.1), modify it in clear weather according to the longest range among the carrier planes on committed CVs in that section:
- if the longest range is 1-3, no modifier;
- if the longest range is 4-6, increase the search number by 1;
- if the longest range is 7 or more, increase the search number by 2.
If combat would not have occurred without the CV searching modifier, then this round's combat (if any) must be an air action.
15.4 In the Presence of the Enemy *
If you play with this rule, it costs 2 (instead of 1) points of all surface naval unit's movement allowance (not range) to enter a sea area, if at the start of the impulse that sea area contains an enemy aircraft unit, CV with a carrier plane or a SCS unless either:
- the area's sea-box contained a friendly aircraft unit, SCS, or CV with a carrier plane, at the start of the impulse; or
- the enemy unit is from a surprised major power or minor country (WiF5 12).
If a naval unit has insufficient movement allowance remaining to enter a sea area, it can't enter that sea area.
15.5 Carrier Planes
15.5.1 Decreasing CV Air-to-Air Abilities
Carrier planes represent only a small number of planes relative to land-based units. This is reflected in the rule that only counts a carrier plane in air-to-air combat if it is the front unit. It is also the reason why carrier planes suffer more from anti-aircraft fire.
To further reflect this difference, allow an aircraft unit facing a carrier plane in an air-to-air combat to increase its air-to-air rating by 1.
Example: Your air-to-air strength is 8 and your opponent's front fighter is a carrier plane. The opposing air-to-air rating/strength is 6. Your opponent rolls dice in the '-3 to -1' column. Your air-to-air combat value increases to 3. Normally you would roll on the '0 to +2' column but now you roll on the '+3 to +5' column.
15.5.2 Increasing CV Air-to-Air Abilities
On the other hand, you may want carrier planes to increase your air-to-air strengths. If so, each carrier plane which flies as a fighter (and has an air-to-air rating half or more that of the front fighter on the same side) adds 0.1 for each point in the plane's initial class (this is the number in the colored box on the front of the counter) rounded to the nearest whole number.
Example: Your front fighter is a FTR with an air-to-air rating of 5. Behind it you have another FTR and 2 carrier planes all of which have an air-to-air rating of at least 3. One of those has an initial class of 1 and the other is a 2. The air-to-air strength is 5+1+0.1+0.2=6.3. This rounds down to 6. If the class 1 carrier plane had been a 3 instead, the air-to-air strength would be 6.5, rounding to 7.
**15.5.3 Separate Force Pools ***
If you are playing with Planes in Flames, the Japanese, US and CW players can choose to separate their carrier planes into different carrier plane pools, based on the optional cost shown on the back of the counter, instead of putting them all into one force pool.
Instead of paying 1 build point to produce a carrier plane, these major powers now must pay 0, 1 or 2 build points and pick a plane from the appropriate force pool.
Carrier planes still count against your gearing limit, even if they have a 0 cost.
15.6 Pursuit
This option allows units to run away from a naval combat. You can no longer abort naval combat in the usual fashion (see 3.6.10).
Before making search rolls for any round of combat (including the first), you can announce that you are running (active player first).
If you run, return all your aircraft to base as if aborting the entire combat. Now, split up all your surface naval units (including convoy counters) into groups. There can be as many units in each group as you like.
If your opponent runs, you can pursue any of the running groups with your surface naval units and aircraft units (chasing is not compulsory). To pursue several groups, you must split up your chasing units. You can only pursue a group with surface naval units whose speed is at least equal to the group's slowest unit. Aircraft can chase any group.
A unit's speed is equal to its movement allowance. Damaged ships reduce their speed by 1. A chasing unit that can't keep up after being damaged must stop chasing.
SUBs never have to run and cannot be pursued if they do. SUBs can never chase.
Now, fight a separate combat for each group you have pursued, including search rolls, combat choice, etc. Each separate combat continues until:
- either side is fully aborted, or destroyed; or
- the pursuer decides to stop the chase or, because of damage, there is no pursuing unit that can keep up with the running group; or
- the search rolls fail to produce a combat.
After the combats are all over, all groups that ran must return to base as if they had aborted from the whole combat under the usual rules. The pursuers stay at sea.
15.7 Detailed Aborting
Instead of 'A' results teleporting naval units immediately to the nearest friendly port, this rule puts them at risk on the way home.
When a ship suffers an 'A' result, set it aside in the sea area. It takes no further part in that combat (i.e. its factors no longer count; if it is a CV, its carrier plane can't fly; and it can't suffer further results). Once the combat ends, you must return all these aborted units home, as if they were aborting the entire combat (see 3.6.10) but they must return to the closest port.
The aborting units can be intercepted (see 3.5) in each sea area they enter on the way, even by enemy units that have already fought a combat in the impulse. If aborting units are intercepted, the normal interception rules apply except:
- aborting units must be placed in the '0' section of the sea-box and must fight their way through (see 3.5.3); and
- you don't have to turn any unit face-down to fight your way through.
Units that abort as a result of an 'A' result can combine with units aborting from an entire combat but must still go to the nearest port.
If you combine this rule with pursuit (see 15.6), the units aborting because of an 'A' result can be pursued from their original sea area. If they suffer an 'A' result while being pursued, they get away from their pursuers and continue their abort move.
15.8 Modified Invasions *
Units can now invade from the 1, 2 or 3 section of the sea box. Halve the total non-MAR combat factors that invade. MAR's combat factors are not modified for invading.
Each hex or land section defends with a notional land unit against invasions and paradrops. The notional unit has 1 defense factor, modified by:
- -1 if it is being invaded in a surprise impulse;
- -1 if it is out of supply;
- +1 if it is in a hex in its unconquered home nation;
- +1 if it is in a city;
- +1 if it isn't stacked with a land unit but is in a hex adjacent to a friendly corps or army (except territorials from Africa Aflame), and not separated by an impassable hexside; and
- +1 for each section below the 3-section of the sea-box, that each invading land unit is invading from.
All these modifications are cumulative. The modified notional unit can never be worth less than 0 intrinsic factors.
Add the notional unit's factors to those of any land unit in the hex or land section.
The total combat factors are then modified by terrain and weather.
Provided no land unit is in the hex or land section, notional units may now be subject to ground-strike as if they were a real unit. The effect only applies in that impulse.
If a unit invades against a modified total of 0 defensive factors, the invasion is automatically successful.
Example: Japan declares war on the Commonwealth and attempts to invade the mountain hex NE of Port Moresby with a 4-factor MAR from the 1-section and a 5-factor INF from the 2-section of the Bismarck sea-box. There is only the CW notional unit defending, but Port Moresby is occupied by a CW INF.
The notional unit is usually worth 1, but 1 is added due to the adjacent CW corps, 2 is added for one land unit invading from the 1-section and 1 is added for one land unit invading from the 2-section. 1 is subtracted due to surprise. This total of 4 is then doubled to 8 due to the mountain. The invading INF's factors are halved. Japan's combat factors total 6.5 (2.5+4). After adding 6.5 for shore bombardment and 6.5 for ground support, the total invading is 19.5 combat factors (rounding to 20). This results in the final odds being 2:1 (20:8). The Japanese player regrets that he didn't invade from a closer port, allowing an invasion from a higher section of the sea-box (if they had all invaded from the 3-section, the odds would have been 10:1).
If an invasion is successful, the remaining invading units are placed in the invaded hex or land section. Even if you got an asterisk in the combat result, turn the invading units face-down (unless the terrain is desert or clear or the invasion was automatically successful).
15.9 Lend Lease *
Instead of the normal lend lease rule, you transport build points instead. You announce how many build points you are transporting in the resource lending segment.
You can transport 1 build point through a sea area for each convoy point there. You can't use that convoy point to transport resources in the same turn.
Lend leased build points must be able to be traced, by the recipient, to a home nation factory in order for them to be used, otherwise they are lost. Furthermore, half (rounding fractions up) of the build points that are lend leased to China via the Burma Road are also lost.
The recipient major power can use those build points to build (or repair) any unit except infantry types or CAV. If you are playing with Planes in Flames, the lend leased build points can only be used to build planes if at least 1 of your lend lease planes are currently available in the recipient's force pool.
If you receive build points from the USA, you can only use them to produce units that the USA is allowed to lend lease (by having picked the relevant US entry options).
If you are playing with Days of Decision II, you can't lend lease build points (your trade agreements can only swap resources for factories).
15.10 Amphibs *
The amphibious units (AMPH) we have provided replace those from Asia Aflame 1994.
- AMPH units are treated just like TRS with these exceptions:
- AMPH are a new force pool and count against ship gearing limits; and
- you can't convert AMPHs to convoy points (see 7.2); and
- AMPHs may only transport infantry and HQ units (and supply units, in Mech in Flames); and
- AMPH can land units into, or pick them up from, a coastal hex that doesn't contain a port or an HQ.
