War in the Pacific (Second Edition)
War in the Pacific (Second Edition) Rulebook
Table of Contents
Table of Contents
- [1.0] INTRODUCTION
- [2.0] GAME EQUIPMENT
- [3.0] SEQUENCE OF PLAY
- [4.0] AIR OPERATIONS
- [5.0] AIR STRIKES (Missions)
- [5.1] Air Strike Restrictions
- [5.2] Altitude Effects
- [5.3] Combat Air Patrol (CAP) & Escort
- [5.4] Bombardment Strikes
- [5.5] Strafing Strikes (Fighter Sweeps)
- [5.6] Naval Strikes
- [5.7] Interdiction Strikes
- [5.8] Special Strikes
- [5.9] Rail Movement Interdiction
- [5.10] Joint Strikes
- [5.11] Air Transport Missions
- [6.0] AIR COMBAT
- [7.0] AIR/SURFACE COMBAT
- [7.1] Strike Sequence
- [7.2] The Air/Surface Tactical Display
- [7.3] Target Priority
- [7.4] Air-to-Air Combat
- [7.5] Determining the Number of Waves
- [7.6] Coordinating Air Strikes & Waves
- [7.7] Wave Entry & Approach
- [7.8] Air/Surface Combat Routine
- [7.9] AA Suppression
- [7.10] Torpedo Bombers: Land-based
- [7.11] Japanese Aircrew Superiority ("Elite" Pilots)
- [8.0] CARRIER ADMIRALS
- [9.0] THE AIR POINT AVAILABILITY TABLE
- [10.0] ANTI-AIRCRAFT FIRE
- [11.0] BOMBARDMENT TABLES
- [12.0] STRIKE SEQUENCING
- [13.0] SEARCH & CONTACT
- [13.1] Search Values
- [13.2] Air Search Tables
- [13.3] Air Search Procedure
- [13.4] US VS Carrier Search
- [13.5] Search Effectiveness Chits
- [13.6] Dummy Task Forces
- [13.7] Air Search Restrictions & Additional Considerations
- [13.8] Coastwatcher Search
- [13.9] Submarine Search
- [13.10] Task Force Search (Naval Engagement)
- [14.0] NIGHT AIR OPERATIONS
- [15.0] LIMITED INTELLIGENCE & "BASE" MARKERS
- [16.0] NAVAL OPERATIONS
- [17.0] NAVAL MISSIONS
- COMBAT MISSIONS
- [17.1] Amphibious Assault (AMPH: Engagement Value 1)
- [17.2] Bombardment Mission (BMB: Engagement Value 4)
- [17.3] Emergency Transport (ETRAN: Engagement Value: 1)
- [17.4] Evacuation Mission (EVAC: Engagement Value 1)
- [17.5] Reaction Mission (REAC: Engagement Value: Surface Combat TF's = 14; Carrier TF's = variable)
- [17.6] Allied ASW Sweep (SWEEP: Engagement Value 0)
- [17.7] Movement Mission (MOVE: Engagement Value variable—see 17.16.5)
- NON-COMBAT MISSIONS
- [17.8] Transport Mission (TRAN: Engagement Value 1)
- [18.0] FUELING PERIODS
- [19.0] SURFACE COMBAT
- [19.1] Tactical Sequence
- [19.2] The Surface/Surface Tactical Display
- [19.3] Surface/Surface Tactical Sequence
- [19.4] Surface Combat
- [19.5] Japanese CL/DD Range & Column Shift Bonus
- [19.6] Movement on the Tactical Display
- [19.7] Levels of Damage
- [19.8] Breakoff Levels
- [19.9] Withdrawal
- [19.10] Night Surface Combat
- [20.0] SURFACE ADMIRALS
- [21.0] AMPHIBIOUS-CAPABLE ADMIRALS
- [22.0] SUBMARINE OPERATIONS
- [23.0] GROUND OPERATIONS
- [24.0] INTRINSIC GARRISONS
- [25.0] SPECIAL RULES: GROUND
- [25.1] Ground Unit Attrition: Isolated Units
- [25.2] Control of Facilities: Island/Atoll Hexes
- [25.3] Japanese Jungle Warfare Superiority
- [25.4] Japanese SNLF Units: Rebuilds
- [25.5] (Japanese) Garrison Units
- [25.6] Chindits
- [25.7] "Merrill's Marauders"
- [25.8] CW Gurkha Battalions
- [25.9] Japanese Militia Divisions
- [26.0] GENERALS
- [27.0] TACTICAL COMBAT: ISLANDS
- [27.1] Ground Movement
- [27.2] TQ Ratings: General
- [27.3] Pursuit
- [27.4] TQ Checks: Fortifications
- [27.5] Sieges
- [27.6] Forced March
- [27.7] Sea/Air Transports & Reinforcements
- [27.8] Japanese "Last man" Defense
- [27.9] Banzai Charges
- [27.10] Units "Locked in Combat"
- [27.11] Activating Divisions: Casualties
- [28.0] COMMAND: GENERAL
- [29.0] HEADQUARTERS
- [30.0] ISOLATION
- [31.0] EMERGENCY COMMAND LINKS
- [32.0] SUPPLY BASES & SUPPLY LINKS
- [33.0] ACTIVATION COSTS
- [34.0] STRATEGIC INITIATIVE
- [35.0] RAIL MOVEMENT
- [36.0] NAVAL REPAIR
- [37.0] ATTRITION
- [38.0] PORTS & ANCHORAGES
- [39.0] ENGINEERING
- [39.1] Engineer Units
- [39.2] Airfield Construction & Repair
- [39.3] Rail Line Construction & Repair
- [39.4] Road Construction
- [39.5] Port Repair
- [39.6] Port Expansion
- [39.7] Fortifications
- [39.8] "Construction" Markers
- [39.9] Halted Construction
- [39.10] Capturing "Under-construction" Installations
- [39.11] Weather Effects on Engineering
- [40.0] COASTAL BATTERIES
- [41.0] DEMOLITION
- [42.0] STRATEGIC INTELLIGENCE
- [43.0] COUNTRIES & TERRITORIES: GENERAL
- [44.0] C.W./DUTCH COUNTRIES & TERRITORIES
- [45.0] U.S. COUNTRIES & TERRITORIES
- [46.0] ALLIED OFF-MAP MOVEMENT
- [47.0] CHINA
- [47.1] Capabilities
- [47.2] Chinese Command Links & Activation
- [47.3] Activation Point Costs
- [47.4] A.V.G.
- [47.5] Chinese Provinces & Provincial Points
- [47.6] Provincial Points: Effects
- [47.7] Eliminated Armies
- [47.8] Reinforcement Corps
- [47.9] Chinese Construction
- [47.10] A/F Construction
- [47.11] Fortifications
- [48.0] JAPANESE COUNTRIES & TERRITORIES
- [49.0] NEUTRAL COUNTRIES
- [50.0] THE STRATEGIC GAME TURN
- [51.0] PRODUCTION: GENERAL
- [52.0] U.S. PRODUCTION
- [53.0] JAPANESE PRODUCTION
- [53.1] Procedure
- [53.2] Resource Centers
- [53.3] Japanese Strategic Import Point Reserve
- [53.4] Japanese Resource Centers
- [53.5] Industrial Centers
- [53.6] Japanese Production Points
- [53.7] Restrictions: Japanese Production
- [53.8] Scheduling Japanese Production
- [53.9] New Unit Deployment
- [53.10] Japanese MS Production & Force Pools
- [54.0] GROUND UNIT CONSTRUCTION: DIVISIONS
- [55.0] STRATEGIC BOMBING
- [56.0] STRATEGIC MINING
- [57.0] JAPANESE MERCHANT SHIPPING ATTRITION
- [58.0] AIR BLOCKS & TRAINING LEVELS
- [59.0] WEATHER
- [60.0] SPECIAL RULES: NAVAL
- [60.1] Japanese Sub Doctrine
- [60.2] Joint Shipping Units
- [60.3] Japanese Captured MS
- [60.4] Japanese CD Units
- [60.5] USN Motor Torpedo Boats (MTB'S)
- [60.6] IJN Hybrid Carriers
- [60.7] Seaplane Tenders & Carriers
- [60.8] Seaplane Bases
- [60.9] USS RANGER
- [60.10] German Surface Raiders
- [60.11] Allied MS Transfers
- [61.0] SPECIAL RULES: AIR
- [62.0] SPECIAL RULES: MISC.
[1.0] INTRODUCTION
War in the Pacific is not a simple game. There are a great number of rules and concepts that will, at first, be unfamiliar to a majority of players—even those familiar with the original. For this reason, players should learn the game in a series of gradual steps. Attempting to pore over the rules cover-to-cover will be counter-productive. Players should, at the outset, browse the rules, learning where general and specific game mechanics are addressed—never keeping the index out of mind. Only after playing through one or two of the introductory scenarios, when overall familiarity is enhanced, should players attempt to battle through the entire set in detail. Simple experimentation with the game mechanics by pushing some of the counters around on one of the map sections would also be beneficial.
The original game's Naval and Air Operations mechanics are, for the most part, essentially the same. Ground operations, the original supply system, and several other procedures and functions have been revised completely.
[1.1] The Rules Set
This set of rules is an aggregation of the original War in the Pacific rules, various errata, and substantial modifications. This rules set assumes, and is geared towards, the full campaign scenario—though of course the provisions herein apply to all scenarios.
[2.0] GAME EQUIPMENT
[2.1] The Game Map
[2.1.1] Each hex is given a four digit number: the first two digits identify the hex column (running vertically, north to south); the last two digits identify the specific zig-zag hexrow (running horizontally, west to east). Each hex number, when referred to in the rules, is preceded by a letter code which identifies the Map Section that the hex is in.
Example: The city of Myitkyina, Burma (hex A3210) is in the same hex column as the city of Lashio (hex A3213). Lashio is in the same hexrow as the port city of Chittagong, India (hex A2613).
[2.1.2] The game map comes in seven 22" x 28" Map Sections. These are: Map Section A (India/Burma), B (Asian mainland and Japan), C (Dutch East Indies/Western Australia), D (Northern Japan), E (Eastern Australia/South Pacific), F (Aleutian and Hawaiian Islands) and G (Southeast Pacific).
[2.1.3] Overlay scheme:
| Map | Overlays | Overlaid by |
|---|---|---|
| A | B, C | --- |
| B | C, D | A |
| C | E | A, B |
| D | E, F | B |
| E | G | C, D |
| F | G | D |
| G | --- | E, F |
[2.1.4] Due to the large physical areas shown on the maps (over 30% of the globe), some distortion of distances was inevitable. This distortion has been corrected by dividing the map into a number of different Movement Areas. Each hex within a given area represents either 40, 50, or 60 nautical miles, as listed on the game map. The "size" of the hex affects the movement abilities of air and naval units, as it determines the cost (in Movement Points) for those units to enter a hex. However, only air and naval movement is affected by the changing map scale—it has no effect on other game functions.
[2.2] Game Charts, Tables & Displays
Various visual aids are provided to simplify and illustrate certain game functions. Movement Areas are printed on the map itself. Numerous other charts, tables, and displays are printed either in the body of the rules, on charts, or on various graphic displays. The use of these graphic aids is explained in the appropriate section of the rules.
[2.3] The Playing Pieces
The playing pieces ("counters, units," and "markers") represent the historic forces available (or potentially available) to each side. They fall into four general categories: Air Point (A/P) markers, Naval Units, Ground Units, and game markers. See Unit Identification Chart for detailed descriptions of the game's counter mix.
[2.4] Definitions
AIR
- Airbases: The actual airfields at which Air Points are based. May be of various sizes, from Level 1 (smallest) to Level 13 (largest). Japanese airbases may be one of 3 different service types (see Optional Rule 61.9). Pre-war airbases are printed on the map; others are constructed during the game (39.2), and airfield counters are placed on-map to represent them.
- Air Point (Hereafter "AP"): Each AP represents 10 aircraft of a given type. Each side's A/P markers are displayed on their Air Displays.
- Air Point Type: Each separate variety of AP included in the game (e.g., A6M Zero, etc.).
- Air Strike (or Mission): Term describing any group of AP's assigned to perform the same attack or mission and (in most cases) allocated to the same airbase (5.0).
- Air/Surface Tactical Display: The diagram on which all air-surface attacks are resolved.
- Approach Mode: Determines the extent of anti-aircraft (hereafter "AA") fire that an AP is exposed to in resolving air-surface combat (7.7.6).
- Joint Strike: Procedure by which AP's from different airbases may be combined into a single strike (5.10).
- Altitude Level: The altitude (low, medium, or high) that an AP is assumed to be when resolving air-to-air combat, bombardment missions, and AA fire.
- Primary Role Code: The main function of a given AP type (4.2.1).
- Air Point Characteristics: Relevant information for each AP type (e.g., air combat, range ratings, etc.), listed on each sides' Air Point Charts.
NAVAL
-
Activation Point Cost: (See GROUND)
-
Active Phase: Any Naval Phase in which a ship is eligible to perform missions. The number of active phases in each game turn for a naval unit is equal to that unit's current Speed Class.
-
Anti-Submarine Value (ASW): The ability of naval units to attack enemy sub points. Also known as "Screening Value."
-
Breakoff Level: During surface combat, the point at which (due to losses and/or damage) a TF must withdraw from the battle (i.e., from the Surface/Surface Tactical Display; see 19.8).
-
Capital Ship: Any BB, BC, or CA.
-
Carrier: Any CV, CVL, CVE, or XCV.
-
Defensive Group: A tactical arrangement of ships of the same TF, usually (but not always) composed of a single capital ship or carrier and various friendly Screening Forces, when defending against enemy sub attack (22.7).
-
Dummy TF: Term referring to a TF (or Subron) that contains no units, deployed on-map to mislead the enemy.
-
Engagement Value (EV): A measure of how likely a TF is to engage in surface combat with enemy TF's (16.4).
Naval Strengths & Values
- Ship: Refers to any naval unit.
- Surface Attack/Bombardment Strength: The relative strength of a ship when attacking enemy ships on the Surface/Surface Tactical Display. Also the strength used when resolving Naval Gunfire (NGF) bombardment attacks against enemy ground targets. Exceptions: see 17.2.3.
- Task Force (TF): Term referring to any group of friendly ships operating together as a single unit and sharing the same missions for at least part of an active Naval Phase. Note: In War in the Pacific game terms, the term "Task Force" applies to all groupings. There is no differentiation, for instance, between "task forces" and "task groups" or "task units."
- Range: Distance (in hexes) that a ship may fire on the Surface/Surface Tactical Display.
- Defense Strength: The relative strength of a ship when defending against enemy attack.
- High/Low Anti-Aircraft (AA) Strength: The relative strength of a ship when firing at attacking enemy AP's on the Air/Surface Tactical Display.
- Withdrawal: Procedure by which ships may (or must) leave the Surface/Surface Tactical Display (19.8-9).
- Zone of Control: Term describing the six hexes extending in all directions from a Subron (for MTBRons, see 60.5.3). Affects search and contact.
GROUND
- Activation Point Cost: The number of Command Points (CP's) that must be spent to activate a unit. Note: A ground unit with its back (i.e., with its activation point cost showing) is "deactivated." Only "activated" units are flipped to their counter's front side.
- AA Strength: A ground unit's AA strength when attacked by air units.
- Basic Cost: The movement point (MP) cost for ground units to enter a hex, or cross a hexside. This cost may be modified by the unit's HQ, or tactical commander (26.2.3), and by weather.
- Troop Quality: A unit's Troop Quality (TQ) is a rating of its efficiency, experience, and performance level. TQ is important in ground combat, retreat, pursuit, rally, demolition, construction, etc. Units are often required to make TQ Checks by die roll (DR). Notes: In making TQ checks (1D10), if the DR is less than, or equal to, a unit's TQ, the unit passes. If the DR exceeds it, it fails its check. DR's of "0" (read as "zero") always succeed. When a unit is "broken" (as a result of combat or attrition), or conducts an amphibious assault (Exceptions: certain Japanese units; see 69.3.4 "C") or paradrop alone, its TQ rating is halved (rounded up).
- Steps: The relative number of men in a ground unit is indicated by the number of steps printed on its counter. As a unit takes losses, it loses steps, indicated by the use of numerical "hit" markers. The number of steps in a unit is vital to ground combat, sea and air transport, and amphibious assaults. Player's Note: A ground step is, for most units, essentially the equivalent of one battalion of infantry. For cavalry units, one step is (generally) the equivalent of a squadron. For armored units, one step is the equivalent of a battalion (US), squadron (CW), or company (Japanese).
- Load Value: The cost (in terms of Load Points) to transport a ground unit by sea or air; equal to the number of steps in the unit. Exceptions: Engineers (see 17.8).
- Intrinsic Garrison: An automatic defense strength of 1 normally (Exceptions: Allied Campaign Scenario starting provisions; see 68.4.5, 9, & 68.5.4) present in all port, airbase, and Chinese Provincial capital hexes (24.0).
STRATEGIC
- Cycle: Term referring to the four game turns immediately preceding (and following) a Strategic game turn.
- Economic Multiple (EM): A relative measure of the efficiency of the Japanese economy. Used to determine the number of Production Points received by Japan during a given Strategic game turn (53.6.1). Japan begins the war with an EM of "2."
- Game-Year: A period of 13 consecutive cycles (52 consecutive game turns).
- Industrial Center: A terrain feature indicating the location of a significant portion of Japanese industrial potential. Used to determine the number of Production Points received by Japan during a given Strategic game turn (53.5).
- Production Point (PP): The basic unit of both Japanese and US production. Such points are expended during Strategic game turns in order to create new units.
- Production Point Pool: Method by which the number of PP's currently available to a side is recorded.
- Strategic Game Turn: An additional game turn, performed at the end of each cycle, during which both sides carry out certain functions not performed during normal game turns (50.0).
GENERAL
- Activation: Both sides must generally "activate" ground and naval units in order to move, or employ them. Once "deactivated," units cannot perform the functions allowed them as "activated" units. For ships, deactivation occurs upon returning to port. For ground units, deactivation occurs occasionally (event-dependent) at the end of the current game turn, but always at the end of the last game turn of a cycle. Exception: Activated ground units embarked at sea.
- Scenario: An organized description of Orders of Battle (OOB's), deployments, Victory Conditions and special rules that players use in a certain version of the game.
- Victory Point: The method by which victory is measured; the "value" to the players of accomplishing certain conditions.
- Attrition: A reduction in strength (or elimination, in some cases) of certain units due to causes not directly related to enemy action. Affects ground (25.1), naval (37.2), and air (37.1) units.
- Cargo: A term referring to any ground or air unit that has a Load Value.
- Damage Level: A cumulative measure of damage, used to record the current status of naval units, ports, airbases, etc.
- Demolition: The procedure through which friendly ports, bases, Railcap, etc. are intentionally damaged or reduced to prevent them from falling into enemy hands intact.
- Facility: Any "installation" (e.g., airbase, port, road) that performs a function. Most types of facilities can be built during the game through the construction process.
- Load Point: A basic measure of the difficulty and effort required to transport a given unit as cargo, expressed in terms of Load Value.
[2.5] Game Scale
Each hex on the map represents between 40-60 nautical miles (a nautical mile equals 1.151 statute miles, or 1.852 kilometers). Each naval unit represents either a single ship (all ships except APA/B's, MSU's, DD types and CD's), or a group of ships (those types). Each AP represents 10 aircraft of a single type. Each ground unit represents a formation from Company to Army size. Each game turn represents one week (seven days) of real time.
[3.0] SEQUENCE OF PLAY
Each game or scenario of War in the Pacific is composed of game turns, during which players move their units and engage in combat according to the following rigid Sequence of Play. Game turns are grouped together into "cycles," with each cycle representing four game turns. At the end of each cycle there is an additional Strategic Game Turn, during which both sides carry out other functions.
[3.1] Sequence Outline
A. WEATHER PHASE
- Wind Direction Segment: If Optional Rule 59.3 is used, the prevailing wind direction is determined, separately, for each mapsheet (see 59.3.3). This wind direction will prevail for the entire game turn.
B. FIRST AIR PHASE
- Air Search Segment: Both sides conduct air searches (in an effort to contact enemy TF's), and air reconnaissance.
- Allocation Segment: Both sides allocate AP's (on their Air Displays) to perform various strikes, recording the required information on their Air Strike Plots.
- Strike Segment: Both sides roll a die to determine which side launches the first strike (high die wins; see 3.2). This side then resolves any single night strike. Then, the second player resolves one of his night strikes (if any). Both sides continue to alternate, until all night strikes, and all night air transfers (i.e., rebases) for this Air Phase are resolved. Using the same sequence and procedure as outlined above, each side sequentially resolves day air strikes (but not transfers).
- Air Transfer Segment (Day): Both sides may transfer AP's (which did not perform either night air transfers or air strikes in the preceding segment) between friendly airbases. CP costs may be incurred (see 4.4.4).
C. FIRST NAVAL PHASE
- Plot Segment: Both sides plot missions for their naval units, which are grouped into TF's.
- Weather Segment: If Optional Rule 59.3 is used, after all naval mission plotting has been completed, squall movement/change is determined, separately, for each mapsheet (see Optional Rule 59.3.6).
- Execution Segment: Once again, the players roll 1D6 and determine who carries out the first mission(s), according to 3.2. The first player then has a TF perform its plotted missions, moving it as necessary hex-by-hex across the map. While he is executing these missions, the second player may interrupt him to search for and attack the TF, using Special (Air) Strikes, reaction (REAC) surface TF's, and/or submarines/MTB's. After the first player's initial TF completes its missions, the second player executes the missions of one of his TF's. When he does so, the first player may attack this TF, as above. Players continue to alternate until all TF's have carried out their plotted missions for this phase.
Note: AP's which performed Air Transfer during the preceding (1st) Air Phase are eligible to conduct Special Strikes during this phase, but must use the Air Point Availability Table to do so (see 9.0).
D. SECOND AIR PHASE
Both players again conduct air searches and allocate and execute Air Strikes, Transport, and Transfers, repeating the segments in the First Air Phase. During this segment, AP's returning from air strikes may carry out Strike Transfers, and ground units may be moved by Air Transport. AP's that performed Special Strikes in the preceding Naval Phase may not perform strikes or transfers.
E. SECOND NAVAL PHASE
Both players again plot and execute missions for naval units, repeating the segments of the First Naval Phase.
F. THIRD AIR PHASE
As per Second Air Phase, except that Allied AP movement on Off-Map Displays (see 46.7) is performed after all regular air movement of the 3rd Air Phase.
G. THIRD NAVAL PHASE
As per Second Naval Phase, except that Allied naval movement on the Global Sea Lanes (see 46.4) is performed after all regular naval movement during the 3rd Naval Phase. AP's that performed Special Strikes in the 3rd Naval Phase, or during the Ground Phase of the preceding game turn may not perform strikes or transfers.
H. GROUND PHASE
- Joint Activation Segment: Both sides announce activation of all ground units to be activated during this game turn, demonstrating, where required, the HQ command link which activates them, and spending the required Command Points (CP's). All such units are then "activated."
- Joint Assault Segment: Both players resolve any ground combat initiated by friendly amphibious and/or air assaults carried out in the current game turn. All results are applied immediately. Assaulting units may go into "Beachhead Defense" (39.7.7).
- First Player Ground Segment: One player rolls 1D6 and determines who is the first player by consulting the DAY Initiative Table (see charts). The first player then conducts all ground movement, usually by first activating the HQ which will activate these units, then each unit individually—paying the appropriate amount of CP's for each. This player then performs all rail movement (ground units moving by rail need not be activated). He then resolves ground combat by units which entered a hex containing enemy ground units, except for amphibious/air assaults (see above). AP's may conduct Special Strikes against moving ground units, but are subject to "multiple mission" attrition penalties (see 5.1.2) if they have flown any strikes or transfers during any preceding phase this turn.
- Second Player Ground Segment: The second player now conducts all ground movement and combat for his ground units, in the same manner as the 1st player in the preceding segment.
- Engineering Segment (Joint): Both sides may construct and repair installations (including Japanese Resource Hexes), and deploy Offensive Support Bases (OSB's; see 29.5).
- Demolition Segment (Joint): Both sides may have eligible ground units conduct demolition operations (41.0).
- Rally Segment (Joint): Both sides may have all eligible (see 23.8) ground units "broken" as a result of combat or isolation attempt to rally. Note: The presence of a unit's tactical commanding general, or higher HQ commanding general, may affect these attempts.
I. END OF THE GAME TURN
With the conclusion of the Ground Phase, the game turn is completed. The game turn marker is moved one space on the Cycle Record Track. If the players have reached the end of a cycle, they then complete a Strategic Game Turn before beginning another game turn.
[3.2] Determining Initiative
Both the Naval and Air Phases require that the players determine who goes first in each phase. Both sides roll 1D6. The side with the higher DR has the choice of moving first or second. In the case of ties, roll again. The procedure for determining which side has the "initiative" for the Ground Phase is different (see 3.1 H 3). Also, US Magic (see 42.4.3) can affect Naval Phase initiative.
[4.0] AIR OPERATIONS
All aircraft in the game are grouped together into Air Points (AP's), each of which represents 10 aircraft. Unlike naval or ground units, AP's have no independent existence. That is, they are not deployed on-map. Rather, all AP's are allocated to Airbase Displays.
AP's participate in combat through a procedure called an Air Strike. AP's may perform strikes in hexes up to the limits (in movement points—MP's) of their Normal and Extended Ranges. They may also exceed their listed Extended Range, at risk of special attrition loss (see 5.15). When performing a strike, AP's are automatically assumed to have flown from their base to the target hex. Then, after all combat related to that strike is completed, to then have automatically returned to their base—without actually moving on the map.
Procedure: In order to indicate the number and type of AP's that are allocated to each airbase, AP markers of the appropriate type are placed on the box designated (and to the right of) for that airbase on the Air Display Chart. Numbered chits underneath each AP indicate the actual numbers present (if greater than one). Note: All aircraft carriers with embarked AP's also use the Air Display Chart.
[4.1] Air Unit Particulars
There are over 100 different types of AP's included in the game, representing the aircraft of the various nations involved in the Pacific War. Each AP is distinguished by the following characteristics, listed on each side's Air Point Charts. Note: Each side has Air Point Charts for each year, reflecting the different aircraft types and performance upgrades that regularly occurred throughout the course of the war.
- Type: Allied AP's are identified by their most common designation (generally US lend-lease aircraft are referred to by their given British names); Japanese by both the standard Japanese designations and by the Allied codename system.
- Role: The role that each AP is able to perform (see 4.2). Note that many AP's have both Primary and Secondary roles.
- Air Combat Strength (Normal and Extended): Indicates the aircraft's relative ability in air-to-air combat. This strength is sometimes reduced when the AP is operating at extended range. Non-fighter types often have a parenthesized air combat strength, reflecting their offensive (i.e., attack or "return fire") capabilities in air-to-air combat. The value listed to the left of a parenthesized air combat value is an AP's defensive capability in air-to-air combat. These Bomber (B) and Fighter-Bomber (FB) AP's (with parenthesized air combat strengths) may never receive "the bounce" (see 6.2). Also included in an AP's Air Combat Strength is its Altitude Rating ("H" for "High," "M" for "Medium," and "L" for "Low"). These ratings indicate at what altitude level the AP is most effective. AP's have their air-to-air combat strength reduced by "1" for each level of altitude above their rated level (exception: IJN "elite" BMR AP's; 7.11). AP's operating at one level of altitude below their rated level are not penalized—they use their normal combat strength. AP's operating at two levels of altitude below their rated level have their combat strengths reduced by "1" (same exception as noted above). Air Points with no altitude rating attached to their Air Combat Rating are not affected by altitude—they retain their printed ratings no matter what altitude they operate at.
- Anti-Ship Strength (Normal and Extended): The combat strength that is used (at either normal or extended/extreme range) to resolve attacks on enemy shipping.
- Bombardment Strength (Normal and Extended): The combat strength that is used (at either normal or extended/extreme range) to resolve attacks against enemy ground targets.
- Crating Cost: The maximum number of AP's of that block type (expressed as the number of AP's of a type constituting 1 Load Point) that can be moved at a cost equal to one (1) Load Point—used when moving AP's by Merchant Shipping.
[4.2] Air Point Roles
Every AP is assigned a Primary Role Code. Some AP's are also capable of assuming another (Secondary) role. An AP's characteristics may be radically different, depending on which role it is used in.
[4.2.1] Explanation of Role Codes
- B: Level Bomber. Used to attack enemy ground targets, or ships. Must use Level Bomber Approach Mode when attacking ships.
- C: Transport. Used to transport friendly ground units by air movement.
- D: Dive Bomber. Used to attack enemy ground targets or ships. Must use Dive Bomber Approach Mode when attacking ships.
- F: Fighter. Used to attack enemy AP's (either through air-to-air combat or strafing), to protect friendly AP's from enemy fighters, and to suppress AA fire of various targets.
- HF: Heavy Fighter. As per Fighter, above. Exception: Reduce any HF AP's base air combat rating by "1" if involved (in whole or in part) in air-to-air combat with any enemy "F" types. Example: If a HF AP attacks an enemy BMR formation, its base (printed) air combat ratings (for attack and BMR return fire) are used. If those HF's are attacked by enemy "F" (FTR) types, those HF AP's reduced air combat ratings are used.
- FB: Fighter-Bomber. A secondary role which some fighter AP's are capable of performing. Used to attack enemy ground targets or ships. Must use Dive Bomber/Fighter Bomber Approach Mode when attacking ships.
- R: Reconnaissance. Used to conduct searches for enemy ships, and reconnoiter enemy bases and/or units.
- T: Torpedo Bomber. Used to attack enemy ships. Must use a Low Approach Mode when attacking. May never attack ground targets while carrying torpedoes.
[4.2.2] Secondary Roles
Ordinarily an AP is assumed to be operating in its Primary Role. To use an AP in its Secondary Role, the owning player simply includes this information on his Strike Plot. There is never any penalty or cost for operating an AP in its Secondary Role, and there is no limit to the number of times that a given AP may switch roles. An AP, however, may only be used in one role during a single phase.
An AP may be assigned one role during the Air Strike Plot Segment, then actually perform as another during execution of that air strike (e.g., a FB initially assigned a bomber role, then changed to a fighter over a target).
[4.3] Airbases (Airfields)
Air Points (exception: Seaplanes; see 61.3 & 60.8) must be deployed at a friendly airbase hex, or aboard carriers. Certain airbases are present at the beginning of the game. These are either printed on the map or shown through the placement of airbase counters as directed by scenario instructions. Additional airbases may be constructed, or expanded, during play.
[4.3.1] Each airbase can operate only a limited number of AP's, expressed as an airbase capacity. For each level an airfield represents (starting at Level "1"), an airfield may operate 5 AP's (i.e., 50 aircraft). Thus, a Level "8" airfield could operate 40 AP's (400 a/c). Note: The maximum size for any airfield is Level 13 (650 a/c).
Airbases (not including aircraft carriers) may contain more AP's than their capacity allows, but any AP's exceeding that capacity (player's choice) are marked (flipped to) "inoperable."
[4.3.2] Bomber Airbases
In order to operate twin-engined bombers (all Japanese Bomber Block AP's—excluding the Ki-46 Dinah—all Commonwealth and US twin-engined bombers—excluding the Hudson & PV-1/2) at full capability, an airbase must be at least Level 2. Exception: Staging; see 5.14.
Twin-engined bombers may operate from Level-1 airfields, but at substantially-reduced capability. Such BMR AP's are subject to the following penalties:
- A) Each such AP counts double for airbasing capacity purposes.
- B) No BMR may operate in the Torpedo (T) Role.
- C) Such BMR's have their bombardment and anti-ship ratings reduced by "1."
*Note: Exception: For CP expenditure, paid at the time of mission launch, effects (A) and (C), above, are negated. CP's are expended at the rate of 1 CP for each AP launched.
Cargo AP's ("C") may operate from Level 1 airfields without penalty.
In order to operate B-17/B-24 AP's, an airbase must be at least Level 3. Exception: Staging (see 5.14).
In order to operate US B-29 AP's, an airbase must be at least Level 7.
Exceptions: All AP's, except US B-29's, may use Level-1 airfields when flying Air Transfer missions only, as intermediate stops enroute to an ultimate destination. Such bombers, while they occupy such bases (including 4-engined bombers at Level-2 airfields) may fly no missions other than Air Transfer—which they do normally. Such bombers do not add their search values to any such intermediate bases.
US B-29 AP's may use Level-3 and above airfields when performing Air Transfer missions.
[4.3.3] Terrain & Airbase Construction Limits
Atolls. The maximum size of an airfield on any atoll hex is Level-4.
An Optional rule (39.2.7) establishes maximum sizes for airfield construction, depending on geographic location and several other variables. If this optional rule is not in effect, no maximum airfield size exists, except for atolls (above).
[4.3.4] Capturing Airbases
Captured airbases are immediately rolled for (1D6) to determine their state of damage:
| DR | Result |
|---|---|
| 1 | Undamaged |
| 2 | S ("suppressed") |
| 3 | D1 |
| 4 | D2 |
| 5 | D3 |
| 6 | D4 |
DRM's (cumulative):
- -1: No friendly ground step loss incurred in capture.
- -1: A/F undefended, or no Intrinsic Garrison present.
Already-damaged airbases add their pre-existing damage level to that determined via DR, above.
[4.3.5] Capturing "under-construction" Airbases
Under-construction airfields are captured when enemy ground units control the subject hex. At that instant, the previous owner must reveal the construction status of the airfield to the capturing side (by allowing the capturing side to view that airfield's construction track).
The capturing side then gains control of that airfield, in its "under-construction" status, unchanged except that the new owner must "erase" one weeks' (i.e., one game turn) worth of construction time already completed. Essentially, then, the capturing side gains the previous owner's construction status, minus one week.
Changing hands entails change-over of construction time required to complete the captured airfield. Thus, it will take less time for the US to complete an airfield captured from the Japanese than would be the reverse.
[4.3.6] Carrier Air Capacities
Carrier counters may contain two Air Capacity ratings, separated by an aircraft symbol. When a carrier possesses dual Air Capacity ratings, the number to the lower right of the symbol represents that carrier's maximum Air Capacity—the number it was designed to (and sometimes did) carry. The number to the upper left of the symbol represents that carrier's standard Air Capacity—the actual number of AP's that carrier generally historically operated.
Both sides must agree, prior to the start of play, on one method of carrier air group assignment, which will govern the number of AP's assignable to carriers throughout the war (i.e., using either the standard or maximum capacities).
If using standard air capacities, carriers arriving with carrier AP's deployed aboard in excess of the listed standard capacity may keep (and operate) the excess AP's, but may not replenish above their standard capacity.
If using standard carrier air capacities, note that, commencing with operational cycle 9/42, all USN CV's (not CVL's) operate at maximum capacities, for the duration of the war. Thus, then, this rule is no longer in effect for US CV's.
Carriers possessing a single Air Capacity value use that value throughout. Players may note that these ships (e.g., US Essex-class CV's) generally historically operated at, or near, their designed maximum.
[4.3.7] US Air Points at CW Airbases
US AP's are not prohibited from utilizing CW-controlled airbases, as long as those bases remain linked. CP expenditures resulting from US AP operations (air transfers, replacements, etc.) may be borne by either the CW controlling HQ, or by US "reserve" CP's.
CW and US AP's may operate from the same airbase without restriction, as if they were a single nationality.
CW-controlled airbases, except any in Australia/New Zealand, may be "ceded" to US control at any time. They may revert back at a later date without restriction.
[4.3.8] Optional Rule: Japanese Airbase Assignments
If Optional Rule 61.9 is in effect, all Japanese airbases must be designated as "Navy," "Army," or "Combined."
[4.4] Air Transfer
Air Points may be transferred from one base to another during the Air Transfer Segment (day or night, as appropriate) of each Air Phase. Transfer may occur only if the distance in MP's between the two bases involved is less than, or equal to, the Transfer Range of the AP's being transferred. The owning player simply reduces the allocation of that type of AP at the original airbase, and increases the allocation of the new airbase by the corresponding amount.
[4.4.1] AP's using Air Transfer must have a plot written for them during the Allocation Segment of the Air Phase. Exception: Carrier Air Groups. This plot need only record the designation of the old and new bases and the numbers and types of AP's involved.
[4.4.2] AP's may not perform a strike in the same Air Phase that they use Air Transfer (i.e., at their origin base). Plotted Air Transfer missions may be canceled, however, at any time during an Air Phase—allowing such AP's to perform CAP missions normally. To do so, though, they must use the Air Point Availability Table to determine the actual number of AP's available to perform CAP (AP's determined as not available are not then eligible to later perform plotted Air Transfer missions).
[4.4.3] AP's may conduct air strikes during the phase following that in which they used Air Transfer (including Special Strikes in the immediately-following Naval Movement Phase), though they do so only as allowed by the Air Point Availability Table.
[4.4.4] Air Transfer of AP's costs CP's, if:
- No AP's of that block type currently (i.e., prior to the transfer) occupy that base. CP cost is 1 per block type transferred (i.e., max. of 2 CP's), or
- If more than 2 AP's of any AP type are transferred to a base (not cumulative with the above). CP's are paid at the rate of 1 per block type for each AP increment of 2 (rounded up), in excess of 2.
Exceptions:
- No CP cost accrues from Japanese air transfers occurring wholly within the Japanese home islands.
- No CP cost accrues for air transfers to at-sea carriers (including carrier-to-carrier), regardless of the type and numbers transferred.
Example, Air Transfer: The Japanese player transfers in to a base 4x A6M Zero AP's + 1x G4M. The receiving base contains G4M AP's, but no other type. He must pay a total of 2 CP's for this transfer: No costs are incurred directly for the G4M AP, but as a total of 5 AP's are transferred in, he must pay 1 CP per block type (i.e., carrier block) for each AP increment of 2 (rounded up) in excess of 2—in this case two.
CP's for air transfers are paid for by the HQ controlling the destination airbase, from the nearest "Combined" or "Army-type" HQ, activated "fleet" HQ, or from "reserve," in that order of priority.
AP transfers requiring CP expenditures, but without CP's on-hand to spend, are marked "Inop." immediately upon arrival at their destination airbase.
For potential CP expenditure requirement purposes, transferring AP's into A/F's and Seaplane Bases (including AV's functioning as Seaplane Bases) are considered separate airbases—even if they occupy the same hex.
[4.4.5] Carrier Air Group Exception
When it initially sorties, a carrier may, during its Naval Movement, receive air transfers from the port airbase hex from which it sails. These AP's are assumed to be the carrier air group's assets deployed ashore during its stay in port.
These air transfers are done automatically, need never be announced, are not recorded, entail no CP expenditure, nor do they count as a mission flown during that Naval Phase.
Player's Note Optional: In order to be strictly historically accurate, this practice should be restricted to the USN only—the IJN and RN should be precluded from employing this tactic, as this practice (though used occasionally) was not S.O.P. for them.
Land-based AP's are prohibited from air transferring aboard aircraft carriers, with two exceptions:
- The provisions of 60.19 ("Carrier Operations in Port").
- Similar to the above provision, carrier-trained land-based AP's may conduct Air Transfer missions to carrier destinations, if those AP's occupy the port/airbase hex from whence the destination carrier last sortied.
[4.4.6] Air Transfers: Announcement of
A side must announce Air Transfer missions if certain conditions apply:
A) The destination airbase is within Air Reconnaissance range of enemy AP's, within normal or extended range of any combat AP (e.g., fighters), or is adjacent to (or its hex is occupied by) an enemy ground unit. Exception: Air Transfers to Carrier TF's at sea need never be announced.
It is the transferring player's responsibility to ensure (by asking his opponent, if necessary) that he meets the "announcement" Air Transfer requirement.
When Air Transfer announcements are required, the transferring side is required to announce the originating airbase if it also meets any of the conditions set forth in (A), above. No other information, however (e.g., actual AP types or numbers) is required.
Air Transport missions must be announced only if the above-described conditions (A), above, apply. Otherwise, they need not be announced.
All Air Assault missions must be announced and conducted openly.
[4.4.7] Strike Transfer
AP's may also be transferred between bases during the Strike Segment of each Air Phase. After resolving all combat due to the strike, the remaining AP's (not including those that were "aborted") may transfer to a new base. This may be done if the total distance in MP's between the three hexes involved (the launching base hex, the hex in which the strike occurred, and the new base hex) is less than, or equal to, twice the Normal or Extended Range of the AP's involved. Use the Normal Range if the strike was resolved at Normal Range Combat Values, and Extended Range if the strike was resolved at Extended Range Combat Values.
The AP's are transferred on the Air Display at the end of the strike, and may not be used in the following Naval or Air Phases. Players must be careful to annotate on their Strike Plots such incoming Strike Transfers, to serve as a reminder of this restriction. Note: These AP's are liable to increased attrition rates (see 37.1).
[4.4.8] Capturing Airbases: Effect on Air Points
Operable AP's allocated to an airbase which is captured by enemy ground units are not automatically eliminated. Instead, all such AP's which are capable of performing a Special Strike during that Ground Phase (see 5.8.7) immediately carry out an Emergency Transfer mission to any friendly airbase within their Transfer Range. All other AP's in the hex are eliminated.
[4.5] Strategic Air Roles
During each Strategic Game Turn, players may assign AP's to various Strategic Roles. This indicates that the AP's are performing a specific mission for the entire following cycle (i.e., the next four game turns). AP's assigned strategic roles may perform any one of the following missions: Anti-Submarine, Strategic Bombing, Strategic Mining, Strategic CAP, or MS escort (Japanese).
[4.5.1] AP's allocated to strategic roles have a particular strategic role marker placed on them (AP's allocated to anti-submarine duties have an "ASW" marker placed atop them). Any AP allocated to any strategic role is considered to be performing a strategic air mission.