Only MAR and DIVs can invade a coastal hex or land section from a TRS. Other units can only invade from AMPHs.
15.11 Convoy Point Defense *
Instead of each convoy point marker having a defense factor of 10, regardless of how many points the counter represents, each convoy point has a defense factor of 2. So, if the counter is 4 convoy points for example, it has a defense factor of 8.
Convoy markers still need results to convert to the (virtual) '10' column (i.e. convert results from the left-most column), before they can be subject to losses.
15.12 Surface Port Attacks
SCS and SUBs may now also port attack during the port attack phase (see 3.1).
Announce which SCS and SUBs will conduct the port attack. They need to roll successfully to port attack, like carrier planes. If they are successful, then they attack the port after any aircraft have attacked that port.
A port attack by SCS or SUBs is fought as a surface combat (see 3.6.7) between the attacking SCS and SUBs you nominated and every surface naval unit and SUB in the port. However, the combat only lasts 1 round.
Increase the surface combat factors of defending units in a surface port attack by 10 in a minor port, and by 50 in a major port. This represents the guns, mines & torpedoes defending each port.
15.13 US Pacific Fleet Restriction
If you do not believe that rule 13 sufficiently restricts the US Pacific fleet, feel free to try this rule.
The US can neither increase its production multiple to 2, nor apply any sanctions against Japan, unless Honolulu contains at least 1 CV (with carrier plane) and 6 SCS costing 2 or more build points each for their 1st cycle.
Once it imposes a sanction or increases its production multiple to 2, at least these units must be in Honolulu at the end of every return to base phase. These units can still make naval movements from Honolulu during the turn.
15.14 Destroyer Invasions
Invasions from SCS (see 3.3.4) are available to all major powers.
15.15 Improved Defense
If a forced conversion of a combat result converts the loss to a lower defense class of ship, an 'X' becomes a 'D', a 'D' becomes an 'A' and an 'A' becomes a 'no effect'. If you voluntarily convert to a lower defense value ship, you must implement the full result.
Example: Your Yamato is alone in a battle where your opponent rolls a 6 on the 1 table. The 'X' is implemented first. Because it is in the 8-9 column, while the Yamato has a somewhat better defense than this (class '1', the best), the Yamato is damaged instead. Now you implement the 'A' result. Because it is in the 0-5 column, the Yamato is aborted. If she successfully gets back to base, Yamato goes into the repair pool. If you also had the A magi with the Yamato, and you chose to protect the A magi by taking the 'X' result on the Yamato, it would have been destroyed.
15.16 Reinforcements (Optional rule)
WiF 94/95 Annual - Optional Rule 15.16
While placing reinforcements on the map (see WiF5 rule 6), a major power may place up to 1 reinforcing convoy point in each controlled minor
(The source text for this rule is cut off at this point.)
16. Ships in Flames Set Up
16.1 Set Up Rules
What you've got here are the set ups for naval units and carrier planes. You should still use the normal set ups for all other units (ignoring every mention of CV, HS, LS, TRS, CONV, SUB and AMPH).
Naval units
Set up each naval unit (including convoy points) in a port controlled by its major power (unless other ports are specified in the set up). Make sure you don't exceed stacking.
We have indicated the set up of the replacement version of a naval unit with a "(CV)" after the ship's name. Otherwise, set up the original version of the ship.
Some SUBs have been built ahead of time. These are designated with an asterisk ('*') in the set up. Use the usual rule (see 5.3 - the pool is empty) to determine which units were built ahead of time.
The availability date of the Hiei is 1912 (not 1939).
Carrier planes
The set up tells you how many carrier planes you start with. Choose them randomly from the force pool. Decide which ones you want to keep. You can keep one for every "Carrier Pilot" you get in the scenario. This is true even if you're not playing with Planes in Flames. Put the surplus planes back into the force pools or you can scrap them if old enough (see 8.6). If you are playing with Planes in Flames, put the unscraped surplus aircraft in the reserve pool instead.
You can set up each carrier plane on a CV it can fit onto. Carrier planes you don't set up on a CV must start in their home country instead (United Kingdom for the Commonwealth). Not every CV has to start with a carrier plane.
If you are playing with Planes in Flames, you need a carrier pilot for every carrier plane you set up. Carrier pilots you don't use, go onto the available pilots track. You can't use them to set up other aircraft. Of course, from the first reinforcement phase, they can be used to pilot any aircraft.
Each set up also specifies every carrier plane and every extra pilot (Planes in Flames only) on the production spiral. These pilots are in addition to those in Planes in Flames. Use your Planes in Flames "Pilots in Training" markers to set up these reinforcement pilots.
Qn. Mary/Eliz
This unit represents the great passenger liners, Queen Mary and Queen Elizabeth which were used as troopships during the war. When setting up every scenario except 1936, the CW player may replace any 1 TRS set up on the map (chosen randomly) with this unit.
16.1.1 Previous Naval Moves
After you've set up a major power's units, you can make a naval move with them before the next major power sets up.
Because this represents units which stayed at sea at the end of the last turn, the units must end in a sea box section at least 1 below what they could have reached. For instance, if a naval unit reaches a sea area with 2 unused movement points, it could normally go into the 0, 1 or 2 section of that area's sea box; so it can only go into the 0 or 1 section instead.
Neutral major powers can only use this free move to start convoy points at sea, so only Japan can use it for other naval units in the 1939 campaigns (China could too, if only she had any naval units!?!). There is an exception for a few German naval units which can make this free move in the 1939 campaigns.
Units which take advantage of this free move cannot carry cargoes (except CVs can still carry carrier planes).
16.1.2 The Minor Navies
Set up a minor navy when someone declares war on the minor, or when the minor is declared in the war (see 10.). This list tells you how many convoy points each has:
- Argentina: 1 convoy point.
- Belgium: 2 convoy points.
- Brazil: 2 convoy points.
- Central America: 5 convoy points.
- Chile: 1 convoy point.
- Denmark: 6 convoy points.
- Estonia: 1 convoy point.
- Finland: 3 convoy points.
- Greece: 10 convoy points.
- Latvia: 1 convoy point.
- Netherlands: 10 convoy points.
- Norway: 13 convoy points.
- Poland: 1 convoy point.
- Portugal: 1 convoy point.
- Rumania: 1 convoy point.
- Sweden: 6 convoy points.
- Turkey: 1 convoy point.
- Yugoslavia: 2 convoy points.
16.2 Gearing Limits
Each scenario sets out the first turn's gearing limit for ships, submarines, convoy points, aircraft and pilots. Use these limits instead of those for the same gearing limit classes in our published scenarios.
16.3 1941 Barbarossa Scenario
WiF5E Scenario#: 26.2
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: Construction pool: 1 SUB.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Kirov, Marat, Maxim Gorkiy, Oct Revolution.
- Any Russian Black Sea port on the European map: K. Kavkaz, Molotov, P Commune, Voroshilov.
- European map: 3 SUB, 1 TRS, 2 convoy points.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later and Blucher, Graf Spee, Lutzow.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: Construction pool: 1 SUB.
- Place on Map:
- Black Sea: Dest. flotilla (Ru), 1 convoy point.
- Baltic Sea: Schlesien, Schl.-Holstein, Tirpitz, 1 SUB, 1 TRS, 10 convoy points.
16.4 1942 Guadalcanal Scenario
WiF5E Scenario#: 26.3
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Ark Royal, Barham, Cornwall, Courageous, Dorsetshire, Effingham, Fiji, Glorious, Gloucester, Hood, Iron Duke, Prince of Wales, Repulse, Royal Oak, Southampton, York.
- Naval/Air Gearing Limits: Not applicable
- Carrier Planes: 4
- Carrier Pilots: 2
- Place on Production Chart:
- Repair pool: Belfast
- Jul/Aug: Bermuda and 1 TRS face-up.
- Sep/Oct: 1 SUB face-up.
- Nov/Dec: Berwick face-up.
- Place on Map:
- Ceylon: Birmingham, Cornwall, Devonshire, Exeter, Formidable, Frobisher, Gambia, Glasgow, Hawkins, Hermes, Indomitable, Mauritius, Newcastle, Revenge, Royal Sovereign, Sumatra (Ne), Warspite, 1 TRS.
- Sydney: Australia, Canberra.
- Pacific map: 1 AMPH.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Arizona, Langley, Oklahoma, West Virginia.
- Naval/Air Gearing Limits: Not applicable
- Carrier Planes: 8
- Carrier Pilots: 4
- Place on Production Chart:
- Repair pool: Nevada, Tennessee.
- May/Jun: Hornet, North Carolina & Washington face-up, 1 carrier plane, 1 pilot.
- Jul/Aug: 1 carrier plane, 1 pilot, 1 SUB
- Sep/Oct: 1 carrier plane, 1 AMPH face-up
- Nov/Dec: Essex face-up, 1 carrier plane, 1 pilot.
- Jan/Feb: Lexington II face-up, 1 carrier plane, 1 pilot.
- Place on Map:
- US west coast: Colorado, Louisville, Saratoga, 1 TRS.
- Darwin: Houston.
- Any port(s) in the New Hebrides: Chicago, Lexington, Portland, Salt Lake City, San Francisco, Yorktown, 1 SUB, 1 TRS.
- Honolulu: Astoria, Chester, Enterprise, Idaho, Indianapolis, Maryland, Minneapolis, Mississippi, New Mexico, New Orleans, Northampton, Pensacola, Pennsylvania, 1 SUB, 1 TRS.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later.
- Naval/Air Gearing Limits: Not applicable
- Carrier Planes: 16
- Carrier Pilots: 11
- Place on Production Chart:
- Repair pool: Asama
- May/Jun: Junyo face-up, 1 carrier plane, 1 pilot.
- Jul/Aug: Hiyo and Musashi face-up, 1 carrier plane, 1 pilot.
- Sep/Oct: 1 carrier plane, 1 pilot.
- Nov/Dec: Chuyo and Ryuho face-up, 1 carrier plane, 1 pilot.
- Place on Map:
- Singapore: Akagi, Chikuma, Haruna, Hiei, Hiryu, Kongo, Kirishima, Shokaku, Soryu, Tone, Zuikaku, 1 SUB, 1 TRS.
- Truk: Atago, Fuso, Shoho, Mogami, Mutsu, 1 SUB, 1 AMPH.
- Japan: Aoba, Ashigara, Chokai, Furutaka, Haguro, Hosho, Hyuga, Idzumo, Ise, Kaga, Kako, Kinugasa, Kumano, Maya, Mikuma, Myoko, Nachi, Nagata, Ryujo, Suzuya, Taiyo, Takao, Unyo, Yamashiro, Yamato, Zuiho, 1 SUB, 2 TRS.
16.5 Nov 1941 "Day of Infamy" Single Map Campaign
WiF5E Scenario#: 27.3
Special Notes: For Transfer Pool purposes (see WiF5 27.3.3), the CW build point value of each on-map and transfer pool naval unit equals the sum of the costs on the back of the Ships in Flames' counter. Carrier planes' build point values must also be counted; this equals the unit's cost (plus pilot cost if playing with Planes in Flames).
China
- Remove From Force Pools: All naval units and (the source text is cut off at this point)
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 (the source text is cut off at this point)
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later and Marat.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot (turn of war with Japan)
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Nov/Dec 1943: Kalinin face-up
- Mar/Apr 1944: Kaganovich face-up.
- Place on Map:
- Pacific map: 2 SUB.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later and Courageous, Effingham, Fiji, Glorious, Gloucester, Hood, Iron Duke, Royal Oak, Southampton, York.
- Naval/Air Gearing Limits: 4 ships, 2 SUB, 2 (convoy points, see source)
- Carrier Planes: 8 (see note)
- Carrier Pilots: 5 (see note)
- Note: Those planes and pilots not placed on Hermes are available in the transfer pool.
- Place on Production Chart:
- Construction pool: Newfoundland, Uganda, Unicorn, 1 SUB.
- Transfer pool: Birmingham, Devonshire, Duke of York, Illustrious, Indomitable, Kent, Kenya, King George V, London, Malaya, Mauritius, Nigeria, Q Elizabeth, Ramillies, Revenge, Shropshire, Suffolk, Valiant, Victorious, 3 SUB, 2 TRS, 5 convoy points.
- Repair pool: Belfast, Berwick, Formidable, Frobisher, Liverpool, Manchester, Nelson, Resolution, Rodney, Sussex, Warspite.
- Jan/Feb: Gambia, Newcastle and 1 AMPH face-up, 2 convoy points.
- Mar/Apr: 1 SUB face-down, 3 convoy points.
- May/Jun: Anson and Jamaica face-up, 1 convoy point.
- Jul/Aug: Bermuda and Howe face-up, Ceylon face-down.
- Place on Map:
- Singapore: P of Wales, Repulse.
- Australia: Australia, Canberra.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 5 ships, 2 SUB, 4 (see source)
- Carrier Planes: 10
- Carrier Pilots: 7
- Place on Production Chart:
- Construction pool: Wyoming, 1 AMPH.
- Jan/Feb: Colorado face-up, Essex and Iowa face-down, 2 convoy points.
- Mar/Apr: Indiana, South Dakota and 1 SUB face-up, Lexington II and 1 TRS face-down, 3 convoy points.
- May/Jun: Massachusetts face-up, Baltimore, Independence, New Jersey, Princeton and Yorktown II face-down, 4 convoy points.
- Jul/Aug: Alabama face-up, Boston and Bunker Hill face-down.
- Place on Map:
- European map: Arkansas, Augusta, Idaho, Mississippi, New Mexico, New York, North Carolina, Quincy, Ranger, Texas, Tuscaloosa, Vincennes, Washington, Wasp, Wichita, Yorktown.
- Honolulu: Arizona, California, Maryland, Nevada, New Orleans, Oklahoma, Pennsylvania, San Francisco, Tennessee, West Virginia.
- Manila: Houston, Langley.
- Pacific map: Astoria, Chester, Chicago, Enterprise, Hornet, Indianapolis, Lexington, Louisville, Minneapolis, Northampton, Pensacola, Portland, Salt Lake City, Saratoga, 3 SUB, 2 TRS, 15 convoy points.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 (see source)
- Carrier Planes: 15
- Carrier Pilots: 10
- Place on Production Chart:
- Construction pool: Chitose, Chiyoda, Chuyo, Kaiyo, Ryuho, 1 AMPH.
- Repair pool: Asama.
- Jan/Feb: Shoho face-up, 1 carrier plane, 1 pilot.
- May/Jun: Junyo and Unyo face-up, 2 carrier planes, 1 convoy point.
- Jul/Aug: Hiyo and Musashi face-up.
- Sep/Oct: Shinyo face-down.
- Place on Map:
- Pacific map: Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai, Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu, Hasha, Hyuga, Idzumo, Ise, Kaga, Kako, Kinugasa, Kirishima, Kongo, Kumano, Lamotte-Picquet (Vichy Fr.), Maya, Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagata, Ryujo, Shokaku, Soryu, Suzuya, Taiyo, Takao, Tone, Yamashiro, Yamato, Zuiho, Zuikaku, 3 SUB, 3 TRS, 1 AMPH, 21 convoy points.
16.6 1939 "Fascists Tide" Single Map Campaign
WiF5E Scenario#: 27.4
Scenario Notes: The French receive 1 resource point for every full 4 French convoy points in the Transfer Pool, to a maximum of 3. The CW receives 1 resource point for every full 3 CW convoy points in the Transfer Pool, to a maximum of 7. These are changes to WiF5 27.4.2.
Transfer Pool: This rule replaces WiF5 27.4.3.
The Transfer Pool is treated as if it were a sea area connected to the Southern Ocean, Persian Gulf, Red Sea and Horn of Africa sea areas. It contains a French, CW and Japanese major port. Naval units (including convoy points) move into it like any other sea area. At the start of the game, the Axis player buys 65 build points worth of Japanese naval units and carrier planes only (and pilots, if playing with Planes in Flames). These must be units with an availability year of 1941 or earlier. Set them up in the Transfer Pool. Japan does not receive any reinforcements but can repair 1 damaged naval unit per turn. From the turn the US enters the war, the Axis player may make 1 Japanese naval move per impulse (regardless of, and in addition to, what action the Italian or German chose). This move can only be into the Transfer Pool sea area. Use a vacant sea-box to show what sections the Japanese units are in. CW and French units may sail into that sea area from that, or other, sea areas. Aircraft may not fly naval air missions into the Transfer Pool sea area.
Carrier planes on CVs (only) can port attack opposing ports in the Transfer Pool sea area, once the US is in the war.
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 3 ships, 2 SUB, 1 convoy point, 1 aircraft, 1 pilot
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Maxim Gorkiy, Molotov, 1 SUB.
- Jan/Feb: 1 SUB* face-down. (See 16.1 Set up rules, and 5.3)
- Mar/Apr: Zhelezniakov face-down.
- May/Jun: Voroshilov face-up, Chapayev face-down.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Kirov, Marat, Oct Revolution.
- Any Russian Black Sea port on the European map: K. Kavkaz, P Commune.
- European map: 2 SUB, 1 TRS, 1 convoy point.
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later and Pisa.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: 1 SUB* face-down. (See 16.1 Set up rules, and 5.3)
- Repair Pool: Andrea Doria, Caio Duilio.
- Nov/Dec: Impero face-down.
- Mar/Apr: Vittorio Veneto face-up.
- May/Jun: Littorio face-up, Roma face-down.