[4.5.2] AP's allocated to strategic roles may not be allocated to any other strike or mission in the following cycle, with certain exceptions. Generally, they are (in effect), "committed" for the following four game turns.
Strategically-assigned AP's may fly air transfer missions during (the following four) regular G/T's, but no other type mission, including (e.g., carrier-based, operational) strategic bombing missions.
[4.5.3] When a base containing AP's in the strategic role is attacked (by any means), the AP's are treated as if they are present at the targeted airbase at the time of the attack. But, see 4.5.5.
[4.5.4] Bases containing Allied AP's allocated to Strategic Bombing require the expenditure of CP's (see Activation Costs Summary; charts). These are the only AP types in the game that must, in effect, be "activated." Exception: 31.3: "Emergency Air Transport."
[4.5.5] Strategically-assigned AP's (Allied BMR's & FTR's; Japanese Strategic CAP FTR's and MS escort) are not subject to loss via bombardment missions conducted against their airbases (during following regular G/T's) unless such missions are flown at NIGHT. In this case, these strategic-role AP's are considered "present" at targeted airbases, and vulnerable to loss as per normal "Bombardment of Air Points" loss procedure.
[5.0] AIR STRIKES (Missions)
Air Points may attack enemy units by performing an Air Strike. Such strikes may be directed against either: (1) contacted enemy TF's; or (2) enemy ground targets. The latter includes enemy ports, airbases, rail lines, OSB's, ground units, fortifications, etc. All air strikes, except Special Strikes (see 5.8) must be specifically pre-plotted.
Procedure, Air Strikes: While most air strikes occur during one of the three Air Phases, others—known as Special Strikes—occur during other times. Although the timing of each strike may vary, the procedure used in composing an air strike is the same:
Step 1: Strike Plot
For each launching base, players record the following for each air strike: The composition (number and type of AP's) of the strike, its mission, the target hex, and the base to which the AP's will return (if using Strike Transfer—otherwise it is assumed they return to their launching base).
If the strike is against a ground target, the specific type of target must be plotted. Note: When plotting carrier air strikes, players may plot by TF or by individual carrier.
Example: "5x G4M/Ground Units/E1119." This plot indicates that 5 G4M (Betty) AP's are bombarding enemy ground units in hex E1119. After completing the strike, these AP's will return to their launching airbase.
The same strike against a port in that hex which is escorted by 5 Zero AP's could be written: "5x G4M + 5x Zero (loose)/Port/E1119." This plot indicates that the 5 Betty AP's are bombarding the port in hex E1119, and are being accompanied by 5 Zero AP's performing Loose Escort.
A Naval Strike must indicate the specific TF that is being attacked, not merely the target destination hex.
If AP's allocated to the same strike are performing it at different altitude levels or approach modes, any escorting fighters must be specifically assigned to those same altitudes in order to provide escort to the different components. In other words, fighters only provide escort to the single altitude assigned them.
Player's Note: The above descriptions of sample strike plots are only suggestions. Players are, of course, free to invent their own codes, and to include as little or as much information in them as they feel necessary—provided the minimum required is included.
Step 2: Strike Execution
After both players have completed all of their strike plots, they alternately resolve each strike, as outlined in the Sequence of Play (i.e., all night strikes resolved before any daylight strikes, etc.).
Players resolve air-to-air combat between striking AP's and any opposing CAP. They then apply AA effects. Any surviving AP's allocated to the strike then carry out their plotted strike.
Announcing Strikes. Attack air strikes (fighter sweeps: strafing, naval, bombardment) must have their launching airbases announced at the time these strikes are launched. This includes Joint Strikes (5.10) and carrier-launched strikes, except that, in the case of carrier strikes, only the launch hex need be announced—not the specific launching TF.
[5.1] Air Strike Restrictions
[5.1.1] Missions per Air Phase
An AP may only perform one strike per phase. Exception: Fighter AP's flying CAP (5.3) and as follows.
Fighter AP's may fly multiple CAP missions over hexes, including Cover CAP, Naval Cover, and CAP missions flown over AP's own base hexes—when multiple enemy air strikes create such opportunities.
CAP AP's which are aborted via air-to-air combat are ineligible to fly subsequent CAP missions. They are, in effect, "committed" for that phase. Moreover, they are considered to be present (on the ground) during any/all subsequent air strikes conducted against their base hex. This restriction applies equally to land and carrier-based AP's.
If necessary to prevent possible mistakes, players should mark such "aborted" CAP fighter AP's in some fashion.
[5.1.2] Multiple Bombardment Missions
For purposes of this rule, "bombardment mission" is defined as any air strike which attacks, or attempts to attack, any enemy hex, and Special Strikes except those immediately-following an Air Phase launched strike. Fighters acting as FB's count as bombardment missions. Fighter escort missions do not count as bombardment missions flown.
An AP may not perform more than one bombardment mission in a given game turn without potential penalty. An AP's 1st bombardment mission during a game turn is conducted normally. If AP's perform a second bombardment mission during the same game turn, upon return from that mission each AP type must be checked for operational attrition.
Note: For multiple bombardment mission purposes, AP's launched on strikes but which fail (for any reason; e.g., failed Air Point Availability Table DR's) to actually arrive over their target are still considered to have flown that mission.
Procedure: The Bombardment of Air Points Table contains annotations ("M1, M2") on certain columns. On an AP type's first multiple bombardment mission, the "M1" column is used; on its second, the "M2" column, etc. Upon return to base, each AP type is rolled for (2D6), using the appropriate column. Applying a +1 DRM if the multiple mission flown is at night (and a -1 DRM for the first multiple-mission FTR sweep), the result indicates the percentage (rounded up) of those AP's which are lost (i.e., operationally).
Note: Allied AP's operating from Chinese airfields are restricted in their abilities to launch multiple bombardment missions (see 47.21.5).
[5.1.3] "All-out Efforts"
The operational attrition DR following multiple bombardment missions may be mitigated by the expenditure of CP's. Applying to land-based BMR's only, each CP spent, per AP type, provides a -1 DRM.
Note: For bombardment and mission purposes, newly-arriving (i.e., transferred in) AP's at an airbase assume the posture of all like-type AP's there, unless the newly-arriving AP's outnumber the existing ones. In this case, the existing AP's assume the posture and status of the newly-arriving ones.
Example: During a second Air Phase, the Japanese player launches an escorted, daylight second bombardment strike vs. Port Moresby, using 8 Betty AP's. 1x Betty is lost in air combat. The returning 7 Bettys, but not their escorts, must roll on the Bombardment of Air Points Table to determine operational attrition from the strike. One CP is spent at the airbase, providing a -1 DRM to the returning Bettys' attrition roll. Using the "M1" column, he rolls a modified "10," indicating that 15% of his returning Bettys (rounded up) are lost—resulting in the operational loss of two of them.
[5.1.4] Transport AP's may perform a maximum of one Air Assault mission during any game turn.
[5.1.5] Except as allowed by 5.8.3 and 4.4.3, no AP may perform strikes in two successive phases of any kind.
[5.1.6] Air strikes against enemy ships may be plotted only against contacted TF's not reported as "dummies." Such contact may have been achieved by air search, surface TF contact, or the presence of friendly ground units occupying the enemy TF's hex. Submarine, and MTB contacts, do not, in and of themselves, establish contact for the purpose of targeting eligibility.
There are no contact restrictions placed on enemy ground targets; they are always considered to be "contacted" for purposes of air strikes. Note that this distinction pertains only to the ability to attack a target; "contacted" ground units has nothing to do with reconnoitering them (see 15.3).
[5.1.7] AP's that are allocated to the same airbase hex and are assigned to the same specific target must be combined into a single strike. AP's from different airbase hexes must either perform separate strikes or undergo the procedure for Joint Strikes (see 5.10).
[5.1.8] An AP may perform a strike anywhere within its range, regardless of intervening terrain or units. Exception: AP's flying missions which cross mountain hexsides pay double the hex cost to enter the next hex, if flying at any altitude other than High.
[5.2] Altitude Effects
[5.2.1] Fighters
A fighter AP has its air-to-air combat strength (for both attack and defense) reduced by "1" for each level of altitude it is operating at above its rated level. Example: A "4L" AP operating at medium altitude would have its air-to-air combat strength reduced to "3;" at high altitude, its combat strength would be "2."
A fighter AP operating at one level of altitude below its rated level uses its normal combat strength. A fighter AP operating at two levels of altitude below its rated altitude has its combat strength reduced by "1."
Any AP without an altitude designation functions at normal combat strength at whatever altitude it operates at.
[5.2.2] Bombers
Bomber AP's unparenthesized air combat ratings are reduced by "1" (to a minimum of "1") for each level of altitude they operate at either above or below their rated altitudes. Exception: IJN "elite" BMR AP's (7.11). "Return-fire" (parenthesized) air combat strengths remain the same, regardless of operating altitude.
Bomber AP's have their Bombardment and Anti-ship (where allowed; see 7.1B) Strengths individually increased by 1 (at both normal and extended range) for each level of altitude they operate at below their rated altitude. Exception: Does not apply to Fighter-Bombers (acting in the BMR role).
Bomber AP's have their Bombardment Strengths individually reduced by 1 (at both normal and extended range) for each level of altitude they operate at above their rated altitude. Notes: See 7.1 (B) for altitude change effects vs. ships.
[5.2.3] No AP may ever operate at an altitude level that would reduce its air-to-air combat strength to zero or less. For example, a "1L" AP may operate only at Low.
[5.3] Combat Air Patrol (CAP) & Escort
Fighter AP's (only) may be assigned to CAP or escort. CAP has two basic functions: 1) To remain on-station over a certain hex during the current Air Phase, in order to intercept striking (or, in some instances, launching or receiving) enemy AP's; and 2) To perform the same mission over a friendly TF. Escort has one function: to escort friendly AP's to a destination hex in order to protect them from enemy CAP. Escort protects only the strike to which it is assigned. Cover CAP protects all ground targets in a hex. Naval Cover CAP protects only the specific TF to which it is assigned.
Unless they have been plotted to perform another mission (which may be changed or canceled), fighter AP's are always considered eligible and available to fly CAP over their own base hex, including carrier TF's. Exceptions: 1) Those fighter AP's aborted via air combat are ineligible to fly CAP during subsequent air strikes against their base. 2) Carrier-based FTR AP's determined (via the carrier coordination process; see 8.14) as not available for launch. CAP missions performed over a fighter AP's own base need not be plotted.
[5.3.1] Escort
Fighter AP's assigned to accompany a friendly strike to its destination hex are conducting Fighter Escort. The escort is assigned to an already-existing strike plot in the same manner as other AP's. However, the strike plot must indicate both the type of escort ("loose, close," or both), and the altitude at which each escorting AP will operate.
Escort missions are not considered bombardment missions; hence no per-game turn restrictions (5.1.2) apply.
[5.3.2] Cover CAP: General
Fighter AP's assigned to protect a hex other than their own base hex are conducting "Cover CAP." AP's performing Cover CAP are allocated to a separate strike, in the same manner as escort (except that no friendly bombers are present to escort). The CAP will intercept any enemy strikes that are plotted against (or from, see below) the Cover CAP's target hex.
Fighter AP's may be plotted to perform Cover CAP missions over enemy-controlled hexes, to the limits of their
range (but, see 5.3.5).
[5.3.3] Procedure: Cover CAP
Determine the distance in MP's between the CAP's airbase and its target hex. The owning player then rolls 2D6 on the Air Point Availability Table (no column shift) to determine the percentage of plotted Cover CAP that is actually available to participate in air combat. This DR is made only once per Air Phase for each Cover CAP mission, regardless of the total number of enemy air strikes launched against the protected hex. The DR is made prior to combat resolution.
Note: AP's not allocated to a strike are always assumed to be performing CAP over their own airbase hex; all of them are considered to be available to participate in air-to-air combat, unless previously "aborted," regardless of the current phase and whether or not the AP's performed any strikes in preceding phases. Exception: see last paragraph 5.3.
Fighter AP's plotted to perform Cover CAP over solely enemy-controlled ground hexes (i.e., hexes not containing friendly ground units) utilize the "non-plotted Cover CAP" procedure (see 5.3.5). This remains true even though these missions must be pre-plotted and may not be launched as "Emergency Cover CAP."
Fighters plotted to perform Cover CAP over enemy-controlled airbase hexes may intercept enemy air strikes launching from, or moving to, those bases. Enemy AP's eligible to fly CAP from these bases do so normally (as if the enemy Cover CAP mission were a normal air strike plotted against that base). The "bounce" (see 6.2.1) is determined normally, when required in resolving air combat.
Comprehensive Examples; Cover CAP over enemy-controlled Airbase: See Examples of Play Booklet.
Player's Note: The requirement that the side intercepting such missions have the capability of having "eyes" over the destination airbase presupposes that, absent this information, that side would be ignorant of the very existence of such missions being flown. Hence, that side would not have entertained even the notion of interfering with them.
[5.3.4] Naval Cover
Fighter AP's assigned to protect a friendly TF from enemy air strikes are performing "Naval Cover." The procedures for plotting such a mission are the same as for Cover CAP, with two exceptions. First, all plotted Naval Cover missions receive a base Column Shift of 2R on the Air Point Availability Table. Second, such missions may be plotted at the outset of Naval Phases.
Naval Cover mission AP's will remain over the protected TF during the current Air Phase, if plotted during an Air Phase. During the following Naval Phase (or during the current one, if plotted at the outset of that phase), any AP's not eliminated nor aborted due to air combat will accompany the TF as it moves. This will continue up to the limit of the extended range of the covering AP's (as traced from their launching base), or to any point within that range indicated by the owning player.
For plotted Naval Cover CAP missions from Carrier TF's over other TF's in the same hex, such missions must still roll on the Air Point Availability Table, using the "0" distance column.
Ships in Port. FTR's providing Cover CAP over ships in port (including transports loading or unloading) are providing normal Cover CAP—not Naval Cover (since the port constitutes an installation). Note that such would not be the case covering ships embarking/debarking cargo in non-port coastal hexes.
Army-type Fighters. All "Army-type" fighters (see 4.1) may suffer a negative DRM when these types perform any Naval Cover CAP mission. Roll 2D6, once. This single DR applies to all AP types liable. Apply the DR differential (if any) as a negative DRM to these AP's Air Point Availability Table DR.
[5.3.5] Non-plotted (Emergency) Cover CAP
In addition to plotting CAP missions over other hexes (and TF's), fighter AP's may attempt to perform emergency (non-plotted) CAP over friendly target hexes (and TF's) within their range.
The procedure is as per 5.3.3 and 5.3.4, except that a 2-Column Shift to the right (2R) is applied on the Air Point Availability Table for CAP over ground hexes; a 4R Column Shift applies for Emergency Naval Cover missions—for both land and carrier-based missions.
For Emergency Naval Cover missions launched from Carrier TF's over other TF's in the same hex, such missions still must use the Air Point Availability Table, using the normal 4-column shift, starting from the "0" range column.
Emergency cover and Naval Cover CAP missions must be recorded (plotted) as they are flown, in order to record the AP's activities for that phase.
[5.3.6] CAP vs. Multiple Air Strikes
Fighters assigned to an airbase or carrier TF may be eligible to intercept multiple air strikes on their base (or TF), depending on their activities prior to any follow-on strikes.
CAP fighters which have not actually flown Cover CAP, or Naval Cover CAP missions previously are eligible, if they have not been "aborted" in air combat during a previous strike. (See last paragraph, 5.3.)
Fighters plotted to perform, but that have yet to actually perform Cover/Naval Cover missions, may have those missions voided for that phase, and are likewise eligible.
Fighters plotted to perform escort missions, but that have yet to fly that mission, may have that mission voided for the phase, becoming eligible to fly CAP missions. Note: Voiding the "escort" portion of an air strike does not necessarily void the "bomber" portion of the strike—it may still be flown, only without the now-missing escorts.
Fighters assigned Cover/Naval Cover CAP missions may fly those missions against multiple strikes against their assigned hexes, if they have not been "aborted" in previous air combats and, for carrier-launched CAP missions, these FTR AP's are eligible via the carrier coordination (8.1.4) process. The same applies for Emergency Cover/Naval Cover, with any responding fighters using the Air Point Availability Table each time, as if the follow-on strike were the first.
Example: At Rabaul, the Japanese player has 12x A6M fighter AP's. He has plotted 5 of them to perform Naval Cover for a TF returning to Rabaul from the Solomons. The US player launches a first strike, from Port Moresby, against Rabaul. The 7 un-plotted A6M's there are eligible to intercept, as are the 5 plotted to perform Naval Cover. If they do, however, their Naval Cover mission plot would be voided for the following Naval Phase. The Japanese player launches the 7 un-plotted AP's and, in air combat against the US strike, loses 1x A6M destroyed, and has 1 aborted.
Later, the US player launches a second air strike, this time from Guadalcanal, with different AP's, also against Rabaul. The Japanese player now has 5 eligible unplotted A6M's, plus the 5 plotted to perform Naval Cover. The one AP aborted during the first US strike is now ineligible to fly any CAP mission for the remainder of that Air Phase.
This process continues, with eligible CAP fighters (theoretically) being eligible to fly against an unlimited number of incoming air strikes.
When fighter AP's fly Emergency Cover or Emergency Naval Cover CAP missions, these missions must be recorded on the owning player's Air Strike Plot Log. For future interception purposes, see 5th paragraph (preceding), this section.
[5.3.7] USN Emergency CAP: SBD's
The US 1941-42 Air Point Chart lists a FTR role rating for the SBD. Through 1942, US carrier-borne SBD's which are currently unplotted, and which flew no attack mission in the immediately-preceding phase, may perform "emergency CAP" over their own TF hex.
They may operate at MEDIUM or LOW altitude. Their air combat ratings are "1M." In this role, they function solely (and normally) as FTR's i.e., they perform no "return fire," as they would do if attacked by enemy FTR's in their normal dive-bomber role.
[5.4] Bombardment Strikes
Bomber ("B"), dive-bomber ("D"), and Fighter-bomber ("FB") AP's assigned to attack enemy ground targets are performing a Bombardment Strike.
Procedure: Bombardment Strikes. After all air-to-air combat and AA has been resolved, all surviving striking AP's may attack their actual target(s). The striking player totals the Bombardment Strengths of the attacking AP's. This will indicate the appropriate column to use on the appropriate Bombardment Combat Results Tables. 2D6 are rolled, and cross-indexed with the proper column. This will produce a damage-level result (in the case of bombing installations) or, in the case of ground units, various results, any and all of which are applied immediately—in some cases secretly by the defending player.
[5.4.1] Air Bombardment: Cumulative Damage
All damage inflicted via multiple bombardment missions are cumulative, as if the strikes were flown from different bases.
[5.4.2] A bombardment air strike on a port which is (unexpectedly) found to contain ships may attack those ships instead of, or in addition to the port itself (by splitting attacking AP's between the two targets). All such AP's must use their "B" or "D" bombing roles, using 1/2 (rounded down) of their Anti-Ship ratings. Such AP's may never be used in the "T" (torpedo) role.
[5.5] Strafing Strikes (Fighter Sweeps)
Fighter AP's assigned to attack enemy airbases are performing a Strafing Strike. Such a strike may take one of two forms:
- Fighters assigned an escort mission, at either Low or Medium altitude, which do not engage in air-to-air combat as an escort, or
- A fighters-only (i.e., acting solely as fighters) mission plotted as a Strafing Strike (termed a "Fighter Sweep") against an enemy airbase.
[5.5.1] Procedure: Strafing Escorts
After all air-to-air combat and AA has been resolved, all surviving fighter AP's that did not engage in air-to-air combat may attack the airbase itself. The striking player totals the Low air-to-air combat strengths of the strafing AP's. This will indicate the appropriate column to be used on the Bombardment of Air Points Table. The attacking player rolls 2D6, and cross-references the DR result with the appropriate column. The indicated combat result is applied immediately.
Escorting fighter AP's which have used their air-to-air combat strengths in the current strike (i.e., they have attacked enemy CAP in air combat) may not strafe. The striking player is free to withhold some of the escorting AP's on the strike from air combat, provided that attacking enemy FTR AP's were matched, at least one-for-one, by friendly FTR AP's engaging them in air combat. Withheld escort fighter AP's are, following air-to-air combat, eligible to strafe.
[5.5.2] Procedure: Fighter Sweeps
Strafing strikes that do not emanate from escort missions (as above), which contain only fighter AP's (acting as fighters, and so-plotted) are considered to be performing a "fighter sweep."
Fighter sweeps are conducted at Low altitude. Such a mission is announced as a "fighter sweep." Though the strafing component of a fighter sweep must arrive (and conduct attacks) at Low altitude, fighter sweeps may consist of fighter AP's at both Low and Medium altitudes. Only those striking AP's at Low altitude are eligible to strafe; any fighter component at Medium altitude may be considered an "escort," and have the capability to change altitude, depending on enemy reaction—as set forth as follows.
If a fighter sweep consists of components at both Low and Medium altitudes, it must be announced as such—though the exact composition of each altitude component need not be revealed.
Opposing enemy non-fighter AP's at an airbase targeted by any strafing strike (or by any strafing method) may not avoid being attacked by strafing fighters, unless they have been plotted to perform a strike during that Air Phase and are not determined to be present, as indicated by the Strike Sequence Table.
Opposing enemy fighter AP's eligible to fly CAP over their own base targeted by an enemy fighter sweep have four options:
- Remain grounded—subject to elimination via results achieved by the Bombardment of Air Points Table.
- In part or in whole, fly CAP normally, at Low altitude, engaging sweeping enemy fighters in air-to-air combat there. Any friendly fighter AP's either not engaging, nor aborted via any previous air combat, are considered to be on the ground if any strafing subsequently occurs. Sweeping AP's at Low altitude then are treated as in 5.5.1, above. They may either engage in air combat or strafe, but not both. Striking enemy AP's at Medium altitude may, if unengaged, drop to Low altitude and engage in air combat with enemy Low-altitude CAP. If engaged (i.e., enemy CAP exists at Medium altitude with them), the striking player must at least match the enemy CAP (in numbers of AP's), engaging in air combat at Medium altitude. Any striking AP's in excess of enemy CAP at Medium altitude are free to drop to Low altitude, engaging in air combat there—but not strafing. Thus, in this case, air-to-air combat must be resolved at Medium altitude first.
- In part or in whole, fly CAP at Medium altitude, whether or not enemy striking AP's exist there. If striking enemy fighter AP's do exist at Medium altitude, air-to-air combat is resolved there, and the mechanics of (2), above, apply. If no striking enemy AP's are present at Medium altitude, enemy fighters at Low altitude assigned the fighter sweep mission may, in part or in whole, abort the sweep attack, climb to Medium altitude and engage in air combat with CAP there.
- A combination of (2) and (3), above, with CAP fighters assigned to both altitudes.
[5.5.3] Strafing strikes are considered bombardment missions; hence multiple-mission penalties apply (though the penalties are not as severe; see Bombardment of Air Points Table). Such strikes are governed by 5.1.5 ("Successive Phases").
[5.5.4] Resolving Strafing Attacks
Once the appropriate column is determined on the Bombardment of Air Points Table, 2D6 are rolled, separately for each enemy AP Type present. Losses are then applied only to the specific AP type being rolled for. Note: Strafing FTR's current air combat values are used (in place of bombardment ratings) to determine the proper column to be used.
[5.6] Naval Strikes
"B, D, FB" or "T" AP's allocated to attack enemy TF's are performing a "Naval Strike." This involves the use of the Air-Naval Tactical Display, and is explained in detail in 7.0.
[5.7] Interdiction Strikes
Interdiction strikes may take one of four forms:
- Special strike vs. moving ground units (5.8.5-5.8.8)
- Special strike vs. ground units moving by rail (5.9)
- Normal strike vs. rail lines to interdict rail movement and possibly damage rail lines (5.7.1)
- Normal strike vs. ground hexes, during Air Phases, to interdict potential ground movement into/through that hex (see 11.2.2).
[5.7.1] Damaging Rail Lines
Bombardment strikes may be conducted against rail hexes. The damage level inflicted (Note: "S" results have no effect) is placed on the targeted rail hex. This is the only effect gained via bombardment of rail hexes. Thus, the rail line in a hex is targeted separately. Other installations/units in the hex are not affected by bombardment results obtained. The bombardment and damage level inflicted on rail lines is conducted openly, so the results are known to the attacking side.
AA Fire. Calculate a rail hex's AA value as follows: (Country's current Railcap) minus (Distance—in ground MP's—from nearest Rail Center). No minimum AA value exists—if the distance produces a value ≤ 0, no AA fire occurs.
Road hexes may not be targeted or damaged in this fashion—only rail hexes may.
Damaged rail lines may not be used for rail movement until repaired (see 35.3.4).
Note that this process is different from that for "interdiction" of rail hexes (see 5.9).
[5.8] Special Strikes
A "Special Strike" is an air strike that does not occur during an Air Phase. Special strikes against ships are conducted during a Naval Phase. Special strikes against ground units are conducted during the Ground Phase. AP's do not have to be assigned a Special Strike Mission beforehand in order to perform one; they need only be eligible to perform air strikes in the phase in question.
Procedure Against Naval Units
A player must pause (however briefly) while moving a TF into a hex, to allow the enemy player the opportunity to launch a special strike against the moving TF. This pause permits the enemy player to calculate ranges, etc. before he announces the strike. The TF's movement is then halted, in whatever hex it is in at the time the strike is announced, and the strike is resolved before that TF may continue its movement. Only a TF actually being moved may be the target of a special strike. Additionally, the TF must be currently contacted in order for the strike to be launched.
Note: Special strikes may not be launched against "dummy" TF's (see 13.6.4).
Special strikes against ships are resolved in exactly the same manner as a Naval Strike.
[5.8.1] If any ships of a moving TF are damaged (or sunk) by a special strike, there is a possibility that the TF may have its plotted mission(s) changed (see 17.16).
[5.8.2] Moving TF's may be attacked by more than one special strike in the same phase, although such attacks must originate from different airbases. Any air base, including carriers, may launch only one special strike against any given TF during a single Naval Phase.
Airbases (again, including carriers) may launch successive special strikes against different contacted enemy TF's that enter their strike range, during the same Naval Phase. Such strikes, though, are governed by the Air Point Availability Table, using the range band appropriate for the new air strike(s). Note: Any AP's "aborted" in any previous special strike that phase are not eligible to launch a successive one.
Player's Note: This provision is intended to minimize the abuse of sacrificing low-value TF's by sending them in ahead, inviting air attack, while more valuable TF's await to move through the cleared "lanes," via subsequent TF movement in the same Naval Phase.
[5.8.3] Special strikes against TF's may be conducted by AP's which conducted strikes in the preceding Air Phase. This is the only exception to rule 5.1.5 prohibiting the launch of air missions in succeeding (Air-Naval) phases. Exceptions:
- AP's conducting NIGHT bombardment missions during Air Phases are ineligible to conduct special strikes in immediately-following Naval Phases.
- AP's conducting Air Transfer, or Strike Transfer missions are eligible to conduct special strikes against TF's in immediately-succeeding Naval Phases, but only via use of the Air Point Availability Table (see 4.4.3).
Note, however, that the reverse is not true: AP's may not perform a special strike, then perform missions in the immediately-following Air Phase.
Procedure. The Air Point Availability Table is used to determine AP availability for use in any follow-on special strike.
[5.8.4] Special strikes against enemy TF's may be affected by night (see 16.6).
Procedure Against Ground Units
As with TF's, a player must pause briefly each time he moves a ground unit (assuming it moves more than one hex), to allow the enemy player to launch a special strike against the moving unit. This may be done by one of two methods:
- Striking the moving enemy unit as it is entering a (friendly) defending unit's hex, in order to alter the DR for ground combat, or
- Striking the unit in the hex it has just entered, in order to increase the MP cost for the unit to enter that hex during that Ground Segment (this procedure is known as Interdiction).
[5.8.5] Enemy ground units which have initiated ground combat by entering a defender's hex must still resolve the combat, regardless of any alterations that have been made to the DR by special strikes.
[5.8.6] Interdiction attacks made on moving enemy ground units are conducted using the Bombardment of Ground Units Table. These strikes are resolved openly (as opposed to the normal method of bombarding enemy ground units, which is done secretly). The number generated (+1, 2, or 3; normally applied as a ground combat DRM) indicates the increase, in MP's, for a particular ground unit to enter that (now-interdicted) hex.
Interdicted ground units with insufficient MP's (i.e., due to that interdiction) may not enter the hex in question.
[5.8.7] Special strikes against ground units are resolved in the same manner as a Bombardment Strike. No restrictions apply to AP's flying these missions, provided they have not performed any multiple bombardment mission during any of the three preceding Air Phases. If they have, AP's are only available to conduct special strikes against moving ground units via the Air Point Availability Table (standard distance). Moreover, such strikes are counted as a (another, if applicable) multiple bombardment strike.
[5.8.8] Special strikes against enemy ground units are never affected by night, as "night" may not be declared during ground movement.
[5.9] Rail Movement Interdiction
Rail hexes may be interdicted, in lieu of damaged, by BMR's and FB's. Interdicting a rail hex impedes rail movement through a rail hex; it does not prevent it (as in 5.7.1).
The cost to entrain/detrain in an interdicted rail hex is the normal 5 rail MP's, plus the total bombardment value of the AP's interdicting.
The cost, in rail MP's, to leave an interdicted rail hex is calculated as: (Total Bombardment Value delivered) / DR (1D10; reading "0" as "ten"), with standard "rounding."
Rail hex interdiction missions may be launched during Air Phases (as a normal mission), or during Ground Phases (as a special strike).
If performed as a special strike, the non-phasing player merely announces a Special Strike, as an Interdiction mission against the subject rail hex. The phasing player may not intercept such missions, unless plotted CAP exists over the subject hex—left over from the preceding 3rd Air Phase. Effects apply only to the specific rail move triggering the strike.
If performed during an Air Phase, effects apply to all rail moves into, or through, that rail hex during that G/T. These strikes may be opposed via any eligible CAP mission. Results of such strikes should be recorded, for later reference during the Ground Phase.
[5.10] Joint Strikes
Friendly AP's from two (or more) different airbases may be combined in order to perform a single, "Joint" strike.
Procedure: When writing the strike plot of a Joint Strike, the player must designate one of the airbases as the "lead" base. All other participating launching bases are then considered "following" bases. All striking AP's from the lead base are able to participate in the strike fully. For all following bases, the owning player must roll on the Air Point Availability Table for the striking AP types, individually, to determine the percentage of these AP's that are actually able to participate in the strike. These DR's are made at the instant of combat, not at the instant of launch.
[5.10.1] If the lead strike in a Joint Strike can be routed over a following base on its way to the target, the distance for the Air Point Availability Table for that (or those) following base is considered to be zero.
[5.10.2] Inter-service Cooperation
All "sister-service" (see 4.1) AP's from following bases may incur a negative DRM. Roll 2D6. The DR result differential is then applied, as a negative DRM, to all Air Point Availability Table DR's made by each "sister-service" AP type.
[5.11] Air Transport Missions
Transport AP's (those with a role code of "C") may transport friendly ground units and, in some circumstances, perform "Emergency Command Links" via a special procedure (see 31.3) by air, from one friendly airbase to another—through an Air Transport mission.
Procedure: Air transport missions are considered to be a type of Air Strike. When conducting such a mission, the AP(s) and the embarked units involved must begin the Air Phase in the same hex. Ground units are automatically assumed to be loaded on the AP's and may be transported to, and automatically (assuming that the mission is not intercepted) unloaded in, any friendly airbase hex within the normal range of the transport AP(s). After completion of the mission, the AP(s) may either return to their original airbase, remain at their destination airbase, or conduct a Strike Transfer.
Note: Cargo AP's may operate from (and to) any sized airfield.
[5.11.1] Each transport AP has a Load Capacity of 1/2 step of ground units. Thus, a minimum of two AP's are required to transport 1 ground step. Exception: US C-54 AP's each have a Load Capacity of 1 ground step. There is no limit to the number of friendly AP's that can combine to "share" cargo on the same Air Transport mission.
[5.11.2] If some transporting AP's sharing cargo are eliminated due to combat, transported ground units suffer losses in the same proportion as their transporting air units (rounded down).
Example: If 6 transport AP's are transporting a 2-step ground unit, and 2 of these AP's (33%) are lost in air combat enroute, no steps of ground units need be lost—as 33% of 2 = .66, rounded down to "0," and the remaining transport AP's are still sufficient to lift the cargo. Had 3 of the AP's been lost (50%), 1 of the 2 ground steps would also be lost.
If, due to air combat (either via loss and/or aborts), the remaining air transport AP's are insufficient to complete the transport mission as assigned, the owning player may choose which ground units are aborted and/or lost, if choices exist.
Example: The CW player embarks a (1-step) Battalion, and a 2-step Regiment aboard 9x C-47 AP's at Dacca, with a destination of Lashio. Enroute, 2 of the transport AP's are destroyed (22%), and 2 are aborted. No mandatory ground step loss is incurred, but only 5 of the cargo AP's (which can carry only 2 ground steps) will complete the transport mission. The CW player may choose either the Regiment or Battalion to abort. And, since the aborted (either the required 2, above, or one if the CW player so chooses) air transport points are sufficient to carry the "aborted" ground unit back to Dacca, no ground steps are lost.
[5.11.3] If some transporting AP's sharing cargo are aborted, the cargo they carry is returned (as are the AP's) to the original airbase hex as per 5.11.2, above. The owning player may voluntarily abort additional transport AP's so that any cargo they share may be returned intact.
[5.11.4] Ground units being air transported need not be "activated." Ground units conducting air assault (5.12), however, must be activated prior to embarking.
The following units may never use Air Transport (or Paradrop/Air Assault):
- Naval units
- Mechanized/motorized ground units
- CCP ground units
- Air Points
- Engineers (except per 5.12.12)
[5.11.5] Air Transport: Extended Range
Air transport mission range may be extended, using the Extended Range of cargo AP's, if cargo is transported one-way only (i.e., no return by the transporting cargo AP to its originating base during that Air Phase).
Air assaults (5.12) may be conducted at extended range, by Japan only (see 5.12.10).
[5.12] Air Assault
Transport ("C") AP's may transport airborne units from a friendly airbase hex to a hex not containing a friendly airbase, through an Air Assault mission.
Note: The term "air assault" encompasses both paradrops and glider-borne landings. As such, no distinction, in game terms, is made between these two different types of operations. Both are, for game purposes, functionally identical.
Procedure: Air Assault missions are considered a type of Air Transport mission. When conducting such a mission, the AP's and the airborne unit(s) involved must begin the Air Phase in the same hex. Both the AP's and units involved are subject to a preliminary period of advance planning, similar to the procedure for Amphibious Assaults (see 17.1.1). This period is one full game turn, regardless of the size or nationality of the units involved.
For example, if transport AP's arrive at an airbase during the second Air Phase of a game turn, they would be eligible to conduct an Air Assault mission commencing the third Air Phase of the following game turn.
Note: For purposes of this rule, "overland" assaults do include amphibious assaults.
[5.12.1] Like air transport missions, each transport AP has a Load Capacity of 1/2 step of airborne units. Airborne units (the only ones eligible to perform Air Assaults) are all ground units with the "parachute" unit type symbol, and those with the "glider-borne" symbol.
[5.12.2] Airborne units preparing or available for an Air Assault mission may not engage in ground combat nor ground movement during the required planning time for an air assault. Transport AP's preparing for the same mission may not perform any mission other than Air Transfer. Units preparing or available for an Air Assault may be withdrawn from the process without penalty, at any time.
[5.12.3] Airborne units that initiate combat by Air Assault (paradrop or glider-borne landing) have that combat resolved in the following Joint Assault Segment, or during the regular Ground Segment (see 5.12.4).
[5.12.4] When resolving combat during the Joint Assault Segment, the Troop Quality (TQ) of the assaulting airborne units(s) is halved (rounded up). Exception: If any friendly ground units will be also attacking the target hex overland (i.e., not via airborne assault), a paradropping airborne unit's normal TQ is used. In such cases, the owning player has two options as to how to resolve the airborne assault:
- The airborne units conduct their assault alone, during the Joint Assault Segment, with their normal TQ's, applying a +1 DRM.
- The airborne units may conduct their assault during the regular Ground Combat Segment, in concert with the overland assault. The "lead" unit for this combat must be determined randomly, between a nominated "lead" airborne unit and a nominated "lead" overland attacking unit. Airborne units' TQ's are normal, and the +1 DRM for "successful air assault landing" applies.
[5.12.5] Night Air Assaults
Airborne units making paradrops at NIGHT must make an initial TQ check, using their printed TQ rating, immediately upon "landing," and before any combat is initiated. If a unit passes this check, combat procedures remain as set forth herein.
If a unit fails this initial check, its TQ rating used in resolving the assault is quartered (rounded up).
[5.12.6] Airborne units paradropped onto a one-hex island or atoll cannot retreat. If enemy ground units (including intrinsic garrisons) remain in the hex after the combat is resolved, any surviving assaulting units must go into "Beach-head Defense" (see 39.7.7). Note: On Tactical Islands, the ground combat procedures set forth therein govern airborne assaults onto tactical islands with actual enemy ground units (i.e., not mere intrinsic garrisons) deployed.
[5.12.7] Assaulting units may move no farther in the game turn in which dropped. Such units are automatically considered to be "linked" during the Joint Assault Segment. Afterwards, they must trace a Command Link like normal units. Beachhead OSB's (see 29.5) may not be placed in hexes following airborne-only drops into enemy-controlled hexes.
[5.12.8] Airborne units are not considered to have any entry hexsides during the Joint Assault Segment in which they resolve any combat initiated by their assault.
[5.12.9] Air assault may be conducted into any ground terrain.
[5.12.10] Extended Range Air Assault
Japan (only) may declare Extended-Range airborne assaults, including at NIGHT. Upon completion of these missions, the transporting cargo AP's are lost. Cargo capacities are unaffected.
[5.12.11] Air Landing Units
Several "air landing" units exist—those with the "glider-borne" unit type symbol. Air Landing units are treated, for all purposes, as normal airborne units. Exception: The only difference between Air Landing units and regular airborne units is that, following an Air Landing unit's "drop," the transporting AP's delivering the unit(s) are "recycled," by removing them from the game. They arrive, as reinforcements, in the immediately-following Strategic Cycle.
[5.12.12] US Airborne Aviation (Engineer) Battalions
These special ENGR units are airdrop-capable (they are assumed to be delivered in gliders). But, such units may not make "combat jumps" (defined as initiating ground combat—even vs. Intrinsic Garrisons only).
These units are not required to be airdropped. Regardless of their deployment means, they function, once deployed, as normal ENGR units in all ways. These units may be air-transported.
[5.13] ASW Missions
Land-based AP's possessing a Short Range search value may be assigned as Strategic Anti-Submarine Warfare (ASW) role during Strategic G/T's. Note: Land-based carrier block AP's, as listed on the Air Strike Plot sheets, are also eligible. AP's on "training status" (58.1 B) may not be placed on ASW duty.
[5.13.1] Exceptions: Japanese
The following Japanese AP types (indicated by asterisks on the Air Strike Plot Sheets) are ineligible to be assigned ASW roles:
- Ki-46 Dinah (all versions)
- Ki-51 Sonia
- Ki-45 Nick (all versions), Ki-102 Randy
- All IJA-type bombers (e.g., Ki-21, Ki-48, Ki-67) except for Ki-49 Helens—which are eligible.
- Ki-15
[5.13.2] ASW Screening Value
Each eligible Allied AP assigned an ASW role for an upcoming cycle contributes the equivalent of a naval screening value of "1," out to the extent of the "short" range band of seven hexes, or the subject AP's extended range—whichever is shorter.
Japanese H6K Mavis and H8K Emily AP's so-assigned also contribute screening values of "1." All other eligible Japanese AP's, though, contribute a screening value of "1/2" (collectively at each base, rounded up). Exceptions: Commencing with cycle 0/11/43, Japanese G4M Bettys, and P1Y's (when available) revert to a full ASW screening value of "1."
Following successful daylight enemy sub searches on TF's "covered" by land-based ASW AP screening values, the airbase's screening value is added to that of the contacted TF. The total screening value may be added, in whole or in part, to any defensive group.
TF's are "covered" by friendly ASW AP's if either the TF, or the enemy subron, are within the seven hex (or shorter, if applicable) distance covered by the assigned ASW AP's. No TF is "covered" in this fashion at NIGHT.
Example: At Noumea, the US player has 2x PBY & 2x (land-based) TBF AP's assigned ASW roles for the current cycle—a total screen value of "4." A US TF sailing from the Solomons is contacted by a Japanese subron south of Espiritu Santo, in hex E3326 (six hexes from Noumea—within "short" search range; therefore "covered" by Noumea's ASW AP's). The US TF consists of 1x BB, 2x CA's, 1x CL, & 4x DD's. The US player thus has a total screen value of "8" (the 4 DD's, + Noumea's air ASW of "4"). Assuming he draws a "Report True" contact chit (see Optional Rule 22.5.8), he must deploy at least three defensive groups, and is free to allocate his total screen value of "8" in any fashion he desires.
[5.13.3] Air Points assigned ASW roles continue to provide their normal Air Search values to their assigned airbases, though they are ineligible to perform any air strike or mission (including air transfer) during that cycle, as long as they retain their ASW mission. If such AP's fly an air transfer mission, they lose their strategic ASW role capabilities for the remainder of that operational cycle.
Air Points may be assigned ASW roles only during Strategic G/T's. AP's may be relieved of ASW roles at anytime during a cycle—in which case they function in their normal (i.e., non-ASW) role.
[5.13.4] ASW Suppression Value
Land-based AP's possessing an Air Search Value of at least "1" at Long Range (e.g., US PBY/PBM, B-17, B-24, PB4Y, PV-2; Japanese G4M, H6K, H8K—but not including the Ki-46 Dinah) have an additional effect on enemy subs when these AP's are assigned ASW roles.