- Place on Map:
- European map: Abruzzi, Balzano, C. di Cavour, Duca D'Aosta, E. Di Savoia, Fiume, Garibaldi, Guilio Cesare, Gorizia, Pola, San Giorgio, Trento, Trieste, Zara, 2 TRS, 7 convoy points, 3 SUB.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later and Arizona, Astoria, California, Chester, Chicago, Enterprise, Indianapolis, Langley, Lexington, Louisville, Minneapolis, Mississippi, New Mexico, New Orleans, Northampton, Oklahoma, Pennsylvania, Pensacola, Portland, Salt Lake City, San Francisco, Tennessee, West Virginia, Yorktown.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 2 convoy points, 2 aircraft, 1 pilot
- Carrier Planes: 7
- Carrier Pilots: 4
- Place on Production Chart:
- Construction Pool: Wyoming.
- Place on Map:
- European map: Arkansas, Augusta, Idaho, New York, Quincy, Ranger, Texas, Tuscaloosa, Vincennes, Wichita, 1 SUB, 2 TRS, 10 convoy points.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 3 ships, 2 SUB, 2 convoy points, 1 aircraft, 2 pilots
- Carrier Planes: 8
- Carrier Pilots: 5
- Place on Production Chart:
- Construction Pool: Formidable, Iron Duke, Kenya, King George V, Mauritius, Nigeria, P of Wales, Victorious.
- Transfer Pool: Australia, Birmingham, Canberra, Cornwall, Dorsetshire, Eagle, Glorious, Gloucester, Kent, Liverpool, Manchester, 21 convoy points.
- Repair Pool: Frobisher, London, Suffolk, Q Elizabeth.
- Nov/Dec: Valiant face-up, 1 convoy point.
- Jan/Feb: Anson, Duke of York and 1 SUB face-down.
- Mar/Apr: Howe, Indomitable and Trinidad face-down, 1 convoy point.
- May/Jun: Fiji and Illustrious face-up.
- Place on Map:
- European map: Argus, Ark Royal, Barham, Belfast, Berwick, Courageous, Cumberland, Devonshire, Edinburgh, Effingham, Exeter, Furious, Glasgow, Hawkins, Hermes, Hood, Malaya, Nelson, Newcastle, Norfolk, Ramillies, Renown, Repulse, Resolution, Revenge, Rodney, Royal Oak, R Sovereign, Sheffield, Shropshire, Southampton, Sussex, Warspite, York, 4 TRS, 60 convoy points, 2 SUB.
France
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 convoy points, 1 aircraft, 1 pilot.
- Carrier Planes: 2
- Carrier Pilots: 1
- Place on Production Chart:
- Construction Pool: 1 SUB.
- Transfer Pool: Lamotte-Picquet, 4 convoy points.
- Repair Pool: Courbet, Paris.
- Mar/Apr: Jean Bart II face-down, 1 convoy point.
- Jul/Aug: Richelieu face-up.
- Place on Map:
- European map: Algerie, Bearn, Bretagne, Colbert, Commandant Teste, Duguay Trouin, Dunkerque, Dupleix, Duquesne, Foch, Jean Bart, Lorraine, Primaguet, Provence, Strasbourg, Suffren, Tourville, 1 TRS, 6 convoy points, 2 SUB.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Graf Zeppelin, Lutzow, Prinz Eugen, Seydlitz, Tirpitz.
- Repair Pool: Adm. Scheer.
- Jul/Aug: Bismarck face-up.
- Place on Map:
- European map: Adm. Hipper, Blucher, Deutschland†, Gneisenau, Graf Spee†, Scharnhorst, Schlesien, Schl.-Holstein, 2 TRS, 11 convoy points, 2 SUB.
- † May start at sea as if they had made a naval move from a German port last turn (ignoring geographical movement restrictions).
16.7 1936 "Days of Decision" Campaign
WiF5E Scenario#: N/A
Scenario Notes: To play this campaign you need Days of Decision or Days of Decision II as well as World in Flames. For the purposes of calculating your naval ratio (see DoD II 8.7.1 IPO 15), include the cost of all your naval units as well as the build point cost of all carrier planes and their pilots. Do not include the cost of any pilots on the available pilots track. (WiF 94/95 Annual - Errata.)
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- May/Jun: Voroshilov face-down.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Marat, Oct. Revolution.
- Any Russian Black Sea port on the European map: K. Kavkaz, P Commune.
- European map: 2 SUB.
- Pacific map: 1 SUB.
- Either map: 1 TRS, 1 convoy point.
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Repair Pool: Andrea Doria, Caio Duilio, C. di Cavour, Guilio Cesare, Pisa, San Giorgio.
- Mar/Apr: Abruzzi and Garibaldi face-down.
- Place on Map:
- European map: Balzano, Duca D'Aosta, E. Di Savoia, Fiume, Gorizia, Pola, Trento, Trieste, Zara, 2 SUB, 1 TRS, 7 convoy points.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: 5
- Carrier Pilots: 3
- Place on Production Chart:
- Construction Pool: Wyoming.
- Repair Pool: California, Colorado, Houston, Maryland, Saratoga, Tennessee, West Virginia.
- Mar/Apr: Vincennes and Yorktown face-down.
- May/Jun: Quincy face-up.
- Sep/Oct: Enterprise face-down.
- Place on Map:
- European map: Arkansas, Indianapolis, Louisville, Portland.
- Pacific map: Arizona, Astoria, Augusta, Chester, Chicago, Idaho, Langley, Lexington, Minneapolis, Mississippi, Nevada, New Mexico, New Orleans, New York, Northampton, Oklahoma, Pennsylvania, Pensacola, Ranger, Salt Lake City, San Francisco, Texas, Tuscaloosa.
- Either map: 3 SUB, 2 TRS, 25 convoy points.
China
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map:
- Pacific map: Ning Hai, Ying Swei, 2 convoy points.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 3 ships, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: 5
- Carrier Pilots: 4
- Place on Production Chart:
- Construction Pool: Iron Duke, Newcastle.
- Repair Pool: Argus, Australia, Cornwall, Courageous, Cumberland, Effingham, Frobisher, Furious, Hawkins, Kent, London, Malaya, Nelson, Q Elizabeth, Renown, Repulse, Rodney, Royal Oak, Suffolk, Valiant, Warspite.
- May/Jun: Glasgow face-down.
- Jul/Aug: Sheffield face-down.
- Sep/Oct: Birmingham and Southampton face-down.
- Place on Map:
- European map: Barham, Glorious, Hood, Ramillies, Resolution, Revenge, R Sovereign.
- Pacific map: Canberra, Eagle, Hermes.
- Either map: Berwick, Devonshire, Dorsetshire, Exeter, Norfolk, Shropshire, Sussex, York, 2 SUB, 3 TRS, 78 convoy points.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 3 ships, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: 6
- Carrier Pilots: 4
- Place on Production Chart:
- Construction Pool: Ryuho, Shoho, Soryu, Suzuya.
- Repair Pool: Akagi, Aoba, Asama, Atago, Furutaka, Hiei, Hyuga, Ise, Kako, Kinugasa, Kirishima, Kongo, Mikuma, Mogami, Mutsu, Ryujo, Takao.
- May/Jun: 1 AMPH face-up, Zuiho face-down.
- Sep/Oct: Kumano face-down.
- Nov/Dec: Chitose face-down.
- Place on Map:
- Pacific map: Ashigara, Chokai, Fuso, Haguro, Haruna, Hasha, Idzumo, Kaga, Maya, Myoko, Nachi, Nagata, Yamashiro, 2 SUB, 2 TRS, 14 convoy points.
France
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: 2
- Carrier Pilots: 1
- Place on Production Chart:
- Construction Pool: Dunkerque.
- Repair Pool: Courbet, Jean Bart, Paris, Primaguet.
- Nov/Dec: Strasbourg face-down.
- Place on Map:
- European map: Algerie, Bearn, Bretagne, Colbert, Comm. Teste, Duguay Trouin, Dupleix, Duquesne, Foch, Lorraine, Provence, Suffren, Tourville.
- Pacific map: Lamotte-Picquet.
- Either map: 2 SUB, 1 TRS, 9 convoy points.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1937 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Repair Pool: Adm. Scheer, Schl.-Holstein.
- May/Jun: Scharnhorst face-down.
- Nov/Dec: Gneisenau face-down.
- Place on Map:
- European map: Deutschland, Graf Spee, Schlesien, 1 TRS, 10 convoy points.
16.8 1939-1945 "Global War" Campaign
WiF5E Scenario#: 28.7
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 3 ships, 2 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Maxim Gorkiy, Molotov, 1 SUB.
- Jan/Feb: 1 SUB* face-down. (See 16.1 Set up rules, and 5.3)
- Mar/Apr: Zhelezniakov face-down.
- May/Jun: Voroshilov face-up, Chapayev face-down.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Kirov, Marat, Oct Revolution.
- Any Russian Black Sea port on the European map: K. Kavkaz, P Commune.
- European map: 2 SUB.
- Pacific map: 2 SUB.
- Either map: 1 TRS, 1 convoy point.
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later and Pisa.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: 1 SUB.
- Repair Pool: Andrea Doria, Caio Duilio.
- Nov/Dec: Impero face-down.
- Mar/Apr: Vittorio Veneto face-up.
- May/Jun: Littorio face-up, Roma face-down.
- Place on Map:
- European map: Abruzzi, Balzano, C. di Cavour, Duca D'Aosta, E. Di Savoia, Fiume, Garibaldi, Guilio Cesare, Gorizia, Pola, San Giorgio, Trento, Trieste, Zara, 2 TRS, 7 convoy points, 3 SUB.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 2 convoy points, 2 aircraft, 1 pilot.
- Carrier Planes: 7
- Carrier Pilots: 4
- Place on Production Chart:
- Construction Pool: Wyoming.
- Repair Pool: Colorado, Maryland, Saratoga.
- Nov/Dec: Houston face-up, 1 SUB face-down.
- Mar/Apr: Wasp face-up, 1 carrier plane, 1 convoy point.
- May/Jun: North Carolina and Washington face-down.
- Place on Map:
- European map: Arkansas, Indianapolis, Louisville, New York, Pensacola, Quincy, Ranger, San Francisco, Texas, Tuscaloosa, Vincennes, Wichita.
- Pacific map: Arizona, Astoria, Augusta, California, Chester, Chicago, Enterprise, Idaho, Langley, Lexington, Minneapolis, Mississippi, Nevada, New Mexico, New Orleans, Northampton, Oklahoma, Pennsylvania, Portland, Salt Lake City, Tennessee, West Virginia, Yorktown.
- Either map: 3 SUB, 4 TRS, 27 convoy points.
China
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later, Ying Swei and Ning Hai.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 3 ships, 2 SUB, 2 convoy points, 1 aircraft, 2 pilots.
- Carrier Planes: 8
- Carrier Pilots: 5
- Place on Production Chart:
- Construction Pool: Formidable, Iron Duke, Kenya, King George V, Mauritius, Nigeria, P of Wales, Victorious.
- Repair Pool: Frobisher, London, Suffolk, Q Elizabeth.
- Nov/Dec: Valiant face-up, 1 convoy point.
- Jan/Feb: Anson, Duke of York and 1 SUB face-down.
- Mar/Apr: Howe, Indomitable and Trinidad face-down, 1 convoy point.
- May/Jun: Fiji and Illustrious face-up.
- Place on Map:
- European map: Argus, Ark Royal, Barham, Belfast, Berwick, Courageous, Cumberland, Devonshire, Edinburgh, Effingham, Exeter, Furious, Glasgow, Hawkins, Hermes, Hood, Malaya, Nelson, Newcastle, Norfolk, Ramillies, Renown, Repulse, Resolution, Revenge, Rodney, Royal Oak, R Sovereign, Sheffield, Shropshire, Southampton, Sussex, Warspite, York.
- Pacific map: Australia, Birmingham, Canberra, Cornwall, Dorsetshire, Eagle, Glorious, Gloucester, Kent, Liverpool, Manchester.
- Either map: 4 TRS, 81 convoy points, 2 SUB.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 convoy points, 1 aircraft, 1 pilot.
- Carrier Planes: 9
- Carrier Pilots: 6
- Place on Production Chart:
- Construction Pool: Chitose, Chiyoda, Ryuho, Shoho, Shokaku, Zuiho.
- Repair Pool: Aoba, Asama, Atago, Hiei, Kinugasa, Takao.
- Nov/Dec: Zuikaku and 1 SUB face-down.
- Mar/Apr: 1 convoy point.
- Jul/Aug: Yamato face-down.
- Place on Map:
- Pacific map: Akagi, Ashigara, Chikuma, Chokai, Furutaka, Fuso, Haguro, Haruna, Hiryu, Hasha, Hyuga, Idzumo, Ise, Kaga, Kako, Kirishima, Kongo, Kumano, Maya, Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagata, Ryujo, Soryu, Suzuya, Tone, Yamashiro, 3 TRS, 1 AMPH, 16 convoy points, 2 SUB.
France
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 convoy points, 1 aircraft, 1 pilot.
- Carrier Planes: 2
- Carrier Pilots: 1
- Place on Production Chart:
- Construction Pool: 1 SUB.
- Repair Pool: Courbet, Paris.
- Mar/Apr: Jean Bart II face-down, 1 convoy point.
- Jul/Aug: Richelieu face-up.
- Place on Map:
- European map: Algerie, Bearn, Bretagne, Colbert, Commandant Teste, Duguay Trouin, Dunkerque, Dupleix, Duquesne, Foch, Jean Bart, Lorraine, Primaguet, Provence, Strasbourg, Suffren, Tourville.
- Pacific map: Lamotte-Picquet.
- Either map: 1 TRS, 10 convoy points, 2 SUB.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1940 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Graf Zeppelin, Lutzow, Prinz Eugen, Seydlitz, Tirpitz.
- Repair Pool: Adm. Scheer.
- Jul/Aug: Bismarck face-up.
- Place on Map:
- European map: Adm. Hipper, Blucher, Deutschland†, Gneisenau, Graf Spee†, Scharnhorst, Schlesien, Schl.-Holstein, 2 TRS, 11 convoy points, 2 SUB.
- † May start at sea as if they had made a naval move from a German port last turn (ignoring geographical movement restrictions).
16.9 May 1941 Campaign
WiF5E Scenario#: 28.3
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 4 ships, 2 SUB, 2 convoy points, 1 aircraft, 2 pilots.
- Carrier Planes: 9
- Carrier Pilots: 6
- Place on Production Chart:
- Construction Pool: Massachusetts, Wyoming.
- Repair Pool: Beam (Fr), Colorado.
- Jul/Aug: Alabama face-down, 2 convoy points.
- Sep/Oct: Hornet face-up, 1 SUB face-down, 1 carrier plane, 1 pilot.
- Nov/Dec: 1 AMPH face-down, 1 convoy point.
- Mar/Apr: Indiana and South Dakota face-up.
- Place on Map:
- European map: Arkansas, Augusta, Idaho, New York, North Carolina, Quincy, Ranger, Texas, Tuscaloosa, Vincennes, Washington, Wasp, Wichita.
- Honolulu: Arizona, Astoria, California, Chester, Chicago, Enterprise, Indianapolis, Louisville, Maryland, Minneapolis, Nevada, New Mexico, New Orleans, Northampton, Oklahoma, Pennsylvania, Pensacola, Portland, San Francisco, Tennessee, West Virginia, Yorktown.
- Manila: Houston, Langley.
- Pacific map: Lexington, Mississippi, Salt Lake City, Saratoga.
- Either map: 4 SUB, 4 TRS, 34 convoy points.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 2 convoy points, 2 aircraft, 4 pilots.
- Carrier Planes: 11
- Carrier Pilots: 7
- Place on Production Chart:
- Construction Pool: Chitose, Chiyoda, Chuyo, Hiyo, Junyo, Kaiyo, Musashi, Ryuho, Unyo, 1 SUB, 1 AMPH.
- Repair Pool: Asama.
- Jul/Aug: Shokaku face-up, 1 carrier plane, 1 pilot.
- Sep/Oct: Taiyo and Zuikaku face-up, 2 carrier planes, 2 pilots.
- Nov/Dec: Yamato face-up, 1 convoy point.
- Jan/Feb: Shoho face-up.
- Place on Map:
- Pacific map: Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai, Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu, Hasha, Hyuga, Idzumo, Ise, Kaga, Kako, Kinugasa, Kirishima, Kongo, Kumano, Maya, Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagata, Ryujo, Soryu, Suzuya, Takao, Tone, Yamashiro, Zuiho, 2 SUB, 3 TRS, 1 AMPH, 20 convoy points.
16.10 Nov 1941 Campaign
WiF5E Scenario#: 28.4 (the source gives the scenario as "WiF: Waking Giant: 1941-1945 USA Enters the War")
China
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later, Ying Swei and Ning Hai.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later and Fiume, Pisa, Pola, San Giorgio, Zara.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 2 convoy points, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Aquila, Impero.
- Repair Pool: C. di Cavour, Vittorio Veneto.
- May/Jun: Roma face-up, 1 convoy point.
- Place on Map:
- European map: Abruzzi, Andrea Doria, Balzano, Caio Duilio, Dalmacija (Yu), Duca D'Aosta, E. Di Savoia, Garibaldi, Guilio Cesare, Gorizia, Littorio, Trento, Trieste, 3 SUB, 2 TRS, 7 convoy points.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later and Bismarck, Blucher, Graf Spee, Lutzow.
- Add to Force Pools: De Zeven Prov. (Ne), Eendracht (Ne).
- Naval/Air Gearing Limits: 1 ship, 3 SUB, 1 convoy point, 3 aircraft, 3 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Clemenceau (Fr), Gascoigne (Fr), Graf Zeppelin, Seydlitz, 1 SUB.