Each such AP may impose adverse DRM's to enemy sub searches, if the enemy subron is within short air search range (seven hexes). Implement the following steps:
- Divide the number of long-range AP's assigned ASW roles by the distance, in hexes, from the searching AP's base to the searching enemy subron, rounding to the nearest whole number (rounding .5 up).
- The result is the DRM which is added to that enemy subron's search DR.
If, solely as a result of DRM's applied via ASW Search Suppression—in other words, but for the ASW search DRM, a subron's search would have been successful—the ASW-controlling player rolls 2D6. On any DR of "doubles," one enemy sub point from that searching subron is lost (sunk). If a "doubles" DR result is obtained, the owning player may continue to roll until he gains a DR result that is not "doubles." Each successive DR of "doubles" sinks one enemy sub point.
[5.13.5] NIGHT has no effect on Long-Range AP's assigned ASW roles. They continue to provide DRM's, as per 5.13.4, whether the enemy subron's search is performed at night or during daylight.
Player's Note: These AP's are considered to be flying missions continuously—if an enemy subron is within "short" range of them at NIGHT, they are within the same range band as soon as the sun comes up. Moreover, the AP types eligible to perform this mission were typically used more often at night.
NIGHT does prevent ASW screening values (5.13.2) from being assigned. Thus, the provisions of 5.13.2 do not apply if a friendly TF is contacted at NIGHT.
[5.14] Staging
All AP's, except US B-29's, may conduct air strikes via staging, whereby they fly to advanced (forward) airbases and, from the forward airbase, launch air strikes against enemy installations. Staging strikes may not be launched against enemy ships at sea. Both airbases used in staging strikes must be "linked." Additionally, the "staging" airbase must be undamaged.
Procedure
[5.14.1] Air Points may use their Extended Range in either, or both "legs" of a staging strike. If Extended Range is used in either leg, AP's use their Extended Range Combat Ratings in resolving their strike.
AP's with (shorter) torpedo armament ranges may stage forward using their regular BMR range values (it is assumed that such AP's would be torpedo-armed at their staging airbase).
[5.14.2] Air Points may stage through any level forward airbase to launch a staging strike. Thus, for example, US B-17's may launch strikes from forward Level-1 airbases via staging.
[5.14.3] The number of AP's which may use an airbase to stage through is limited by that forward airbase's level. Thus, for example, a Level-1 airbase may be used to "stage" a maximum of 5 AP's (of any eligible type, or types) in any given Air Phase.
Airbases may stage AP's up to their airbasing capacity whether or not they have AP's already assigned there. Thus, AP's at a staging airbase do not count against staging missions.
[5.14.4] CP Cost
Staging missions are conducted only by expenditure of CP's. CP's are expended by block type staged, at a cost of 1 CP per block type used.
CP's may be expended from "reserve," or from any HQ controlling either the originating, or staging, airbase.
[5.14.5] Air Points conducting staging strikes are always considered to be flying at Extended Range, for combat loss purposes (i.e., entailing the potential for loss doubling; see 6.3.3). They are not required to use their Extended Range Combat Ratings, however, unless one of the "legs" flown was flown at Extended Range.
[5.14.6] Staging strikes may form Joint Strikes with AP's launched in concert with staging AP's.
[5.14.7] Restrictions
A maximum of two "legs" may be flown in any staging strike.
The following kinds of air missions may be flown using staging:
- Fighter escort
- Bombardment strikes
- Strafing strikes
- Joint strikes
- Air Transport
- Air Assault
The following kinds of air missions may never be flown using staging:
- CAP (all types)
- Naval strikes (against ships at sea)
- Special strikes
- Any kind of Strategic Mission
Carrier-based AP's may not fly staging strikes.
[5.14.8] If more than 1 AP type constitutes a single staging strike, those AP types' combat ratings are determined separately. Thus, for example, if US P38 AP's join with B-24 AP's in a staging strike, and both legs of the strike are within Normal Range for the B-24's but at Extended Range for the P-38's, only the P-38's must use their Extended Range Combat Ratings.
[5.15] Extreme Range Strikes
AP's may perform air strikes at extreme range (i.e., beyond their printed extended-ranges—or normal range if no extended range applies).
AP's may perform extreme-range strikes out to a maximum of 6 MP's beyond their otherwise maximum strike range. Such AP's retain their air combat, bombardment, and anti-ship strengths as if the range used was at their maximum allowable.
For combat loss purposes (air-to-air, AA), such AP's are considered to be at "extended range."
All AP's returning from performing an extreme range strike must roll (2D6 per returning AP type) on the Bombardment of Air Points Table to determine loss. Note: AP's lost due to extended-range combat loss "doubling" (see 6.3.3) are not factored; only those AP's actually returning are.
The Bombardment of Air Points Table is annotated "X+1 (extreme range + 1 MP), X+2," etc., indicating which column to use in determining AP loss on return. Standard rounding procedures apply.
[6.0] AIR COMBAT
[6.1] Air-to-Air Combat
Air-to-air combat may occur only between striking AP's and enemy CAP; generally only in the target hex of the strikes involved (exception: CAP plotted over enemy bases; see 5.3.3). If CAP is present in a target hex to "intercept" an enemy strike, players must use one of the following routines to determine the results of air-to-air combat. Only AP's at the same altitude level may engage in air-to-air combat; AP's at different altitude levels have no effect on one another.
Procedure; Air-to-Air Combat. Whenever AP's other than pure FTR's on both sides are present, the player who attacks first in air-to-air combat is said to have the Bounce (see 6.2). In any air strike, either FTR escort is present or it is not. If escorts are present, they must be designated as "loose, close" or both in relation to the escorted friendly AP's. This determines the manner in which air-to-air combat is resolved. If a strike has no escort, or has Close Escort, then the opposing CAP will receive the bounce (and attack first) automatically. If any escorts are loose, then a die must be rolled by the striking player to determine who receives "the bounce," and attacks first.
Note: Even when performing Bombardment Strikes, players must carry out the procedures given in the Air Phase of the Air/Surface Strike Sequence (7.1 B). This will determine the altitude levels of the opposing AP's so that air-to-air combat may be resolved.
[6.1.1] Air Combat Routines
Note: For purposes of this rule, "surviving" is defined as neither destroyed nor aborted.
A. CAP ATTACKING ENEMY UNESCORTED STRIKE
- Step 1: CAP attacks striking enemy AP's on the Air-to-Air CRT.
- Step 2: All enemy (striking) AP's, including those just destroyed/aborted, attack friendly CAP on the Air-to-Air CRT ("return fire"). Results from steps 1 and 2 are applied; all aborted AP's return to base.
- Step 3: Surviving enemy (striking) AP's now continue their strike. Surviving (unaborted) CAP remains over the target hex, eligible to intercept any further enemy strikes.
B. CAP ATTACKS ENEMY CLOSE-ESCORTED STRIKE
- Step 1: CAP attacks enemy escort only. Results are applied immediately; aborted enemy escorting AP's return to base.
- Step 2: Surviving enemy escort attacks friendly CAP. Results are applied immediately; aborted CAP AP's return to base.
- Step 3: Surviving friendly CAP attacks enemy bomber force.
- Step 4: Enemy BMR force, including those destroyed/aborted in step 3, attacks friendly CAP ("return fire"). Results from steps 3 and 4 are applied immediately; all aborted AP's return to base.
- Step 5: Surviving enemy BMR AP's now continue their strike. Surviving (unaborted) friendly CAP remains over the target hex, eligible to intercept further enemy strikes.
C. CAP HAS "BOUNCE" OVER ENEMY LOOSE-ESCORTED STRIKE
- Step 1: CAP attacks either the enemy escorting FTR's or the enemy BMR force, at the owning player's option. If escort force is attacked, results are applied immediately; aborted enemy escorting AP's return to base. If BMR force is attacked, proceed to step 2 after the results of that attack are noted.
- Step 2: If CAP attacked enemy escorting FTR's in step 1, surviving enemy escort attacks friendly CAP. Results are applied immediately; aborted CAP AP's return to base. If CAP attacked enemy BMR force in step 1, enemy BMR force, including those destroyed/aborted in step 1, attack friendly CAP ("return fire"). Results are applied immediately; all aborted AP's return to base.
- Step 3: Surviving friendly CAP attacks the group it did not attack in step 1, repeating the procedures set forth in step 1 if this group is the enemy escorting FTR's; for both steps 1 and 2 if this group is the enemy BMR force.
- Step 4: Repeat the procedures in step 2, above, for the appropriate enemy group attacked in step 3.
- Step 5: Surviving enemy BMR AP's now continue their strike. Surviving enemy escort that participated in air-to-air combat returns to base. Surviving (unaborted) friendly CAP remains over the target hex, eligible to intercept further enemy strikes.
D. ENEMY LOOSE-ESCORTED STRIKE HAS "BOUNCE" OVER CAP
- Step 1: Enemy escort attacks friendly CAP. Results are applied immediately; all aborted CAP AP's return to base.
- Step 2: Surviving enemy CAP may attack either the enemy escort or BMR force, or abort their attack (and RTB); owning player's option. If CAP attacks enemy escorting FTR's, results are applied immediately; aborted escorting FTR's return to base. If CAP attacks enemy BMR force, after noting the results of that attack, enemy BMR force, including those just destroyed/aborted, "return fire," attacking CAP. Results are applied immediately; all aborted AP's return to base.
- Step 3: Regardless of which group was attacked by CAP in step 2, surviving escorting FTR's attacks remaining unaborted CAP again. Results are applied immediately; aborted CAP AP's return to base.
- Step 4: Surviving BMR AP's now continue their strike. Surviving escorting FTR's return to base. Surviving (unaborted) friendly CAP remains over the target hex, eligible to intercept further enemy strikes.
E. CAP vs. LOOSE & CLOSE ESCORTED STRIKE
- Step 1: Determine which side has the "bounce" for air combat between CAP and enemy Loose escorts. Proceed to either Step 2 (a) or Step 2 (b):
If CAP gains "the bounce":
- Step 2 a: CAP may attack either the enemy Loose escorts or the Close escorts. Results are applied immediately; aborted escorting AP's return to base.
- Step 3 a: Surviving escorting AP's of the group that was attacked in step 2 (a) attack CAP. Results are applied immediately; aborted CAP AP's return to base.
- Step 4 a: Surviving CAP may attack either of the two enemy groups it did not attack during step 2 (a)—e.g., Loose escort, Close escort, or bombers. If this group is another enemy escort group, results are applied immediately; aborted escorting FTR's return to base. If this group is the enemy BMR force, note loss results and proceed to step 5 (a).
- Step 5 a: If CAP attacked an enemy escort FTR group in step 4 (a), surviving escort FTR's of this group attack CAP. Results are applied immediately; aborted CAP AP's return to base. If CAP attacked enemy BMR force in step 4 (a), enemy BMR force, including those destroyed/aborted in step 4 (a) "return fire," attacking CAP. Results are applied immediately; all aborted AP's return to base.
- Step 6 a: Surviving enemy BMR's continue their strike. Surviving escorts that participated in air-to-air combat return to base. Surviving (unaborted) CAP remains over the target hex, eligible to intercept further enemy strikes.
If Loose Escort gains "the bounce" over CAP:
- Step 2 b: Loose escort FTR's attack enemy CAP. Results are applied immediately; aborted CAP AP's return to base.
- Step 3 b: Surviving CAP may attack either enemy Loose or Close escorting FTR's. Results are applied immediately; aborted escorting FTR's return to base.
- Step 4 b: Surviving Close escorting FTR's attack enemy CAP. Results are applied immediately; aborted CAP AP's return to base.
- Step 5 b: Surviving CAP attacks either the enemy BMR force, or the fighter escort type (Loose or Close) it did not attack during step 3 (b). If this group is an enemy escort FTR group, results are applied immediately; aborted escorting FTR's return to base. If this group is the enemy BMR force, note loss results and proceed to step 6 (b).
- Step 6 b: If group attacked in step 5 (b) was the enemy BMR force, that force, including those destroyed/aborted during step 5 (b) "return fire," attacking CAP. Results are applied immediately; all aborted AP's return to base. If group attacked during step 5 (b) was another escorting FTR group, ignore this step.
- Step 7 b: Surviving BMR force now continues its strike. All escorts participating in air-to-air combat return to base. Surviving (unaborted) CAP remains over the target hex, eligible to intercept further enemy strikes.
[6.2] The "Bounce"
[6.2.1] Before resolving air-to-air combat, if escorting FTR's are present, it is often necessary to determine which side has the "bounce" (i.e., which side attacks first). To determine this, the striking player rolls 1D6 and consults the Bounce Table (see charts).
[6.2.2] AVG and the "Bounce"
Prior to any air combat involving the AVG (so long as it occupies an airbase in China, Burma or India), the Allied player must be informed of the exact composition (including escort posture) of all Japanese altitude components of any air strike capable of being intercepted by AVG AP's. Only then is the AVG committed to combat. It may engage any element (or elements) the Allied player desires. Other than the above, the AVG may not evade combat outright.
[6.2.3] The US player has one "AVG Base" marker to denote one airbase, containing the AVG. All US P-40 AP's at that base automatically receive "the bounce." This applies even in a pure FTR vs. FTR air combat (i.e., a Japanese fighter sweep); in this case the Flying Tigers shoot first, before any return fire from Japanese fighters. Moreover, they gain a +1 DRM to all AVG air-to-air combat DR's.
The AVG base marker must be deployed (and remain in) the CBI Theater (defined as China, Burma, or India).
The AVG base counter is removed (disbanded) in Strategic Cycle 0/7/42. Thereafter, all US P-40 AP's, wherever situated, function normally, without the above-listed advantages.
[6.3] The Air-to-Air C.R.T.
[6.3.1] Procedure
Total the air-to-air combat strengths of all friendly AP's involved in the attack. Find the indicated column on the table. Then determine the total number of friendly AP's involved in the attack. Again, find the indicated row on the table. The attacking player rolls 2D6 and cross-indexes the result under the appropriate columns to determine the result of the attack.
All air-to-air combat results are expressed in terms of the number of air combat strength points aborted/number of air combat strengths eliminated. Compare these totals to the air combat strengths of the defending AP's. If the combat result is less than the lowest air combat strength of any defending AP type, the attack is considered to have had no effect. If the result is greater than, or equal to, the air combat strength of any defending AP type, the attacking player may distribute the results as he desires. Losses due to air-to-air combat (eliminations and aborts) must be applied, entirely, to defending untrained AP's before any losses are applied to defending trained AP's.
Example: (See Examples of Play Booklet)
[6.3.2] Fighter Loss Liability Limits
Fighters are limited in their loss liability solely from bomber "return fire." No limits exist on the number of FTR's that may be aborted from bomber "return fire." The number that may be eliminated, however, is limited. The maximum number of attacking FTR's that may be eliminated solely via bomber "return fire" is equal to the total number of BMR AP's eliminated and aborted by the FTR's involved. Thus, if no BMR's are eliminated or aborted, no attacking FTR's may be eliminated by those BMRs' "return fire." (They may be aborted.)
US B-29's. US B-29 AP's have an additional effect in their "return fire" air combat DR's. In all air-to-air combat involving B-29's, in determining Japanese FTR loss, the number of B-29 AP's eliminated is added to the number of eliminated Japanese FTR AP's called for on the Air-to-Air CRT (see US Air Point Charts). These "extra" AP eliminations are chosen (by type) by the Japanese player.
[6.3.3] Extended Range: Higher Losses
All AP's conducting a strike at Extended Range are potentially liable for additional (operational) elimination results (due to either air-to-air or AA combat). Such results are applied against them again, after they have completed their strike (i.e., upon returning to base).
Exception: If AP's liable for doubled losses can trace any assumed normal range "Staging" (see 5.14) strike, traced from their target hex to an intermediate friendly undamaged airbase, of any size, then to their launching airbase, such AP's are not subject to additional loss. Note: For purposes of this rule only, rule 5.14 (which bars US B-29's from launching any staging strike) does not apply—hence the use of the term "assumed" staging strike.
Example: In 1945, the US player launches a B-29 strategic bombing raid from Tinian against Tokyo (133 MP's, at "extended range."). He suffers the loss of 1x B-29 in air combat over Tokyo. Iwo Jima (D0438) is a US-controlled and operational A/F. Since the US player can trace a normal range (assumed) Staging Mission from Tokyo to Iwo Jima (65 MP's, well within B-29 normal range), and from there to Tinian (ditto; 66 MP's), the US player in this case is immune from additional extended-range loss.
Procedure: Each AP type which has suffered elimination results during an Extended-Range strike is rolled for (1D10) upon returning to base. If the DR result (reading "0" as "zero") is equal to, or less than, the AP types' effective (i.e., "Extended-range") Air Combat Rating, no additional losses accrue. If the DR is greater than the rating, elimination results against that AP type are doubled.
If both trained and untrained AP's of a type fly a mission potentially liable for doubled loss due to extended range, then only those AP's whose training status was affected by KIA results are liable for potential double loss. If both trained and untrained AP's of a type were eliminated, the owning player may choose which training status to roll for (in such cases, the training status not chosen is not liable for doubled losses).
[7.0] AIR/SURFACE COMBAT
The Air/Surface (read: "Air-to-Surface") Tactical Sequence occurs whenever a Naval Strike is plotted against a contacted, non-dummy enemy TF. The Air/Surface Tactical Display is used to regulate the relative position and AA fire of defending ships. After all defending ships of the target TF have been deployed on the display, attacking AP's "enter" the display and attempt to carry out attacks. In the following rules sections, the owning player of the defending TF is referred to as the Naval Player; the owning player of the striking AP's is referred to as the Striking Player.
[7.1] Strike Sequence
In order to resolve a Naval Strike, a special strike sequence is begun. This sequence is followed until all plotted strikes against a TF have been resolved.
A. Strike Contact Phase
The Naval player must give a True contact report (see 13.5.7) to the Striking player (note that the Striking player has already plotted all air strikes—but has not yet allocated AP's to altitudes assigned—before receiving this report). The Striking player must then decide on the Target Priority (7.3) and immediately informs the Naval player of his choice. The Naval player then deploys his ships on the display, according to the restrictions of cases 7.2.1-7.2.5.
B. Air Phase
-
Altitude and Escort Segment: The Striking player indicates on his strike plot the altitude level at which the striking AP's will commence the attack (referred to as their "approach mode") Note that this is not necessarily the altitude that they will release their ordnance at. He then distributes any escort FTR's among the various altitude levels, indicating their escort posture (loose, close, or mixed). The Striking player then informs the Naval player of the altitude level(s) at which striking AP's are now allocated, and whether the AP's (at each level) are escorted. He does not reveal the number or types of AP's; only their presence or absence.
a) Approach Mode Altitude Restrictions. For air-to-air combat purposes, AP's enroute to their targets are restricted as to the altitude they may be assigned to fly at. Torpedo ("T") armed AP's must be assigned a LOW altitude approach. Dive-BMR's and FTR-BMR's must be assigned an approach mode equal to their rated altitudes. Level-BMR's must be assigned an approach mode altitude equal to their allowed attack altitude (i.e., the altitude which they will use on the Air/Surface Damage Table; see "Altitude Effects," below).
Note: This approach mode altitude is not necessarily the same "approach mode" attacking AP's will use when entering the Tactical Display. See 10.1.1.
Player's Note: In air-surface attacks, for attacking AP's, there are three separate altitudes to consider. First, the altitude (HIGH, MEDIUM or LOW) the AP's fly at enroute to the target. This is the altitude they will engage in air combat in. Second, the approach mode altitude they will enter the Tactical Display at (i.e., for AA fire purposes). In the case of D/FB types, this will be different than the preceding. Lastly, the altitude they will actually release their ordnance at (see 7.8.1, Step 4).
Altitude Effects. Bomber ("B") type AP's must attack at their rated altitudes. Exceptions:
- Commencing with cycle 10/42, US B-17's may attack ships from LOW altitude. Commencing with cycle 11/42, they may also skip-bomb ships in port.
- Commencing with operational cycle 3/43, US B-25's & B-26's may attack at LOW altitude by skip-bombing.
- "Elite" Japanese BMR AP's may always conduct attacks at any altitude, without penalty.
- If Optional Rule 61.10 is in effect.
-
Combat Segment: The Naval player allocates any of his CAP AP's over the defending TF to the various altitude levels announced. Air-to-air combat between opposing AP's at the same level is resolved, level-by-level, and all results are applied.
C. Wave Attack Phase
- Entry Segment: The Striking player divides all surviving AP's into the desired number of Waves. Each wave will then enter the Tactical Display separately and sequentially. The entry point (7.7) is then determined for the first attacking wave.
- AA Fire Segment: The Striking player declares the Target Ring of the wave's attack. The Naval player then resolves all AA fire against the attacking AP's (see 10.1). All results are applied immediately.
- Attack Segment: Surviving striking AP's resolve all attacks against the defending ships (7.8).
- End Segment: If there are any waves remaining in the strike, the Striking player returns to the Entry Segment (entry point determination) and resolves the entry, AA fire, and attacks of the next wave. This continues until all waves of the strike have completed their attacks. When this occurs, the Tactical Sequence is completed, and the Naval player removes the remaining ships from the Tactical Display, placing them back on, or in, their holding boxes or trays.
[7.2] The Air/Surface Tactical Display
The Air/Surface Tactical Display is composed of a series of three concentric circles (known as rings), on which all naval strikes are resolved. The inner (smallest) circle is known as the Core Ring (or, simply, "the core"); the middle circle is called the Inner Ring, and the outer (largest) circle is called the Outer Ring. The core is composed of a single arc (of 360 degrees). The inner ring is composed of 3 arcs, each of 120 degrees. The outer ring is composed of 6 arcs, each of 60 degrees. The position of ships in the rings and arcs of the display (abstractly) determines their relative position in the TF, and is used to distribute AA fire, and movement of incoming enemy waves.
[7.2.1] Deployment
To resolve each strike, the Naval player must deploy all ships of the defending TF on the Tactical Display. Ships are placed on the 10 arcs of the display according to the following basic rules. Note, however, that exact deployments are determined by the Target Priority (7.3) announced by the Striking Player. Ships are always deployed face-down, so that only a ship's type is known.
The owning player need reveal (and mark) damage present to ships on the display only if a particular ship possesses "D2" or greater damage. In such cases, the actual damage level need not be specified; only that a ship possesses "at least" D2 damage. Ships remain face-down throughout the entire Tactical Sequence, until they are specifically targeted.
[7.2.2] No more than four ships may be deployed in any arc of the core or inner ring. There is no limit to the number of ships that can be deployed in any arc of the outer ring.
[7.2.3] Ships are placed on the display one-by-one, according to the following strict priorities:
- Core
- Inner Ring
- Outer Ring
No ship may be placed in any arc of a lower-priority ring until all arcs of the preceding rings have four ships deployed in them.
[7.2.4] When deploying ships on the Tactical Display, the Naval player must distribute them equally throughout the proper ring. That is, a player may not place two ships in the same arc until all arcs of that ring have at least one ship deployed in them, or three in any arc until all arcs have at least two ships deployed in them, etc.
[7.2.5] Once deployed on the Tactical Display, the position of ships may not be changed until the end of a Tactical Sequence. Ships may be re-deployed between attacking waves of a strike.
[7.3] Target Priority
Before the Naval player deploys his ships (but after he has provided a True Report; see 13.5.7) concerning the target TF, the Striking player must announce whether the strike, as a whole, will have a Specific or General target priority.
[7.3.1] Specific Target Priority
The choice of a Specific Target Priority allows the Striking player to name any one type of ship (e.g., carriers, amphibious transports, oilers) as the specific target of the attack. The Naval player must then deploy all ships of that type present in the TF in the core (up to the stacking limit of four). Remaining ships may be deployed freely throughout the display, within the restrictions of 7.2.2-7.2.4. All AP's of the strike may attack only the ships (of any type) deployed in the core; they may not attack any other ships on the display.
[7.3.2] General Target Priority
The choice of a General Target Priority allows the Striking Player more freedom once the target ships are placed on the display. The Naval player must deploy his ships, by type, according to the following strict order of priority:
- Carriers (CV's, XCV's)
- Light and/or Escort Carriers (CVL, CVE)
- Capital ships *
- Oilers
- Amphibious Transports
- Merchant Shipping
- All remaining ships in the TF
* The following Allied AA cruisers (CLAA) are "capital ships" for these purposes: CW: CL's 33, 42, 43; US: CL's with a pennant number of 51 or higher.
Striking AP's may attack ships deployed in any arc contained in their path of approach (see 7.7.3).
[7.3.3] All waves of the same Naval Strike must have the same target priority. Different strikes attacking the same TF may be assigned different target priorities.
[7.4] Air-to-Air Combat
During the Altitude and Escort Segment of the Air Phase (Air/surface Tactical Sequence), the Striking Player must record on his strike plot the altitude level of the striking AP's. Types D, T, and FB AP's automatically operate at their rated altitude levels. B type AP's may (within limits; see 7.1 B) be designated to operate at various altitude levels. The Striking Player must also distribute any escorting FTR's among the altitude levels as he desires, and indicate for all of them their escort posture. The Naval player then assigns the altitude level(s) of any defending CAP. Air-to-air combat is resolved normally.
[7.5] Determining the Number of Waves
Air points that survive air-to-air combat may be divided into a number of smaller waves (groups of AP's attacking together). Each separate wave enters the Tactical Display individually, and resolves its attacks separately. There is no limit to the number of waves a strike may be divided into, so long as the same AP is never allocated to more than one of them.
[7.6] Coordinating Air Strikes & Waves
[7.6.1] An attacking wave may consist of AP's from different approach modes (e.g., dive and torpedo BMR's) freely, as long as the AP's involved were launched from the same hex (either via carrier TF's or a land airbase).
[7.6.2] Attacking AP's launched from different hexes (either carrier TF's in different hexes or land airbases) may not automatically be combined into the same wave (or waves). To do so, compare:
- A) The shortest distance, in hexes, between any launching base and the target TF. This becomes the PRIMARY STRIKE.
- B) The distance(s), in hexes, between each different launching base.
If (B) ≤ (A), attacking waves from these hexes may combine freely.
If (B) > (A), determine the amount, in hexes, that (B) exceeds (A). In order to combine with (A)—and thereby become eligible to form part of the same wave—1D6 is rolled. This DR must exceed the difference, in hexes, in order for (B's) air strike to combine with any AP's from (A's) in the same wave.
Example: (See Examples of Play Booklet)
Note: AP's failing a coordination DR, or otherwise ineligible to do so, must form a separate wave when they arrive on the Air/Surface Tactical Display. Such AP's may not be withheld from attacking (or their strike canceled) following failed attempted coordination DR's.
[7.7] Wave Entry & Approach
[7.7.1] To determine the arc of the outer ring in which each wave enters the Tactical Display, the Striking Player rolls 1D6 during the Entry Segment of the Wave Attack Phase. The wave enters the display from the arc corresponding to the number rolled.
Exception (Japanese "elite" AP's): Any Japanese attacking wave composed of a majority of "elite" (see 7.11) AP's is allowed to enter either the arc rolled for, or any adjacent one at the Japanese player's option.
[7.7.2] The Striking Player must make a separate roll for each wave of a strike, when the wave in question begins its Wave Attack Phase.
[7.7.3] Air Points move on the display only along the specific path of approach of the wave.
Example: A US air strike with a General Target Priority enters the Tactical Display in outer ring four. It is determined that the target ring for this wave's attack will be the core. To reach the core, this wave must proceed through the inner ring arc that is adjacent to both outer ring arcs three and four. No other path is allowed.
[7.7.4] Only ships deployed in arcs along the path of approach may attack (with AA) or be attacked by the striking AP's. Ships in other arcs of the display have no effect on combat.
[7.7.5] TF AA Fire Procedure
(See 10.1)
[7.8] Air/Surface Combat Routine
[7.8.1] After all air-to-air and AA fire has been resolved, surviving AP's of each wave resolve their attacks on enemy ships (wave-by-wave), according to the following routine:
- STEP 1: The Striking player is informed of the current speed classes of all ships in the target ring. (From viewing the inverted side of ships present, he knows only their type). He then allocates all attacking AP's of that wave to attack any eligible ship(s) in the designated target ring. All attacks must be pre-designated before any attack DR's are made. AP's may be combined to attack individual ships in any combination(s) the striking player desires.
- STEP 2: For each targeted ship, the Striking Player totals the anti-ship strengths of the AP's allocated to the attack, factoring both the range (normal, extended) and the role in which the AP's are being used.
- STEP 3: Consult the Air/Surface Damage Table and cross-index the current* speed class of the target ship with the total anti-ship strength of the attacking AP's, to determine the correct column to use on the table. Note that the current speed class of the target ship may be reduced, if the attacking AP's are performing a Combined Attack (as defined by 7.8.2), if there was no friendly CAP at any attacker altitude**, or if surprise (see 38.3.1) is achieved.
Notes: *Current Speed Class is defined as:
- The printed speed class of the target ship, or
- The adjusted speed class, if any of the three special speed class reductions (above, STEP 3), and/or target ship possesses "D2" damage level or greater (if applicable, see Naval Damage Levels Effects; charts).
** "No CAP at any attacker altitude" is defined as:
-
No CAP AP's present at any attacking AP altitude or
-
CAP is present, but (for whatever reason) it does not conduct an air-to-air attack against any attacking enemy BMR AP.
-
STEP 4: Determine the Attack Altitude of the attacking AP's (see Air/Surface Damage Table, and "Note" below). If AP's at different altitudes are involved in the same attack (e.g., level-bombers at "medium" altitude + dive-bombers), the altitude used to resolve the attack is that of the majority of the AP's involved. If equal numbers of different attack altitude AP's are involved, the attack altitude used is the one most favorable to the attacker.
Note: The attack altitude of an AP is the height at which the aircraft actually release their ordnance. Level-bomber (B) AP's have an attack altitude equal to the altitude level assigned them in the preceding Altitude and Escort Segment, according to 7.1 (B 1). Torpedo (T), dive-bomber (D), and Fighter-bomber (FB) AP's always have a LOW attack altitude. For D and FB types, this is not the same as their approach mode.
-
STEP 5: The Striking Player rolls 1D6, cross-indexing the DR with the correct column (as determined in STEP 3) on the Air/Surface Damage Table. The number indicated is the number of Damage Points inflicted.
Torpedo Attack Adjustments. Target ships with anti-torpedo ratings may escape damage, or have damage decreased. Prior to rolling on the Air/Surface Damage Table, the attacking player rolls 2D6—nominating one die as the primary one. If that die result is less than the target ship's anti-torpedo rating, he must reduce his total torpedo anti-ship value (to be applied by that wave, against that ship) by the second die's value. Only torpedo-armed AP's are affected by this rule, and the total torpedo-delivered anti-ship value may not be decreased below "1."
-
STEP 6: Compare the number of Damage Points inflicted in STEP 5 to the current defense strength of the target ship, and reduce this comparison to an odds ratio, rounding down.
Example: 29 damage points applied against a ship with a current defense strength of "6" produces a ratio of 4:1. This odds ratio then determines the column to be used on the Naval Combat Results Table.
-
STEP 7: Consult the proper column (as determined in STEP 6) on the Naval CRT. The Striking Player rolls 1D6, cross-indexing the result with the correct column. The result is the Damage Level inflicted on the target ship. This result is applied immediately; place the appropriate damage marker on the ship, with sunk ships being removed from the Tactical Display.
[7.8.2] Combined Attack
Note: Though similar to the provisions of 10.1.1 (for AA fire purposes), for purposes of this rule section the term "Combined Attack" should be considered separately, as "Combined Attacks" are defined separately. An attacking wave may be considered a "combined attack" for AA fire purposes, but not qualify as a "combined attack" for purposes of this rule.
A wave entering the Tactical Display that is composed of either of the following combinations is assumed to be making a Combined Attack:
- A) Both T (torpedo, at "low" attack altitude), and D and/or FB AP's.
- B) Both B (level bomber) AP's* at "low" attack altitude, and D and/or FB AP's.
* Such B-type AP's must be either:
- US B-25, B-26, or A-20 AP's using "skip-bombing" (i.e., 3/43 or later, as annotated on the US Air Point Charts, or:
- Japanese "elite" G3M or G4M AP's, constituting the majority of the low altitude B-type AP's of that wave.
If either of the above conditions are satisfied, the current speed class of all targeted ships is reduced by 1, to a minimum speed class of "zero," when resolving the wave's attack. This remains true even of ships that are actually attacked only by one type of AP. The ability to make a "combined attack" is determined as a wave enters the Tactical Display. Thus, following air-to-air combat, only 1 AP of the listed required types need survive in order to produce a Combined Attack—before the resolution of AA fire. Whether an attack is "combined" or not is determined separately for each wave.
[7.8.3] A ship may not be attacked more than once by AP's of the same wave.
[7.8.4] Once an AP enters the Tactical Display, it must be allocated to some attack. In other words, each AP must receive AA fire (assuming ships possess some AA value) from at least some of the defending ships.
[7.8.5] There is never any movement or withdrawal of ships on the Tactical Display, though ships may be re-deployed (at the owning player's option) on the display between each attacking wave.
[7.8.6] Each AP may make only one attack before it leaves the display and returns to base.
[7.9] AA Suppression
During each air strike, prior to air-to-air combat, if escorting FTR's outnumber defending CAP FTR's, any loose-escort FTR's in excess of the number of enemy CAP AP's present may be "peeled off" from escort duty in order to accompany BMR's directly to the target—in order to (potentially) suppress AA fire.
[7.9.1] Procedure: AA Suppression
Such FTR's are attached to attacking waves at LOW altitude (in any combination desired). If no LOW altitude waves exist, then such FTR's form a single additional wave component at LOW altitude, which must accompany the first attacking wave.
FTR's part of a LOW altitude attacking wave component are targeted by AA collectively, as part of that attacking wave component.
FTR's attached to a non-low-altitude attacking wave are targeted by AA separately, as are all attacking wave components.
FTR's suppressing AA themselves fire prior to any AA actually firing. This sequence is resolved separately for each attacking wave which has attached suppressing FTR AP's.
To resolve the suppressing FTR's attack, the Air-to-Air CRT is used. Suppressing FTR's total (collective) Air Combat Values are adjusted, based on the target ring attacked:
- Core: Full strength
- Inner Ring: 2/3 strength (rounded up)
- Outer Ring: 1/3 strength (rounded up)
2D6 are rolled, and the total numbers gained reflect the total that is subtracted from the target's (TF or land base) AA value against that attacking wave (only). The number to the left of the slash is subtracted from the "Low" AA value; the number to the right from the "High" AA value or, in the case of land bases, from the base's total AA value.
Suppressing FTR's may choose any target ring of a TF.
Player's Note: AA suppression represents not only the potential temporary "knocking out" of AA assets, but also their reduced effectiveness solely via directing AA fire vs. the suppressing FTR's themselves. Hence the ability to temporarily "neutralize" a TF's "High" AA value.
[7.10] Torpedo Bombers: Land-based
Land-based torpedo-capable BMR AP's present at an airbase may not be eligible to be armed, in total by type, with torpedoes for Naval Strikes.
Determination of torpedo armament eligibility is made on an Air Block (not type) basis, separately for each launching airbase.
Note: This rule does not apply to trained carrier-based torpedo-capable BMR's. They are always 100% eligible to be armed with torpedoes. Untrained carrier-based AP's (pertains to Japanese only; see Optional Rule 58.6.3) are subject to this rule.
[7.10.1] Procedure
All AP's—by block type—launched from an airbase (including carriers launching untrained Japanese AP's) in a Naval Strike must be rolled for at the time of launch to determine the percentage of them that may be armed with torpedoes.
At the time of launch, 1D10 is rolled for each block type containing torpedo-capable AP's. The DR result, multiplied by 10, indicates the percentage (reading "0," in this case, as "ten") of AP's of that block that are launched carrying torpedoes. The remainder (by default considered armed with bombs, as level-bombers) may be deleted from the strike, at the owning player's option.
See Land Based Torpedo Bomber Chart for applicable DRM's. Note that all results are rounded to the nearest whole number, rounding .5 up. The launching player is free within each air block to arm any AP types present within that block with torpedoes, as long as the allowable percentage for that block is not exceeded for all AP types capable of being armed with torpedoes. If he chooses, of course, he may decline to so-arm them and arm them with bombs instead. All DRM's (see chart) are cumulative, where applicable.
Notes: In determining the number of AP's present for the torpedo-arming equation, the total number of non-ASW* torpedo-capable AP's present, by blocks, at the base, within torpedo range, is the number used. These AP's inclusion or exclusion from actual participation in the strike is immaterial. Exception: Float Planes—At the owning player's option, he may exclude float-planes from the equation. In such a case, these AP's may not be launched in the forming air strike, in any role.
*AP's assigned ASW missions, regardless of type, are never counted towards the number of AP's present.
Example: (See Examples of Play Booklet)
Player's Note: Historically, not all aircrews flying (in game terms) torpedo-capable Air Points were actually trained in torpedo attacks. Moreover, the physical availability of torpedoes often dictated the ordnance carried by attacking aircraft. As an example, in the Japanese strike launched against the British "Force Z" in December 1941, only about 60% of the Japanese G4M's & G3M's participating carried torpedoes—though all were well within torpedo range from their launching airbases.
[7.11] Japanese Aircrew Superiority ("Elite" Pilots)
Japan starts the war with the majority of her carrier air groups, some of her land-based A6M2 Zero FTR, and G3M Nell/G4M Betty AP's designated as "elite." Elite Japanese AP's have the following bonuses:
- A6M Zero: +1 to each AP's air combat ratings (both normal and extended).
- D3A Val, B5N Kate, G3M Nell, & G4M Betty: +2 to each AP's Anti-Ship rating (in whatever role they utilize), and a base +1 to each AP's Bombardment rating. Additionally, these BMR types suffer no reduction to their Air Combat Ratings for operating above or below their rated altitudes as level bombers.
Additionally, any attacking Japanese wave entering the Air/Surface Tactical Display that is composed of a majority of "elite" AP's is allowed more flexibility in location of entry (see 7.7.1).
"Elite" markers are placed beneath regular, like-type Japanese AP's in order to distinguish between them on the Air Displays.
[7.11.1] Elite Unit Deployments
Scenario Rule 68.3.3 lists the deployment allowances for Japanese elite AP's.
[7.11.2] Elite AP's retain their status until eliminated. Elite AP's may never be rebuilt or reinforced as such. Exception: see 7.11.6. The original deployment is thus the finite limit on the maximum number of elite Japanese AP's.
[7.11.3] If the Japanese player takes air attrition losses at an airbase containing both elite and regular AP's of the same AP type, he may be liable for loss of the elite AP's (see 37.1.7).
[7.11.4] Elite Japanese BMR AP's may, without penalty, operate at any altitude as level bombers.
Player's Note: This provision may often bestow "Combined Attack" benefits on Japanese Naval Strikes involving these BMR types. This is intentional. Note also that, beginning in 1942, the US player gains this same altitude adjustment advantage, at low altitude only, with B-17 AP's and in 1943, with B-25 and B-26 AP's (see 7.1 "B").
[7.11.5] Night Mission "Elite" AP's
Japanese "elite" AP's (e.g., G4M Betty) may fly day missions normally, without losing their "Night" status for that cycle. But, if they do so they do not receive any "elite" status attack bonuses. They do count towards land-based torpedo-arming status (percentage of "elite"), in determining the percentage of land-based BMR's eligible to be torpedo-armed.
[7.11.6] G4M "elite" crew maintenance
The Japanese player may always retain a minimum of three (trained) G4M Betty AP's as "elite." Assignments to "elite" status (i.e., if the current number of deployed "elite" G4M AP's is less than 3) are made only during Strategic G/T's. This capability remains in force as long as there remains trained G4M AP's eligible to fill this number.
OPTIONAL: Once the number of "elite" Japanese G4M AP's drops to 3 (Player's Note: Japan starts the war with 12), any newly-assigned "elite" G4M AP's must, at the time of assignment, either:
- Occupy a base with other "elite" G4M AP's already deployed there, or
- (if currently no "elite" G4M AP's are deployed) All such assignments must occur at the same airbase.
Player's Note: This Optional Rule primarily simulates the original 1st Kokutai, which later became the 752nd Kokutai—which remained in combat throughout the war.
[8.0] CARRIER ADMIRALS
Admiral counters represent, for the most part, the outstanding naval leaders that took part in the war. Admirals may have many different potential effects on combat, but all fall into four basic categories: Surface admirals, carrier admirals, admirals with ground combat (i.e., amphibious assault) capabilities, and admirals possessing HQ command capabilities.
Some admirals possess capabilities in more than one category (e.g., US Adm. Halsey has Carrier and HQ—including at-sea Fleet HQ—Command ratings).
Carrier admirals' actual combat ratings will not be known until battle is joined, when 2D6 are rolled for them. Carrier admirals may not convey any carrier rating bonus from any ship other than an operational carrier (see 8.2). If no operational carrier exists in a carrier admiral's TF, he then may be placed aboard a non-carrier ship, but from there he imparts no bonuses (or penalties).
The following sections deal with carrier combat-capable admirals. Surface admirals are discussed in section 20.0; Amphibious admirals in section 21.0.
[8.1] Carrier Admiral Ratings
Carrier admirals may possess up to seven individual ratings:
- Rank (denoted by # of stars—or equivalent mark of rank)
- Command Level ("Cmd")
- Reaction Rating ("Reac")
- Air Rating ("A")
- Bounce Bonus ("B")
- Column Shift Attack Bonus ("C")
- Attack DRM Bonus (e.g., "+1")
Only the first three, above, are constant and known before a battle (i.e., when an admiral sorties). Prior to combat, 2D6 are rolled for each admiral present—applying any modifiers due to Command Level exceeded (8.1.2), or prior promotions/demotions. Admirals' combat ratings are then determined by checking the DR result against the admiral's listing on the current game-year Admirals Chart.
[8.1.1] Rank
Each admiral's rank is denoted on the charts and on each counter. Note that many admirals have different ratings, depending on rank, and different counters—generally only one of which may be in play at any time. The Reinforcement Schedule indicates regular promotions (in rank only; combat promotions are handled differently; see 8.6). When admirals are promoted (as directed by the Reinforcement Schedule), their previous (lower rank) counter is removed from the game, permanently.
Rank primarily affects the ability to act as TF Commander, in concert with subordinate admirals also present in that TF (see 8.2; Subordinate Admirals).
[8.1.2] Command Level
Admirals' Command Levels are fixed, by year. Denoted by "Cmd #" on the Admiral Charts, the numerical value indicates the maximum number of ship activation points present in a TF that the subject admiral is capable of commanding without potential penalty.
If an admiral is placed in command of a TF which exceeds his rated Command Level, he receives an adverse (negative) DRM when forced to roll to determine his combat ratings. A -1 DRM is applied for every full point (or fraction of after the 1st full point) his Command Level is exceeded by, to a maximum of -5. Subordinate admirals present in the same TF have no effect on the TF Commander's Command Level.
Conversely, if an admiral's TF is below his rated Command Level, he receives a positive DRM to his combat ratings DR. A +1 DRM is applied for every full point (in this case, dropping fractions) his Command Level exceeds the activation point cost of his TF, to a maximum of +5.
[8.1.3] Reaction Rating
Denoted "Reac #" on the charts, an admiral's Reac Rating may be positive or negative. Unless preceded by the negative symbol (e.g., "- Reac ≤ 5"), all Reac Ratings are positive.
The number indicated with an admiral's Reac Rating indicates the DR (2D6) result required—that number or greater (positive); that number or less (negative)—in order for that admiral to gain a Reac bonus (or penalty). Rolled for whenever a TF initiates a REAC movement, the initial bonus imparted is equal to the amount the DR (2D6) is higher than the required number, plus one.
Any successful REAC DR result of "doubles" entitle the admiral to be rolled for again, immediately—the results of which may only increase an admiral's REAC allowance.
Example (see Examples of Play Booklet)
REAC bonuses provide extra reaction movement, in terms of hexes, that a reacting TF may move—deviating from the normal hex-by-hex, alternating movement by the triggering and reacting TF's (see 17.5). The hex bonus may be used at any point during the reacting TF's movement, in part or in whole. Each reaction bonus point allows one extra hex moved.
Admirals with negative REAC Ratings suffer REAC movement penalties (the reverse of the above procedure) if their reaction DR (which is mandatory) is equal to, or less than, the indicated rating. The REAC penalty applied is equal to the amount the DR result is lower than the indicated rating, plus one.
Note: Reaction bonus movement hexes do not count towards the maximum of 1/2 of a reacting TF's movement allowance.
Reaction penalties must be applied immediately upon initiating a REAC movement, at the rate of 1 hex penalty (i.e., no hex moved) sequentially.
Example: In 1942, Admiral Fletcher attempts a REAC movement. His DR is a "5." Since his rating is "- Reac ≤ 6," he will suffer a REAC penalty of -2. Thus, the 1st and 2nd hexes his reacting TF would otherwise have been permitted to perform are eliminated.
[8.1.4] Air Rating & Carrier Coordination
The most important of a carrier admiral's rating is his "Air" Rating. It reflects his ability to effectively coordinate increasing numbers of carriers, and maximize their air assets. The higher an admiral's Air Rating, the more effective he is.
Carrier Coordination
Prior to the launch of any air strike from a carrier TF (CTF), including CAP, at least one (and in some circumstances, two) Carrier Coordination (CC) Check must be made.
Carrier Points
The composition of a CTF directly affects its ability to operate at maximum efficiency. A carrier-rated admiral also directly affects this. Carriers are assigned "carrier points," the total of which for any given CTF is imputed in CC DR's (see Carrier Coordination chart).
Prior to launching a carrier air strike (including CAP), 2D10 are rolled and the (first) CC Check Table (see charts) is consulted.
The CC Check Table lists the number of carrier points and the Air Rating for the CTF commander. These two values are cross-referenced, resulting in a number. It is this number or lower that must be rolled in order for the air strike to be launched automatically at full-strength. This table is pass/fail. If the target number is achieved, the strike is full-strength. If the target number is not achieved, a second CC check is made.
Example (of first CC Check): In 1942, a Japanese CTF, consisting of 4 CV's (8 carrier points), commanded by Adm. Nagumo, launches an air strike, in clear weather. Adm. Nagumo has no DRM's (for promotion, demotion, or Command Level excess or deficit), and rolls a "6" to determine his Combat Ratings—indicating an Air Rating of "7." Cross-referencing Adm. Nagumo's Air Rating of "7" with 8 carrier points produces a "63." Thus, a "63" or lower (i.e., a 63% chance) must be rolled in order for this strike to be launched automatically at full-strength.
Second CC Check
If the first CC check fails, the second CC Check Table is consulted. Here, 2D6 are rolled and compared to the CTF commander's Air Rating. The DR result produces a percentage (from 10% to 90%). This percentage (rounded up) indicates the actual strength of the air strike launched.
If the air strike in question consists of both attack (BMR) AP's and escorting FTR's, it must be determined which element of this air strike is reduced. 1D6 is rolled. On a DR of 1-2, the FTR AP element is reduced; on a DR of 3-4, the BMR AP element is reduced; on a DR of 5-6, the combined components are reduced, equal to half (rounded up) the determined percentage applied to both the FTR and BMR components.
If a second CC check result produces a non-asterisked result, the strike launched may be canceled. An asterisked result does not allow a strike to be canceled—it must be flown, at whatever strength it is determined to be.
Example: A US CTF, consisting of 3 CV's, commanded by Adm. Spruance (with a rolled-for Air Rating of "7") launches an air strike (consisting of a total of 6 FTR AP's and 15 BMR AP's) against a Japanese CTF and fails its first CC check. 2D6 are rolled, resulting in a "12." The US air strike will be at 30% (rounded up).
Since the strike may not be canceled (asterisked result), it must be determined which component (escort, attack, or both) will be reduced. 1D6 is rolled, resulting in a "2." Thus, the FTR escort AP's will be reduced. Computing 30% of 6 (the original number of FTR AP's launched), 1.8 (rounded up to 2) FTR AP's are actually launched, and may escort the US air strike to its target.
[8.1.5] Attack Bonus
Carrier admirals may have two types of Attack Bonuses: a Column Shift bonus ("C") and/or an attack DRM (e.g., "+1").
Column Shift Bonus
Admirals with a +1 Column Shift bonus (e.g., "C1") may, during one wave's attack, apply this bonus to provide a column shift of 1 (right) on the Air/Surface Damage Table. All attacks made by that wave receive the column shift.
Attack DRM
Admirals with an attack DRM (Note: This DRM may, in some cases, be negative) provide, if their DRM is positive, +1 DRM to one attacking wave's attack on the Air/Surface Damage Table. As with the Column Shift bonus, all attacks made by that wave receive the DRM.
Admirals with a negative value must apply this -1 DRM to the largest single attacking wave launched by his TF. (If equal, the attacking player may choose which wave is affected).
Admirals with both Column Shift and Attack DRM bonuses may combine these into one wave's attack, if desired.
[8.1.6] "Bounce" Bonus
Admirals with "B" values ("B-2" to "B+2") provide a DRM, either favorable or unfavorable (as appropriate to the Bounce Table) in the amount indicated, when rolling to determine the "bounce" prior to any air-to-air combat initiated by FTR's launched from their TF—as either CAP or escort.
[8.2] Subordinate Admirals
Carrier TF's may contain a maximum of six admirals—three carrier-rated, and up to three subordinate surface or amphibious-rated admirals. Subordinate surface/amphibious admirals assigned to a carrier TF may never exceed the rank of the Carrier TF commander. Each carrier-rated admiral must be aboard a separate, operational (defined as damage level 0, 1, or 2) carrier. Exception: Fleet, TF 58/38 commanders; see 8.10.
Subordinate carrier-rated admirals must be of the same or lower rank than the TF Commander. In addition, subordinate carrier admirals' Command Ratings must be the same or lower than that of the TF Commander.
If, during combat a carrier TF Commander is KIA or otherwise removed, the senior (player's choice if of equal rank) subordinate carrier-rated admiral becomes the new TF Commander. His combat ratings apply, and are not modified. Subordinate admirals forced to take command of TF's suffer no penalties for Command Level (8.1.2) effects.
[8.2.1] Combining Ratings
When determining carrier admiral combat ratings, dice are rolled for the senior two carrier admirals present. The only rating used by a subordinate admiral, though, is that for a Column Shift or DRM Attack bonus attained. No DRM's apply to any subordinate admiral's DR.
Two carrier admirals' ratings (from the same TF) may never be combined to affect the same attacking air strike wave; they must be split amongst different waves. If only one attacking wave exists, the overall TF Commander's rating(s) must be used—excluding any subordinate admirals' ratings.
If two or more carrier admirals are present in a carrier TF (note that there is no requirement for this to be so), one must be designated as the overall TF Commander. It is he alone that is eligible for promotion (or liable for demotion), and his carrier ratings that are used if a single wave alone is launched from his TF.
[8.3] Admiral Elimination
(See 20.3; surface admirals)
[8.4] Admiral Assignments
(See 20.4; surface admirals)
[8.5] Availability Table
(See 20.4.1; surface admirals)
[8.6] Carrier Admiral Promotion
In certain circumstances, carrier admirals' ratings may be increased as a result of exceptional performance. Admirals receiving these "promotions" retain their upgraded ratings until subsequently demoted.
[8.6.1] Criterion for Promotion
A CTF commander is eligible for promotion when he commands a CTF which, in a single engagement:
- Sinks 2+ enemy carriers (CVL/larger) or
- Sinks 3+ enemy capital ships (CA/larger) or
- Successfully launches the "Doolittle Raid" (see 60.21) or
- Inflicts "D1" or better damage level to an enemy port or airfield, without losing any AP's destroyed in the raid, or
- Engages in a carrier-vs.-carrier battle, with an aggregate total of 4+ CV's/CVL's present—regardless of that battle's outcome.
[8.6.2] Following the conclusion of any carrier action in any of the circumstances above, 2D6 are rolled. On any DR other than a "7" or "11," the subject admiral receives one (+1) promotion chit, which he retains unless subsequently demoted. Each positive DRM chit an admiral possesses provides a +1 DRM whenever his combat ratings are rolled for, in any future engagement.
[8.7] Carrier Admiral Demotion
The reverse of promotion, carrier admirals are liable for demotion following their command of a CTF which suffers a defeat in carrier combat, defined as:
- Losing 2+ carriers (CV, CVL) belonging to his TF sunk or "D4," without inflicting the same level of damage to an opposing TF. Note: Of course, this may include non carrier-vs.-carrier engagements, or
- In a carrier-vs.-carrier engagement, commands a TF which suffers ≥ 1.5 x the damage level(s) inflicted on enemy TF(s)—counting sunk ships as "D5."
A DR (2D6) is made for all such "defeated" admirals. On any DR other than a "7" or "11," the subject admiral receives one (-1) demotion chit, which he retains unless subsequently promoted. Each negative DRM chit an admiral possesses imposes a -1 DRM (cumulative) when determining his combat ratings, in any future engagement.
Note: In cases where both promotion and demotion criterion apply, the subject admiral receives the appropriate promotion or demotion chit as determined by DR. If both DR's produce chits, they cancel each other out, and no promotion or demotion occurs.
[8.8] Leaderless Task Forces
A carrier TF without an admiral assigned, when rolling for Carrier Coordination (first check), must roll 1D6. The assumed Air Rating of the TF is equal to the DR result.
[8.8.1] Note that (like surface TF's) all carrier combat TF's must have a TF Commander assigned, unless:
- There are no admirals available in a side's Availability Pool or
- The TF is assigned a non-combat "MOVE" mission (see 17.13.8)
[8.9] USN Fleet Commanders
US admirals assigned Fleet HQ commands have a special capability—that of assigning that HQ (with its Commanding Admiral) to at-sea TF's. Note: Japanese admirals who command Fleet HQ's may also take to sea, as TF commanders, but possess no special added benefits aside from their normal combat (i.e., non-HQ) ratings.
To do so, the US Fleet HQ is "activated," paying its normal activation cost (including applying CP bonuses, if any, depending on the Commanding Admiral). Both the Fleet Commander and its HQ must have a flagship assigned. No Fleet HQ (US 3rd, 5th, 7th; Japanese 2nd, 3rd, 4th, 5th, 8th) may be activated without an assigned commander.
The command radius of the activated and embarked Fleet HQ remains its printed command radius, for as long as the TF remains at sea. Thus, for example, the US 5th Fleet HQ retains an overwater command radius of 10 hexes, making all USN TF's which remain (see following paragraphs) within that radius potentially eligible to benefit from the Fleet Commander's rating bonuses.
The command radius of at-sea Fleet HQ's is traced either at the beginning or end (or both) of a TF's movement, at the player's option. Thus, if a carrier TF begins a Naval Phase within such command range, then moves out of it, it is still considered to remain within command range of that HQ even if, in the course of its movement, it moves outside the HQ's range.
[8.9.1] Fleet Commander Ratings
The 1943-1945 USN Admiral Charts list those admirals capable of at-sea fleet command.
Command Level Bonus
Each eligible admiral possesses a fixed Command Level bonus, from 0 to +5. When assigned, this bonus is added to all commanding (subordinate to the Fleet Commander) admirals which sortie with, or anytime thereafter come within command range of the Fleet Commander at sea. In effect, then, subordinate TF commanders' command levels are increased by this amount.
Example: In 1944, Adm. Clark's Command Level would be increased from "14" to "17," if subordinate to Adm. Halsey's at-sea 3rd Fleet Command.
The Command Level bonus is the only Fleet Commander bonus that is fixed. All others are die roll dependent.
DRM Bonus
Fleet commanders may impart DRM's (from +1 to +2) to subordinate admiral's DR's when those admiral's individual ratings are determined. This DRM bonus applies to all eligible subordinate TF-commanding admirals within command range.
Reaction Bonus
Fleet commanders may impart a REAC bonus (+1, +2) or penalty (-1) to all eligible subordinate TF commanders.
Air Rating Bonus
Fleet commanders may impart a bonus (increase of one) to subordinate carrier TF admirals' Air Ratings, after they are determined.
All variable (random) bonuses are cumulative, and apply to all subordinate TF commanders. Thus, only 1 DR is made for any Fleet Commander during any single sortie. The Fleet Commander's DR is made immediately prior to the first subordinate TF Commander's own DR. The Fleet Commander DR made in concert with this DR then applies to that, and all other potentially-eligible subordinate TF commander's own rating DR's.
Fleet Commander's ratings are cumulative with any bonuses imparted by TF 58/38 commanders (see 8.10). All admirals' ratings are recorded on the appropriate TF Cards.
Example, Fleet Command (See Examples of Play Booklet)
[8.9.2] Restrictions
The US 5th and 3rd Fleet HQ's may never be activated together in the same cycle. Either one may be activated, but never both.
[8.9.3] Combined Commands
Four-star admirals may command both Combined-type and Fleet HQ's, if they are co-located. Only Fleet HQ's, however, may be assigned to sea.
If an admiral commands both a (co-located) Combined and Fleet HQ, either HQ may be activated but, in order to be put to sea, the Fleet HQ itself must be paid for (i.e., "activated").
[8.10] TASK FORCES 58 & 38
Separate and distinct from US Fleet Commanders, the US player has two admirals which function similarly to Fleet Command, though they may affect only subordinate Carrier TF's. Note: Two additional special "Task Force" commands exist—TF 34 (Lee; 20.8) and TF 51 (Turner; 21.9).
In the form of special HQ's, arriving in Cycle 0/13/43 (TF 58) and 0/9/44 (TF 38), these HQ's only function at sea. Only those admirals (Mitscher and McCain) designated on US Admiral Charts may command TF 58 or 38, according to the dates listed under "Avail."
TF 58/38 HQ counters need not physically occupy any location. When not at sea, they are always considered as available, and are kept in the US Admirals Availability Pool. They are deployable from there at any linked, friendly port.
Two CP's must be spent in order to create TF 58 and TF 38, assigning either Adm. Mitscher (TF 58) or McCain (TF 38) when done. Like Fleet Commanders, TF 58/38 commanders must have a flagship assigned.
[8.10.1] Effects
The US TF 58/38 HQ's serve to increase the Air Rating, by 1, of all carrier TF commanders stacked with, or within a radius of two hexes from the HQ's flagship.
Like Fleet Commander's HQ's, determination of command radius eligibility is made either before or after each subordinate carrier TF's movement during a Naval Phase.
[8.10.2] Restrictions
Only one of these two HQ's (either TF 58 or 38, but not both) may be at sea at any one time.
[9.0] THE AIR POINT AVAILABILITY TABLE
The Air Point Availability Table is used if Cover CAP, Naval Cover, or a Joint Strike is used. Total the distance, in MP's, between the airbase originating the strike and the strike's target hex. The owning player rolls 2D6 at the moment combat is to be resolved, and cross-indexes the result. The result is the percentage of each type of AP allocated to the strike which is actually available to perform the strike over the target hex. 2D6 are rolled for each AP type involved, rounding fractions to the nearest whole number (rounding .5 up).
As an option, the launching player may opt to roll individually for each AP type present, instead of relying on a single DR applicable to all AP's.
Column Shifts that would result in the use of a (hypothetical) column to the right of the "61+" column entail adverse (negative) DRM's equal to the hypothetical column shift beyond the "61+" column. Example: An emergency naval cover mission flown at 25 MP's would be rolled for on the "61+" column, with a -1 DRM. Such a mission flown at 24 MP's would be rolled for on the same column, but without the -1 DRM.
[9.1] Cover CAP
The DR result gives the percentage of AP's able to intercept incoming enemy strikes during the current phase. Remaining AP's are considered to have been "aborted" and returned to base.
For plotted Cover CAP missions, use the column corresponding to the range. For non-plotted Cover CAP, shift two columns right of the actual range.
[9.2] Naval Cover CAP
Plotted Naval Cover: Use the column two columns to the right of the one that would normally be used (as for plotted Cover CAP), after determining the distance. As with Cover CAP, the DR result gives the percentage of each type of AP able to intercept incoming enemy air strikes directed against the covered TF/hex.
Non-plotted (Emergency) Naval Cover: Shift the column 4 to the right of the actual range.
If a covered TF is attacked in more than one hex, DR's need not be made for AP's still over the TF as it moves—roll only for additional AP's on airbases desiring to perform Naval Cover as the TF enters new hexes. Only those AP's that were previously eliminated or aborted due to air-to-air combat (in some previous hex) are considered to be unavailable to perform Naval Cover CAP in the new hex. AP's may continue to "remain over" such TF's to the limit of the AP's range.
[9.3] Joint Strikes
The DR result gives the percentage of AP's from "following" bases that are able to participate in the strike. Those determined as not available are aborted and returned to base. The owning player rolls separately for each following airbase involved in a Joint Strike, by AP type.
Note: If the "lead" strike can be routed over "following" bases (enroute to the target; range restrictions of course applying), the distance used on the table is "zero."
[9.4] Weather Effects
In squall hexes (see Optional Rule 59.3), use of the Air Point Availability Table also applies to CAP, even over (in the case of carrier TF's) CAP launched over its own TF or hex. In such cases, use the distance column of "0."
[10.0] ANTI-AIRCRAFT FIRE
After all air-to-air combat for an attacking strike has been completed, anti-aircraft (AA) fire from defending units is resolved.
[10.1] Task Force AA Fire
Each wave of attacking AP's is composed of from one to four components. Each component is distinguished by its approach mode (low, medium, high, and dive-bomber—see 10.1.1). AA fire against each attacking wave's component(s) is resolved separately for each component. The defending player totals the number of AP's comprising each separate component of the wave as waves are fired at. He then totals the AA strength of the ships on the Air/Surface Tactical Display, in accordance with the AA Matrix (see charts). Each component of AP's of the same wave is then attacked together (e.g., if a "low" component of a wave contains both B5N Kate and B6N Jill torpedo BMR's, both the Kates and Jills are fired at together). AP's in different components (approach modes) then are attacked separately, following the resolution of AA fire against different components.
No AP may be attacked by AA fire more than once in a given phase. Ships may fire their AA strength (at different components) any number of times in the same phase. After determining the total AA strength of the TF, the defending player rolls 2D6 for each attack, cross-indexing the DR with the appropriate column on the table.
Determine losses and aborts from the attacking AP's of each component randomly, without regard to "training" status, from amongst all attacking AP's present in that component.
[10.1.1] TF AA Fire Resolution
To resolve AA fire, the Striking Player must announce the Target Ring of the wave. This is done after the wave's entry point is determined. Note that if the Striking Player announces a Specific Target Priority, the target ring must be the "core." Note: The Striking Player may not voluntarily choose a target ring which contains no enemy ships.
To resolve AA fire, it is also necessary to determine the Approach Modes of the striking AP's. D/FB type AP's always have a "Dive-bomber/Fighter-bomber" approach mode. T type AP's always have a "Low" approach mode. B type AP's have an approach mode (low, medium or high) as assigned during the preceding Altitude & Escort Segment. Approach mode effects on AA fire are summarized on the AA Matrix.
A ship may use its AA strength once against each attacking wave, "firing at" each component of each wave once.
Column Shifts/DRM's: TF AA
"Combined" Attacks: If an attacking wave consists of more than 1 approach mode, and at least 1 AP is attacking at "low," apply a column shift of 1L to the AA Table DR.
If an attacking wave is a "combined attack," and at least 1/2 of this wave consists of Japanese "elite" AP's—excluding FTR's—apply a negative DRM as listed on the AA Table.
If a night air strike, apply a column shift of 2L. For PBY, H8K, & H6K AP's in the "torpedo" role (in daylight), apply a column shift of 1R.
For B (level-bomber) AP's attacking at altitudes lower than their rated altitudes, apply a column shift of 1R.
If the first attack wave managed (at least) one attack DR vs. any enemy ship in the Inner Ring or Core, apply a column shift of 1L for each successive attacking wave.
For USN (1943+) and RN (1945+) TF's, apply a +1 DRM (proximity fuses) whenever any ship HIGH AA value is applied.
If a Japanese air strike has been determined to be "coastwatcher-alerted" (see 13.8), apply a +1 DRM.
If any ships of the attacked TF have been redeployed on the Tactical Display (i.e., after resolving a previous wave's attack), apply a -1 DRM.
If the target of AA is a single Japanese "elite" AP, apply a -1 DRM.
For the first attack wave only, if this wave consists of 1 or 2 AP's, roll 2D6. Apply the DR Differential, divided by 2 (rounded down) as a negative DRM.
[10.1.2] Ships in Port
Ships in port have the AA strength of the port added to their own AA strength when defending against Naval Strikes. Additionally, ships in port may have their speed class reduced due to surprise (see 38.3.1).
[10.1.3] When level BMR AP's attack in an approach mode lower than their rated altitude, all AA fire against that strike component is resolved one column to the right of the column that otherwise would have been used, on the AA Fire Table. Level bombers attacking at approach modes higher than their rated altitudes have AA fire against them resolved normally.
[10.2] Ground target AA Fire
Against ground targets (installations or ground units), altitude level affects only strikes conducted at HIGH altitude (see AA Table; charts 10.3).
To resolve AA fire from ground targets, the defending player totals the AA strength of all defending units/installations targeted. Only the units (or installations) specifically targeted by a strike have their AA strength included. For example, a bombardment strike vs. ground units in a hex receives AA fire from the ground units themselves only—any installations in the hex not attacked are ignored.
The defending player then totals all of the attacking AP's in the strike, and resolves his AA fire by rolling 2D6, cross-indexing the DR result with the correct column on the AA CRT. Results are then applied immediately.
In resolving AA fire from installations or ground unit targets, follow the following steps:
- A. The firing side picks a priority attacker altitude.
- B. The firing side may then assign the 1st abort or loss result achieved, from any AP types present at that altitude, if the nominated AP type comprises at least 50% of the BMR AP types at that altitude. Otherwise, determine all aborts and losses randomly, as per (C), below:
- C. Remaining aborts/losses are determined randomly, from amongst all attacking BMR's (or BMR's & FTR's, if escorting FTR's are assigned an AA suppression mission).
[10.2.1] Ground combat units have their AA strengths printed on their counters.
[10.2.2] Isolated ground units have no AA strength. "Broken" ground units, provided they are not "isolated," retain their printed AA strengths. Units engaged in ground combat, provided they are neither broken nor isolated, retain their printed AA strengths.
[10.3] AA: Airfields & Ports
Airfields and ports possess inherent AA values (see AA Table).
[10.3.1] High Altitude Column Shifts
The Installation AA Values Table contains entries for airfield levels 1, 2 and 3. Level-1 A/F's possess no AA value vs. AP's attacking from HIGH altitude. Levels 2 & 3 A/F's suffer a column shift of 1 Left when resolving their AA fire vs. HIGH altitude attacking AP's. No column shifts are applied to AA fire from ports.
[10.3.2] Notes
Air Points performing any type of CAP are never affected by friendly AA fire. AP's providing escort, and eligible for AA suppression (see 7.9) are subject to AA fire if they conduct AA suppression attacks against installations. They are targeted as indicated in 7.9.
Engineer Units. The presence of engineer units, which may serve to expand a port's operating capacity (see 39.6) has no effect on a port's AA strength.
[10.3.3] Installation Damage: AA Effects
Damage levels ("D1-D4") inflicted on airfields and ports serve to reduce the subject installation's AA level in a different manner from the actual damage to that installation, vis-à-vis the repair (or, more properly, "restoration") of that AA capability.
Each "hit" (i.e., damage level, commencing with "D1") on an A/F or port reduces an installation's AA value by "1." These reductions should be annotated on a side's Air Strike Plot log and/or Base & Air Display (for A/F's), via "AA reduction chits." AA reductions are cumulative and are not affected by repairs made to the installation itself.
Restoration of installation AA may be accomplished, during the Production Phase of Strategic G/T's, via the expenditure of CP's and/or PP's. For each CP spent, 1D6 may be rolled. The DR result indicates the AA values that may be restored, at any linked installation on the map. Apply a +2 DRM for each PP spent in concert with the CP expenditure. No maximum DR result applies. Example: A 1D6 DR of "4," coupled with a +4 DRM (via the expenditure of 2 PP's) produces an AA restoration of 8.
Isolated installations may not receive AA restoration.
[10.3.4] Captured Installations: Effects on AA Level
When an installation (A/F or port) is captured, the capturing side immediately rolls 2D6 on the Bombardment of Air Points Table, using the "176+" column. Rolls are made separately for each type of installation, if more than 1 is present. The DR result is the amount of installation AA actually "captured" (i.e., is present at that installation, useable by the capturing side). The difference between this value and the original standing value of that installation's AA is treated as if it were eliminated via damage (per 10.3.4). As such, it may be restored according to those procedures.
Player's Note: The above procedures (10.3.3; 10.3.4) remove the unrealistic capturing intact, undamaged, of all of an enemy installation's AA assets, and more importantly, the just-as-unrealistic automatic "repair" of a damaged installation's AA, simply by the normal repair process. Obviously, it is one thing to be able to fill in holes in a cratered airfield; it is entirely another to recover the loss of destroyed AA guns, which when knocked out rarely would be in a repairable state.
[10.4] Extended Range: Higher Losses
(Note that the provisions of 6.3.3 apply to AA fire losses as well).
[11.0] BOMBARDMENT TABLES
[11.1] General
Total the bombardment strengths of all attacking units. The attacking player rolls 2D6, and cross-indexes the result with the proper column on the appropriate Bombardment Table. Note: Bombardment results against AP's require that a percentage of the defending (attacked) units be eliminated. In all such cases, fractions of .49 or less are rounded down to the nearest whole number; fractions of .5 or greater are rounded up.
[11.2] Ground Units
Bombardment of ground units may cause various results, depending on the ground unit's status: fortified, stationary, moving, attacking or defending. Air (and naval) bombardment of ground units differs substantially from that of installations, in that the results will (probably) not be precisely known to the bombarding player at the time the bombardment is conducted. For this reason, two Ground Unit Bombardment Tables are used. These tables are virtually identical in the percentage chances of results produced, but contain different DR-producing numbers. During each game turn, each side picks a table which it will use to resolve enemy bombardments of their own ground units. The table used remains concealed from the enemy, until the end of each game turn.
Player's Note: Players are free to record their own DR's involved in their bombardment of enemy ground units, to be checked following the Ground Phase, once the table used by the opposing side is announced.
[11.2.1] Allied 4-Engined BMR's vs. Ground Units
Allied B-17 and B-24/PB4Y AP's possess an ancillary Bombardment Rating (see Air Point Charts) denoted "GS" (Ground Support). These ratings are used when these AP's conduct bombardment missions against enemy ground units (including fortifications).
Against (other) installations, these AP's normal bombardment ratings remain in effect.
US B-29 AP's may never conduct strikes on ground units; hence they possess no "GS" bombardment ratings.
Player's Note: Players will notice that, though initially relatively low, US B-17 & B-24 GS bombardment ratings do increase in effectiveness over time. The lowered GS ratings, however, are intentionally low—these units tended to have mixed success (at best) when tasked with attacking tactical ground targets. The US late-war TBM-3 also possesses a [GS] rating. In its case, though, its performance in this role is enhanced.
[11.2.2] Bombardment Results
Air Phase Ground Strikes: The hex attacked during the Air Phase launched is where any results gained are applied. Thus, if a target ground unit moves out of a targeted hex during a (following) Ground Phase, that unit is still liable for any bombardment results gained in the hex it left. Likewise, if a ground unit enters a targeted hex, it is liable for all bombardment results gained in the hex it enters.
A. Ground Combat: For purposes of ground combat, the bombardment tables may indicate a DRM which will be applied, in favor of the bombarding side (hence all DRM's listed are positive). These DRM's are applied when resolving ground combat during the Ground Phase of the current game turn. All such additions are cumulative, up to a final maximum of plus (or minus) 3 to the DR. If both players bombard a hex to alter the DR for combat, then all plus and minus results are added, providing one cumulative net modifier to the combat DR.
Note: Results "C, D," and "E," (as follows) also apply to enemy ground units engaged in ground combat.
B. Interdiction: Interdiction strikes may take one of two forms: 1) A Special Strike (see 5.8, "Procedure Against Ground Units"), conducted during a Ground Phase, against moving enemy ground units, and 2) A normal strike, conducted during an Air Phase, against a hex, in anticipation of potential enemy ground movement into/through that hex. Regardless of which type is flown, all multiple bombardment mission (5.1.2) penalties apply.
- Moving enemy ground units. For purposes of interdiction (a bombardment of moving enemy ground units), the bombardment tables may require a Troop Quality (TQ) check on the part of the moving unit(s). This check must be passed in order for each unit to continue moving—that is, to leave the hex "interdicted." Note: Failing an interdiction TQ check does not "break" a unit; it merely prevents it from moving any farther during the Ground Phase.
Interdiction may also produce an increase (+1, +2, or +3) in MP costs ground units must pay in order to enter the interdicted hex. In this case, the modifiers normally applied to ground combat (+1, +2, or +3) serve a different purpose—the increased ground MP cost to enter the interdicted hex. Such interdiction strikes are launched against enemy ground units as they enter each hex (i.e. during ground phases).
- Against Hexes. The same procedures as in (1), above, apply, except that such strikes are conducted during Air Phases, and no TQ check for later-entering enemy ground units apply.
C. Troop Quality Check (General): The Bombardment Tables may require a TQ check of stationary ground units. Fortified units are less likely to be affected by this result. In either case, normal TQ checks must be made. Failure of these TQ checks does result in "broken" units.
No ground unit is ever forced to make more than two TQ checks per game turn, for any reason, and no more than one TQ check per either type of bombardment: Air or Naval.
D. Fortifications: The Bombardment Tables may cause damage levels to fortifications present. The amount of damage inflicted will serve either to negate the fortification, or reduce its printed level. Bombardment damage accrued by fortifications is cumulative (and may be repaired).
E. Ground Unit Step Loss: The Bombardment Tables may cause step losses to bombarded units (whether stationary or moving). Step losses accrued by ground units via bombardment are cumulative. Exception: No ground unit may ever be eliminated via bombardment. Thus, 1-step ground units may not take further losses via bombardment.
[11.3] Bombarding Airbases
The DR result gives the percentage (rounded to the nearest whole number; rounding .5 up) of AP's at the target airbase that are eliminated. The bombarding player makes a separate DR (2D6) on the Bombardment of Air Points Table for each type (e.g., Zero, Nate, Betty, etc.) present. Enemy AP's allocated to the target airbase that are themselves plotted to perform strikes during the current phase may or may not be considered present at that airbase hex at the time of the attack. The Strike Sequencing (12.0) procedure determines this.
After all losses from AP's present at the base have been applied, the bombarding player then rolls 2D6 on the Bombardment of Ports & Airbases Table to determine the effect of the attack on the airfield itself. The DR result gives the damage level inflicted (see 11.5 for an explanation of these damage levels and their effects). Note that a bombardment strike directed at an enemy airbase is automatically considered to attack both the airfield, and its AP's, except in the case of a Strafing Strike, which attacks only the AP's present, not the airfield itself.
[11.3.1] Aloft Air Point Losses
Air Points deployed at airbases damaged in air strikes which were determined not to be present and on the ground during that attack (either via their flying to oppose the strike or determined, via the Strike Sequence Table not to have been present) may be liable for loss and/or "inoperable" status due to damage inflicted to that airfield when they return there (see 11.5).
[11.4] Bombarding Ports
The DR result (on the Bombardment of Ports & Airbases Table) gives the damage level inflicted on the port (see 11.5).
Note: Naval Bombardment of ports receives a -1 DRM except against island/atoll hexes.
[11.5] Bombardment Damage Levels
S ("Suppressed"):
- PORTS: Reduce the Command Radius of all HQ's present by 10% (rounded down).
- AIRBASES: 20% of all AP's present are rendered (and marked) "inoperable." All AP's deployed at the target airbase are potentially subject—even those that were not on the ground during the attack causing the damage.
Successive "S" results are cumulative, but only with successive "S" results. Apply an additional 10% "inoperable" effect for each cumulative "S" result gained.
Example: A "D1" airfield receiving a subsequent "S" result receives no additional damage effect.
D1 ("Damage Level 1"):
- PORTS: Reduce the printed Command Radius of any HQ present by 20% (rounded down). If Optional Rule 38.4 is in effect, reduce the port's remaining ship activation allowance by 5. If any HQ is present in the target hex, roll 1D6: Remove that amount of Command Points (CP's) immediately. Reduce the port's AA level down 1 (e.g., a major port assumes minor port AA status—for as long as the damage remains unrepaired).
- AIRBASES: A/F owner (secretly) rolls 1D6. The DR result, multiplied by 10%, indicates the percentage of AP's present (i.e., "based at" that airbase) which are marked "inoperable." One DR is made for all AP's present; the owning player decides which AP's are marked "inoperable." For AP operating purposes, the base is reduced 1 active level.
Example: A Level-2 A/F at "D1" damage level functions as a Level-1 A/F (i.e., may operate no more than 5 AP's).
Air Points present at such bases in excess of the base's now-reduced Air Capacity are also marked "inoperable" (owning player's choice of types).
Permanently reduce the airbase's AA level by 1 point (mark the base with the appropriate "AA - __" marker). For example, a Level-1 A/F with a (normal) AA value of "5" which takes a "D1" damage hit has its AA value lowered to "4."
Note: These AA reductions apply until they are restored by a special process (see 10.3.3)—they may not be simply "repaired."
D2 ("Damage Level 2"):
- PORTS: Reduce the printed Command Radius of any HQ present by 30% (rounded down). Reduce the port's remaining ship activation allowance by 5. If any HQ is present in the target hex, roll 1D6: Remove (DR result x 2) CP's immediately. Reduce the port's AA level down 1.
- AIRBASES: As per "D1," above, except roll 2D6, applying the DR sum, multiplied by 10%, to determine the percentage of "inoperable" AP's. The base is reduced 2 levels.
D3 ("Damage Level 3"):
- PORTS: Reduce the printed Command Radius of any HQ present by 40% (rounded down). Apply the other effects as listed for "D2" damage level.
- AIRBASES: As per "D2," above, except roll 3D6. The base is reduced 3 levels.
D4 ("Damage Level 4"):
- PORTS: Reduce the printed Command Radius of any HQ present by 50% (rounded down). Reduce the port's remaining ship activation allowance by 5. If any HQ is present in the target hex, roll 1D6: Remove (DR result x 3) CP's immediately. Reduce the port's AA level down 1.
- AIRBASES: As per "D2," above, except roll 4D6. The base is reduced 4 levels.
[11.5.1] If more than one HQ is present at a damaged port, and CP's must be removed, distribute the CP loss equally amongst them, with remainders assigned as the owning player desires.
[11.5.2] All damage/suppression levels and results remain in effect until they are repaired (see "Engineering;" 39.0).
[11.5.3] For airbase damage levels "D1-D4," round all "inoperable" numbers to the nearest whole number, rounding .5 up.
[11.5.4] In reducing an airbase's operating level due to damage, all airbases retain a minimum operating level of Level-1.
[11.5.5] When an airbase is reduced, its AA level is reduced accordingly (e.g., a Level-3 A/F (temporarily) reduced to Level-2 has, until repaired, a base Level-2 equivalent AA value. Reductions (e.g., "AA -1," etc.) continue to apply against those base levels.
[11.5.6] In all cases, an affected airbase's owner chooses (freely) which AP's are rendered "inoperable." Note that these assignments may not be changed until the base's damage level changes—is either worsened, or repaired.
[11.5.7] Cumulative Results
"S" results are cumulative with existing "S" results only. Example: An A/F with 4 AP's present receives a "S" result. The owner must render 20% (.2 x 4 = .8; rounded to 1 AP) of the base's AP's "inoperable." If this A/F receives a subsequent "S" result anytime prior to being repaired, an additional 10% (not an additional 20%) must be marked "inoperable."
"D1-D4" damage results are cumulative. Thus, a "D1" damage level applied to an airbase already containing a "D1" marker now has a "D2" marker. A "D1" damage level applied to an airbase possessing "S" damage now has a "D1" damage level.
When damage levels are cumulative, the new damage level replaces the original one, from scratch. Thus, for example, a "D1" airbase with a determined AP inoperable level of 30%, which receives another "D1" damage result (bringing it to a cumulative "D2") has its "inoperable" percentage determined anew—in this instance by rolling 2D6. All AP's previously marked "inoperable" have these markers removed—at least temporarily—until the new percentage is determined.
Whenever a base's "inoperable" status changes (is either worsened or lessened), the owning player is free to reapportion "inoperable" markers as he wishes, so long as the required number of "inoperable" AP's are marked.
[11.5.8] Inoperable AP's
Inoperable AP's may not rebase, or fly any mission until their "inoperable" marker is removed (11.5.9). "Inop." AP's contribute no search value to their base, and may not contribute ASW screening values.
[11.5.9] Airfield Repair Effects
When an airbase is repaired, its AP "inoperable" status is determined anew if repaired only to a lower damage level (e.g., from "D2" to "S"). In such cases, the owning player is free to reapportion required "inoperable" markers.
All "inoperable" markers are removed, from all AP's not overstacked, when all damage levels are removed.
[11.5.10] Large Airbases: Reduced Effects
If an airbase is an effective Level-5 or higher when it receives a "D1-D4" damage result, apply a -1 DRM to each "inoperable" D6 rolled.
[11.5.11] Rebasing Air Points into Damaged Airbases
Air Points performing the following mission types are affected by damage present at airfields they arrive at:
- Transferring (rebasing) into
- Flying Air Transport missions into
- Returning to base following air strike launched before the airbase damage was inflicted—including CAP launched from that base
Such AP's are rolled for, in total (i.e., for all AP's arriving during a single phase, after all have arrived), using 1D6 for each damage level present. The DR sum indicates the percentage (standard "rounding" technique) of arriving AP's that are marked "inoperable" (again, owning player's choice), with a minimum of 20% so-affected.
AP's arriving at "suppressed" airbases (again, as above) suffer an automatic "inoperable" result of 20%—regardless of how many successive "S" results the base may have suffered.
[11.6] Bombardment Tables
[11.6.1] Modifiers: Notes
(see Bombardment of Ports & Airbases, and Air Points Tables)
- The +1 DRM for "No CAP at any attacker's altitude" is applied if no air-to-air attacks are made. Thus, for example, a player may not escape this DRM merely by launching CAP, and then choosing not to actually attack with it. Note: Not applicable at NIGHT.
- Bombardment of Air Points Table: The -1 DRM for "Undamaged Level-5+ A/F" modifier may also apply to damaged A/F's at level-6 and above. Procedure: Subtract the A/F's damage level (counting "S" as level -1 damage, in this case) from the A/F's operational level. If the result is at least "5," the -1 DRM applies.
[11.7] USN Naval Bombardments
USN Naval Bombardments suffer column shifts based on the date:
| Date | Column Shift |
|---|---|
| 1941-42 | 2L |
| 1943 | 1L |
| 1944+ | --- |
[11.8] Bombing Under-Construction Installations
"Suppressed" results achieved against "under-construction" installations have the effect of halting construction until the "suppressed" marker is removed.
Damage ("D1, D2," etc.) results have the effect of "suppressed" results (above), plus for every damage level inflicted (i.e., a maximum of "4"), one weeks' worth of construction time is erased, permanently, from the construction time table for that installation.
[12.0] STRIKE SEQUENCING
When performing air strikes against enemy airbases (either on land or against a carrier TF), it may be necessary to determine the exact order of sequence of the opposing strikes. This will be the case for any enemy AP's allocated to the target airbase that are themselves plotted to perform strikes in the current phase. Only these types of strikes are affected by this rule; all other strikes have their sequencing determined simply by each player alternately resolving each air strike, as described in the sequence of play. Note: As such, CAP AP's flying over their own base are not subject to the Strike Sequence procedure.