- Repair Pool: Dunkerque (Vichy Fr.), Haarfagre (No), Niels Juel (De), Peder Skram (De), Provence (Vichy Fr.), Richelieu (Vichy Fr.), Tordenskjold (No).
- Jan/Feb: 1 SUB face-up, 1 SUB* face-down. (See 16.1 Set up rules, and 5.3)
- Mar/Apr: 1 SUB face-up, 1 SUB* face-down. (See 16.1 Set up rules, and 5.3)
- Place on Map:
- Black Sea: Dest. flotilla (Ru), 1 convoy point.
- Baltic Sea: Adm. Hipper, Adm. Scheer, Deutschland, Gneisenau, Prinz Eugen, Scharnhorst, Schlesien, Schl.-Holstein, Tirpitz, 8 SUB, 1 TRS, 9 convoy points.
- Hanoi: Lamotte-Picquet (Vichy Fr.)
- Toulon: (all Vichy Fr); Algerie, Colbert, Dupleix, Foch, Jean-Bart, Strasbourg, 2 SUB, 1 TRS, 9 convoy points.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 6 ships, 2 SUB, 5 convoy points, 1 aircraft, 1 pilot.
- Carrier Planes: 10
- Carrier Pilots: 7
- Place on Production Chart:
- Construction Pool: Wyoming, 1 AMPH.
- Repair Pool: Beam (Fr).
- Jan/Feb: Colorado face-up, Essex and Iowa face-down, 2 convoy points.
- Mar/Apr: Indiana, South Dakota and 1 SUB face-up, Lexington II and 1 TRS face-down, 3 convoy points.
- May/Jun: Massachusetts face-up, Baltimore, Independence, New Jersey, Princeton and Yorktown II face-down, 4 convoy points.
- Jul/Aug: Alabama face-up, Boston and Bunker Hill face-down.
- Place on Map:
- European map: Arkansas, Augusta, Idaho, Mississippi, New Mexico, New York, North Carolina, Quincy, Ranger, Texas, Tuscaloosa, Vincennes, Washington, Wasp, Wichita, Yorktown.
- Honolulu: Arizona, California, Maryland, Nevada, New Orleans, Oklahoma, Pennsylvania, San Francisco, Tennessee, West Virginia.
- Manila: Houston, Langley.
- Pacific map: Astoria, Chester, Chicago, Enterprise, Hornet, Indianapolis, Lexington, Louisville, Minneapolis, Northampton, Pensacola, Portland, Salt Lake City, Saratoga.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1942 or later.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 convoy points, 4 aircraft, 1 pilot.
- Carrier Planes: 15
- Carrier Pilots: 10
- Place on Production Chart:
- Construction Pool: Chitose, Chiyoda, Chuyo, Kaiyo, Ryuho, 1 AMPH.
- Repair Pool: Asama.
- Jan/Feb: Shoho face-up, 1 carrier plane, 1 pilot.
- May/Jun: Junyo and Unyo face-up, 2 carrier planes, 1 convoy point.
- Jul/Aug: Hiyo and Musashi face-up.
- Sep/Oct: Shinyo face-down.
- Place on Map:
- Pacific map: Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai, Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu, Hosho, Hyuga, Idzumo, Ise, Kaga, Kako, Kinugasa, Kirishima, Kongo, Kumano, Maya, Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagata, Ryujo, Shokaku, Soryu, Suzuya, Taiyo, Takao, Tone, Yamashiro, Yamato, Zuiho, Zuikaku, 3 SUB, 3 TRS, 1 AMPH, 21 convoy points.
16.11 May 1942 Campaign
WiF5E Scenario#: N/A
Scenario Notes: This campaign originally appeared in the World in Flames Lines of Communication Newsletter No. 3 and is being reprinted in the 1994/95 World in Flames Annual.
China
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later, Ying Swei and Ning Hai.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Marat.
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Chapayev, Frunze, Kuibyshev, Zhelezniakov.
- Repair Pool: Kirov, K. Kavkaz, Oct Revolution.
- Jul/Aug: Maxim Gorkiy face-up.
- Nov/Dec: Kalinin face-down.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Molotov, P Commune, Voroshilov.
- European map: 2 SUB.
- Pacific map: 2 SUB.
- Either map: 1 SUB, 1 TRS, 2 convoy points.
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Fiume, Pisa, Pola, San Giorgio, Zara.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Aquila, Impero.
- Repair Pool: Caio Duilio, C. di Cavour.
- Place on Map:
- European map: Abruzzi, Andrea Doria, Balzano, Dalmacija (Yu), Duca D'Aosta, E. Di Savoia, Garibaldi, Guilio Cesare, Gorizia, Littorio, Roma, Trento, Trieste, Vittorio Veneto, 3 SUB, 2 TRS, 6 convoy points.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Ark Royal, Barham, Cornwall, Courageous, Dorsetshire, Effingham, Exeter, Fiji, Glorious, Gloucester, Hood, Iron Duke, P of Wales, Repulse, Royal Oak, Southampton, York.
- Naval/Air Gearing Limits: 8 ships, 2 SUB, 3 convoy points, 2 aircraft, 3 pilots.
- Carrier Planes: 11
- Carrier Pilots: 7
- Place on Production Chart:
- Construction Pool: Jean-Bart II (Fr.).
- Repair Pool: Belfast, Duguay-Trouin (Fr), Duquesne (Fr), Lorraine (Fr), Q Elizabeth, Suffren (Fr), Tourville (Fr), Valiant.
- Jul/Aug: Bermuda, Berwick, Howe, Suffolk, Sussex face-up, Ceylon face-down, 2 convoy points.
- Sep/Oct: 1 SUB face-up, 2 convoy points.
- Nov/Dec: Implacable and Indefatigable face-down, 2 convoy points.
- Jan/Feb: Newfoundland and Uganda face-up, Swiftsure face-down.
- Mar/Apr: Unicorn face-up.
- Place on Map:
- European map: Argus, Anson, Courbet (Fr), Cumberland, Duke of York, Eagle, Edinburgh, Furious, Girg. Averoff (Gr), Illustrious, Jamaica, Kent, Kenya, King George V, Liverpool, London, Malaya, Manchester, Nelson, Nigeria, Norfolk, Primaguet (Fr), Ramillies, Renown, Resolution, Rodney, Sheffield, Shropshire, Trinidad, Victorious.
- Pacific map: Australia, Birmingham, Canberra, Devonshire, Formidable, Frobisher, Gambia, Glasgow, Hawkins, Indomitable, Mauritius, Newcastle, Revenge, R Sovereign, Sumatra (Ne), Warspite.
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later.
- Add to Force Pool: Sri Ayuthia (Si).
- Naval/Air Gearing Limits: 2 ships, 1 SUB, 2 convoy points, 4 aircraft, 3 pilots.
- Carrier Planes: 17
- Carrier Pilots: 12
- Place on Production Chart:
- Construction Pool: Chitose, Chiyoda, Kaiyo, 1 AMPH.
- Repair Pool: Asama.
- Jul/Aug: Hiyo and Musashi face-up, 1 carrier plane, 1 pilot.
- Sep/Oct: Shinyo face-down, 1 carrier plane, 1 pilot.
- Nov/Dec: Chuyo and Ryuho face-up, 1 convoy point, 1 carrier plane.
- Mar/Apr: Taiho face-down.
- Place on Map:
- Pacific map: Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai, Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu, Hasha, Hyuga, Idzumo, Ise, Junyo, Kaga, Kako, Kinugasa, Kirishima, Kongo, Kumano, Maya, Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagata, Ryujo, Shoho, Shokaku, Soryu, Suzuya, Taiyo, Takao, Tone, Unyo, Yamashiro, Yamato, Zuiho, Zuikaku, 3 SUB, 3 TRS, 1 AMPH, 19 convoy points.
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Arizona, Houston, Langley, Oklahoma, West Virginia.
- Naval/Air Gearing Limits: 7 ships, 1 SUB, 8 convoy points (see source), 3 aircraft, 3 pilots (see source).
- Carrier Planes: 10
- Carrier Pilots: 7
- Place on Production Chart:
- Construction Pool: Baltimore, Independence, New Jersey, Princeton, Wyoming, Yorktown II, 1 SUB.
- Repair Pool: Beam (Fr), Nevada, Tennessee.
- Jul/Aug: Alabama face-up, Belleau Wood, Boston, Bunker Hill and 1 AMPH face-down, 5 convoy points.
- Sep/Oct: 1 AMPH face-up, Cowpens, Intrepid, Monterey and 1 SUB face-down, 6 convoy points.
- Nov/Dec: Essex face-up, Cabot, California, Canberra and Langley II face-down, 7 convoy points, 1 carrier plane.
- Jan/Feb: Iowa and Lexington II face-up, Hornet II, Quincy II and Wasp II face-down.