Procedure: Before a strike is resolved, the targeted player must reveal whether any AP's at that target airbase are themselves plotted to perform strikes. If there are any such AP's, the striking player rolls 1D6, consulting the Strike Sequence Table.
[12.1] Strike Sequence Table
(See charts; the Strike Sequence Table contains detailed explanations of procedures and results).
[12.1.1] The sequencing of air strikes may "spread" slightly, due to the inclusion of AP's from different airbases in Joint Strikes. In all such cases, only those AP's allocated to the Joint Strike which has had its sequencing determined are affected.
[12.1.2] FTR AP's returning from strikes may not perform CAP over their airbase hex in the same phase (an exception to the rule generally permitting FTR's to always perform CAP over their own airbases). Thus, if FTR's fly missions away from their own base, they are not eligible to also fly CAP missions over that base later.
[12.1.3] Air transfers occurring during daylight occur at the end of each Air Phase. Thus, such AP's are considered present at their current, pre-transfer airbase when resolving air strikes in the phase. Air transfers occurring at night, however, are considered present at their new airbases prior to any daylight air strikes being resolved.
Fighters plotted to perform missions from a targeted airbase may only cancel the mission if their strike is determined via the Strike Sequence Table, as occurring "before" the incoming enemy air strike.
Fighters plotted to perform daylight air transfer missions have the option to perform CAP over their departure airbase hex, by canceling their plotted air transfer mission.
Strike Transfer missions (see 4.4.7) occur as they are flown. As such, all such (daylight) missions are subject to the Strike Sequence procedure set forth herein.
[12.2] Multiple Air Strikes vs. Airbases
In the case of multiple air strikes vs. airbases with plotted air strikes of their own, any strike plotted, but not yet flown, must be rolled for on the Strike Sequence Table. Note: Determination of a strikes' having been launched prior to any incoming enemy air strike (i.e., either a "simultaneous" or "after enemy strike" result) counts as having flown.
Example: (See Examples of Play Booklet)
[12.3] Carrier Battles: Strike Sequencing
[12.3.1] In any carrier vs. carrier engagement, compare the opposing CTF Commanders' Air Ratings. If more than 1 TF is present for a side, use the senior one; if none are senior, then use the best Air Rating present.
Each differential multiple of 2 (rounded down) in the respective Air Ratings produces a favorable, or unfavorable (as appropriate) DRM of 1 to the first launching TF, when rolling on the Strike Sequence Table. Favorable DRM's are applied either as a negative DRM to that side's own strike, or positive DRM's to the opposing side's strike.
[12.3.2] Multiple (3+) Carrier Strikes
Where Strike Sequencing must be determined wherein three or more separate strikes are involved, follow these steps to determine the sequence of strikes:
- STEP 1: Rank the commanding admirals launching all strikes—their Air Ratings, highest-to-lowest. If Joint Strikes are involved, average the rating from among all participating admirals, while doubling any nominated "lead" admiral's rating.
- STEP 2: Determine whether reciprocal air strikes will occur before or after non-reciprocal strikes. Roll 1D6, consulting the "Day" Initiative Table. The side winning this initiative DR chooses whether reciprocal air strikes will be resolved before, or after all non-reciprocal strikes.
- STEP 3: Alternate resolving strikes, starting with the top-ranked admiral's strike, then resolving each other strike strictly in sequence, in descending order of admiral's Air Ratings—irrespective of nationality. Where admirals possess equal Air Ratings, roll a die to determine which is resolved first.
Note: Immediately prior to resolving each strike, consult the Strike Sequence Table, applying the DRM's for admiral Air Rating differential, against the target TF.
[12.4] Carrier Strikes vs. Land Bases
When carrier TF air strikes are plotted against land bases, consult the Strike Sequence Table for all "previously-unlocated" carrier TF's first—as if they were a single strike, applying the negative DRM.
If a hex contains carrier TF's which are both previously-unlocated and previously-located, treat all air strikes launched from that hex (for Strike Sequencing purposes) as if all carrier TF's present were "previously unlocated."
Note: "Previously-unlocated," as defined, means the launching TF was not located prior to the current Air Phase.
For carrier TF's which were previously unlocated (aside from the above provision), the normal Strike Sequence procedure applies.
Example: (See Example of Play Booklet)
[13.0] SEARCH & CONTACT
In order to gain information about and/or attack enemy TF's (by air), it is first necessary to contact (i.e., "find") them. This can be done via air search, coastwatcher search, or by other friendly (surface) TF's.
Air Search Procedure (General)
Air Points automatically conduct air searches throughout the game turn, up to the limits of their rated search ranges. To determine if a search is successful, players total the search value of a searching base (or CTF). This cumulative search value is the sum (possibly modified) of all eligible, operational AP's search values deployed at the base. 2D10 are rolled for each search on the appropriate Air Search Table. If the listed required number on the table is met or exceeded, an air search is "successful."
For purposes of air search, a "base" is defined as:
- Land Bases: The airfield + any seaplane base present in a single hex.
- Carrier TF's: All carrier TF's in a single hex at sea. Note: Such TF's may, at the owning player's option, combine their search values (i.e., all such TF's) in any combination desired, or they may conduct searches individually.
If a hex contains both a seaplane base (with floatplane AP's assigned to it, rather than at the airfield itself) and a regular airfield, floatplanes assigned to that seaplane base add their search values to that of the airfield, so that a single total search value exists for the airbase hex.
[13.1] Search Values
[13.1.1] Most AP types (with the exception of FTR's) possess an air search value, which varies with range, and occasionally by date. These air search values are added, and the sum becomes an airbase's search value. It is this value, which is constantly changing (with losses, attrition, operational status, rebasing, etc.), which determines success or failure in the resolution of air searches. Carrier TF's, as indicated above, also may project cumulative search values (from TF's in the same hex). The procedures for air searches launched from CTF's are essentially the same as for land-based searches.
[13.1.2] Air Point Search Values
These values are printed on each (yearly) Air Strike Plot Log. Chartbook II contain summaries, by year, of AP's search values. Untrained AP's search values are halved (at a given base) collectively, rounded down.
Parenthesized search values
- Land-based: Parenthesized numbers indicate the maximum search range, in hexes, for a given base, at extended range, if any operational (and otherwise search-eligible) AP of that type is based there.
Example: If, in 1942, the Japanese player has 1x H6K & 1x H8K AP based at Rabaul, his extended search range (consisting of both the H6K & H8K only) is a maximum of 28 hexes. And, the H6K's extended-range search value applies in full—out to 28 hexes (not 24; its listed maximum).
Player's Note: The shorter-ranged planes are assumed to be covering the shorter, or earlier-flown, search legs.
- Carrier-based: US SBD's/TBM's/F6F's long range parenthesized search values function as above, in Tropical Movement Areas only, as indicated on the AP Search Values: Carrier-based tables.
[13.1.3] All air searches are conducted based on distances measured in hexes, not MP's. The ranges (in hexes) constituting each range band differ between land-based and carrier-based air searches (see Air Search Table).
Player's Note: Only with carrier-based air searches have the different Movement Areas been taken into account, thus making them a slightly more accurate depiction, in some ways. Land-based search range bands are based on a compromise between the Tropical and Temperate Movement Areas, but have been slightly liberalized, taking into account all aircraft types' actual extended range abilities. Thus, they need not be adjusted for different Movement Areas.
Except as noted below, an AP provides its search value to its base (or TF) generally regardless of mission status. Thus, AP's assigned ASW missions for a cycle continue to provide their search values to their base. Likewise, AP's which perform air strikes (e.g., bombardment strikes) during game turns continue to provide their search values, at all times they are operational, to their assigned base. For air search purposes, then, all AP's at any base are considered present in full-strength at all times.
Air Points assigned "NIGHT" mission roles during a cycle do not contribute their search values to their base. Neither do "inoperable" AP's, or AP's assigned other Strategic Missions during Strategic Cycles.
Damaged airbases receive adverse DRM's when performing air searches. Adverse DRM's also apply in bad weather, if Optional Rule 59.3 is in effect (see charts).
Airfield damage DRM air search penalties apply only if the majority of the air search values of an airbase hex come from AP's actually assigned to a damaged base. If, for example, a hex has a damaged airfield but an undamaged seaplane base, and the majority of that airbase hex's search value comes from the floatplanes—not actually operating from the land base—no adverse DRM's would apply.
In the case of different damage levels to airbase types in a hex (i.e., airfield + seaplane base), apply the maximum damage level present at either type in calculating adverse air search DRM's.
"Isolated" airbases have their search values halved (rounded down). Supply statuses of advanced bases (see 32.2.2) may also impose adverse air search modifiers.
[13.1.4] Japanese Capital Ships
Japanese carrier TF's containing BC Haruna, and all CA's (exceptions: noted below) are assumed to be operating the longer-ranged E13 Jake floatplanes; and hence are upgraded in search value at Long Range. These ships' counters have been specially-marked to denote this (Note: IJN CL's with similar a/c markings are not similarly-treated; their designations merely represent some air search capability (see Chartbook II).
CA's not carrying E13A1's: Kako, Furutaka, Mikuma
All other Japanese BB's/BC's are assumed to be operating the shorter-ranged F1M Pete, or E8N Dave. See Chartbook II & Air Strike Plot Logs for search value information.
[13.2] Air Search Tables
(See charts)
[13.3] Air Search Procedure
Once an airbase's (or TF's) search value has been computed, air searches against TF's are announced. Air searches may be conducted during both Naval and Air Phases—during Naval Phases only against moving enemy TF's. An airbase (or TF) may, theoretically, conduct an unlimited number of air searches in a given phase. During Naval Phases, bases may conduct searches only once against any single TF, once at each range band (Extended, Long, Medium, Short), as each TF enters each band. For example, an air base with a search value at Extended Range could announce an air search at that range against a moving TF "A." If TF "A" continues moving, and enters the searching base's "Long" range band, another search could be conducted against it—and so on.
If a hex contains more than one TF as they move (e.g., "linked"), searches are conducted against each TF present in the hex, individually. (Note that the same holds true for Air Phase air searches against sea hexes).
Two Air Search Tables exist: one for land-based searches; one for carrier-based. In order to conduct a search, the searching player consults the appropriate table. He cross-indexes his base's search value with the range to the target TF, producing a number. It is this number (or higher) that must be rolled (on 2D10, reading "00" as "100") for the search to contact the enemy TF. Failed searches produce no contact; "no contact" prevents air strikes on TF's, unless a TF already possesses a valid "located" marker.
Negative DRM's apply to searches conducted in Monsoon weather, Winter conditions in the Arctic Movement Area, and for damage present to the searching airbase (see charts).
If using the Optional Weather (59.3) rule, storms and/or squalls may serve to prevent, or hinder, air searches in, or from, certain hexes.
A base's (or Carrier TF's) search value is applied, at all times, in a full 360 degree arc from the base.
[13.3.1] Air Phase Air Searches
A base (including a carrier TF) may conduct air searches during the Air Phase in one of two ways:
- A full-strength air search, using that base's full air search value, against one hex (all TF's therein; all installations therein), or
- Air searches may be conducted on multiple hexes (as follows).
Procedure: Air Searches vs. Multiple Hexes
A base may, during an Air Phase, conduct an air search (including Air Reconnaissance; see 15.3) against more than one hex. To do so, however, a base's total search value must be evenly divided amongst all nominated target hexes (dropping fractions).
Example: (See Examples of Play Booklet)
A base's total search value, not individual AP search values, is reduced for multiple searches. Thus, these reductions are without regard for the individual AP types that may be involved.
[13.3.2] Carrier TF Air Search
Moving carrier TF's are eligible to perform air searches as they move. They may search:
- Land Bases: One search, on 1 land base, per Naval Phase.
- Enemy TF's: One search, on 1 (single) enemy TF, maximum.
These searches may be announced at any point during a carrier TF's move that it has an eligible search target. They may not be announced at the end of a carrier TF's plotted move.
[13.3.3] Bluff TF-based Air Searches
Players may announce air searches from dummy (or non-carrier) TF's, as if those TF's were real carrier TF's. Search values (a bluff) must be announced openly, and search DR's (as always) must be made openly.
If successful air searches are gained (via DR), the searching side must then announce the same—i.e., that in fact no air search did occur. No other information need be relayed.
Restriction. Such searches may be announced at SHORT or MEDIUM (carrier-based) ranges—never at LONG.
[13.4] US VS Carrier Search
Player's Note: It was common practice for USN VS ("Scouting") squadrons' SBD's (and, later, SB2C's) to fly their search arcs combat-loaded (with 500-lb. Bombs). A pair of search planes were much more difficult to detect than full air strikes. US SBD's had a reasonable chance to take Japanese TF's by surprise. At Santa Cruz, for example, the Japanese CVL "Zuiho" was severely damaged by hits from two searching SBD's.
[13.4.1] Any successful US carrier-based air search (including searches in which carriers provide only a part of a successful search), out to Medium Range, with a DR ≥ 90 results in a chance of hits scored. When this event occurs, the US player may immediately conduct an Air-naval Strike on the contacted TF, using a dive-BMR Anti-Ship value of "1." No air-to-air combat nor AA fire occurs; no US AP losses are incurred, regardless of the results.
In resolving such strikes, the Japanese player deploys his TF normally, as if a Specific Target type (see 7.3.1) had been chosen. The US player picks his target type randomly from amongst all the ships in the core of that TF.
[13.5] Search Effectiveness Chits
Whenever a (non-dummy) TF has been contacted by air (or coastwatcher/surface TF contact) search, the TF marker is marked with the appropriate (for the phase contacted in) "Located" chit. The owning player must then draw a Search Effectiveness Chit, then provide some description of the composition of the TF, according to the guidelines of the particular chit drawn. Note: The actual search chit drawn is, of course, not revealed to the searching side.
Many chits require that a player be absolutely honest in his description. Others allow some distortion of the truth regarding the number and types of ships present. A few chits allow him to be more dishonest, and a few permit the player to be totally untruthful—even to the point of inventing the composition of a TF that does not in fact exist, or denying that an existing TF contains any ships whatsoever.
A player must place any chit he draws with the ships of the appropriate TF on the TF display (or holding box, as appropriate—so long as the chit remains with that TF). It remains there until the end of even-numbered game turns, or until the true composition of the TF is definitively revealed (see 13.6.3)—whichever comes first. At this time, the search chit is placed back among the unselected search effectiveness chits.
[13.5.1] Search Chit Cup Composition
Three air search chit cups are maintained. They are marked "1, 2" and "3." Each cup's initial (i.e., "full") composition is as follows:
CUP 1
| Chit Type | Qty. |
|---|---|
| "Report True" | 12 |
| "Report Approx. ± 1" | 8 |
| "Report Approx. ± 2" | 8 |
| "Report Error ± 1" | 4 |
| "Report Error ± 2" | 4 |
| "Report False" | 4 |
| (Total) | (40) |
CUP 2
| Chit Type | Qty. |
|---|---|
| "Report True" | 4 |
| "Report Approx. ± 1" | 8 |
| "Report Approx. ± 2" | 8 |
| "Report Error ± 1" | 4 |
| "Report Error ± 2" | 8 |
| "Report Error ± 3" | 4 |
| "Report False" | 4 |
| (Total) | (40) |
CUP 3
| Chit Type | Qty. |
|---|---|
| "Report True" | 4 |
| "Report Approx. ± 1" | 5 |
| "Report Approx. ± 2" | 4 |
| "Report Error ± 1" | 4 |
| "Report Error ± 2" | 5 |
| "Report Error ± 3" | 3 |
| "Report False" | 5 |
| (Total) | (30) |
[13.5.2] The 110 search effectiveness chits are placed into three opaque cups, as set forth above. It is from these cups that they are drawn as needed. Once discarded, they are placed back into the same cup from whence they were drawn (the back of each chit is annotated with its correct cup).
[13.5.3] Whenever a TF is the object of a successful air search, the TF's owner blindly draws one search effectiveness chit from the appropriate container.
[13.5.4] Cup 1: Intensive Air Search
A searching side may declare an "intensive search" during any normal air search attempt. Doing so does not alter the needed DR's to contact a TF, but it does require the successfully-searched side to draw search chits from Cup # 1.
Following any successful declared intensive air search, after the search chit has been drawn and the TF composition reported by the opposing side, the searching player must roll 1D6 to determine the effect of the search, if any, on his searching AP's. The following table is consulted, and the results implemented at the searching airbase immediately:
| DR | RESULT |
|---|---|
| 1-2 | No Effect |
| 3-5 | Lose 1 Air Point |
| 6 | Lose 2 Air Points |
Air Points lost via intensive search must be taken from an AP contributing search point values to an airbase's overall search value, and capable of reaching the searched hex at the appropriate range (short, medium, long, extended). Exception: No searching AP losses accrue from enemy TF's reported as "dummies."
Bases (including carrier TF's) conducting intensive air searches are marked with a special "Intensive Air Search" marker. Any air strike launched by that base (or CTF) during the same phase in which an intensive search is announced—whether successful or not—must roll on the Air Point Availability Table. Note, however, that intensive air search has no effect on CAP launched by that base or TF—or on AP's not possessing air search values of any kind.
[13.5.5] Cup 2: Normal Air Search
Any air search other than intensive, or per 13.5.6, draws chits from Cup # 2.
[13.5.6] Cup 3: Normal Air Search
Chits are drawn from Cup # 3 in the following circumstances:
- In the event Cup # 2 is empty.
- If either the searching airbase (including carriers) or the searched hex is affected by squalls (if Optional Rule 59.3 is in effect).
- During Monsoon Weather, on Maps A, B, and C.
[13.5.7] Chit Type Reporting Parameters
The search effectiveness chit drawn by a player sets the parameters which determine how accurately he must be in revealing the composition of his reported-on TF. Note, however, that the search effectiveness chit itself is not revealed. Players should be aware, therefore, that the searching player cannot be sure about how accurate his air search is, unless the composition of the TF has been or is subsequently definitively revealed (see 13.6.3). See also 13.7.6 ("Example").
There are four basic types of search effectiveness chits: "Report True, Report Approximate ("Approx."), Report Error," and "Report False." Each type is summarized herein. Under each sub-category (General, Total Numbers, Carriers, Capital Ships, Transports, Other), general reporting parameters required—for ship types—and their restrictions and limits are listed:
REPORT TRUE: The player must:
- General: State whether he has ships in his TF (i.e., if the TF is in fact a "dummy," he must say so—but see case 13.6.2).
- Total Numbers: If there are ships in the TF, the owning player must report how many (in total), rounding up to the nearest increment of 5 (if desired). If the TF is a "dummy," so-state.
- Carriers: State how many carriers, by exact type (e.g., "CV, CVL," etc.) are present.
- Capital Ships (see 13.5.8): State how many are present, by exact type.
- Transports: Accurately reveal the number of APB's and MSU's present, by number and damage level of each.
- Other Types: (As per capital ships).
REPORT APPROX: The player must:
- General: (As per "Report True")
- Total Numbers: If there are ships in the TF, the owning player must report how many (in total): If "± 1" chit is drawn, he may add (or subtract) 5 ships from the actual total. If he draws a "± 2" chit, he may add (or subtract) 10 ships from the actual total—no matter how many are reported "by type," as follows. If the TF is a "dummy," so-state.
- Carriers: May add or subtract 1 or 2 (as reflected on chit drawn) from the exact types actually present. May not report "zero" units of a type if units of that type are actually present—or the presence of a type when in fact there are none present.
- Capital Ships: (As per "carriers")
- Transports: May add or subtract 1 or 2 (as above) for each type (APB, MSU), with same restrictions as for "carriers" herein. No "damage levels" need be revealed for either type, and any damage levels present may be hidden or fabricated (as allowed by chit level).
- Other Types: (As per "carriers")
REPORT ERROR: The player must:
- General: (As per "Report True")
- Total Numbers: If there are ships in the TF, the owning player must report how many (in total): If "± 1" chit is drawn, he may add (or subtract) 5 ships from the actual total. If he draws a "± 2" chit, he may add (or subtract) 10 ships from the actual total. If he draws a "± 3" chit, he may add (or subtract) 15 ships from the actual total—no matter how many are reported "by type," as follows. If the TF is a "dummy," so-state.
- If Capital Ships are present in TF:
- Carriers: May add to, or subtract from, the actual numbers present, to the chit value drawn—no minimum number is required. He may, thus, state there are no carriers present (even if there are), as long as the actual numbers of carriers present is ≤ the Error Level (1,2,3) of the chit drawn. Or, conversely, may state that there are carriers (even if they are actually not)—to the Error Level of the chit drawn or the number of Capital Ships actually in fact present—whichever is lower. Additionally, in lieu of adding or subtracting from the number actually present, may substitute CVE's for CVL's, and CVL's for CV's (and vice-versa), in reporting types, up to the Error Level of the chit drawn. Note that this may not be done in addition to adding/subtracting from these ship types; only instead of. Exception: If the Error Chit Level is at least 2, they may be combined.
- Capital Ships: May add to/subtract from the actual number present, up to the Error Level on the chit drawn. If carriers are present, owning player may reverse the above "carriers" provisions—in effect "creating" capital ships out of carriers—again, to the level of the Error Chit drawn.
- Transports, Other Types: (See below)
- If Capital Ships are NOT present in TF:
- Carriers: May add or subtract 1, 2, or 3 (as reflected on chit drawn) from the exact types actually present. May not report "zero" units of a type if units of that type are actually present—or the presence of a type when in fact there are none present.
- Capital Ships: (As per "carriers")
- Transports: May add or subtract 1, 2, or 3 for each type (APA, APB, MSU), with same restrictions as for "carriers" herein. No "damage levels" need be revealed for either type, and any damage levels present may be hidden or fabricated (as allowed by chit level).
REPORT FALSE:
The player may state, within certain limits, virtually anything he wishes. He may deny that he has ships: carriers, capital ships, transports, and others when in fact he does—for instance, by declaring the TF a "dummy."
Conversely, he may invent the presence of any of those types, when in fact none are present, within certain limits:
If the TF is in fact a "dummy" (i.e., contains no actual ships), no more than two ships of any single type may be invented, and no more than 10 ships total may be reported.
If the TF in fact does contain at least one actual ship, no restrictions on what may be reported apply.
Player's Note: See Example of Play Booklet for a fairly detailed example of how each search effectiveness chit may be utilized.
[13.5.8] For the purposes of air search, the term "ship" refers to any naval unit. The term "capital ship" refers to any BB, BC, or CA. The term "carrier" refers to any CV, CVL, CVE, or XCV.
[13.5.9] Should a successful air search be conducted for a TF that has previously had a search effectiveness chit drawn for it, the owning player must draw another, and make another report on the TF's composition. This procedure may theoretically be repeated any number of times during the course of a game turn (but, see case 13.3). In each case, the search effectiveness chit itself is placed on the TF display, without being revealed to the searching player.
[13.6] Dummy Task Forces
Dummy TF's are deployed TF markers which in fact contain no real ships.
The number of Allied dummy TF's that may sortie during a cycle (the per-cycle allotment) equals the current Allied Strategic Intelligence Level + the DR differential on one roll of 2D6. (The Allied player makes this DR when SI Levels are determined).
Japan's dummy TF sortie allotment per cycle is DR-dependent (2D6). This DR is made secretly by the Japanese player during each Strategic Game Turn. The following table indicates the number deployable:
Japanese Dummy TF Allotment
| DR | # of Dummy TF's Avail. |
|---|---|
| 2-3 | 0 |
| 4-5 | 1 |
| 6, 8-9 | 2 |
| 10-12 | 3 |
| 7 | * |
*: Roll 1D6. DR result = # of dummy TF's available.
[13.6.1] Mission movement plots—though not a mission type—are required for dummy TF's, as if the TF were a real one. Under "TF composition," the TF is simply noted as a "dummy." Dummy TF's may operate at whatever speed class the owning side desires (see also 13.6.7). Dummy TF's have no required fueling periods as do normal TF's. As such, they (theoretically) may stay "at sea" indefinitely once they sortie.
Player's Note: Obviously, maintaining a dummy TF at sea past it's otherwise-required fueling period (e.g., no artificial "rendevous" with oilers, etc.) likely would reveal the TF to an opponent as a dummy.
[13.6.2] Whenever a successful air search is conducted for a dummy TF, and the owning player draws anything other than a "Report False" chit, he must report the TF as a "dummy." However, as there is no way that the searching player can know if the TF definitely is in fact a dummy, the TF marker need not be removed from the map, unless the owning player so opts. A dummy TF marker is removed from the map only if "definitively revealed" (see 13.6.3).
[13.6.3] Definitively-Revealed TF's
A TF is considered to be "definitively revealed" if it is contacted by any of the following:
- Submarine contact
- Coastwatcher search
- Surface TF contact
- Enemy air strike launched against it (see 13.6.4)
[13.6.4] Airstrikes
Airstrikes (either Special Strikes during Naval Phases or Naval Strikes during Air Phases) may not be launched against reported dummy TF's. As long as a TF remains (legally) reported as a "dummy," it is immune from air attack.
Player's Note: This concept, especially from the US standpoint, is vital to understand. It is more likely that the US player will have more dummy TF's reported, due to the US "Magic" intelligence advantage. In any case, though, it is rather unrealistic to allow either side to launch airstrikes against TF's reported as "dummies," just to (for instance) "confirm" whether that TF was in fact a dummy. It is impossible to justify launching armed planes against non-reported targets. Dummy TF's, by definition, essentially do not in fact exist.
[13.6.5] All search effectiveness chits pertaining to a TF are returned to the chit cup whenever that TF is definitively revealed, at the end of each even-numbered game turn, or when a TF is deactivated.
[13.6.6] Dummy TF's may be assigned (and may execute) REAC missions, until/unless they are definitively revealed as "dummies."
[13.6.7] Dummy TF Assignments
A side's dummy TF allotment for a cycle pertains to dummy TF sorties made during a cycle. If a dummy TF changes its numerical TF designation (e.g., to confuse an opponent), that sortie still counts only as a single one.
Dummy TF's at sea during Strategic Game Turns may remain at sea—as dummies—if a side's next-cycle allotment allows it. But, if done this does count against that side's allowable sortie cap for that cycle.
[13.7] Air Search Restrictions & Additional Considerations
[13.7.1] During a Naval Phase, airbases may only perform searches on moving enemy TF's.
[13.7.2] Air Points conducting air search are never affected by enemy CAP or AA fire. While conducting air searches, they are immune to all direct enemy actions.
[13.7.3] "C" type AP's (transports) have search values of "0." They never contribute search values to any base.
[13.7.4] Air Points are available to conduct strikes during the same phase in which they contribute their search values to an air search by their base.
[13.7.5] "Located" markers (via successful search) remain affixed to TF's until the end of the succeeding Air or Naval Phase. Example: If a TF is located via air search during the 1st Air Phase of a game turn, the "Located 1A" marker remains with that TF until the end of the 1st Naval Phase.
Exceptions: 1) TF's with "located" chits which do not move remain "located," for as long as they do not move. In such a case, a TF's "located" chit is replaced and updated each successive Naval Phase until, via movement, it is eligible for removal.
Example: A TF is located by air search during the 2nd Naval Phase. It receives a "Located 2N" chit. During the 3rd Air Phase, no additional air searches are made against it. It remains "located," as it possesses a current "located" chit. During the 3rd Naval Phase, the TF does not move. Normally, its "located" chit would be removed at the end of this phase. But, since the TF has not moved, its "located" chit is updated to "Located 3N."
Exceptions (cont): 2) "Located" chits are removed from TF's during NIGHT naval movement of that TF—unless the "located" chit was placed by Coastwatcher Search (see 13.8), or by friendly surface TF contact.
[13.7.6] Both sides may attempt to improve air search information by conducting actual Naval Strikes against "located" enemy TF's. For example, a single AP could be sent out on a Naval Strike for this purpose. If such AP's survive enemy CAP, they automatically receive a "True Report" (see 13.5.7) on the enemy TF. In such cases, targeted TF's are considered to have been definitively revealed.
The AP's must then complete the strike, in the normal manner, by choosing a target ring containing at least one enemy ship, and braving enemy AA fire as in a normal strike. Note also that Reconnaissance-type ("R") AP's (e.g., Japanese Ki-46 Dinah) may conduct such strikes, even though they have no anti-ship strengths—and consequently have no chance at inflicting damage to ships; though they may themselves be downed.
Example of Air Search (See Example of Play Booklet)
[13.8] Coastwatcher Search
A TF entering a hex containing an enemy ground unit, port, or airbase is immediately located and, if in daylight, the TF owning side must provide a "True" Report of that TF's composition. If during NIGHT, a search chit is drawn, from search cup # 2, for the TF as if an air search were being conducted—repeated for each eligible hex entered as the TF moves.
Coastwatcher Search: Task Forces. A TF entering a Coastwatcher-occupied hex (13.8.1) may be located by that Coastwatcher. 1D6 is rolled for each eligible CW "search." If during DAY, that TF is "located" on a DR of "5-6." If at NIGHT, it is located on a DR of "6." Following any successful CW search, a search chit is drawn from Search Cup # 2.
CW-located (as opposed to the first paragraph, this rules section) do not locate the TF as if an air search had succeeded. Such "locations" do count as potential Reaction TF triggers. Thus, CW-located TF's may not be subjected to special airstrikes launched solely as a result of that CW search.
Coastwatcher (hereafter "CW") searches need not be announced at the actual time a CW-located TF enters the CW's hex. The announcement of this search may be delayed by any number of hexes' worth of movement by the located TF.
If the CW-located TF is reported to be a "dummy," the actual CW island location which provided the search report need not be revealed. If the TF is reported to be other than a dummy, then the CW's actual island location (though not the exact hex) is revealed to the Japanese player after his search report is provided.
Player's Note: Until and unless Allied CW locations are without doubt definitively pinpointed (by the Japanese), it might be wise not to reveal a CW's true location if possible. Moreover, TF's "located" by CW's may in fact turn out to be "dummies." In such cases, it is unrealistic to force the Allied player to reveal a CW's location. In practice, however, CWs' general (i.e., their island) locations could never be concealed for long, as even absent active reporting on TF's (or airstrikes; see 13.8.5), they of necessity had to provide frequent administrative radio reports—which were not difficult to triangulate.
[13.8.1] Coastwatchers
In addition to Allied port/airfield hexes, the Allied player may "place" CW's on certain islands. When placed on an island (and recorded on the Allied Coastwatcher Log), CW's are considered to occupy all coastal hexes covered by that island, including hexes containing enemy installations (ports, airfields, or fortifications).
Example: An Allied CW placed on Guadalcanal would be considered to "occupy" hexes E2418, 2519 & 2619.
[13.8.2] Eligible Areas
Areas eligible for Allied CW placement are:
- A. New Guinea: Any coastal hex of Papua or N.E. New Guinea.
- B. Islands*: Any island on Map E, bordered by the following hexrows (inclusive): E0511-0520; E2811-2821.
- * Note: For placement purposes, New Britain counts as five islands. If not placed initially (at war's start), the Allied player must accumulate monthly CW arrivals until he has a sufficient number to place a CW there.
- C. New Hebrides: All islands of, plus New Caledonia (including E3330/3430).
[13.8.3] Coastwatcher Placement
At the start of the Campaign Scenario, the Allied player may place up to 6 CW's, in any eligible islands. Commencing Cycle 1/42, and each cycle until 12/43 (inclusive), the Allied player receives one additional CW which is deployed, if desired, during that Strategic Cycle.
[13.8.4] Coastwatcher Log
The Allied player maintains a CW Log, containing all eligible island locations. When a CW is placed, the Allied player should circle the appropriate island, indicating that that island is "CW-active."
Once placed, Allied CW's may never be redeployed. They may be eliminated by the Japanese player only via 13.8.6.
No CP Cost, nor Command considerations, apply to CW's.
[13.8.5] Coastwatcher Air Strike Warning
Japanese air strikes which overfly a CW-occupied hex suffer a +1 DRM on the Bounce Table if air combat ensues vs. that air strike. Note: This hex must be on an island other than the airstrike's target island. Also, a -1 DRM (Player's Note: In other words, applied adversely against the Japanese strike) is applied to the Strike Sequence Table, if that table is consulted for that air strike. In this case, the Allied player must announce the CW-occupied island providing the air warning. He need not do this until the air strike is resolved, however.
See 10.1.1 regarding coastwatcher-alerted air strike AA effects.
[13.8.6] Coastwatcher Elimination
During any Strategic Cycle (during the Production Phase), the Japanese player may attempt to eliminate Allied CW's via special CP expenditure.
On any CW-active island in which exists at least one Japanese combat (i.e., non-engineer) ground step, the Japanese player may declare a special "activation" of ground units present in order to attempt to "hunt them down."
The following table lists the CP's required to activate a single unit, and the DR (2D6) result required in order to successfully eliminate that island's CW presence:
CW ELIMINATION TABLE
| Unit Size (# of steps) | CP Cost | Elim. DR |
|---|---|---|
| 1 | 1 | 12 |
| 2-3 | 2 | 11 |
| 4-6 | 3 | 10 |
| 7+ | 4 | 9 |
Results: DR's equal to, or greater than, listed DR's required for success.
Units activated for anti-CW actions during Strategic Cycles are activated only for that purpose; they are not, for instance, considered "activated" for the upcoming cycle. Units activated for this purpose are done on an individual basis. Thus, multiple units may be "activated" (e.g., following preceding unsuccessful attempts).
The Allied player may deploy available CW's on islands following elimination of existing ones, but such deployments must (of necessity, due to the Strategic Game Turn Sequence of play) await one Strategic Cycle.
[13.9] Submarine Search
Enemy TF's may also be contacted (though not for air strike eligibility purposes) by submarine search (see 22.5).
[13.10] Task Force Search (Naval Engagement)
Enemy TF's may also be contacted by friendly TF's, thus initiating surface combat on the Surface/Surface Tactical Display (see 16.4).
[14.0] NIGHT AIR OPERATIONS
Air Points (AP's) may conduct air strikes (and air combat) at night, including Special Strikes vs. TF's at sea (though these are limited to a very few special AP types), Bombardment, Strafing, and Air Transport missions.
Certain AP's may be dedicated as Night Fighters by both sides. These AP's (only) are capable of conducting air-to-air combat, with opposing bombers or strafing night fighters, at night. Note that no "escort" missions may ever be flown at night. CAP missions may be flown, but only by dedicated night fighter units.
[14.1] Night Fighters
The Night Air Operations AP Chart contains night fighter ratings, by nation, type and date—including the maximum number of each AP type that may be converted to night fighters. Maximum numbers vary with nationality, type and date, and may never be exceeded. Example: Commencing 3/43, and until 6/44, the Japanese player may have a maximum of 4 Ki-45 Nick AP's operating as night fighters. From 7/44 onwards, this number is increased to 6.
Eligible AP types are "converted" to (i.e., assigned) night fighter roles only during Strategic G/T's. Thus, combat losses in night fighter ranks may not be "replaced" during the 4 operational game turns of a cycle. Night FTR's may be taken off of their "night" roles at any time.
Conversion to night fighter status is automatic, and costs no CP's nor incurs any other penalty. Once an AP is designated as a night fighter, however, it must retain that role until taken off "night" status.
[14.1.1] AP's converted to night fighters may not fly missions as bombers, nor do they contribute their Air Search Values to their airbase. Exception: The US P-61B Black Widow (the only specifically-designed and dedicated night fighter type as standard) may operate as a F/B at night.
Night fighter units are so-designated on Air Displays by attaching special "Night Mission" counters to the appropriate unit(s).
[14.1.2] Night fighters fly CAP missions at night as if it were day—including Cover CAP and Naval Cover. Non-carrier-based night fighters may provide Naval Cover.
Land-based night fighters may attempt Emergency Cover CAP and Emergency Naval Cover, the same as daylight rules.
[14.1.3] Strafing Strikes: NIGHT
Night fighters may conduct Strafing missions at night, using their NIGHT Air Combat ratings and ranges; otherwise following the provisions of Rule 5.5, except that the DR Differential procedure (see "Night Bombing & Air Strikes) applies.
AA fire vs. strafing night fighters receives a Column Shift of 1L. Air-to-air combat (strafing fighters vs. night fighter CAP) is resolved normally—using Night Air Combat Ratings.
Note: Any night mission (bombing and/or strafing) counts as a bombardment mission for multiple-mission penalty purposes.
[14.1.4] Carrier-based Night Fighters
Only the USN may operate night fighters from carriers. The Night Air Operations AP Chart indicates the allowable deployment limits for carrier-trained ("CT") Corsair & Hellcat night fighters. Note that these units are "converted" the same as other night fighters.
USN carrier-trained night fighters may operate only from CV's and CVL's, never from CVE's.
[14.1.5] Night fighters are never susceptible to attrition DR's upon returning from missions as are some bombers (see 14.3.1). Night fighters are liable for normal Air Attrition, and for multiple-mission penalties (only via strafing).
[14.1.6] The US P-70 is a converted A-20 bomber Air Point. The US player simply uses a normal A-20 counter, with a "night" chit affixed, to denote P-70's.
[14.2] Night Bombing & Air Strikes
Generally, any bomber AP may operate at night. Those BMR AP's which historically operated extensively at night are listed in bold print on the Air Point Charts. The distinction is important, as significant penalties potentially accompany the use of "non-rated" BMR's at night.
For informational purposes, the following AP types are "night-rated:"
- Japan: G4M, B5N, B6N, P1Y.
- US: TBM (both carrier and non-carrier-trained), PBY, B-24, B-17, PV-1 & PV-2, B-29, P-61 (as F/B).
- CW: Wellington, Beaufort, Beaufighter, Blenheim, Hudson, Catalina, Liberator, Mitchell, Mosquito.
[14.2.1] Special "Elite" night-capable bombers
Aside from the "rated" capabilities listed above, certain AP's possess a limited capability to attack ships at night. These AP's are listed on the Night Air Operations AP Chart, and are denoted on the Air Point Displays by attaching "night" chits to them—as for night fighters.
For informational purposes, these types are:
- Japan: G4M (commencing 1/43; limit 4 AP's); B5N (commencing 1/43; limit 2 land-based AP's); B6N (commencing upon arrival; limit 2 AP's); P1Y (commencing upon arrival; limit 4 AP's).
- US: PBY ("Black Cats," commencing 6/42; limit 4 AP's); TBM (carrier or NCT; commencing 7/43; limit 4 AP's); B-24/PB4Y (commencing 7/43; limit 5 AP's); B-17 (commencing 10/42; limit 5 AP's).
Like dedicated night fighters, these "dedicated" night bombers are assigned such roles only during Strategic Cycles (exception: see following paragraph). Night bombers may be relieved of such roles at any time. Units marked with "night" counters do not contribute their Air Search Values to their assigned airbases, nor may they fly normal (daylight) missions (exception: Japanese "elite" AP's—see 7.11.5). These units are assumed to be operating exclusively at night.
Dedicated night bombers which are eliminated may be replaced by like-type AP's during regular G/T's. AP limits continue to apply, and this is the only exception to the requirement of night mission assignment only during Strategic Cycles.
[14.2.2] Night Air Strikes vs. TF's
Currently located TF's may be attacked during night by night-rated (14.2.1) bombers.
Night air strikes against enemy TF's may be made during Naval Phases (as a Special Strike) against TF's moving at night. If a TF remains stationary for any two consecutive Naval Phases, or if the opposing player can demonstrate that a TF is being moved pointlessly or circuitously—merely to avoid the provisions of this rule—night-rated BMR's may, in any succeeding Air Phase(s), conduct attacks on that TF at night. This remains true despite the TF's owner not having declared "night," per the normal naval movement rules.
Procedure: Night air strikes must fly unescorted to their nominated TF target. Enemy night fighters are eligible to fly CAP to intercept.
Once air-to-air combat (if any) is concluded, the TF owner deploys his ships on the Air-Surface Display, as if the attacking player had declared a General Target Priority. Blank counters are then placed atop each ship, so that each ships' type (and damage level) is masked.
Each attacking AP may form a single attacking wave, if desired. The attacking player rolls for wave entry onto the display normally. AA fire is resolved for each wave as follows:
- Wave Target is "Core:" Ships in the Core and (overflown) Inner Ring fire, using half AA value, rounded down.
- Wave Target is "Inner Ring:" Ships in the Inner and Outer Rings fire, as above.
- Wave Target is "Outer Ring:" No AA fire occurs.
Surviving attacking AP's then conduct attacks normally, picking individual targets—i.e., each attacking AP must conduct its attack alone, not combined with any others perhaps present in the same attacking wave.
Targets of these attacks are only revealed, as to type, after all targets have been declared for a wave. If multiple waves are formed, ships are "hidden" (and perhaps redeployed) again between waves, unless in a preceding wave's attack a ship takes damage (at least "D1")—in which case it remains visible to follow-on waves.
Player's Note: The above procedures simulate the tactic of using air-dropped flares to expose targets, primarily but not exclusively used by the Japanese. Players will note that the Torpedo Range for the G4M (Betty) AP's has been increased (to 72 MP's) beyond the same range for daylight attacks. This was required to conform to the historic attacks launched by these units (e.g., Rennel Island; 1/43). Oddly enough, the Japanese never conducted daylight torpedo attacks by G4M's out to that same range—hence the apparent incongruity here.
[14.2.3] US PBY Night Attacks ("Black Cats")
Note: CW Catalina AP's do not possess this special night attack capability.
US PBY AP's designated as "night-capable" armed with torpedoes conduct attacks according to the procedures outlined above, except that each attacking PBY AP must individually roll for contact prior to entering the Air-Surface Display (1D6).
US PBY Night Contact Table
| DR | Result |
|---|---|
| 1 | No contact; AP destroyed |
| 2-3 | No contact |
| 4-6 | Contact |
DRM's: +1 Range to target ≤ 25 MP's
Player's Note: US PBY night attacks on ships tended to be exclusively radar-directed. Reliance upon radar tended historically to result in more contact but a higher percentage of "misses." As such, this table abstractly factors in these misses without necessitating artificially-lowered Air-Surface Ratings.
[14.2.4] Night Attacks vs. Ships in Port
Dedicated (14.2.1) "night-capable" bombers may, during Air Phase air strikes, attack enemy ships in port, possibly including torpedo attacks.
Procedure: Night attacks vs. ships in port are conducted as are normal (daylight) air strikes of the same nature, with the following exceptions.
Such air strikes are always unescorted. Enemy night fighters capable of interception may conduct air-to-air combat.
After air-to-air combat is resolved, all ships in the targeted port are deployed on the Air-Surface Display, according to the General Target Priority sequence (7.3.2). Ships are then "hidden," as in 14.2.2.
The attacking player forms attacking waves as for normal air-surface attacks, and conducts his attacks as per 7.7 & 7.8.
AA fire (adding the inherent AA value of the port itself, halved and rounded down) is then resolved normally, according to the target ring nominated. All ships present are eligible to fire, as if a normal air-surface attack were being made. A Column Shift of 2L (see AA Table) is applied.
Individual targets and attacks are then conducted as above.
Only those AP's listed in 14.2.1 are eligible to conduct night attacks vs. ships in port. As always, AP's flying at Extended Range may suffer double losses upon return (from AA and air-to-air combat).
[14.3] Night Bombardment Air Strikes
Any bomber AP may conduct bombardment air strikes at night. AP's need not be "assigned" NIGHT roles to do so. Only those "night-rated" BMR AP's listed in 14.2.1 may attack ships at night. Non-rated BMR's flying bombardment strikes at night do so at reduced effectiveness and may suffer greater loss rates.
[14.3.1] Non-night-rated (i.e., not listed in bold print) BMR's operating at night have their air combat (defense and "return-fire") ratings halved (rounded up). Their bombardment ratings are quartered (rounded up to the nearest whole number; calculated in total for all AP's of a type participating). Such AP's must roll, upon their return to base, on the Bombardment of Air Points Table, with all percentage results rounded up to the nearest whole number. Losses incurred are taken from surviving (i.e., returning) AP's—losses taken from air-to-air and AA during their mission are not counted. Note: These special attrition DR's are made once for each type of AP; the number of AP's corresponding to the same column on the table.
[14.3.2] Night-rated BMR's operating at night have their bombardment ratings halved (rounded up, as above). They do not roll for loss upon return. Their air combat (defensive) ratings remain unchanged. Their "return-fire" air combat ratings are halved (again, rounded up, collectively).
Night-assigned FTR's conducting Night bombardment missions (as FB's) likewise have their bombardment ratings halved (rounded up).
[14.3.3] AA fire from ground targets vs. BMR's at night receives a two-column shift to the left.
In resolving night bombardment attacks (vs. ports, airbases, etc.), roll 2D6 prior to the 1st bombardment DR. Using the DR Differential (i.e., from "0" to "5"), apply this result as a negative DRM to both bombardment DR's—both against any AP's on the ground, if applicable, and against the installation attacked.
Double losses inflicted on BMR's operating at Extended Range continues to apply. Additionally, non-night-rated BMR's returning from Extended Range night missions which take losses via the Bombardment of Air Points Table (14.3.1) have these losses doubled also.
[14.3.4] Air Points conducting night bombardment missions must fly those missions at their rated altitudes.
[14.3.5] Some night-rated AP's have restrictions imposed (listed under "Notes" on each sides' Air Point Charts). Most are self-explanatory. For CW AP's, many night-rated AP's have percentage restrictions listed. Where applicable, the [%] listed is a per game turn cap on the percentage of AP's of that type present in the game which may fly night missions without penalty (i.e., as a night-rated Air Point).
[14.4] Additional Restrictions: Night Air OPS
Air Points may not fly missions at night and during day during the same Air Phase. For example, a night fighter which conducts a CAP mission at night is ineligible to do so during daylight strikes conducted during that same Air Phase.
Air Points conducting night bombardment missions are ineligible to conduct special strikes in the immediately-following Naval Phase. AP's not assigned "night mission" status for a cycle do continue to contribute their Search Values to their base—as opposed to those assigned that mission for a cycle.
[14.5] Mission Sequencing
In each Air Phase, all night bombardment, strafing strikes and air transfer missions are resolved, for both sides, before any daylight strikes are resolved.
[14.6] Air Transfer & Paradrops At Night
Air Transfer and Air Transport missions (including paradrops—Air Assaults) may be conducted at night. Exception: Night Air Transfer and Air Transport missions may not have a damaged (including "suppressed" status) airbase as a destination airbase. They may originate from damaged airbases—if otherwise eligible to fly from them.
All Cargo ("C") AP's are considered "non-night-rated." Accordingly, they are liable to return attrition loss (14.3.1), and potential double combat loss if operating at Extended Range. See also 5.11.5 regarding extended-range Air Transport missions.
[15.0] LIMITED INTELLIGENCE & "BASE" MARKERS
Player's Note: The use of "base" markers, and the limited intelligence functions they serve, is optional. In practice, players will (if they so choose, of course) likely resort to perhaps voluminous note-taking in order to record enemy force dispositions. While not unrealistic, this practice takes time and, however little it may be, does detract somewhat from playability.
If these procedures are not utilized, then base markers are still permissible, though recommended only to alleviate large stacks. Their contents, however, are still considered "visible," in their entirety, to an opponent anytime he has a ground unit adjacent to, or occupying, such a hex—or has any friendly Air Points based within range of it.
[15.1] General
For the most part, War in the Pacific is played with a minimal number of counters actually on the map. For on-map units, the general rule is that an opponent is not permitted to examine enemy stacks until he has performed a successful reconnaissance, or has engaged the units. Generally, only the top unit in such a stack will be "visible." The following counters must be deployed on the map, at all times:
- Airfields
- Active TF's (Exception: 16.1.6), Subrons & MTBRons
- Informational markers (weather, search contacts, etc.)
- "Under-construction" markers (see 39.8)
- HQ's
- OSB's
- Ground combat units, if: a) stacked with enemy combat units; b) adjacent to enemy combat units; c) Broken or Isolated
- Base markers
All other counters and units are kept on TF displays, Air Displays, or "base" displays.
[15.2] Base Markers
Numbered base markers may contain a virtually-unlimited number of units/markers. Base markers represent bases, about which incomplete (or completely absent) information is known. Use of base markers is optional. Players may place some, or all of, their units on the map if they wish.
[15.2.1] A single base marker can represent any combination of ground and non-activated ships. More than one friendly base marker may occupy a hex, along with any combat units a player may wish to place on the map.
[15.2.2] Base markers are often the only indication of units present in a given hex. The composition of that base is hidden from an opponent until he is entitled to learn its composition. Note: Base markers may be deployed even though they may in fact contain no units at all.
[15.2.3] When individual ground units represented by a base marker leave the hex containing the marker (via ground movement), they must be moved as units, visible on the map. In such cases, though, only the top unit need be "shown." When such units cease movement, if they are not adjacent to (or stacked with) an enemy ground unit, and the opponent is otherwise not entitled to know that hex's composition, a new base marker may immediately be placed in that hex.
[15.2.4] Air Units
Air Points are not represented by base markers. Their airfield is always visible. Each active airfield on the map is represented on each side's Air Displays, where the individual AP's assigned to that airfield are placed.
[15.3] Reconnaissance of Base Markers
Reconnaissance essentially is a search of base markers, as opposed to "searches," which pertain to enemy TF's.
[15.3.1] Base markers are "reconned" via:
- Ground units, OSB's, and/or HQ's
- Allied coastwatchers (see 13.8)
- Air Reconnaissance
[15.3.2] Base markers are removed (or their contents revealed) when an enemy ground unit, OSB, or HQ is adjacent to, or occupies, a base marker's hex.
[15.3.3] Air Reconnaissance
Air reconnaissance is performed like air searches—the difference being the type of target "reconned." Any airbase with a search value (including carrier TF's) may conduct air reconnaissance of any one enemy hex during an Air Phase.
[15.3.4] Such missions need not be plotted, and do not interfere with normal air searches of enemy TF's. Thus, during an Air Phase an airbase could conduct air "searches" of enemy TF's and one recon attempt of one enemy base.
[15.3.5] Air reconnaissance attempts are announced as are air searches. If an airbase is to perform both during a given Air Phase, the owning side must announce both simultaneously.
Procedure: The player conducting the reconnaissance announces his airbase's search value and the range (short, medium, long or extended), and rolls normally on the Search Table. If a successful search is gained, the Air Reconnaissance Table is consulted (see charts).
[15.4] Reconnaissance of Ground Units
Ground unit step strengths may be revealed via air reconnaissance (per 15.3.5). Ground units' strengths also must be revealed if enemy ground units (not including Intrinsic Garrisons) occupy an adjacent, connected land hex, except across mountain hexsides—even if mountain passes exist.
Though a ground unit's step strength may be revealed via air reconnaissance, or as set forth above, their designations (type, identities, TQ) need be revealed only upon that units' actual engagement in combat.
For these purposes, amphibious or airborne assaults conducted against completely undefended (i.e., no Intrinsic Garrison present) islands (or hexes) do not require the revelation of units' identification. Amphibious assaults conducted on Tactical Map islands (since deployment on them necessarily implies the presence of an enemy actual garrison) does require the open revelation of units, even if such assaults are conducted onto non-enemy-occupied hexes.
[16.0] NAVAL OPERATIONS
The scenario instructions state the Order of Battle (OOB) for each side, listing what ships are available. Players divide their ships into groups called Task Forces (TF's) by placing the ships in each TF in the space marked with the TF number on the TF Display. Each box on the display is numbered to correspond with a given TF marker. It is this marker which will be deployed and moved on the map. These displays obviously are intended to be kept secret.
During Naval Phases, sides alternate moving their TF's one-by-one. As a TF moves hex-by-hex on the map, it may perform various missions. As a result of the missions it performs, each TF will receive an Engagement Value (EV), which determines how likely the TF is to engage in surface combat with enemy TF's in the same hex. Moving TF's may also undergo search and/or attacks by enemy subs, MTB's and AP's.
Ships may only perform missions during a Naval Phase in which they are considered active. The number of phases that a ship can be "active" in a given G/T is determined by the ship's current Speed Class, according to the following schedule:
| Current Speed Class | Active Phases per Game Turn |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
Ships (TF's) have their Speed Class initially assigned to them either:
- A. At the beginning of the 1st Naval Phase in which they will sortie (during the Plot Segment) or
- B. During the Plot Segment of the 1st Naval Phase following a phase in which the ships fueled.
The number of active phases during a G/T always equals the unit's current speed class. Players may voluntarily reduce the speed class of their ships (TF's) in order to reduce their fueling requirements (see 18.2). Inactive ships may not be plotted to perform missions of any kind. If, however, they are contacted by enemy TF's, AP's, etc. They may resolve any ensuing combat normally. For Movement Summary, see charts.
[16.1] The Task Force
[16.1.1] Both sides have 60 consecutively-numbered TF markers. Neither side may ever have more on-map TF's than it has markers available.
[16.1.2] The initial composition of all TF's is secret. Players should not reveal which markers represent which groups of ships, except as various search and contact/combat procedures require.
[16.1.3] A player may deploy "dummy" TF markers which contain no ships. See 13.6 for each sides' per-cycle allotment.
[16.1.4] The purpose of a dummy TF is to confuse the enemy player. So long as its identity as a dummy is not "definitively revealed," it remains in existence and may be moved on the map as if it were a "real" TF.
[16.1.5] Once located by air or surface search, TF's remain so until the end of the next Air or Naval Phase (whichever comes first). Example: A TF located by air search during the 1st Naval Phase remains so (and retains its current "Located" marker) until the end of the 2nd Air Phase.
[16.1.6] Hidden Naval Movement
Both sides may move TF's across the map without actually deploying TF markers on the map. Such TF's are plotted normally. They carry out their assigned missions without being actually deployed on-map (i.e., without the other sides' knowledge of their very existence).
In order to be eligible for Hidden Movement, the moving player must ensure, to the best of his ability, that at no point during that movement his moving TF would be subject to detection from any source (e.g., air, TF, submarine search, etc.). Possible exception: Moving within Extended Air Search Range—see below.
If in doubt as to whether an opponent possesses air search capabilities in certain areas, players must assume that an opponent possesses at least Long-Range air search capability (out to 19 hexes) at any airbase (including potential seaplane bases) hex that might be eligible. Note: "Might be eligible" is defined as either:
- A known-to-be-occupied (i.e., containing enemy AP's) enemy airbase (including seaplane bases) hex or
- A "might-be-occupied" enemy airbase hex—a hex with an airfield or seaplane base marker, or any hex not containing either, but containing an enemy "base" marker (of unknown composition).
Both sides may conduct Hidden Movement within potential Extended air search range of enemy airbases. Note: For infor mational purposes, the maximum reaches of Extended-Range air search for any hex are:
- Japanese: 28 hexes (H8K at Normal Range)
- Allied: 24 hexes (B-24/PB4Y at Extended Range)
Players are safe to use the above figures in determining the (potential) maximum air search range for any potential enemy base.
Both sides may use Hidden Movement within potential Extended air search range of enemy airbases (including potential bases, as defined above), but announcements must be made that searchable moving TF's exist "at Extended Range" from each potential searching base.
If the base owner then announces that he does in fact possess Extended-Range air search capability at a nominated base, the heretofore hidden TF is deployed on-map—where it may be searched for normally. It moves thereafter as a normal on-map TF, until such time as it regains hidden movement capability.
Enemy subrons approached by TF's using hidden movement must be assumed to possess 6 sub points, unless (previously) definitively revealed to the contrary. For such subrons, the TF owning side (using hidden movement) must roll 1D6 (secretly), as if making an enemy sub search for the opposing side. All applicable known modifiers (TF's distance from searching subron, ASW air units, subron's distance from its sub base—if known, etc.) apply. A successful sub search DR obtained mandates the moving side to inquire as to whether the subject subron in fact contains any sub points. If it does, the moving TF must be placed on the map. At that point, the subron's search DR (made by the moving TF's owner) is compared to the subron's actual number of sub points (and all other applicable modifiers are applied) and, if that DR is sufficient to produce a successful search, the sub attack procedure is instituted. Regardless of the success or failure of this sub search, the moving TF must complete that Naval Phase's movement on-map.
See also Rule 33.1 (Emergency Sorties).
Player's Note: It is remotely possible for both sides, using hidden movement, to have TF's "pass in the night," so-to-speak—whereby two opposing TF's using hidden movement pass close to each other, with both oblivious (since neither are deployed on-map) to the other. Since the possibility is remote, and in all probability would not likely even be discovered, this is intentional. And, if such an occurrence is (after the fact, by whatever means) discovered to have taken place, both sides should consider it as termed above ("ships passing in the night").
[16.2] Task Force Display
[16.2.1] Each side has TF Displays for their TF's. The displays are used to manage the make-up of each TF.
[16.2.2] Once placed on the TF Display, ships must remain in their TF box unless there is a decision to shift them, until the units are required to appear on a Tactical Display, or the ships are deactivated.
[16.2.3] If it is required that a TF be placed on a Tactical Display, the ships which make up that TF are removed from the TF Display and are placed on the Tactical Display. Any search effectiveness chits belonging to that TF are returned to the pool—perhaps after having been revealed to the enemy player, upon his demand.
[16.2.4] After tactical combat is resolved, any remaining ships, in whatever condition, are placed back into their TF Box (possible exception: see 17.16).
[16.3] Mission Plots
At the beginning of each Naval Phase, players must write a mission plot (similar to the strike plots used with AP's) for each TF which is to perform a mission during the current Naval Phase. The mission plot for each TF is written on an index card, using a separate card for each TF. See 17.1-17.15 for a description of naval missions and plot codes.
Under some circumstances, the Japanese player, as a deception measure, may employ false mission plot cards (see 42.9).
[16.4] Naval Engagement
Whenever a friendly TF enters a hex containing an enemy TF, there is a chance of surface/surface combat (engagement) between the opposing ships. Each side totals the (modified) Engagement Value (EV) of each TF, based on their current missions. 1D6 is then rolled, and the result cross-indexed with the proper column of the Search and Contact Table (see charts). If a "C" ("Contact") results, the TF's involved are deployed on the Surface/Surface Tactical Display, and combat between them is resolved. Note that the total (adjusted) EV equals the total number of Search Points on the Search and Contact Table. Note: Although naval movement is—in game-time terms—simultaneous, it is of necessity carried out sequentially, with TF's moving one at a time. Thus, generally, one of the two TF's involved in an engagement will be moving (i.e., having entered the hex) and one will not.
[16.4.1] When a friendly (i.e., moving) TF enters a hex containing an enemy TF, the friendly (moving) TF is considered to be the Alpha TF; the enemy (not moving) TF is considered to be the Bravo TF. If the Bravo TF has no mission plot for the current Naval Phase, then the Alpha player simply rolls the die on the Search and Contact Table, using the column equal to the EV of the Alpha TF.
[16.4.2] If the mission plot of the Bravo TF includes only a Movement Mission, then for each 6 MP's (or fraction of 6) that the Bravo TF is plotted to expend while moving, the Alpha player subtracts 2 from the total EV before rolling the die. If the hex in question is a coastal hex, he subtracts 1 for each, not 2.
[16.4.3] If the mission plot of the Bravo TF includes a mission in addition to movement (or a mission inherently involving movement—e.g., AMPH, BMB, ETRAN, EVAC, ASW Sweep, TRANS), and the Bravo TF has not yet performed that mission, then the Alpha player subtracts 2 from the total EV for each 6 MP's (or fraction of 6) that the Bravo TF is plotted to move before performing that mission (again, in coastal hexes only 1 is subtracted). If the Bravo TF has already performed that mission, then the Alpha player subtracts 2 from the total EV for each 6 MP's that the Bravo TF has expended after completing that mission (-1 in coastal hexes).
[16.4.4] If either the Alpha or Bravo TF has a Reaction Mission (i.e., the two TF's are moving simultaneously; see 17.5), the owning player of the Reacting TF is always considered to be the Alpha player. After totaling the subtractions from the EV called for in cases 16.4.2 & 16.4.3, the Alpha player subtracts 2 from the total EV for each 5 MP's that the Reaction TF has expended before entering the engagement hex (-1 in coastal hexes). The Alpha player then subtracts whichever of the two totals is less (i.e., more favorable to a "contact" result).
[16.4.5] If both TF's have Reaction Missions, the player whose TF has expended the lesser number of MP's before entering the engagement hex subtracts 2 (1 in coastal hexes) from the total EV for each hex that the TF has moved.
[16.4.6] If more than one friendly TF is present in the engagement hex, the EV, DR, and result on the Search and Contact Table is resolved sequentially for each friendly TF, from the highest Engagement Value TF to the lowest. If searching TF's EV's are equal, the owning (searching) player determines the sequence.
If two friendly TF's in the same hex receive a "contact" result, the two friendly TF's are automatically combined into a single TF when deployed on the Tactical Display. In such cases, the senior admiral present assumes command. His combat ratings (for DRM purposes) are calculated as follows:
- The activation point cost of his own TF, plus
- Half (rounded up) of the activation point cost for all warships in all other TF's in that hex—taking the total cost, then halving it.
If none are "senior;" the owning player chooses. TF's in the hex that did not receive a "contact" result are not placed on the display and take no part in the ensuing combat.
[16.4.7] The EV of TF's is determined at the moment of engagement. For instance, a TF that performs a Bombardment Mission is considered to be performing that mission only in the hex that the attack is actually resolved. It is considered to perform a Movement Mission while moving to and from that hex.
Player's Note: It is not intended that TF's gain any advantage (in avoiding surface combat) from "traveling in a circle." When determining adjustment to Engagement Value due to movement, use the shortest possible route between the hexes in question.
Non-combatants (carriers, MS, APA, APB, etc.) may never be part of any TF assigned any surface mission with an assigned EV of greater than 4.
[16.4.8] If two (or more) opposing TF's begin a Naval Phase in the same hex, an engagement determination is resolved under the normal conditions before any of the TF's may leave the hex. In such cases, the last TF to enter the hex (i.e., in the preceding Naval Phase) is considered the "Alpha" TF.
[16.4.9] If a potential engagement is occurring at night, the total EV is halved (if the Alpha TF is Japanese, round fractions up; if Allied, round fractions down). If the engagement is occurring in any hex of the Arctic Movement Area, the total EV is halved (rounding fractions down). Thus, an engagement occurring at night in the Arctic would have its total EV quartered. All halving is done after all subtractions due to the above cases have been applied.
[16.5] Tactical Initiative
Once an engagement (i.e., "contact") result has been achieved on the Search and Contact Table, it is necessary to determine which side has the initiative (i.e., will be the "1st Player") during the following Surface/Surface Tactical Sequence. Use the "Night" Tactical Initiative Table for night engagements; the "Day" for daylight ones. The column to be used on this table will vary depending on the current cycle date. The player who rolled the die on the Search and Contact Table rolls the die on the Tactical Initiative Table.
[16.5.1] Tactical Initiative Tables
(See charts)
[16.6] Night
As each Naval Phase represents a period of over 50 hours of real time, it is inevitable that some part of the Naval Phase be performed "at night."
As each TF performs missions during the Naval Phase, it expends a certain number of MP's. At any time during the phase, the owning player of a moving TF may declare "Night." Exception: a TF that has been successfully contacted may not declare "night" before allowing the enemy player the (last) opportunity to conduct special strikes immediately.
At this point, play is halted and the opposing player may have any AP's within range conduct air search and/or Special Strikes (exception: TF's exiting port; see below). Thereafter, the TF continues to expend MP's as normal. However, all of these MP's are considered to be expended at night, up to the limit of the TF's Night Movement Allowance (see Naval Movement Allowance Chart). If the TF expends MP's in excess of its night movement allowance, excess MP's are considered expended during the day, until the end of the Naval Movement Phase.
TF's Exiting Ports: Exception. TF's declaring "night" on leaving port are not subject to a "last chance" air-naval search—they are granted "night immunity" from (air) search automatically.
[16.6.1] Except as noted in 14.0, AP's may not conduct operations of any kind at night. Therefore, a TF moving at night is (generally) immune to both Special Strikes and air search.
[16.6.2] The EV of all naval missions is halved during night, rounded as per 16.4.9.
[16.6.3] Night also has an effect on determining which side will have the initiative during surface combat.
[16.6.4] Night is declared separately for each TF as it moves. Exception: TF's performing a Link Mission (see 17.10) must have their "night" declared at the same time.
[16.6.5] Night may be declared only once per TF per Naval Movement Phase. Moreover, night movement must be continuous; that is, a TF may not alternate between periods of day and night movement in the same Naval Movement Phase. Note: See Optional Rule 60.23 regarding an alternative, segmented night movement.
[16.6.6] A player is never required to declare "night." A TF may spend an entire Movement Phase without having night declared; it is entirely at the option of the owning player.
[16.6.7] When a Reaction TF moves in response to a triggering enemy TF, it does so under the same conditions as that enemy TF. Thus, it is up to the enemy (triggering) player to declare "night," and if he does so, the night conditions are applied both to his TF and to the reacting TF—as if the reacting TF had declared "night" at the same time.
[16.6.8] There is no limit to the number of times that night may be declared in a single Naval Phase, so long as it is done only once for each TF.
[16.6.9] A TF that completes its plotted missions at night is considered to remain at "night" (for purposes of engagement and search) until the end of the current Naval Phase. Thus, its affixed "night" counter remains atop that TF until the start of the succeeding Air Phase.
[16.6.10] Night naval movement allowances may be used while ships are stationary (e.g., while debarking units). MP expenditures remain governed by normal night movement allowances, based on ships' speed classes. When night MP allowances are expended in total, "night" no longer applies, and the "moving" ship/TF is no longer considered to be under cover of night.
Example: (See Example of Play Booklet)
[16.7] Critical Hits
Whenever a ship suffers damage in combat, there is a chance that the level of damage will be increased by a Critical Hit. Ships attacked by enemy surface ships roll for critical hits the instant a ship incurs its first damage level. If a critical hit is scored, no additional damage is immediately placed at that time (i.e., while the engagement is ongoing). Instead, a "critical hit" marker is placed underneath the ship as a reminder that, when the ship leaves the Tactical Display, at least one additional level of damage must be applied—and the ship must continue rolling on the Critical Hit Table.
Critical hits are rolled for by the owning side only. Results must be openly revealed to the opposing side only in the case of any DR of "doubles" which does result in a critical hit.
Ships attacked by enemy AP's roll for critical hits immediately upon leaving the Tactical Display (i.e., after all Air-Surface combat against it). These critical hits are not revealed to the enemy, except as noted above.
Ships damaged by enemy submarines and MTB's roll for critical hits as soon as all combat in the hex has been resolved. The owning player rolls for each damaged ship separately.
Note that the chances of suffering critical hits varies with nationality, ship type and date.
If the number indicated is rolled on the Critical Hit Table, a ship suffers a critical hit, and the damage for that ship is immediately increased by one damage level. The owning player must then continue rolling on the table, until a DR result is gained that does not result in a critical hit (or the ship sinks).
Regardless of the means by which damage is inflicted, and the number of individual attacks which produced damage levels (e.g., two waves of air attacks, each providing "D1" damage), the critical hit procedure is performed only once for each subject ship.
[16.7.1] APB/APA, and merchant shipping (counters of which represent large numbers of individual ships) never roll for critical hits (Exception: Optional Rule 62.5; "False Hits Reported"). Other "squadron" type ships (e.g., DD's, DE's, etc.) are subject to critical hits.
[16.7.2] Any ship with a "D4" damage level that ends any Naval Phase in a hex containing neither a friendly port, nor a ship capable of towing the damaged ship, automatically sinks.
[16.7.3] Critical Hit Table (see charts)
[16.8] Naval Damage Levels
[16.8.1] A ship's Defense Strength may never be reduced to less than one.
[16.8.2] When determining the reduced strengths and capabilities of Joint Shipping Units (16.7.1, and Naval Damage Levels Effects, charts), all fractions are rounded down.
[16.8.3] When determining the Screening Value of damaged Screening Forces, total the screening value of all such ships with D3 damage before halving (round remaining fractions down).
[16.8.4] When a ship's speed class is reduced due to damage during a Naval Phase, the unit's remaining Movement Allowance for that phase is determined according to the following procedure. The owning player subtracts the number of MP's that the ship already expended in the phase (prior to the damage being inflicted) from the Movement Allowance determined by the ship's new (lower) speed class. The result equals the number of MP's that the damaged ship may still expend in the current Naval Phase. It may expend those points even if the ship's new speed class would ordinarily prevent that ship from being active.
[16.8.5] Naval Transport: Losses to Embarked Units
Player's Note: Understandable as it is, the common (game) tactic of assigning excess transport load capacity for naval transport (including amphibious assault) missions, to avoid the loss of transported units necessarily assumes that enemy attacks always target empty transports first, and that any transport tonnage lost in excess of the minimum needed to actually carry units must be sunk first. Reality simply dictates a restriction on this ability to "shield" transported cargo merely by assigning (what can only be described as) "empty, decoy" transport shipping to transport TF's.
When transport (including amphibious assault) shipping, with cargo embarked, suffers loss, as a result of any enemy action, the transporting TF's percentage of Load Capacity Loss determines the percentage lost (if any) of its transported cargo.
Following any single attack upon such a TF, the load capacity loss, in terms of percentage, is translated into the equivalent percentage (rounded down) of transported cargo loss.
For cargo loss purposes, transported cargo is divided into two types: Ground Units, and Air Points. If cargo losses must be suffered by a transport TF carrying both types of cargo, the total cargo loss must be distributed equally between the two types, with any odd remainders (e.g., 3, 5, etc.) assigned randomly.
Examples: (See Examples of Play Booklet)
Naval Damage Levels (summary) (See charts)
[17.0] NAVAL MISSIONS
TF's may move, attack enemy units and/or carry out other functions by performing naval missions. All naval missions are performed during a Naval Phase, and a ship may only perform missions allowed by its speed class. Phases in which a given ship may perform missions are known as active phases for that unit.
At the beginning of each Naval Phase, the owning player must record mission plots for each of his TF's, indicating exactly what missions they will perform in the phase (except in the case of amphibious assaults, a player is not required to record missions more than one phase in advance). Generally, TF's will be plotted to move to a certain hex on the map, perform some mission in that hex, and then move away again. Players may have the same TF perform various combinations of missions in the same Naval Phase.
In order to move, a ship must be "activated," usually by expenditure of Command Points (CP's). See Activation Costs Summary (charts) for CP activation costs for ships.
The following cases constitute a list of naval missions, including their plot code and Engagement Value (EV):
COMBAT MISSIONS
[17.1] Amphibious Assault (AMPH: Engagement Value 1)
Transports assigned to load (embark) friendly ground units, then transport and unload (debark) them in a hex not controlled by the friendly side are performing an Amphibious Assault.
[17.1.1] Advance Planning
As amphibious operations (generally) require an extraordinary amount of advance planning, AMPH missions may be plotted only under certain circumstances. Both the transporting ships and the ground units that are to participate in an amphibious assault must spend a certain amount of time in preparation. Usually (though not necessarily), both the transporting ships and the units they will embark will spend this preparation time in the same port or anchorage.
Before ships may be assigned an AMPH mission, they must spend an amount of time in preparation, based on the number of ground steps to be debarked in a single G/T, at a specific location. The amount of time required varies as follows (dates indicate the cycle in which planning began):
| Side / Cycles | Planning time |
|---|---|
| ALLIES: Cycle 13/41 to 13/43 | 1 G/T per multiple of 2 steps (minimum one turn) |
| ALLIES: Cycle 1/44+ | 1 G/T per multiple of 5 steps (round fractions up; minimum one turn) |
| JAPANESE (all cycles): 1-2 steps to be debarked in a given G/T | (No Delay) |
| JAPANESE: 3-5 steps | 1 G/T |
| JAPANESE: 6+ steps | 1 G/T per multiple of 4 steps (rounded up) |
When planning amphibious assaults, the target of each assault must be designated and recorded, at the time planning commences. Any change in the target of an amphibious assault starts planning time from scratch.
For the shipping component, amphibious planning times may not commence during the same G/T in which an amphibious mission by those ships is performed.
For ground components, planning times are based on the number of ground steps to be debarked in a single hex (on the Strategic Map), for a single assault—regardless of the number of different ports and/or units involved. Example: Three divisions which sortie from three different ports for an assault on a single island pay the planning time for those three divisions, in total.
Game/Turn (G/T) planning requirements are complete G/T's spent in planning before units may sortie. Players should record the phase, and G/T, in which an amphibious assault planning commences.
Example: During the 1st Naval Phase of G/T 1/2/42, the Japanese player commences planning an amphibious assault vs. Java. The landing force contains 24 ground steps. This assault requires a total of 6 complete G/T's. After the expiration of these 6 G/T's, during the 2nd Naval Phase of G/T 2/3/42, the Japanese units are eligible to sortie.
Units (ships and ground units) may have only one amphibious assault target hex planned for them at any time.
[17.1.2] Expediting Amphibious Planning Times
By paying three times (2x for USMC; see 17.1.3) the activation cost of all transport ships involved, and two times the activation cost of all ground units involved, players may cut the required planning time for amphibious assaults by half (rounded down).
The increased activation costs are a one-time expense, and count as both unit types' activation cost during the G/T of actual embarkation and sortie (as it does for normal planning times)—though actual activation does not occur until that time. Players record such information on the logs provided to track required planning times for amphibious assaults.
Plotting
On a separate index card (one for each AMPH mission), the owning player records:
- The specific unit(s) that will be embarked and its current hex location.
- The specific transporting units involved
- The hex the unit(s) will be debarked in (i.e., the hex that will be assaulted).
- The G/T in which the units will become available for the AMPH mission.
Example of an Allied AMPH mission plot against Kwajalein: "APA 1, w/ 7th Inf Div (Pearl Harbor). Tgt: Kwajalein (E3301). Avail. 1/12/44."
[17.1.3] USMC Units: Planning Times
USMC expedited planning times are reduced. The activation cost multiple for transport ships is lowered to twice each transport shipping units cost. Otherwise, the provisions of 17.1.2 apply.
[17.1.4] Planning requirements for Japanese amphibious assaults consisting of not more than three ground steps are waived during Cycle 13/41, if the landing (debarkation) hex is within three hexes of any Japanese ground unit, at the time of embarkation (See 69.4.1). Note: Units conducting the assault are not themselves counted toward meeting this requirement. Following cycle 13/41, Japan is bound thereafter by the normal rules regarding AMPH planning.
[17.1.5] The range of Japanese amphibious assaults may be restricted, if Optional Rule 17.1.15 is in effect.
[17.1.6] Ground units preparing or available for an AMPH mission may not engage in ground combat or land movement until the G/T they embark for the assault. In order to embark, such units must be "activated." Transports preparing or available for AMPH missions may not embark or debark units of any kind, but may perform any other missions normally.
[17.1.7] Units preparing or available for an AMPH mission may be withdrawn from the procedure at any time. Once withdrawn, they may again function as normal units of their type. However, if these units are again assigned to an AMPH mission they must begin to perform the entire preparation procedure from the beginning.
[17.1.8] Transport Load Capacities
- Engineer Units always count as 4 steps if embarked as part of an amphibious assault force (i.e., to be landed with, or as, the assaulting combat units).
- For amphibious assaults involving forces greater than 4 steps, all embarked assault units are counted as double their printed step strength, for transporting ship cargo capacity purposes. Exception, Amphibious Transports: Units embarked on APA's/APB's are not counted double. For example, a USMC division of 12 steps, embarked on tactical MSU's would require, for amphibious assault, a minimum transport ship cargo capacity of 24.
The above increases apply only to assaulting units—those units to be debarked during the Joint Assault Segment of the Ground Phase. Units held offshore (e.g., in reserve) which will not participate in combat during the Joint Assault Segment require only the normally-required (one load point for one ground step) transport shipping.
[17.1.9] Units may be embarked or debarked onto a transport up to the limit of the transport's Load Capacity. See Charts for transport load capacity summaries.
Armored units (and motorized infantry) may be amphibiously transported only by APA's/APB's. For cargo capacity purposes, these units' steps are doubled. For ground combat purposes, these units' steps (like their TQ) are collectively halved (rounded up).
See Charts for summaries of debarkation costs for amphibious assaults.
[17.1.10] Naval MP penalties for embarking ground troops for amphibious assault are waived, if the transporting ships occupy the hex of embarkation, or are in the MS pool, and designated as "out of service" due to planning. This applies if the transports are so-situated at the time the planning time for that assault commences, so long as no "expedited planning" time (17.1.2, 17.1.3) occurs.
Thus, a minimum planning time of one week (1 G/T) is required in order to escape Naval MP embarkation costs.
[17.1.11] Resolution of Amphibious Assaults: General Rules
When a ground unit debarks into a hex containing an enemy ground unit, or intrinsic garrison, it must initiate combat, during the following Joint Assault Segment of the Ground Phase.
Units conducting amphibious assaults have their TQ halved (rounded up) for combat ratio determination only, unless a friendly ground unit already occupies the assault hex, or the assault hex will be simultaneously attacked by friendly ground units from another (overland) hex. Exception: 69.3.4.
If an assaulted hex is not occupied by enemy ground units, but contains an intrinsic garrison, the assaulting units are treated as above (for enemy-occupied hexes). Any enemy step loss called for on the CRT eliminates the hex's intrinsic garrison; all installations in the hex are then captured by the assaulting units.
If an assaulted hex is neither occupied by enemy ground units nor an intrinsic garrison, no combat ensues. Assaulting units automatically succeed in capturing all installations in the hex, without loss.
Enemy Reaction Restrictions. Since ground combat resolution of amphibious assaults is conducted during the Ground Phase, an opportunity (however unlikely) exists for the defending side to transport (or ETRAN; see 17.3) ground reinforcements in, after the assaulting units have debarked (Naval Phase) but prior to resolving the actual combat.
Accordingly, treat all such potentially-arriving defending ground units as not present until after the Joint Assault Segment.
[17.1.12] Mandatory TQ Check: Deactivation
Following any opposed amphibious assault conducted on the Strategic Map, assaulting units, regardless of the combat result, must roll for deactivation. Rolled for individually, units use their printed (not halved), modified (generals, etc.) TQ ratings. Units which pass this TQ check remain "activated," but may move no farther during that Ground Phase. Note: For assaults resolved on Tactical Maps, this procedure is addressed in the rules for Tactical Map combat.
[17.1.13] Assault Unit Posture: Post-assault
Following combat in Joint Assault Segments in amphibious assaults, several possible outcomes may occur. The posture of assaulting units depends primarily on their retreat stance, and whether the amphibious shipping (which delivered them) is still available (defined as remaining in the assault hex or any hex adjacent) on the Strategic Map.
Following any opposed amphibious assault, whether resolved on the Strategic or Tactical maps, the assaulting units' success or failure of their deactivation DR (17.1.12) determines their immediate stance following the assault.
TRANSPORT SHIPPING AVAILABLE
If the amphibious shipping is still available (according to 17.1.13), apply the following results:
UNIT PASSES TQ CHECK
- A) If unit retreats, re-embark assaulting units, losing the number of steps called for. Units do not deactivate. or Retreat unit 1 hex, losing the number of steps called for plus one, and deactivate.
- B) If unit does not retreat, it remains in the assault hex, losing the number of steps called for. Units do not deactivate.
UNIT FAILS TQ CHECK
- A) If unit retreats, re-embark assaulting units, losing double the number of steps called for. Units are not broken, but are deactivated. or Retreat unit 1 hex, losing double the number of steps called for, plus one. Units involved are broken and deactivated. Beach-head OSB's are permitted in the hex retreated to.
- B) If unit does not retreat, it remains in the assault hex, losing the number of steps called for, and is deactivated.
TRANSPORT SHIPPING NOT AVAILABLE
If the amphibious shipping is not available, apply the following results:
UNIT PASSES TQ CHECK
- A) If unit retreats, retreat unit 1 hex, losing the number of steps called for, plus one. Unit is deactivated. No Beach-head OSB is permitted in the hex retreated to.
- B) If unit does not retreat, it remains in the assault hex, losing the number of steps called for, and is not deactivated. No Beach-head OSB is permitted in the hex.
UNIT FAILS TQ CHECK
- A) If unit retreats, retreat it 1 hex, losing triple the number of steps called for. Unit is broken and deactivated. No Beach-head OSB is permitted in the hex retreated to.
- B) If unit does not retreat, it remains in the assault hex, losing the number of steps called for, and is deactivated. No Beach-head OSB is permitted in the hex.
[17.1.14] OPTIONAL RULE: Reinforcing Amphibious Assault Beachheads
Player's Note: (This Optional Rule is presented here for convenience purposes only). The existing amphibious assault planning time mechanics, whereby only the initially-assaulting units are subject to planning requirements, can lead to abuse. For example, a player may, during the 3rd Naval Phase of a G/T, land a 1-step unit (with little or no planning time required) in an undefended hex. Then, during the 1st Naval Phase of the following G/T, he may land (say) two full-strength divisions in that same hex, without any planning delay which otherwise might have been substantial. The following rule serves to reduce the capabilities of players to skirt amphibious planning time requirements by this technique.
For the purpose of amphibious assault planning times, advance planning is required for all initially-assaulting units, plus any friendly ground units debarked into hexes controlled, or made friendly by, the initially-assaulting units through two complete Ground Phases—including the Ground Phase of the initial amphibious assault. Example: See Examples of Play Booklet.
Example, Amphibious Assault (see Examples of Play Booklet)
[17.2] Bombardment Mission (BMB: Engagement Value 4)
Ships assigned to attack enemy "land" targets in the same hex are performing a Bombardment Mission. Land targets include: Enemy ports, airbases, ground units (including fortifications), and Offensive Support Bases (OSB's).
Procedure: BB, BC, CA, CL & DD units (only) which begin a Naval Phase in a hex containing an enemy land target, or move to such a hex during the phase, may perform a BMB mission. The owning player totals the Bombardment Strength of the attacking ships. This indicates the proper column to be used on the appropriate Bombardment Table (see 11.0). 2D6 are rolled, and the result is cross-indexed with the proper column, producing a combat result which is either applied or recorded (in the case of bombardment of ground units) immediately.
Plotting
On the TF's index card, the player records:
- The specific hex in which the bombardment is to occur.
- The specific ground target in the hex to be attacked (necessary if more than one possible target is present). Note: Ground units and fortifications are always targeted together.
[17.2.1] BMB missions require the expenditure of one hex's worth of Naval MP's. A given TF may bombard only one target per Naval Phase.
[17.2.2] Ammo Depletion Effects
Ships may use up to half of their (allotted; see 17.2.3) Surface Attack (gunnery) strength in a BMB mission and retain their normal gunnery strengths thereafter. Such ships are marked with "Naval BMB (1/2)" markers. Such BMB missions may be used only once. Any further naval BMB missions (full strength or not) have their firing ships' gunnery strengths halved ("Ammo 1/2" markers affixed to such ships).
Ships that execute a 2nd BMB mission before returning to port are marked either "Ammo 1/2" (if their 1st BMB used half or less of their gunnery strengths) or "Ammo Out" (if their 1st BMB used greater than half of it).
Ships engaging in surface combat while marked "Ammo 1/2" have their gunnery ratings individually halved (rounded down). Ships engaging while marked "Ammo Out" have a surface attack (gunnery rating)/Bombardment strength of "0" until they have returned, and have been deactivated at, a friendly port. Such ships are considered to be non-combatants when deployed on the Surface/Surface Tactical Display.
The ability of "out-of-ammo" ships to perform other naval missions (i.e., those not requiring the use of gunnery strength) is not affected, nor are ships' AA strengths in any case.