- Mar/Apr: Wisconsin face-down.
- Place on Map:
- Any US or Commonwealth controlled ports on the European map: Arkansas, Augusta, Hornet, Indiana, Massachusetts, New York, North Carolina, Quincy, Ranger, South Dakota, Texas, Tuscaloosa, Vincennes, Washington, Wasp, Wichita.
- US West Coast: Saratoga.
- Any US or Commonwealth controlled ports on the Pacific map: Astoria, Chester, Chicago, Colorado, Enterprise, Idaho, Indianapolis, Lexington, Louisville, Maryland, Minneapolis, Mississippi, New Mexico, New Orleans, Northampton, Pensacola, Pennsylvania, Portland, Salt Lake City, San Francisco, Yorktown.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1943 or later and Bismarck, Blucher, Graf Spee, Lutzow.
- Add to Force Pool: De Zeven Prov. (Ne), Eendracht (Ne).
- Naval/Air Gearing Limits: 1 ship, 2 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Clemenceau (Fr), Gascoigne (Fr), Graf Zeppelin, Seydlitz (CV), 1 SUB.
- Repair Pool: Dunkerque (Vichy Fr.), Haarfagre (No), Niels Juel (De), Peder Skram (De), Provence (Vichy Fr.), Richelieu (Vichy Fr.), Tordenskjold (No).
- Jul/Aug: 1 SUB face-up.
- Sep/Oct: 1 SUB face-up.
- Place on Map:
- Black Sea: Dest. flotilla (Ru), 1 convoy point.
- Baltic Sea: Adm. Hipper, Adm. Scheer, Deutschland, Gneisenau, Prinz Eugen, Scharnhorst, Schlesien, Schl.-Holstein, Tirpitz, 10 SUB, 1 TRS, 9 convoy points.
- Hanoi: Lamotte-Picquet (Vichy Fr.)
- Toulon: (all Vichy Fr); Algerie, Colbert, Dupleix, Foch, Jean-Bart, Strasbourg, 2 SUB, 1 TRS, 9 convoy points.
16.12 July 1943 Campaign
WiF5E Scenario#: 28.5
Italy
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later and Fiume, Pisa, Pola, San Giorgio, Trento, Trieste, Zara.
- Naval/Air Gearing Limits: 3 ships, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Impero, Sparviero.
- Repair Pool: Balzano, Gorizia, Strasbourg (Fr), Vittorio Veneto.
- Sep/Oct: Aquila, C. di Cavour, Littorio, Roma and 1 SUB face-up.
- Place on Map:
- European map: Abruzzi, Andrea Doria, Caio Duilio, Dalmacija (Yu), Duca D'Aosta, E. Di Savoia, Garibaldi, Guilio Cesare, 2 SUB, 1 TRS, 6 convoy points.
China
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later, Ying Swei and Ning Hai.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Japan
- Remove From Force Pools: All carrier planes with entry years of 1944 or later and Akagi, Furutaka, Hiei, Hiryu, Kaga, Kako, Kinugasa, Kirishima, Mikuma, Mutsu, Ryujo, Shoho, Soryu.
- Add to Force Pool: Sri Ayuthia (Si).
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 3 convoy points, 3 aircraft, 4 pilots.
- Carrier Planes: 11
- Carrier Pilots: 8
- Place on Production Chart:
- Construction Pool: Amagi, Ibuki, Unryu.
- Repair Pool: Asama, Idzumo.
- Sep/Oct: Chiyoda and Ise (CV) face-up, Katsuragi face-down, 1 convoy point, 1 carrier plane, 1 pilot.
- Nov/Dec: Hyuga (CV), Kaiyo and Shinyo face-up, Shinano (CV) face-down, 1 convoy point, 2 carrier planes, 2 pilots.
- Jan/Feb: Chitose face-up, 2 convoy points, 1 carrier plane.
- Mar/Apr: Taiho face-up.
- Place on Map:
- Pacific map: Aoba, Ashigara, Atago, Chikuma, Chokai, Chuyo, Fuso, Haguro, Haruna, Hiyo, Hasha, Junyo, Kongo, Kumano, Maya, Mogami, Musashi, Myoko, Nachi, Nagata, Ryuho, Shokaku, Suzuya, Taiyo, Takao, Tone, Unyo, Yamashiro, Yamato, Zuiho, Zuikaku, 4 SUB, 2 TRS, 1 AMPH, 15 convoy points.
Germany
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later and Bismarck, Blucher, Graf Spee, Lutzow.
- Add to Force Pool: De Zeven Prov. (Ne), Eendracht (Ne).
- Naval/Air Gearing Limits: 1 ship, 2 SUB, 1 convoy point, 2 aircraft, 2 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Clemenceau (Fr), Gascoigne (Fr), Graf Zeppelin, Seydlitz (CV), 1 SUB*. (See 16.1 Set up rules, and 5.3)
- Repair Pool: Gneisenau, Haarfagre (No), Niels Juel (De), Peder Skram (De).
- Sep/Oct: Tordenskjold (No) and 1 SUB face-up.
- Nov/Dec: 1 SUB face-up.
- Place on Map:
- Black Sea: Dest. flotilla (Ru), 1 convoy point.
- Baltic Sea: Adm. Hipper, Adm. Scheer, Deutschland, Prinz Eugen, Scharnhorst, Schlesien, Schl.-Holstein, Tirpitz, 12 SUB, 1 TRS, 8 convoy points.
Russia
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later and Marat.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Chapayev, Frunze, Kaganovich, Kuibyshev, Zhelezniakov.
- Repair Pool: Molotov, P Commune, Voroshilov.
- Nov/Dec: Kalinin face-up.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Kirov, Maxim Gorkiy, Oct Revolution.
- Any Russian Black Sea port on the European map: K. Kavkaz.
- European map: 2 SUB.
- Pacific map: 2 SUB.
- Either map: 1 TRS, 3 convoy points.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later and Ark Royal, Barham, Canberra, Cornwall, Courageous, Dorsetshire, Eagle, Edinburgh, Effingham, Exeter, Fiji, Glorious, Gloucester, Hermes, Hood, Iron Duke, Manchester, P of Wales, Repulse, Royal Oak, Southampton, Trinidad, York.
- Naval/Air Gearing Limits: 6 ships, 2 SUB, 3 convoy points, 3 aircraft, 3 pilots.
- Carrier Planes: 11
- Carrier Pilots: 7
- Place on Production Chart:
- Construction Pool: Implacable, Jean-Bart II (Fr.), Ontario, Superb, Swiftsure.
- Repair Pool: Argus, Cumberland, Liverpool, Nigeria, Renown, Richelieu (Fr), Valiant.
- Sep/Oct: Birmingham, Shropshire and 1 AMPH face-up, Colossus face-down, 1 convoy point.
- Nov/Dec: 1 SUB face-up, Glory face-down, 2 convoy points.
- Jan/Feb: Venerable and Vengeance face-down, 2 convoy points.
- Mar/Apr: Perseus face-down.
- May/Jun: Indefatigable face-up, Pioneer and Warrior face-down.
- Place on Map:
- Any Commonwealth or US controlled ports on the European map: Anson, Belfast, Bermuda, Berwick, Ceylon, Courbet (Fr), Duguay-Trouin (Fr), Duke of York, Duquesne (Fr), Formidable, Furious, Girg. Averoff (Gr), Gloucester, Howe, Illustrious, Indomitable, Jamaica, Kent, Kenya, King George V, London, Lorraine (Fr), Malaya, Nelson, Newfoundland, Norfolk, Q Elizabeth, Ramillies, Resolution, Rodney, Sheffield, Suffolk, Suffren (Fr), Sussex, Tourville (Fr), Uganda, Unicorn, Warspite, 1 SUB (Fr), 1 TRS (Fr), 7 convoy points (Fr).
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1944 or later and Arizona, Astoria, Chicago, Hornet, Houston, Langley, Lexington, Northampton, Oklahoma, Quincy, Wasp, Vincennes, West Virginia, Yorktown.
- Naval/Air Gearing Limits: 9 ships, 2 SUB, 9 convoy points, 4 aircraft, 6 pilots.
- Carrier Planes: 20
- Carrier Pilots: 16
- Place on Production Chart:
- Construction Pool: Ticonderoga, Wyoming, 1 SUB, 1 AMPH.
- Repair Pool: Beam (Fr), Nevada, New Orleans, North Carolina, Pennsylvania, Pensacola.
- Sep/Oct: Canberra and Chester face-up, Bennington, Guam and 1 TRS face-down, 9 convoy points, 2 carrier planes, 2 pilots.
- Nov/Dec: Bataan, California, Hornet II, Quincy II, San Jacinto, Wasp II, 1 SUB and 1 TRS face-up, Pittsburgh, Randolph and Shangri-La face-down, 9 convoy points, 2 carrier planes, 2 pilots.