[17.2.3] Ship Bombardment Strengths
- BB's, BC's, and USN CA's: Use printed Surface Attack (Gunnery) strength.
- IJN, CW (RN/ANZAC) CA's: Use printed gunnery strength-3.
- CL's: The bombardment strength of all CL's is "2." Exception: US CL's with pennant numbers of 40+ (but not CLAA's) use their printed gunnery strengths. Player's Note: These ships had CA displacements and differed little from CA's, except in possessing 12 or 15 6" rapid-fire guns—instead of nine 8" guns.
- DD's: The bombardment strength of all DD's is "1."
[17.2.4] Naval Bombardment: Airbases
Naval bombardments of island airbases (defined as an airbase occupying an island on the Strategic Map which is no larger than three hexes in size) are performed as per 11.3 - 5.
Naval bombardments of non-island (as defined above) coastal airbases requires a DR (1D10) immediately prior to resolving that bombardment. The DR result indicates the actual percentage (rounded to the nearest whole number; rounding .5 up) of the ships' total Bombardment Value used in that attack. Note: "0" is still read as "zero," not as "ten." Thus, the maximum percentage for any such bombardment is 90% of the printed firing ships' bombardment strengths present.
In addition, a +3 DRM to this DR applies in all such attacks against jungle hexes.
Player's Note: It is assumed that, in jungle terrain, whether on strategic or tactical maps, airfields of necessity would be sited closer to the coast, thereby making them actually more vulnerable to naval bombardments.
In the case of naval bombardments vs. non-island ports or other installations (e.g., fortifications), the same rule applies (1D10 DR required).
[17.2.5] USN Naval bombardments suffer adverse column shifts, depending on the date (see 11.7, and Bombardment Tables).
[17.3] Emergency Transport (ETRAN: Engagement Value: 1)
DD, CL/CA, AV and CVS units assigned to transport friendly ground units are performing an ETRAN mission. All DD's, AV's and CVS's, and Japanese (only) CA's/CL's may perform this mission.
ETRAN Procedure
Any combination of three (undamaged and eligible) CL's/DD's may embark, transport, and debark one step of ground units. Each TF performing an ETRAN mission must spend an additional 5 MP's per step in both the embarkation and debarkation hexes. Exception: Barges (see 17.3.8). Ships performing ETRAN missions may not transport engineer or mechanized/motorized units.
AV's/CVS's require combinations of two (undamaged; any flavor) in order to transport 1 ground step. Note that these ships may have no AP's embarked while performing ETRAN missions.
IJN CA's. Commencing with cycle 0/13/43, undamaged Japanese CA's may transport ground steps, with 2x CA's required to transport 1 ground step.
IJN CL's 6a, 7a. Japanese CL's Kitakami and Oi (not CL's 6, 7—only once modified) function as normal transports (17.8), not as ETRAN ships.
Plotting
On the TF's index card, the owning player records:
- The hex in which the units are to be embarked.
- The specific units which will be transported.
- The hex in which the units are to be debarked.
[17.3.1] Ships performing an ETRAN mission must embark and debark transported units during the same Naval Phase. Ground units may never end a Naval Phase while "loaded" aboard ETRAN ships.
[17.3.2] No advance planning or preparation is required.
[17.3.3] ETRAN missions must be conducted at the highest speed class the transporting ships' TF is capable of operating at. Exception: Barges (see 17.3.8).
[17.3.4] Units transported by ETRAN may not be debarked in a hex occupied by enemy ground units (excluding intrinsic garrisons—they do not constitute "occupied" hexes for this purpose).
[17.3.5] CA/CL/DD units performing an ETRAN mission have their Surface Attack/Bombardment strength halved (rounded down) during the entire Naval Phase. Also, the Japanese CL/DD Column Shift Bonus (see 19.5) does not apply to ships with ground troops embarked.
[17.3.6] Note that transport by APD's/DET's is not considered an ETRAN mission. Ground troops transported by these ship types may be used to conduct amphibious assaults. Rule sections 17.1 & 17.8 govern the use of APD's/DET's.
[17.3.7] See also 22.8 (submarine transport).
[17.3.8] Japanese Barge Transport
Japanese barge counters represent, generally speaking, approximately 10 "Daihatsu" or "MLC" type motored barges. Each barge counter has a load capacity of 1 infantry step. A finite countermix limit of 10 barge counters exists. The normal ETRAN rules (above) do not apply to barge movement. Barge counters are "free;" no CP cost is associated with their use.
Unless towed (see below), barges are restricted to coastal hex sea movement only. If moving exclusively at night (which they may) barges have, during each Naval Phase, a naval MP allowance of 18. If not moving exclusively at night, barges have a naval MP allowance (again, during each Naval Phase) of 36, and a night movement allowance of 15.
Barges eligible for use are maintained in the Japanese MS pool. Barges may be deployed from this pool during any Naval Phase, in any friendly-controlled, linked coastal hex.
Unlike normal naval transport, embarkation/debarkation to/from barges costs no naval MP's. Barges may thus embark a unit, move their full MP allowance, and debark that unit within a single Naval Phase.
Immediately following their use (i.e., after they debark their ground unit cargo) barges, if not sunk, are rolled for (1D6) to determine their reappearance, in the MS pool, as a reinforcement. The DR result indicates the number of (regular) G/T's ahead the barge counter is placed. At the outset of that G/T, it is placed into the Japanese MS pool, and is immediately available. Note: No DR may delay a barge's return past the next-to-come Strategic Cycle.
Barges may be attacked at any point during their on-map existence by eligible MTB's (see MTB Attack Tables), and/or by enemy AP's. For air search purposes, they function as if they were a TF. For air attack purposes, they are considered to possess a basic target speed class of "1," with a defense value of "1." Any critical hit obtained against them results in their automatic sinking. If a barge is sunk, its cargo is lost.
Barges under their own power may not be part of a TF. They may move with other barges, but not with any other kind of vessel.
Night air attacks on barges moving at night are conducted, by eligible Allied AP's, as per 14.2.2, with the additional provision that Allied coast-watcher searches (see 13.8) at night do "locate" barges for Allied night-capable special strikes.
Unless scenario instructions indicate to the contrary, barges sunk by enemy action are immediately rolled for (1D6). The DR result indicates the number of cycles ahead the counter is placed—arriving during that Strategic Cycle, into the Japanese MS pool, as a reinforcement.
Allied subrons have no effect against barge movement. Possible exception: "towed" barges (see below).
Towing Barges. Barges may be moved into non-coastal sea hexes only via towing. Any Japanese ship CL or smaller may tow barges.
Any combination of 4 such ships (DD's, DE's, APD's/DET's & CD's counting as two each) may "tow" 1 barge counter.
Towed barges retain a ground load capacity of 1 infantry step. Towing ships, if otherwise eligible (per 17.3) may carry ground units while towing barges.
Ships towing barges are performing an ETRAN mission. As such, they must tow and detach their barge cargo during the same single Naval Movement Phase. Such missions are performed, though, as Speed Class 2.
Towed barges may only be "cut adrift," or landed, in coastal hexes—any except enemy-occupied ones, as per 17.3.4. Towed barges may be cut adrift (e.g., to avoid extra liability to damage if attacked) in non-coastal hexes. But, doing so results in the loss of the towed barge, along with its cargo, if any.
Towing ships have their Screening Values lowered, both against subs and MTB's. They are also more vulnerable to MTB's (see MTB Hit Tables).
Barges towed to coastal hexes, and cut adrift there, resume their inherent MP capability, but not in the same Naval Phase in which released. Rather, they may move on their own commencing with the immediately-following Naval Phase.
[17.4] Evacuation Mission (EVAC: Engagement Value 1)
Ships assigned to evacuate friendly ground units (in ground operations terms, a "withdrawal;" see 23.9) from enemy-occupied hexes are performing an EVAC mission. Any ship capable of performing sea transport may conduct an EVAC mission.
[17.4.1] Ships/TF's performing EVAC missions must be present in the embarkation hex during the Ground Phase in order to embark ground units.
Embarkation of these ground units is performed during the friendly Ground Segment, and costs no ground or naval MP's. The ground units themselves need not be "activated."
During the EVAC TF's next eligible active Naval Phase, it may move away from the embarkation hex.
[17.4.2] Ground units may not be embarked in enemy-occupied hexes except via this mission. Ships' transport load capacities are as normal for either ETRAN ships or normal (17.8) transport types.
EVAC Plotting
On the EVAC TF's index card, the owning player records:
- The hex in which the units are to be embarked.
- The specific units which will be evacuated.
- The hex in which the units are to be debarked.
[17.5] Reaction Mission (REAC: Engagement Value: Surface Combat TF's = 14; Carrier TF's = variable)
Ships assigned to intercept moving enemy TF's and engage do so by performing a REAC mission. A TF assigned a REAC mission does not move until it is "triggered" by a moving enemy TF during a Naval Phase. Thereafter, the two opposing TF's move simultaneously, until a maximum of one-half the Movement Allowance of the reacting TF is expended.
Procedure: A REAC TF may be triggered only by an active friendly search contact (i.e., either a current "Located" marker is present on the triggering TF, or that TF has been successfully contacted via sub or MTB search during the current Naval Phase). Any type of search contact may trigger reaction. Once triggered, the reacting TF is immediately free to conduct normal movement, but it does so simultaneously with the triggering enemy TF. The two opposing TF's move at the same time, expending MP's on a hex-per-hex basis, if such hexes have the same MP cost (if not, movement is expended on a MP cost basis).
Plotting
On the TF's index card the player records the TF's hex location when it begins the REAC mission.
[17.5.1] A TF performing a REAC mission may be triggered by an enemy TF, and declare a REAC move, if:
- A) The reacting TF is capable of, or reasonably capable of, reaching the triggering TF during that REAC move, or
- B) The reverse is true (i.e., the triggering TF being capable of reaching the reacting TF).
Player's Note: Since a REAC move is not pre-plotted, and hence entitles the reacting side to virtually complete freedom of action, it is not realistic to allow any REAC TF, wherever situated (e.g., such a TF could be thousands of miles away) to perform REAC movement by a single triggering TF. The intent and purpose of REAC missions is to facilitate (or perhaps avoid) engagement. Otherwise, both sides could assign REAC missions to all their TF's—clearly an abuse of at least the spirit of the rule. The "reasonably capable" caveat is necessary, in that a reacting side does not know a triggering TF's ultimate destination—hence it could be capable of reaching it.
Once it is triggered, the owning player has complete freedom of movement with that TF. He may choose to move it some, none or all of its eligible reaction movement, in any direction. However, a TF performing a REAC mission may attempt to engage only the triggering enemy TF. Reacting TF's may not perform BMB missions.
[17.5.2] A TF may perform other non-combat missions in the same phase before beginning its REAC mission. If a TF does so, it may "react" up to 1/2 of its remaining movement allowance.
[17.5.3] After all TF's of both sides have completed their plotted missions, any remaining active TF's assigned a REAC mission (i.e., those that have not moved) are automatically triggered, if the owning player desires, and may expend their remaining movement allowance by performing any non-combat or a Movement Mission. Such TF's may not attempt to engage enemy TF's, but may still trigger enemy REAC TF's and be engaged by those enemy TF's.
[17.5.4] A TF assigned a REAC mission may be triggered only once during a Naval Phase. Once a REAC TF has finished its reaction movement, it may not move again in the current phase.
Reaction TFs' "active" status is immaterial in judging reaction eligibility. In other words, if a TF is eligible to be active during a Naval Phase, and has a REAC mission, it need not be automatically be made "active" in a given phase.
Examples: 1) A TF operating at speed class 2 has a MOVE/REAC mission. It is the 3rd Naval Phase of a G/T, and this TF has already moved in the 1st two Naval Phases. Though its mission is "REAC," it is not eligible to be triggered in the 3rd Naval Phase. 2) Same TF, 1st Naval Phase: If this TF is not triggered during the 1st Naval Phase—and performs no other mission—it is not considered to have been "active" during the 1st Naval Phase, despite the fact that it possesses a REAC code on its plot card for that 1st Naval Phase.
[17.5.5] When opposing TF's are moving simultaneously on the map, the reacting TF is considered to move second. That is, it may move one hex after the enemy TF has done so (assuming the hexes have the same MP cost; if not, see 17.5.10). Of course, if the enemy TF stops expending MP's and the reacting TF still has eligible reaction MP's remaining, it may continue to expend them as the owning player desires, per 17.5.2.
[17.5.6] When opposing TF's are moving simultaneously as a result of a REAC move, no other TF may move (including others perhaps on REAC status) until both the involved TF's have concluded their moves. In other words, there is no "counter-interception," or "counter-reaction" to reacting TF's.
All TF's moving during a REAC movement—both triggering and reacting—are subject to normal air search and special strike procedures, both from Carrier TF's (even those not moving nor reacting) and from land bases.
[17.5.7] Carrier TF's
Carrier TF's are eligible to be assigned REAC missions. Their EV may be assigned by the owning player when their mission is initially plotted. 16.4.7 applies.
A reacting carrier TF's movement is governed by the same rules pertaining to reacting surface TF's.
Reacting carrier TF's are an (but not the only) instance wherein moving TF's may conduct air searches. Reacting carrier TF's may announce and conduct air searches as if they were a stationary TF. All normal air search rules apply. Likewise, a triggering carrier TF may also conduct air searches as it moves—but only against enemy reacting TF's.
Special (naval) strikes may be announced by reacting and triggering carrier TF's at any point during their movement. Such strikes are plotted and conducted as are normal special strikes occurring during the Naval Phase, as if the launching TF(s) were stationary. Special strikes, as always, may only be launched against moving enemy TF's.
Player's Note: Reaction carrier TF's and special strikes emanating from them are heavily-influenced by the admiral in command of the TF (see 8.1.3).
[17.5.8] A TF that is debarking cargo (i.e., is expending naval MP's while debarking) that triggers an enemy REAC movement is considered to be "moving," for purposes of expending concurrent moves with the reacting enemy TF—despite the fact that the triggering TF may not actually be physically moving hex-to-hex on the map.
In such cases, triggering TF's may, at any time, suspend or cancel debarkation and instead use remaining MP's to move normally.
[17.5.9] Dummy TF's may be assigned (and may execute) REAC missions, until/unless they are definitively revealed as "dummies."
[17.5.10] If movement area MP costs are not equal for triggering and reacting TF's, use the following procedures:
- A) If the reacting TF hex MP costs are less than that for the triggering TF, no adjustment is required—the reacting TF may enter such hexes "one-for-one."
- B) If the reacting TF hex MP costs are greater than that for the triggering TF, 2D6 are rolled prior to the REAC TF attempting entry. On any DR other than "doubles," the REAC movement is allowed. If a DR of "doubles" occurs, that single hex naval REAC movement is disallowed, but thereafter no further DR's are required.
[17.6] Allied ASW Sweep (SWEEP: Engagement Value 0)
Allied ships assigned to attack Japanese subrons are performing an ASW Sweep Mission.
Procedure: Allied ships with a Screening Value may attack Japanese subrons by entering the hex containing the subron marker. The Allied player then totals the Screening Value of all ships in the ASW Sweep TF, rolls 1D6, and cross-indexes the result on the ASW Table (see charts). He then completes the attack procedure by rolling 2D6, as in the normal ASW counterattack (22.7.2) procedure.
Example: (See Examples of Play Booklet)
Plotting
(Same as for Movement Missions; see 17.7).
[17.6.1] Ships performing an ASW Sweep expend twice the usual number of MP's to enter each hex during each active Naval Phase.
Additionally, if remaining on-station in an enemy subron's hex, conducting an ASW sweep in that hex consumes 40 Naval MP's (regardless of operative speed class).
[17.6.2] Allied TF's may be plotted to perform ASW Sweeps in any G/T, beginning with the 1/44 cycle. Japanese TF's may never perform ASW Sweeps. Beginning 1/45, US CVE's become eligible to participate in ASW Sweeps.
[17.6.3] Each subron may be attacked once per Naval Phase by each active ASW TF. However, there is no limit (save for available MP's) to the number of separate subrons an individual ASW TF may attack in the same Naval Phase.
[17.6.4] Only one squadron (the largest) allocated to a subron may be attacked in any given Naval Phase, and all results of the attack are applied openly. Thus, if a "dummy" subron is attacked in this fashion, it must be revealed to be a dummy.
[17.6.5] Magic Expenditure Requirement
Each Allied ASW Sweep TF requires the expenditure of one (any flavor) non-blank "magic" chit.
[17.7] Movement Mission (MOVE: Engagement Value variable—see 17.16.5)
TF's containing any aircraft carriers (with any non-ferried combat AP's embarked), or with an assigned Engagement Value greater than "0," if assigned a MOVE mission are considered to be performing a COMBAT MOVE mission.
Any other MOVE mission is considered a non-combat mission.
Player's Note: The above distinctions are important primarily in determining HQ Activation requirements prior to such TF's activation. See 29.3.
NON-COMBAT MISSIONS
[17.8] Transport Mission (TRAN: Engagement Value 1)
In addition to performing amphibious assaults, APA's/APB's, MSU's, APD's/DET's, and AV's/CVS's (which may carry 1 step each only) may embark, carry, and debark ground and air units into friendly-controlled hexes (AP's may be transported only by APA's/APB's and MSU's). The procedure for doing so is the same as for an amphibious assault, except that no advance planning is required. Also, each MS Load Capacity carries 1 ground step, or 1 Air Block Load Point.
Ground units need not be activated to be eligible for transport.
Japanese CL's 6a, 7a (Kitakami, Oi, when modified) may function as transports, with a Load Capacity of 2 steps of infantry each. Their counters are specially-marked "TR" to reflect this. These two ships do not function as ETRAN shipping; they function as normal transports.
Engineer Units. Each Engineer step counts as two ground steps for all naval transport purposes.
[17.8.1] Merchant Shipping Pools
APA, APB, MSU, and APD/DET units may be kept in MS shipping "pools." These units may be removed from the map in any linked friendly port, and from there placed into the pool. Placement into MS pools may occur only during Strategic G/T's—during the Merchant Shipping Phase.
[17.8.2] When a player needs transport shipping, he may pay the normal activation cost for the unit(s) he desires, remove the unit(s) from the MS pool and place them directly into any friendly on-map linked port. The CP expenditure counts as the activation cost for these units.
[17.8.3] Placing units in the MS pool is entirely optional.
[17.8.4] Removing (or using) transports from the MS pool does not eliminate the need for advance planning (see 17.1) required prior to amphibious assaults. In such cases, amphibious transports in the MS pool may remain in the MS pool throughout the duration of required planning time—but should be clearly-marked (e.g., with "hit" markers corresponding to an assigned # on the Amphibious Ops Planning Log) as such.
Player's Note: This "get transport" function is intended to speed play and eliminate the otherwise-necessary numerous transport TF's traversing the map, devoid of cargo.
[17.8.5] Allied MS Pools
Two Allied MS pools exist: One for the CW, and one for the US. MSU eligibility for placement into the Allied MS pools depends on the country (CW—including British-allied CW countries—or US) controlling the port the MSU occupies. For purposes of this rule section, APA's/APB's are counted as "MSU's."
MSU's may be placed into the CW MS Pool from any CW-controlled port, including Australia.
MSU's may be placed into the US MS Pool from any US-controlled port, or from any CW-controlled port within Command Range of any US Combined or Fleet HQ.
For purposes of this rule, any CW-controlled port hex which contains a US Combined or Fleet HQ is considered US-controlled—unless there happens to be a similar-status CW HQ, or OSB, also occupying that same hex.
Removal of MSU's from the two Allied pools is the reverse of the above.
For CP cost, MSU's may be removed from either of the two Allied MS pools, to be placed into ports controlled by the other, at three times the normal CP activation cost per ship.
See 52.6.2 regarding newly-arriving Allied MS units from the production/reinforcement process.
[17.8.6] Tactical Merchant Shipping
MSU's function as normal Speed Class 1 ships. MSU's are represented by TF markers and, like other ships, are placed on the TF Display.
Cargo (air or ground units) may be embarked onto an MSU up to the limit of its Load Capacity. The number of AP's which equal 1 Load Point varies from block type to block type, and are listed on each sides' Air Point Charts.
An MSU must spend the required number of MP's in the same hex as the embarking or debarking unit(s). Cargo being carried by MSU's is indicated by placing the units in question under the MSU's on the TF Display.
MSU's may embark or debark ground units in any coastal hex, regardless of terrain. MSU's debarking units in enemy-occupied (or controlled) hexes are performing an amphibious assault, and are subject to the same amount of advance planning as set forth in 17.1.
[17.8.7] Debarking Cargo: General
Cargo may be debarked into any friendly-controlled hex (port, anchorage, or a non-port hex). Debarkation of cargo entails Naval MP costs to the transporting ship (see charts). MP costs are per ground step (or equivalent ground step), or load point.
Air Points may not be debarked ("uncrated") in non-airbase hexes.
[17.8.8] If loaded transports do not possess sufficient Naval MP's to complete off-loading their cargo in the same Naval Phase in which they begin off-loading, the owning player may complete off-loading in one of two ways:
- The transporting ships may continue off-loading, paying the required Naval MP costs to do so, the next Naval Phase in which they are eligible to be active.
- If in a port or anchorage, the transporting ships may be deactivated upon entering that port. As with all naval deactivations, the actual deactivation of these ships is considered complete after the immediately-following Naval Phase. Thus, such ships' cargo is considered off-loaded, in total, at the end of that subsequent Naval Phase.
[17.8.9] Queen Mary Transport
Arriving cycle 0/1/43, the Allied player has 1 special transport counter—the Queen Mary. The QM transport may be used to transport cargo to/from the Allied Off-map Movement Display only. Thus, it must have, either as its origin or terminus, an Allied off-map display port.
The QM counter has no activation point cost, and when not carrying cargo is considered to occupy the Allied MS Pool.
Player's Note: This counter represents the fast transport capabilities of the R.M.S. Queen Mary (and various other converted ocean liners) which ferried large numbers of troops to the P.T.O.
[17.9] Fueling Mission (FUEL: Engagement Value 0)
Ships assigned to refuel at sea (either receiving fuel or delivering it) are performing a fueling mission.
Procedure: Ships at sea may receive fuel from oilers (AO's) only. TF's performing a FUEL mission (both the fueling TF and the TF receiving the fuel) must expend additional naval MP's in the hex in which the fueling occurs. MP expenditures vary:
- USN: (Total fueling points expended* x 2) + 20
- IJN: (Total fueling points expended* x 3) + 25
- CW: (Total fueling points expended* x 3) + 40
* In terms of CP's, or basic activation costs for all ships fueled. Exception: 17.9.6.
[17.9.1] FUEL Plotting
On the TF's index card the player records:
- The hex in which the fueling will occur.
- The specific source that will be used (necessary if more than one possible source is present in the hex).
[17.9.2] AO Fuel Capacity
Each AO counter has its fueling capacity (in terms of the number of ship activation points it may refuel) printed on its counter.
[17.9.3] AO activation costs are variable, depending on their capacities and where they sortie from (see Activation Costs Summary; charts). Note: The activation costs for AO's performing a Movement mission only (i.e., "empty") is a basic "1."
AO (refueling) TF's are only required to return to port when all AO's in the TF have expended their fuel carried. Note: To record an AO TF's fuel status, players should place "fuel" markers, with the appropriate numbered "hit" marker underneath, beneath the AO counter on the TF display.
AO TF's have the same fueling requirements as normal TF's of their speed class, but can refuel themselves at sea by expending the required MP amounts as described in 17.9, above.
[17.9.4] Refueling in Rough Weather
TF's fueling at sea in Squall hexes must add 25% (rounded up) to their net fueling MP costs. TF's may not fuel at sea in Storm (or Typhoon) hexes.
[17.9.5] CW At-sea Refueling Restriction
This rule applies to CW TF's. For these purposes, these are defined as either:
- Containing any British Commanding Admiral or
- Consisting of a majority of CW (including Australian) ships
CW TF's may not refuel at sea until Cycle 2/44, when the 1st RN AO's arrive. Exception: See below.
Prior to 2/44, CW ships may be refueled by USN AO's if they are part of a US-commanded (hence, primarily USN) TF. If done, however, the entire TF uses the CW fueling MP costs. Additionally, each CW ship so-fueled (i.e., prior to 2/44; including DD's) costs double its activation cost to refuel at sea.
[17.9.6] Destroyer Exception
Note: For purposes of this rule, where "DD" is mentioned, it refers to DD's, DE's, APD's & DET's.
DD's are not required to "fuel" at sea from AO's. When part of a larger TF containing larger ships (for purposes of this rule, defined as)...
- Capital ships
- Carriers (CV's, CVL's, XCV's, CVB's only)
- CL's
... and that TF is refueled at sea, DD's may be assumed to be refueled by those ships. DD's are refueled "automatically" on a one-for-one basis (i.e., 1x eligible ship to 1x DD).
DD's in excess of the number of eligible fueling warships must be refueled directly from AO's.
Restriction. DD's may not be refueled by the above ship types without the presence of AO's.
Player's Note: When refueling at sea, both sides usually "topped off" the DD's first from the bigger ships (especially carriers). Then, the AO's would replenish the bigger ships' bunkers. DD's could not operate for long, in any case, without regular refueling.
[17.9.7] AO's as Tankers
(See 28.7 for additional roles for AO's)
[17.10] LINK Mission (LINK: Engagement Value 0)
A TF assigned to move and conduct missions simultaneously with another friendly TF is performing a LINK Mission. A TF may "link" with any number of other TF's during a Naval Phase.
Procedure: TF's "linked" together by a LINK mission must begin and/or end the Naval Phase in the same hex. TF's linked together are treated as a single TF for purposes of executing movement (this is one of the few instances wherein a side is permitted to move two—or more—TF's at the same time).
Plotting: On the TF's index card the player records the number of the TF that is linking with—and the same for all TF's involved, along with the specific combat or non-combat mission(s) to be performed.
[17.11] Regroup Mission (REGP: Engagement Value 0)
Ships that change the composition of their TF are performing a REGP mission.
Procedure: To transfer ships between existing TF's, the two TF's involved must be in the same hex (judged at the moment of Regrouping). The TF's may begin and/or end the Naval Movement Phase in different hexes. Ships that have been transferred to a different TF must be removed from their TF Box on the TF Display and placed in the box of the TF to which they are transferring—done at the moment of regrouping.
Players may also use a REGP mission to deploy dummy TF's. The owning player simply places the dummy TF marker in a hex which already contains a friendly TF (potentially including one containing another dummy TF).
Plotting
On the TF's index card the player records:
- The hex in which the Regrouping is to take place.
- The number of the TF to which the units will be transferred.
- The designations of the ships that will be transferred.
- The number of the dummy TF to be deployed (if any).
[17.12] Combining Missions
Within the following restrictions, a TF may perform any number of missions in the same Naval Phase.
[17.12.1] A TF may be plotted to perform the same mission more than once in the same Naval Phase (Exception: 17.12.2, below).
[17.12.2] A TF may be plotted to perform only one combat mission type in a given Naval Phase. This mission may be combined with any number of non-combat missions. Exception: 17.12.3.
[17.12.3] Ships assigned to perform an Amphibious Assault Mission (e.g., surface warships assigned to an Amphibious TF) may perform a Bombardment Mission in the hex in which the assault occurs.
[17.12.4] When a TF has more than one mission assigned to it, the owning player should record the required mission plots in the order that the missions will be carried out.
[17.13] Movement Mission (MOVE: Engagement Value variable)
Ships assigned to move from one hex to another are performing a MOVE Mission. Note: Most procedures set forth in this section pertain to naval movement generally (i.e., pertaining to all naval missions, not just to MOVE missions). Generally-speaking, most naval missions include a MOVE mission inherent therein.
Plotting
On the TF's index card the player records:
- The hex in which the TF is beginning the Naval Phase
- The hex in which the TF will end the Naval Phase
[17.13.1] During each Active Naval Phase, each TF may move up to the MP limits set by its speed class (see Naval Movement Allowance Chart). The speed class of a TF may not exceed the lowest speed class of any ship in a TF. Players may voluntarily reduce the speed class of their TF's to minimize their fueling requirements (see 18.2).
[17.13.2] For summary of naval movement and speed class, see charts.
[17.13.3] When a TF enters a hex, it must pay the cost in MP's to enter that hex. This cost will vary, depending on what Movement Area the TF is in. Example: A TF expends 4 MP's to enter a hex in the Arctic Movement Area; it expends 5 MP's to enter a hex in the Temperate Movement Area.
[17.13.4] A TF may not expend more MP's than its total Movement Allowance. Nor may a TF move in a Naval Phase in which it is not "active."
[17.13.5] MP's may not be "saved" from phase to phase, or from G/T to G/T. Nor may MP's be "loaned" from one TF to another.
[17.13.6] The actual movement of TF markers may be executed by the players in any order they desire. Each player refers to his written movement plot and moves each of his TF's accordingly. There are no restrictions on the number of TF's that may exist in a single hex at sea on the map.
[17.13.7] TF's may not cross land hexsides, nor those few marked blocked hexsides prohibited to ships.
[17.13.8] MOVE Missions are considered non-combat missions, unless a TF contains carriers (with non-ferried AP's embarked), or surface warships with an EV of greater than zero (see 17.7).
[17.13.9] MP capabilities of Japanese ships are potentially reduced. See 60.13 (Japanese Merchant Shipping Point Level).
[17.13.10] Activation, Fuel Grace Periods
TF's/ships which are assigned and perform as follows are exempt from CP activation costs:
- Possess a MOVE-only mission, solely to change base—moving from one port to another; and
- Possess an EV of ≤ 1; and
- Reach their destination port in a single Naval Phase (the same phase as the one they sortie in); and
- Are "deactivated" immediately upon reaching that destination port.
[17.14] Towing Mission (TOW: Engagement Value 4)
Ships assigned to assist in the movement of disabled ships ("D4" damage level) are performing a TOW Mission.
Procedure: Towing ships must spend an additional 20 MP's in the hex with the disabled ship. Thereafter, the two ships move together as a speed class 1 TF.
Plotting
On the TF's index card the player records:
- The specific hex in which the tow is to begin
- The specific unit to be towed (if more than one eligible ship is present)
[17.14.1] Only Japanese CL's, DD's and DE's may tow Japanese ships.
[17.14.2] Until Cycle 1/43, only Allied DD's and DE's may tow Allied ships. Thereafter, Allied CV, CVL, CVE, BB, BC, CA and CL's may tow any Allied ship with an activation point cost of 1 or less.
[17.14.3] Within the above restrictions, any ship may tow any other friendly ship. Ships may never tow enemy ships.
[17.14.4] Once the tow is accomplished, the movement allowance of both ships is reduced as if the towing unit had its speed class reduced to 1 (due to damage) in that hex. Of course, this would apply only if the towing ship began the phase as a speed class 2 or 3 unit.
[17.14.5] If the ships are placed on the Air/Surface or Surface/Surface Tactical Display, the tow is considered to be "broken," and both ships revert back to their pre-towing status. Afterwards, the tow may be re-established by expending another 20 MP's in the hex.
[17.14.6] If subjected to submarine or MTB attack, both ships must be placed in the same defensive group. Additionally, both ships have "2" added to all attack DR's on the Submarine & MTB Hit Tables. They still remain as separate targets.
[17.14.7] Ships being towed are considered to have the same fuel status—though they do not require refueling as long as they are being towed—as the ship which is performing the tow.
[17.15] AMMO Replenishment (AMMO: Engagement Value 0)
Tactical MSU's assigned to replenish surface ships' ammunition expended, at sea, are performing an AMMO Mission.
Commencing 1/45, USN MSU's may replenish ammo-depleted USN surface ships at sea.
This mission is performed similarly to at-sea refueling (by AO's), except that the MSU's assigned AMMO missions, along with the receiving TF, expend an additional 40 Naval MP's in the hex in which the replenishment occurs.
[17.15.1] MS Ammo Capacities
Each MSU may replenish ships as follows:
| Receiving Ship Status | MSU Status 7 (full) | 5 (D1) | 3 (D2) | 1 (D3) |
|---|---|---|---|---|
| "Ammo 1/2" | 20 | 15 | 10 | 5 |
| "Ammo X" | 10 | 7 | 5 | 3 |
Values listed above indicate the maximum, in terms of ship activation CP costs, that may be replenished, at each status.
MSU's completing AMMO missions should be marked "empty," as in the case of AO's upon completion of their fueling mission.
[17.15.2] CP Activation Costs
CP activation costs for MSU's assigned AMMO missions remains as per the Activation Costs Summary.
[17.15.3] CW, and Japanese ships may not be ammo-replenished at sea.
[17.16] Changes in Engagement Value (EV) & Mission Plots
Once their mission plot has been completed, TF's must perform their assigned missions, regardless of actions or attacks by the enemy, except as listed below. TF's performing missions also have an EV assigned to them in concert with that mission. This value may not be altered, except as listed below.
Generally, changes to a TF's EV are permissible only when a mission is changed, whether or not a TF is reorganized.
[17.16.1] A TF that engages in surface combat has its mission plot voided for the remainder of the phase. This applies only to those ships which actually fired (attacked an enemy ship) on the Surface/Surface Tactical Display. Ships that did not fire may continue their plotted missions, or they may also have their mission plot voided, at the owning player's option.
[17.16.2] A ship which suffers any damage level may have its mission plot voided and changed at the option of the owning player. If the damaged ship is a capital ship, Screening Forces (of any type) may also have their mission plots voided/changed, up to a maximum Screening Strength of 6. If the damaged ship has a "D4" damage level, then any one ship capable of performing a TOW mission (see 17.14) may have its mission plot voided. This may be done in addition to any Screening Forces for a capital ship.
[17.16.3] If any ship of a TF suffers any damage level during a Naval Phase, the owning player may be allowed to void the mission plot of the entire TF under the following circumstances:
- If a TF contains any of the following ships: Aircraft carriers, MSU's, APA/APB, or AO; and any of these units suffer any damage level.
- If the total Defense Strengths of those ships whose mission plots have been voided equals more than 25% of the total Defense Strength of the entire TF, then the owning player may void the plots of some, none, or all of the ships remaining in the TF, at his option.
[17.16.4] Ships and TF's that have had their mission plots voided may not perform any combat missions for the rest of the Naval Phase, and may not attempt to engage enemy TF's. Such TF's have an EV of zero.
[17.16.5] TF's performing a MOVE mission have a variable EV. The owning player must assign (on the mission plot) an EV of between zero and 14 (inclusive) for all TF's with MOVE missions. In effect, he is establishing the degree to which the TF is willing to accept surface combat.
[17.16.6] TF's in need of fueling after performing a combat mission have their EV (temporarily) reduced to zero. Note: "in need of fueling," for purposes of this rule, is defined as "possessing only one eligible active phase remaining."
[17.16.7] Squall Hex Effects
If Optional Rule 59.3 is in effect, TF's may halt movement upon reaching a "squall" hex—thus voiding part of their plotted move.
[17.16.8] Completion of Mission: Assigning New Mission Plots
TF's which have completed a mission (other than "Movement" while still at sea—e.g., "Transport, Amphibious Assault," etc.) may be reorganized upon completion of that mission, and part of that TF (e.g., escorting warships) may be reformed and assigned a new mission, and EV.
Example: US TF 6 consists of 1x MSU (embarked: air block), 1x CA, and 3x DD's. Upon reaching the TF's destination port, the MSU's escorting vessels may be detached in that port hex, be reformed into a new TF, and may be assigned (during the following Naval Phase) a new mission plot and EV—assuming, of course, that these ships possess sufficient fuel to remain at sea without deactivation.
[17.16.9] Other than the provisions of 17.16.4 & 17.16.6, above, TF EV's may be changed only when that TF's mission has changed.
[18.0] FUELING PERIODS
[18.1] General
The length of time a ship may go without fueling is termed its fueling period. Ships operating at Speed Class 3 have a fueling period of once every 3 Active Naval Phases. Ships operating at Speed Class 2 have a fueling period of once every 5 Active Naval Phases. Ships operating at Speed Class 1 have a fueling period of once every 4 Active Naval Phases. Ships that have their speed class reduced to "0" (due to damage) may not be fueled and are considered unsupplied unless they are being towed. See also 18.4.
Ships' fueling requirements must be met by the end of the ships' last allowed active phase. Example: A TF which sorties at speed class 3 during the 1st Naval Phase of a G/T must refuel (or enter port and deactivate) by the end of the 3rd Naval Phase of that same G/T.
[18.2] Reducing Speed Class
Players may voluntarily reduce the speed class of ships/TF's in order to increase their required fueling period. A ship doing so is treated in all respects as a ship of that lower speed class for the entire fueling period in question, and has its movement allowance and active phases altered accordingly. Players may not voluntarily reduce ships to a speed class of zero.
[18.2.1] Changing Speed Class: Restrictions
Ships/TF's voluntarily changing their speed class may do so only at the beginning of the First Naval Phase (during the Plot Segment) of Game/Turns. They may change their speed class only as follows (see also Examples of Play Booklet):
- Speed Class 3 ships may convert to Speed Class 2 at the rate of three active phases at that speed (2) for every two Speed Class 3 active phases remaining to the ship. They may convert to Speed Class 1 at the rate of three active phases at that speed (1) for each Speed Class 3 active phase remaining to the ship.
- Speed Class 2 ships may not convert to Speed Class 3. They may convert to Speed Class 1 at the rate of three active phases at that speed (1) for every two (rounded down) Speed Class 2 active phases remaining to the ship.
- Speed Class 1 ships may not convert to Speed Class 3. They may convert to Speed Class 2 at the rate of three active phases at that speed (2) for every two (rounded down) Speed Class 1 active phases remaining to the ship.
Speed Class 1 ships (e.g., tactical MSU's) may only operate at Speed Class 2 via conversion. They may not, for example, sortie at Speed Class 2.
Speed Class 1 ships may not convert to Speed Class 2 while using off-map movement.
[18.2.2] Ships that have voluntarily reduced their speed class use their normal, unreduced speed class when resolving all combat and when determining the effects of damage on speed class.
[18.2.3] Any ships changing their speed class via conversion must have performed at least one active phase at their designated speed class (i.e., the one they sortied at) before being eligible to change.
[18.3] "Unsupplied" Ships
Ships/TF's remaining at sea past their required fueling periods are termed "unsupplied." Such ships have their speed class automatically reduced to 1 (unless already reduced to "0" due to damage) for all purposes, including combat, and may not perform any combat mission. Air Points allocated to "unsupplied" carriers may not perform strikes (except for emergency transfer). They may fly CAP missions, but only over their own TF. The Surface Attack/Bombardment Strength and AA strength of "unsupplied" ships is reduced to zero. Their Defense Strength is unaffected.
[18.4] Active Phase Duration
Ships are automatically considered "active" for the specified number of Naval Phases per G/T, even if they have no missions plotted. Thus, a player may not extend the fueling period of ships indefinitely simply by never declaring them "active."
Ships receive the following number of active phases:
| Speed Class | TOTAL # of Active Naval Phases | MAXIMUM # of Active Naval Phases Per G/T |
|---|---|---|
| 1 | 4 | 1 |
| 2 | 5 | 2 |
| 3 | 3 | 3 |
[18.4.1] TF's which enter port (to refuel or to be deactivated) may not be disbanded in the same Naval Phase in which they enter. Rather, they must spend the immediately-following Naval Phase in that port before again being eligible to sortie. As such, they are not considered deactivated until the end of the following Naval Phase.
TF's debarking cargo in port do so according to the naval MP's remaining to them when they enter (17.8.7). If unable to complete off-loading during the same Naval Phase in which they enter port, off-loading is considered complete, regardless of the naval MP costs involved, after the immediately-following Naval Phase—at which time the transporting TF must be deactivated.
Note: This includes crated AP's. If transports are deactivated in port, their AP cargoes are uncrated at no naval MP cost. Thus, transports need not be "activated" again, in order to debark cargo, upon reaching port.
[18.5] Port-to-Port Moves
TF's which move solely from port-to-port, in a single Naval Phase, are exempt from fueling requirements (see 17.13.10).
[19.0] SURFACE COMBAT
[19.1] Tactical Sequence
The Surface/Surface (read: "Surface-to-Surface") Tactical Sequence is brought about whenever two opposing TF's in the same hex have successfully engaged (i.e., a "contact" result has occurred). A numbered hexfield—the Surface/Surface Tactical Display—is used to regulate the movement and combat (fire) of all ships participating. All ships of the engaged TF's are placed on this display prior to surface combat resolution. Players then will maneuver and resolve combat with their ships, according to a special Tactical Sequence of Play.
[19.2] The Surface/Surface Tactical Display
(See Display)
The Surface/Surface Tactical Display is a hexgrid consisting of seven hex columns (35 hexes altogether). It is used to resolve all surface naval combat except MTB's (governed by Rule 60.5). The display is arranged into two identical sets of three hex columns. These hex columns are labeled: "Carriers, Non-combatants," and "Combatants." The ships of one side's TF will be deployed in some or all of the hexes of one set of columns; the enemy ships will deploy in some or all of the hexes of the other. A Neutral Hex Column divides each of these sets.
Note that each hex of the Tactical Display is numbered with a single digit, from 1 (lowest) to 6 (highest). These numbers regulate the order in which movement and combat take place once the Tactical Sequence has been initiated.
[19.2.1] Deployment of Ships on the Display
Once TF's have engaged, both players must place all the ships in those TF's on the Tactical Display. Which set (i.e., which side of the neutral column) of columns each side uses is at the players' option. The single (neutral) hex column in the middle of the display may never be used for the initial deployment of any ship. Since each player possesses a distinct deployment area, opposing ships may never begin a battle adjacent to an enemy ship.
When deploying ships on the display, the owning player must place any aircraft carriers in the four hexes comprising the hex column labeled Carriers. He must place all his non-combatant ships (merchant ships, amphibious transports, AO's, and—at each player's option—ships other than DD's/DE's/APD's/DET's with a Damage Level of "D1" or greater) in the five hexes comprising the hex column labeled Non-Combatants. Finally, he places all his other ships in the six hexes comprising the hex column labeled Combatants. Exception: Optional Rule 19.2.2 (BB's, daylight engagements).