- Jan/Feb: Franklin face-up, Bon Homme Richard face-down, 8 convoy points, 1 carrier plane.
- Mar/Apr: Hancock and Wisconsin face-up, Antietam, Chicago II and St Paul face-down.
- May/Jun: Alaska and Missouri face-up.
- Place on Map:
- Any US or Commonwealth controlled ports on the European map: Alabama, Arkansas, Augusta, Baltimore, Belleau Wood, Boston, Bunker Hill, Cabot, Cowpens, Essex, Independence, Intrepid, Iowa, Langley II, Massachusetts, Monterey, New Jersey, New York, Princeton, Ranger, Texas, Tuscaloosa.
16.13 May 1944 Campaign
WiF5E Scenario#: 28.6
China
- Remove From Force Pools: Ying Swei and Ning Hai.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 1 aircraft, 1 pilot.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart: None
- Place on Map: None
Japan
- Remove From Force Pools: All naval units and carrier planes with entry years of 1945 or later and Akagi, Chuyo, Furutaka, Hiei, Hiryu, Kaga, Kako, Kinugasa, Kirishima, Mikuma, Mutsu, Ryujo, Shoho, Soryu.
- Add to Force Pool: Sri Ayuthia (Si).
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 2 convoy points, 3 aircraft, 3 pilots.
- Carrier Planes: 13
- Carrier Pilots: 11
- Place on Production Chart:
- Construction Pool: Ibuki, 1 SUB.
- Repair Pool: Asama, Idzumo, Maya.
- Jul/Aug: Amagi and Unryu face-up, 2 convoy points, 2 carrier planes, 1 pilot.
- Sep/Oct: Katsuragi face-up, Kasagi face-down, 2 convoy points, 1 carrier plane, 1 pilot.
- Nov/Dec: Shinano (CV) face-up, Asa and Ikoma face-down, 1 convoy point, 1 carrier plane.
- Place on Map:
- Pacific map: Aoba, Ashigara, Atago, Chikuma, Chitose, Chiyoda, Chokai, Fuso, Haguro, Haruna, Hiyo, Hasha, Hyuga (CV), Ise (CV), Junyo, Kaiyo, Kongo, Kumano, Mogami, Musashi, Myoko, Nachi, Nagata, Ryuho, Shinyo, Shokaku, Suzuya, Taiho, Taiyo, Takao, Tone, Unyo, Yamashiro, Yamato, Zuiho, Zuikaku, 3 SUB, 1 TRS, 1 AMPH, 14 convoy points.
Germany
- Remove From Force Pools: All naval units with entry years of 1945 or later and Bismarck, Blucher, Graf Spee, Lutzow, Scharnhorst.
- Add to Force Pool: Eendracht (Ne).
- Naval/Air Gearing Limits: 1 ship, 2 SUB, 1 convoy point, 3 aircraft, 3 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Clemenceau (Fr), Gascoigne (Fr), Graf Zeppelin, Impero (It), Seydlitz (CV), 1 SUB*. (See 16.1 Set up rules, and 5.3)
- Repair Pool: Niels Juel (De), Peder Skram (De), Gneisenau.
- Jul/Aug: Haarfagre (No) and 1 SUB face-up.
- Sep/Oct: 1 SUB face-up.
- Nov/Dec: De Zeven Prov. (Ne) face-down.
- Place on Map:
- Black Sea: Dest. flotilla (Ru), 1 convoy point.
- Baltic Sea: Adm. Hipper, Adm. Scheer, Deutschland, Prinz Eugen, Schlesien, Schl.-Holstein, Tirpitz, Tordenskjold (No), 13 SUB, 1 TRS, 7 convoy points.
- Central Mediterranean: C. Di Cavour (It), 1 SUB (It), 1 TRS (It), 1 convoy point.
Russia
- Remove From Force Pools: Marat.
- Naval/Air Gearing Limits: 1 ship, 1 SUB, 1 convoy point, 3 aircraft, 3 pilots.
- Carrier Planes: None
- Carrier Pilots: None
- Place on Production Chart:
- Construction Pool: Chapayev, Frunze, Kuibyshev, Zhelezniakov.
- Repair Pool: K. Kavkaz, Molotov, Voroshilov.
- Place on Map:
- Any Russian Baltic Sea port on the European map: Kirov, Maxim Gorkiy, Oct Revolution.
- Any Russian Black Sea port on the European map: P Commune.
- European map: 2 SUB.
- Pacific map: Kaganovich, Kalinin, 2 SUB.
- Either map: 1 TRS, 3 convoy points.
Commonwealth
- Remove From Force Pools: All naval units and carrier planes with entry years of 1945 or later and Ark Royal, Barham, Canberra, Cornwall, Courageous, Dorsetshire, Eagle, Edinburgh, Effingham, Exeter, Fiji, Glorious, Gloucester, Hermes, Hood, Iron Duke, Manchester, P of Wales, Repulse, Royal Oak, Southampton, Trinidad, York.
- Naval/Air Gearing Limits: 2 ships, 2 SUB, 2 convoy points, 2 aircraft, 3 pilots.
- Carrier Planes: 12
- Carrier Pilots: 8
- Place on Production Chart:
- Construction Pool: Jean-Bart II (Fr.), Ontario, Perseus, Superb, Warrior, 1 SUB.
- Repair Pool: Argus, Birmingham, King George V, Liverpool, Malaya, Newcastle, Newfoundland, Norfolk, Resolution, Revenge, R Sovereign, Uganda.
- Jul/Aug: Ocean and Theseus face-down, 2 convoy points.
- Sep/Oct: Implacable face-up, Defence, Terrible, Triumph and 1 SUB face-down, 1 convoy point, 1 carrier plane, 1 pilot.
- Nov/Dec: Colossus face-up, Magnificent and Vanguard face-down, 1 convoy point, 1 carrier plane.
- Jan/Feb: Pioneer, Venerable and Vengeance face-up, Majestic and Powerful face-down.
- Mar/Apr: Glory face-up.
- Place on Map:
- Any Commonwealth or US controlled ports on the European map: Abruzzi (It), Belfast, Bermuda, Berwick, Ceylon, Cumberland, Duguay-Trouin (Fr), Duke of York, Duquesne (Fr), Formidable, Furious, Garibaldi (It), Gambia, Girg. Averoff (Gr), Glasgow, Howe, Indefatigable, Indomitable, Jamaica, Lorraine (Fr), Kent, Kenya, Mauritius, Nelson, Nigeria, Ramillies, Rodney, Sheffield, Suffren (Fr), Sumatra (Ne), Swiftsure, Tourville (Fr), Victorious, Warspite, 1 SUB (Fr), 1 TRS (Fr), 7 convoy points (Fr).
USA
- Remove From Force Pools: All naval units and carrier planes with entry years of 1945 or later and Arizona, Astoria, Chicago, Hornet, Houston, Langley, Lexington, Northampton, Oklahoma, Quincy, Wasp, Vincennes, West Virginia, Yorktown.
- Naval/Air Gearing Limits: 7 ships, 1 SUB, 8 convoy points, 4 aircraft, 5 pilots.
- Carrier Planes: 27
- Carrier Pilots: 22
- Place on Production Chart:
- Construction Pool: Boxer, Bremerton, Wyoming.
- Repair Pool: Beam (Fr), Independence, Lexington II.
- Jul/Aug: Bennington face-up, Columbus, Fall River, Lake Champlain and Los Angeles face-down, 7 convoy points, 1 carrier plane, 1 pilot.
- Sep/Oct: Guam, Pittsburgh, Randolph, Shangri La and 1 SUB face-up, Franklin D Roosevelt, Macon and Midway face-down, 7 convoy points, 2 carrier planes, 2 pilots.
- Nov/Dec: Bon Homme Richard face-up, Helena II face-down, 6 convoy points, 1 carrier plane.
- Jan/Feb: Antietam, Chicago II and St Paul face-up, Princeton II and Taraw a face-down.
- Mar/Apr: Hawaii face-down.
- Place on Map:
- Any US or Commonwealth controlled ports on the European map: Alaska, Arkansas, Augusta, Franklin, Hancock, Hornet II, Iowa, Missouri, Nevada, New Jersey, Ranger, San Jacinto, Texas, Ticonderoga, Tuscaloosa, Wisconsin.
- Any US or Commonwealth controlled ports on the Pacific map: Alabama, Baltimore, Bataan, Belleau Wood, Boston, Bunker Hill, Cabot, California, Canberra, Chester, Colorado, Cowpens, Enterprise, Essex, Idaho, Indiana, Indianapolis, Intrepid, Langley II, Louisville, Maryland, Massachusetts, Minneapolis, Mississippi, Monterey, New Mexico, New Orleans, New York, North Carolina, Pennsylvania, Pensacola, Portland, Princeton, Quincy II, Salt Lake City, San Francisco, Saratoga, South Dakota, Tennessee, Washington, Wasp II, Wichita, Yorktown II.