When deploying ships, the owning player must distribute them equally throughout their proper hex columns. That is, a player may not place two ships in the same hex until all the hexes of that column have at least one ship placed in them, or three ships in the same hex until all have two, etc.
Both players secretly deploy their ships on the display before any are revealed (place a screen in the neutral column to shield initial deployments). If at NIGHT, blank counters (or their equivalent) should be placed atop all actual ship counters, so that their types are not prematurely revealed. When both sides have announced "ready," the screen is removed and the Surface/Surface Tactical Sequence begins.
[19.3] Surface/Surface Tactical Sequence
After all ships have been deployed, play proceeds according to a special Tactical Sequence of Play. This sequence is followed until all ships of one side have either been sunk or have withdrawn. The Tactical Sequence consists of four phases:
A. Active Hex Determination Phase: After determining initiative (16.5) to determine which is the "1st Player," that player rolls 1D6. The result is the number of the first hex that will be "active."
B. 1st Player's Active Phase:
- Fire Segment: The 1st player may perform attacks with all of his ships within range of enemy ships. Firing ships must currently occupy currently "active" hexes (as determined in the preceding phase).
- Movement Segment: The 1st player may move any of his ships that occupy active hexes that did not fire in the preceding Fire Segment. Each ship's basic movement allowance is always one hex, in any direction.
C. 2nd Player's Active Phase: The 2nd player now becomes the phasing player, and carries out his Active Phase in the same sequence as in "B."
D. Terminal Phase: The players now determine a new "active" hex number. This new active hex number must be the next highest consecutive digit after the immediately-preceding Initial Active Hex. If the preceding active hex was "6," for instance, the new active hex number is "1." Players then repeat Steps B and C, above, with the newly-determined active hex.
Steps B, C, and D are completed six times in this sequence, until each hex numbered 1, 2, 3, 4, 5 or 6 on the Display has been active once. When all six numbers have been active, a new Tactical Sequence is begun again, with Step A. This process continues until all ships of one side have either been sunk or withdrawn.
Example: (See Examples of Play Booklet)
[19.4] Surface Combat
In order to attack ("fire at") enemy ships, attacking ships must be situated on active hexes. Only ships in active hexes may fire.
[19.4.1] The phasing player must pick a specific target ship. Targeted ships must be within the range (in hexes) of the firing ship(s). Note that the ranges for each individual ship are printed on its counter. Ranges are counted in hexes, from the firing ship (exclusive) to the target ship (inclusive).
Those CL's with colored (red or yellow) Surface Attack Strengths (generally, 6" gunned cruisers) fire at half-strength (rounded down) at their two-hex range. Only at one-hex range are their full ratings used.
[19.4.2] Two or more ships in an active hex (or different active hexes) may combine their Surface Strengths to attack one enemy target ship, so long as all attacking ships are within range.
[19.4.3] A given ship may never "split" its Surface Attack Strength. It must be used as an intact, whole number against a single target ship. A given ship may not fire more than once in each Tactical Sequence. Possible Exception: Admirals (see 20.1; "Surface Combat Value").
[19.4.4] Enemy ships may only be attacked once per Active Phase. Attacks must be directed against individual enemy ships (not stacks).
[19.4.5] Except for 19.4.6, range has no effect on combat, other than prohibiting it altogether when ships are out of range. There is no effect for firing "through" hexes containing enemy or friendly ships (i.e., their presence does not mask other ships' fire), or for the number of ships stacked in a hex.
[19.4.6] BB or BC's firing at DD, DE or CD's in adjacent hexes have all damage points obtained on the Surface/Surface Damage Table immediately doubled. The damage points would still be doubled, even if other ships or non-adjacent ships also contribute to the attack.
[19.4.7] The Fire Routine
All surface/surface attacks are resolved according to the following Fire Routine:
- STEP 1: The attacking player determines the current Speed Class of the target ship, and the total Surface Attack Strength of all attacking ships.
- STEP 2: Consult the Surface/Surface Damage Table (see charts) and cross-index the Speed Class of the target ship with the total Surface Attack Strength of the attacking ships, in order to determine the correct column on the table.
- STEP 3: The attacking player rolls 1D6, cross-indexing the Surface Attack Strength with the numbered ship target type (1, 2 or 3). The number indicated is the number of damage points inflicted.
- STEP 4: Compare the number of damage points inflicted in STEP 3 to the current Defense Strength of the target ship. Reduce this comparison to a simplified odds ratio, rounding down to the nearest ratio (example: 29 damage points against a ship with a current Defense Strength of "5" yields a ratio of 5:1). This odds ratio determines the column to be used on the Naval Combat Results Table.
- STEP 5: Consult the proper column (as determined in STEP 4 on the Naval CRT). The attacking player rolls 1D6, cross-indexing the DR with the correct odds column. The result indicated is the Damage Level inflicted on the target ship. This result is applied immediately (place the appropriate damage marker on the ship; sunken ships are removed from the Tactical Display).
[19.5] Japanese CL/DD Range & Column Shift Bonus
Player's Note: In order to more accurately model the very real superiority of IJN DD's (and certain CL's) over their Allied counterparts—due mainly to greatly superior torpedo functioning and training, and the presence of efficient torpedo reload capabilities aboard many IJN DD classes—certain IJN ships (those with red Range values) possess a range/column shift bonus in naval combat.
Note: This bonus is in effect only in certain circumstances, as detailed in the sections which follow.
Procedure: As ships are deployed onto the Tactical Display, all IJN DD's with red range values receive two "Torpedo 1" markers underneath their counters. Similarly-marked IJN CL's receive one each. These markers may be expended during any Tactical Sequence—to a maximum (in the case of DD's) of one marker per Tactical Sequence—in order to gain one of the following two benefits:
- To increase the ships' range to 2 (Exception: Not applicable in those 1st Tactical Sequences where all Japanese CL's/DD's gain this advantage—see 19.10.4) or
- To gain a column shift right (one maximum) on the Surface/Surface Damage Table. In order to convey this benefit, all the ships gaining a column shift for a particular die roll must expend a "Torpedo 1" marker. Thus, if 2 IJN DD's (with Surface Attack Ratings totaling "18") combine to attack a particular ship, they may gain a column shift (to the "21-30" column) only by both expending a bonus marker.
Admirals' surface combat bonuses (20.1) may not be used to affect this range/column shift bonus advantage in any way.
This range/column shift bonus applies during certain night engagements (19.10.4), and also applies during daylight surface engagements, but only if the Japanese side possesses the "initiative," and the Japanese TF Commander has a superior (i.e., lower) E-Rating than his opposite number.
[19.5.1] ETRAN Restriction
CL's/DD's used as ETRAN (i.e., are loaded with troops) and/or are towing barges do not receive this bonus.
[19.5.2] Tracking Bonus Capability
Japanese CL's/DD's which use their allotment of "Torpedo 1" markers during a surface battle then retain a marker, flipped to its "Torpedo 0" side.
Such ships are ineligible to receive the range/column shift bonus until they have returned to port and have been deactivated, when these "Torpedo 0" markers are removed.
[19.6] Movement on the Tactical Display
To be moved, a ship must occupy an "active" hex. A ship may never be moved more than one hex per Tactical Sequence (Possible exception: Admirals; see 20.1). This is true even if a ship is moved from an active hex into another active hex, or into a hex that later becomes active during the same Tactical Sequence.
[19.6.1] Ships that attack enemy ships in the Fire Segment of an Active Phase may not be moved in the following Movement Segment (Possible exception: Admirals; 20.1).
[19.6.2] All ships with a Speed Class greater than zero may move a maximum of one hex per phase on the display (Possible exception: Admirals). Ships with Speed Class of "0" may not be moved.
[19.6.3] When a ship moves, it may enter any of the 6 adjacent hexes around the hex it currently occupies (exception: 19.6.4). Ships may also attempt (or be forced to attempt) to withdraw from the display (see 19.9).
[19.6.4] Each ship is moved individually. Ships may never be moved into hexes containing enemy ships.
[19.6.5] There is no limit to the number of friendly ships that may occupy a single hex (stacking), and the number of ships in a hex has no effect on combat.
[19.7] Levels of Damage
Levels of damage are suffered by ships when they are successfully attacked by enemy ships during the Fire Routine.
[19.7.1] There are six possible outcomes of any surface/surface attack: "No Result, D1, D2, D3, D4, and Sunk." All results are immediately applied following the completion of each attack, and damage already inflicted on a ship may affect other attacks later in the phase.
[19.7.2] When a ship receives a damage level, the owning player places the appropriate damage marker on the affected ship. Sunk ships are removed from the display.
[19.7.3] All damage results are cumulative. A ship always has any additional damage added to any damage that it may have already suffered. For example, if a ship with a "D1" marker receives a "D3" damage result, it receives a new "D4" damage marker.
[19.7.4] Any accumulation of damage levels of D5 (D4+ for Joint Shipping) or greater results in the affected ship being sunk.
[19.7.5] Note that the different levels of damage affect different ships in various ways (see Naval Damage Levels Effects chart).
[19.8] Breakoff Levels
A TF's Breakoff Level represents the point at which a TF, no longer able to function effectively as a fighting force, must withdraw from the Tactical Display.
[19.8.1] When a player initially deploys his ships, he adds up the total Defense Strength of all the ships in the TF to determine that TF's Breakoff Level. This level equals 1/4 (25%) of the total Defense Strength of all ships in the TF, rounded down. Example: A TF with a total Defense Strength of 23 would have a Breakoff Level of 5 (23 divided by 4 equaling 5.75, rounded down to "5"). As the Tactical Sequence progresses, each side tracks how the damage inflicted on its ships is affecting the Breakoff Level of its TF.
[19.8.2] All friendly ships (including carriers and non-combatants) that have withdrawn from the Tactical Display or have been sunk have their printed Defense Strength counted towards the TF's Breakoff Level.
[19.8.3] All friendly ships that have been damaged (but not sunk nor withdrawn) have the amount that their Defense Strength has been reduced counted toward the TF's Breakoff Level. Note that because a ship's Defense Strength may never be reduced lower than 1, ships with low Defense Strengths may have those Defense Strengths unaffected (or affected minimally), even though they may suffer increasing levels of damage.
[19.8.4] When the damage (and withdrawal) inflicted on the ships in a TF exceeds that TF's Breakoff Level, the TF must breakoff and end the Tactical Sequence. Exception: See 20.1 ("Admirals with negative breakoff values").
[19.8.5] Admirals' Effects: Withdrawing Force
When a TF's Breakoff Level is exceeded, at this point, compare all admirals present (not merely the Commanding Admirals). Each side's combined "S" ratings (i.e., the ones initially rolled) are compared. Each side adds to this total three times the number of any unused "S" bonus chits from a side's Commanding Admiral. Taking the difference between these two final totals, if the withdrawing side is superior to the non-withdrawing side, provide the withdrawing side with that number of special (additional, if any are still present with them) "S" bonus chits.
These chits may be used, by the withdrawing side, on an individual ship basis, to both fire and move—as if the special bonus "S" chits were normal "S" chits (see 20.1, "Surface Combat Value"). Note, however, that the withdrawing TF still must withdraw (19.9). Thus, all ships' movement must be towards the withdrawal edge of the Tactical Display.
The effects of this potential withdrawal admirals' bonus are to allow a withdrawing side a limited ability to fire as it withdraws.
[19.8.6] The effects of exceeding a Breakoff Level are instantaneous. As soon as a ship suffers any damage that puts the TF over its Breakoff Level—assuming its Commanding Admiral cannot override the required withdrawal; see 20.1, "Breakoff Level Value"—all ships in that TF immediately suffer the effects.
[19.8.7] As damaged ships withdraw from the display, they may be required to (continue to) roll for Critical Hits (see 16.7). Damaged ships of the TF that did not exceed its Breakoff Level roll for Critical Hits either when they withdraw from the display or after all enemy ships have withdrawn.
[19.9] Withdrawal
During the Tactical Sequence, ships may attempt to leave (withdraw from) the Tactical Display, under the following circumstances.
[19.9.1] The following ships may always attempt to withdraw (unless their speed class is zero): Carriers (including seaplane tenders/carriers), MSU's, Amphibious transports, AO's, and any ship with a damage level of "D1" or greater.
[19.9.2] A ship may attempt to withdraw from any hex adjacent to the withdrawal area on the Tactical Display, once that hex is "active." The owning player announces that he is attempting to withdraw the unit and rolls 1D6.
[19.9.3] The success or failure of a withdrawal attempt is based solely on the ship's current speed class, and is determined by a DR:
SURFACE TACTICAL WITHDRAWAL
| Current Speed Class of Withdrawing Ship | Die Roll for Successful Withdrawal |
|---|---|
| 3 | (Automatic success) |
| 2 | 1-3 |
| 1 | 1-2 |
| 0 | (May not withdraw) |
[19.9.4] A withdrawal attempt is always considered movement (whether or not the attempt succeeds), and is carried out during the Movement Segment of a player's Active Phase. Only ships on active hexes capable of moving may attempt withdrawal.
[19.9.5] Ships may not fire in any phase in which attempt to withdraw or move toward the withdrawal area. Exception: 19.8.5.
Once withdrawal has been mandated for a side, all ships capable of movement must move towards their (or the nearest) withdrawal area. Once there, they must withdraw, or attempt to withdraw for as long as they remain capable of movement and on the Tactical Display. They may fire only within the provisions of 19.8.5.
[19.9.6] Ships that have received damage must roll for Critical Hits following their successful withdrawal, if they have not already done so.
[19.9.7] There is no limit to the number of withdrawals that may be attempted by different ships in the same Movement Segment. However, an individual ship may attempt to withdraw only once per Active Phase.
[19.9.8] Once withdrawn, a ship may never be brought back onto the display. A ship whose withdrawal attempt was unsuccessful remains in the hex from which the withdrawal was attempted. Ships that have successfully withdrawn may not attack or be attacked for the remainder of the Tactical Sequence.
[19.9.9] Ships that have withdrawn from the display are automatically placed (in a TF) in the hex from which they entered the hex in which the combat occurred. If this hex is currently occupied by an enemy TF, or if the ships did not move (on the map) in the Naval Phase in which the combat took place, then they may be placed in any adjacent hex, at the owning player's option. This hex may not contain an enemy TF, and must be a hex to which naval movement would ordinarily be allowed. Friendly ships that withdraw from the display must be placed in the same TF, and all must withdraw to the same strategic map hex.
[19.10] Night Surface Combat
Engagements that occur at night are conducted under substantially different rules and procedures. Players may wish to familiarize themselves with the rules governing the actions and capabilities of Surface Admirals (20.0) prior to reading this section.
[19.10.1] All ships are initially deployed covered with blank counters, on the Tactical Display. Ships remain so-hidden until they are spotted.
[19.10.2] Ships are spotted whenever they attack any enemy ship (Possible exception: Japanese ships; see 19.10.4 "A, B" & "C"—see charts), or are adjacent to an enemy ship at any time during the Tactical Sequence.
[19.10.3] Ships may only fire at spotted ships. Once spotted, a ship remains spotted for the remainder of the Tactical Sequence and is considered spotted by all enemy ships on the display.
[19.10.4] Japanese Night Advantage
The Japanese player in a night surface engagement may gain a wide assortment of advantages, depending on the circumstances affecting the battle.
Note: The following provisions apply to engagements between Japanese and primarily US (defined as an Allied TF, of whatever composition, commanded by a US surface admiral; or an Allied TF, of which at least half the ships present are American) Task Forces. They do not, for example, apply to engagements between Japanese and British TF's.
[19.10.5] Japanese Night Surface Combat Advantage Table
(See charts)
[20.0] SURFACE ADMIRALS
Several admiral counters exist, representing (for the most part) the outstanding naval leaders that took part in the war. Admirals may have many different potential effects on combat, but all fall into four basic categories: Surface Admirals, Carrier Admirals, admirals with ground combat (i.e., amphibious assault) capabilities, and admirals possessing HQ command abilities.
Some admirals possess capabilities in more than one category (e.g., US Adm. Halsey has Carrier and HQ Command ratings).
Surface admirals' actual combat ratings will not be known until battle is joined, when 2D6 are rolled for them.
The following sections deal with surface combat and amphibious assault-capable admirals. Carrier Admirals are discussed in section 8.0.
[20.1] Surface Admiral Ratings
Surface Admirals may possess up to eight individual ratings:
- Rank (denoted by # of stars)
- Command Level ("Cmd")
- Reaction Rating ("Reac")
- Engagement ("E") Rating
- Surface Combat ("S") Rating
- Initiative ("I") Rating
- Breakoff Level ("B") Rating
- Night ("N") Bonus
Only the first four, above, are constant and known before a battle. Prior to surface combat, 2D6 are rolled for each admiral present, applying any modifiers due to Command Level excess or deficit, or prior demotions or promotions. Admirals' combat ratings are then determined by checking the DR result against the admirals' listing on the current Game Year Admirals Chart. Note: subordinate admirals' ratings are determined alongside their superior's, as they affect play in several ways also (see 19.8.5, 20.1 "Surface Combat Value," and 20.2).
RANK
Each admiral's rank is denoted on the charts and on each counter. Note that many admirals have different ratings, depending on rank, and different counters—only one of which may be in play at any time. The Reinforcement Track indicates regular promotions (in rank only; combat promotions are handled differently—see 20.5), and when done an admiral's previous (lower rank) counter is removed from the game, permanently.
Rank primarily affects the ability to act as TF Commander, in concert with subordinate admirals also present in that TF. See 20.2; "Subordinate Admirals."
COMMAND LEVEL
Admirals' Command Levels are fixed, by year. Denoted by "Cmd #" on the Admirals Charts, the numerical value indicates the maximum number of ship activation points present in a TF that the subject admiral is capable of commanding without penalty.
If an admiral is placed in command of a TF which exceeds his rated Command Level, he receives an adverse (negative) DRM when forced to roll to determine his combat ratings. A -1 DRM is applied for every full point (or fraction of, after the first full point) an admiral's Command Level is exceeded, to a maximum of -5. Subordinate admirals present in the same TF have no effect on the TF Commander's Command Level.
Conversely, if an admiral's TF is below his rated Command Level, he receives a positive DRM to his combat ratings DR. A +1 DRM is applied for every full point (in this case, dropping fractions) his Command Level exceeds the activation point cost of his TF, to a maximum of +5.
REACTION RATING
Denoted "Reac #" on the charts, an admiral's REAC rating may be positive or negative. Unless preceded by the negative symbol (e.g., "- Reac ≤ 5"), all Reac Ratings are positive.
The number indicated with an admiral's (positive) REAC Rating indicates the DR (2D6) result required—that number or greater—in order for that admiral to gain a REAC bonus.
Rolled for whenever a TF initiates a REAC movement, the initial bonus imparted is equal to the amount the DR (2D6) is higher than the required number, plus one.
Any successful REAC DR result of "doubles" entitle the admiral to be rolled for again, immediately—the results of which may only increase an admiral's REAC allowance.
Example (see Examples of Play Booklet; Carrier Admiral REAC example)
REAC bonuses provide extra reaction movement, in terms of hexes, that a reacting TF may move—deviating from the normal hex-by-hex, alternating movement by the triggering and reacting TF's. The hex bonus may be used at any point during the reacting TF's movement, in part or in whole. Each reaction bonus point allows one extra hex moved. Note: No movement area differences (between triggering and reacting TF's) are factored into admirals' REAC hex bonuses or penalties. They remain the number of hexes only—regardless of movement area. See 17.5.10.
Reaction bonus movement hexes do not count towards the maximum of 1/2 of a reacting TF's movement allowance.
Admirals with negative REAC Ratings suffer REAC movement penalties (the reverse of the above procedure) if their reaction DR (which is mandatory) is equal to, or less than, the indicated rating. The REAC penalty applied is equal to the amount the DR result is lower than the indicated rating, plus one.
Reaction penalties must be applied immediately upon initiating a REAC movement, at the rate of 1 hex penalty (i.e., no hex moved) sequentially.
Example: In 1942, Adm. Hosogaya attempts a REAC movement. His DR is a "4." Since his rating is "- Reac ≤ 5," he will suffer a Reac penalty of -2. Thus, the 1st and 2nd hexes his reacting TF would otherwise have been permitted to perform are eliminated.
ENGAGEMENT VALUE
Admirals with "E" Ratings affect surface contact attempts by their TF's, imparting a negative DRM (of the level indicated) to the Search & Contact Table, increasing the likelihood of a "Contact" result, or + DRM, the opposite.
Thus, admirals with negative ratings increase the possibility of battles by applying negative DRM's to the Search & Contact Table when determining whether surface combat occurs in a hex.
Only the Admiral whose TF initiates contact uses his "E" Rating in affecting the Search & Contact Table.
SURFACE COMBAT VALUE
Immediately prior to beginning a surface battle, each player places a quantity of numbered ("1") counters atop or alongside each admiral, equal to his "S" rating as determined. For example, Adm. Lee, as a Commanding Admiral, in 1942, on a DR of "10" would have five "1" counters in play. Note: See 20.2 to determine Subordinate Admirals' surface combat value bonus allowances and effects.
Each of these numbered counters may be played, at any time during the battle, in any one of the following ways:
- A. Enables one ship in the active hex to move and fire during that segment (regardless of the numbered hex the ship ends up in), or fire and then move one hex.
- B. Enables one ship in the active hex to move an additional hex.
- C. Adds 1 to the Surface Attack or Defense Strength of any one friendly ship in the active or target hex.
- D. Provides a DRM (+1 or -1) to any attack DR made by either side, on either the Surface/Surface Damage or the Naval CRT. A maximum of plus or minus one may be applied in this fashion to any single DR.
Procedure: One numbered ("surface bonus") counter is expended for each of the above actions. When played as a DRM, an opposing admiral's value may be used to counter (hence, cancel) that DRM—by expending a counter of his own. Only ships in active or target hexes may be affected by admirals' Surface Values. Exception: A ship may be moved from an active hex into a non-active hex and still fire if an admiral's rating is utilized in this fashion.
Note: An admiral's flagship may be anywhere on the display—it need not be in "active" or "target" hexes to affect play.
BREAKOFF LEVEL VALUE
Certain surface-rated admirals (those with a "B" Rating) affect a TF's Breakoff Level. Some provide positive benefits; some negative. Admirals with positive "B" Ratings may enable a TF to ignore a mandatory Breakoff Level during a battle. Conversely, admirals with negative "B" Ratings may serve to increase the likelihood of a required breakoff.
Procedure: Admirals with Positive Ratings: If a TF has exceeded its Breakoff Level, but is commanded by an admiral with a positive "B" rating, a DR may be made in an attempt to (temporarily) ignore the required breakoff and withdrawal. 1D6 is rolled and compared to the "B" rated Commanding Admiral. If this DR is equal to, or less than that admiral's "B" Rating, the required breakoff may be ignored for the remainder of that Tactical Sequence.
TF's succeeding in ignoring required breakoffs retain their current damage and original breakoff levels.
At the beginning of each successive new Tactical Sequence, a DR must be made (and passed, per the above procedure) in order for that TF to remain. This process may continue during each following Tactical Sequence as long as successful DR's are made.
Procedure: Admirals with Negative Ratings: TF's commanded by admirals with negative "B" Ratings may be required to breakoff and withdraw when damage inflicted on its ships merely equals that TF's Breakoff Level (note that this is an exception to rule 19.8.4).
When such a TF's damage level equals its Breakoff Level, a DR (1D6) must be made and compared to the Commanding Admiral's "B" rating. If this DR is equal to, or less than, the admiral's "B" Rating, that TF must breakoff and withdraw. Note: Though these admirals' "B" ratings are listed as a negative number on the Admiral Charts, assume the rating is a positive number for this DR. If this DR exceeds the admiral's "B" rating, there is no effect, though (like above) a new DR must be made at the outset of each new Tactical Sequence to determine mandatory breakoff.
Note: This procedure only applies as long as the TF's damage level equals its Breakoff Level. The instant it exceeds it, the TF must breakoff and withdraw. In such cases, the admiral's "B" Rating is ignored.
INITIATIVE RATING
Admirals' Initiative ("I") Ratings may be positive or negative. Used to impart DRM's on the Tactical Initiative Table, Japanese admirals with beneficial "I" Ratings are negative; Allied are positive. In determining initiative for a surface battle, the "I" Ratings of the opposing TF Commanders are compared, and a cumulative, net DRM is applied based on them, when the die is rolled to determine which side has the initiative.
Pre-battle Example; Surface Engagement (see Examples of Play Booklet)
NIGHT COMBAT BONUS RATING
Admirals with "N" Ratings gain bonuses during Night surface combat, in three possible ways:
- First, in determining initiative for night battles, the opposing TF Commanders' "N" Ratings are compared. A favorable DRM is applied on the Tactical Initiative Table to the side with the higher "N" Rating, equal to the difference between the two. Leaderless TF's are assumed to possess an "N" Rating of -1.
- Second, in apportioning admirals' surface combat bonuses, in any night battle, total all (eligible) admirals' "N" Ratings, including subordinate admirals (i.e., a maximum of three admirals per side). Provide the side with the higher aggregate total with one additional surface combat bonus chit (with either the TF Commander or his subordinate, if any—owning player's choice).
- Third, a TF Commander's "N" Rating (or lack of) is a factor in determining the tactical conditions under which a battle is fought (see 19.10.4).
[20.2] Subordinate Admirals
Surface TF's may contain a maximum of three admirals—the commander and two subordinates. Each must have separate flagships.
Subordinate admirals must be of the same or lower rank than the TF Commander. In addition, subordinate admirals' Command Ratings must be the same or lower than that of the TF Commander.
When determining combat ratings, dice are rolled for each admiral present, but only the TF Commander's and one subordinate admiral's ratings affect combat.
One subordinate admiral's "S" Rating is factored in allocating a TF's allotment of surface combat bonus chits. This subordinate admiral gains 1/2 (rounded up) of his "S" ratings, as determined by a DR (Note: No DRM's apply). They then gain this number of surface combat bonus chits. These are used in the normal fashion; the only exception being that they may not be used to affect the TF Commander's ship, or any ships stacked with that ship.
If, during a battle a TF commander is KIA (or otherwise removed), the senior subordinate admiral (determined first by rank; then if equal by Command Level. If still equal, the owning player may choose) becomes the new TF Commander. His combat ratings apply, but are not modified. Thus, the subordinate admiral's Breakoff Rating (if any) becomes the new Breakoff Modifier, if that TF has not yet been forced to break off. Subordinate admirals' "I" and "N" Ratings have no further effect. Thus, they are not "added" to the battle when they take command.
Subordinate admirals forced to take command of TF's suffer no penalties for Command Level effects.
See 8.2 regarding surface admiral assignments within carrier TF's.
[20.3] Admiral Elimination
All admirals at sea must have a flagship at all times (denoted by recording same on the subject TF's index card). Anytime an admiral's flagship is sunk, or suffers a Critical Hit in combat, 2D6 are immediately rolled to determine the admiral's fate. Note: Critical hits incurred via surface combat will be determined instantly; such hits incurred via air/surface attack will be determined only after the admiral's flagship leaves the Tactical Display (16.7):
| DR | RESULT |
|---|---|
| 2-7 | No Effect (1) |
| 8 | Availability Box |
| 9-10 | Turn Track (2) |
| 11-12 | KIA |
DRM's: +1 All Japanese rolls
Notes: 1) May remain aboard ship or transfer flag (instantly) to another. 2) Roll 1D6: Place admiral on turn track that number of cycles ahead immediately (he is WIA).
An admiral may only transfer his flag to another ship if forced to roll on the above table (and gains a "No Effect" result) or, if done voluntarily (i.e., not yet forced to roll for elimination), the owning player announces the fact openly—both ships then are considered to have fired/moved for that Tactical Sequence. Note that if done via the table, above, the transferring ships do not suffer this penalty.
[20.4] Admiral Assignments
All admirals during the game must be in one of five places: In a TF; in the Available Box; on the turn track (in the case of those admirals not yet in play); in the counter tray; or stacked with (commanding) a HQ.
Admirals are assigned to TF's from the Available Box only, and only during Naval Phases (during the Plot Segment). All admirals have, on the Admiral Charts, their historic dates of availability—the operational cycle they are placed in the Available Box for the first time—and various yearly DRM's which will affect their availability as time goes on.
[20.4.1] Admiral Availability Table
Before an admiral may be placed in a TF, a DR (2D6) must be passed:
| DR | RESULT |
|---|---|
| 2-3 | Unavailable* |
| 4-12 | Available for placement |
Notes: *Roll 1D6. DR result indicates the number of cycles ahead that admiral is placed on the Reinforcement Track.
Admirals passing their availability DR's may be placed in TF's in port. Admirals may only be assigned to TF's in port—not those already at sea. Most admirals have DRM's (either positive or negative) which affect their availability DR's, by year. If an Admiral Chart lists an admiral, that admiral may be available for placement during that year. If an admiral is not listed, or his availability date have not yet arrived (or have expired), that admiral is not available.
Admirals become available via a strict historical timeline; their arrival dates are listed on each side's Reinforcement Track.
Example: It is 10/42. US Adm. Wright is chosen to command a TF. His DRM is (+1). Thus, a DR of 3-12 in this case will be required for successful placement.
When admirals fail availability DR's this must be annotated on the Reinforcement Track, along with that admiral's scheduled return. The admiral's counter is then placed in the special Admirals' Box on the appropriate Tabletop Display. Any admiral failing a 2nd consecutive availability DR is removed, permanently, from the game.
When an admiral's TF enters port, that admiral must be placed in the Available Box. He may not be placed in a TF in the same Naval Phase in which he returns to port.
No geographic restrictions apply to assignments. An admiral may, for example, enter port at Pearl Harbor and, during the following Naval Phase, be assigned to a TF in Brisbane. No physical transport of the admiral himself is required.
[20.4.2] Admiral Assignments: Dutch Ships
This rule is in effect as long as a Dutch minor or major port remains Allied-controlled.
This rule affects any Allied TF including:
- A majority of its heaviest ships that are Dutch, or
- All Dutch CL's, or
- All available Dutch surface ships, or
- Contains a majority of Dutch ships
Such TF's must have, as its commander, Admirals Doorman or Helfrich (if "available"). No other Allied admiral may command such a TF if either Adm. Doorman or Helfrich are available.
[20.5] Surface Admiral Promotions
In certain circumstances, surface admirals' ratings may be increased as a result of exceptional performance. Admirals receiving these "promotions" retain them until subsequently demoted.
[20.5.1] Criterion for Promotion
Surface admirals are eligible for promotion following their command of a surface TF which:
- Defeats an enemy surface TF (of any size) in surface combat, defined as by causing its involuntary breakoff or
- Engages in surface combat (with an aggregate total of 7+ capital ships—CA or larger), regardless of the battle's outcome, or
- As an "Alpha" (REAC) TF commander (see 17.5), successfully initiates any surface combat with an enemy surface combat TF.
[20.5.2] Following the conclusion of any surface combat in any of the three circumstances above, 2D6 are rolled. On any DR other than a "7" or "11," the subject admiral receives one (+1) promotion chit, which he retains unless subsequently demoted. Each positive DRM chit an admiral possesses provides a +1 DRM whenever his combat ratings are rolled for, in any future surface engagement.
[20.6] Surface Admiral Demotion
The reverse of promotion, surface admirals are liable for demotion following their command of a surface TF which: Suffers a defeat in surface combat by forced involuntary breakoff, and suffers at least two times the number of friendly ships sunk and/or "D4" than the enemy TF.
A DR (2D6) is made for all such "defeated" admirals. On any DR other than a "7" or "11," the subject admiral receives one (-1) demotion chit which he retains unless subsequently promoted. Each negative DRM chit an admiral possesses imposes a -1 DRM when determining his combat ratings, in any future surface engagement.
In cases where both promotion and demotion criterion apply, the subject admiral receives the appropriate promotion or demotion chit as determined by DR. If both DR's produce chits, they cancel each other out, and no promotion or demotion occurs.
[20.7] Leaderless TF's
In the event a surface TF is without a commander, that TF is assumed to possess the following ratings:
- E Rating: +1
- Reac Rating: - Reac ≤ 7
- S Rating: -2 (i.e., opposing TF commander receives an additional +2)
- B Rating: -1
- N Rating: -1
- I Rating: An adverse rating of 1
[20.7.1] All surface combat TF's must have a TF commander assigned, unless:
- A) There are no admirals available in a side's Availability Box or
- B) That TF's assigned Engagement Value is "0," and is assigned a non-combat mission (e.g., MOVE).
[20.8] US Task Force 34: Adm. LEE
The US player has 1 surface admiral which functions similarly to US at-sea Fleet Commanders (8.9)—Admiral Lee.
In the form of a special Admiral counter arriving in Cycle 0/8/44, this command functions only at sea.
The TF 34 counter (Adm. Lee) need not physically occupy any location. When not at sea, it is always considered as available, and is kept in the US Admiral Availability Box. It is deployable, from there, at any linked, friendly port.
Two CP's must be spent in order to create TF 34. Like Fleet Commanders, TF 34 and Adm. Lee must have a flagship assigned. That flagship must be a BB, and may be the same as a subordinate surface TF commander's.
[20.8.1] TF 34: Effects
When TF 34 is formed, Adm. Lee increases the command level of all subordinate surface (not carrier) TF commanders stacked with, or within a radius of two hexes from Adm. Lee's flagship, by +3 (1944), and by +2 (1945).
Also, each eligible subordinate surface TF commander has his Surface ("S") Rating increased by 1, and Breakoff Modifier by +2 (+1 in 1945). These are inputted when TF 34's subordinate TF commanders roll for their combat ratings.
Note: Like Fleet Commander HQ's, determination of TF 34's 2-hex command radius eligibility is made either before or after each subordinate surface TF's movement during a Naval Phase.
[21.0] AMPHIBIOUS-CAPABLE ADMIRALS
Some admirals possess ratings that affect amphibious assaults launched from amphibious TF's that they command. Amphibious admirals may affect debarkation times, the TQ's of ground units debarked for amphibious assault, the initial combat during that assault, and the planning times required prior to launching an amphibious operation.
Some amphibious-capable admirals possess surface combat ratings also (e.g., all the Japanese amphibious admirals for 1941-2). If an amphibious TF commander (with a surface combat capability) engages in surface combat with that TF, that admiral's surface combat ratings are rolled for normally, applying a -1 DRM for each MSU or APA/APB activation point present in that TF.
[21.1] Amphibious Admiral Ratings
Amphibious admirals may possess up to eight different ratings:
- Rank
- Command Level (ground steps)
- Command Level (ship activation points—denoted in parentheses)
- Planning Time reduction ("Pln DR ≥ #")
- OSB Bonus
- Debarkation Bonus or Penalty ("D+1; D-1")
- TQ Bonus
- Amphibious Assault ground combat DRM ("Cbt +1")
Like carrier and surface admirals, the first portion (first five bullets, above) of these ratings are known and constant. The remainder are rolled for (2D6) when resolving amphibious assaults (including the debarkation phase of an operation, prior to resolving the actual assault).
RANK
Per surface and carrier TF commanders, the same command restrictions apply regarding subordinate amphibious TF admirals (see 20.2).
COMMAND LEVEL
Unparenthesized Command Level ratings represent the maximum number of ground unit steps that an admiral may affect, at any stage of an amphibious operation—from initial planning through their landing in a Joint Assault Segment. This number may not be exceeded.
Parenthesized [or bracketed] Command Level ratings represent the maximum number of ship activation points that may comprise an amphibious TF that admiral commands without potential penalty. Like other admiral type ship command levels, for each activation point (or portion of, after the first full point) this value is exceeded, an amphibious admiral's rating DR is reduced by one to a maximum of -5. Note: This affects primarily Japanese amphibious admirals, though some US admirals do possess such ratings (see below).
Conversely, if an admiral's TF is below his rated ship command level, he receives a positive DRM to his amphibious combat ratings DR. A +1 DRM is applied for every full point (in this case, dropping fractions) his ship command level exceeds the activation point cost of his TF, to a maximum of +5.
USN Amphibious TF Commanders. Unless a parenthesized rating is present, US amphibious TF commanders have no ship command level restrictions for amphibious TF's they command. They may only command TF's assigned an AMPH mission.
PLANNING TIME BONUS
Amphibious admirals with this bonus have "Pln DR ≥ #" listed. 2D6 are rolled. The listed number or higher is required. An admiral's planning bonus then is equal to the DR result, divided by the required (listed) number, rounded to the nearest whole number (rounding .5 up). The result indicates the number of G/T's rebated (i.e., "cut") from the required planning time for an amphibious operation to be commanded by that Admiral.
In order to be eligible for a planning time reduction, an admiral is assigned to command an amphibious assault TF at the time planning commences for it. Thus, such admirals must be determined to be "available" at that point. Such admirals may perform no other actions until embarking for their amphibious operation assigned.
Example: (See Examples of Play Booklet)
OSB BONUS
Admirals with "OSB-1" have the effect of reducing the CP cost (by 1) to initially deploy a Beachhead Offensive Support Base associated with amphibious assaults launched under their command.
DEBARKATION MODIFIER
Admirals with "D+1" or "D-1" impart a Naval MP modifier to debark ground units for amphibious assaults. Negative modifiers reduce debarkation time (i.e., to 4 MP's per step); positive modifiers increase it (to 6 MP's per step).
TQ BONUS
Admirals with "TQ +1" ratings provide all assaulting units in amphibious assaults an initial +1 to their printed TQ's in resolving amphibious assaults, during Joint Assault Segments only. This +1 is applied before any other modifiers (e.g., halving for AMPH, etc.) are applied.
Example: The US 1st Marine Division (printed "8" TQ) would have its TQ initially raised to "9" prior to an amphibious assault, via a "TQ +1" admiral.
COMBAT DRM
Admirals with "Cbt +1" ratings provide a +1 DRM (cumulative with other DRM's present) to combat during Joint Assault Segments for amphibious assaults they launch.
Note: If an on-site General (see 26.1.2) is landed with assaulting units (and determined to be "present"), amphibious admirals' TQ Bonus and Combat DRM's are cumulative with any such ratings imparted by these generals.
[21.2] Subordinate Admirals
Amphibious TF's may contain up to three admirals: A TF Commander and up to two subordinates.
Subordinate admirals must be of the same or lower rank than the TF Commander. Additionally, subordinate admirals' Command Ratings (both, if more than one rating applies) must be the same or lower than that of the TF Commander.
Only an amphibious TF Commander affects amphibious operations—from debarkation to resolution of the assault. Accordingly, subordinate admirals have no effect (they may not, for example, contribute to reduced planning time), unless forced by circumstances to assume command of the TF.
If an amphibious TF commander is KIA (or otherwise removed), the senior subordinate admiral (in terms of Command Level; if equal the owning player may choose) becomes the new TF commander. His combat ratings (as rolled for then) apply, unmodified. Subordinate admirals forced to take command of amphibious TF's suffer no penalties for command level effects. Thus, their ground unit command level is considered to be equal to that of the original TF commander.
See 8.2 regarding amphibious/surface admirals' assignments within carrier TF's.
[21.3] Admiral Elimination
(See 20.3)
[21.4] Admiral Assignments
(See 20.4)
[21.5] Availability Table
(See 20.4.1)
[21.6] Amphibious Admiral Promotion
Amphibious admirals' ratings may be increased as a result of exceptional performance. Admirals receiving promotions retain them unless subsequently demoted.
[21.6.1] Criterion for Promotion
Amphibious admirals are eligible for promotion following the resolution of an opposed (defined as defended on a beach landing hex on the map the assault is resolved on by a ground unit other than an Intrinsic Garrison) amphibious assault launched from a TF they command which: Results in a mandatory defender retreat, with defender:attacker losses at least a 3:1 ratio.
Following the conclusion of an amphibious assault ground combat (during Joint Assault Segments) producing the above circumstance, 2D6 are rolled. On any DR other than a "7" or "11," the commanding admiral receives one (+1) promotion chit. Each positive DRM chit an admiral possesses provides a +1 DRM when his combat ratings are rolled for.
[21.7] Amphibious Admiral Demotion
The reverse of promotion, amphibious admirals are liable for demotion following their command of an amphibious TF launching an assault which: Results in any mandatory attacker retreat.
A DR (2D6) is made. On any DR other than a "7" or "11," the subject admiral receives one (-1) demotion chit, which he retains unless subsequently promoted. Each negative DRM chit an admiral possesses imposes a -1 DRM when determining his combat ratings.
Amphibious admiral promotion/demotion applies only to their amphibious-capable ratings. If such admirals have surface combat capabilities also, those are unaffected by promotion or demotion resulting from amphibious assaults.
Player's Note: In such a case, players will have to devise some means of recording this fact, as the promotion/demotion chits are not annotated as to type.
[21.8] Leaderless Amphibious Task Forces
In the event an amphibious TF is without a commander, or is commanded by an admiral that is not amphibiously-rated, that TF is assumed to possess the following rating:
- Debarkation Rating: +1
Note that all amphibious TF's must have a TF commander assigned, unless there are no amphibious-capable admirals available in a side's Availability Box.
[21.9] TF 51: Admiral Turner
The USN has one special amphibious-capable admiral—Adm. Turner. Until 1/44, Adm. Turner functions as a normal amphibious-capable admiral.
Beginning with cycle 1/44, the US player may assign Adm. Turner to command TF 51. This special TF command is attached to an amphibious operation, as early as the planning stage if desired.
When so-assigned, Adm. Turner provides an automatic (cumulative) planning time rebate of 1 G/T (in 1944 only), provides a debarkation bonus of -1, and a Combat DRM of +1 (regardless of year).
Adm. Turner, as TF 51 commander, is "attached" to any single amphibious TF, or multiple amphibious TF's that perform LINKED movement. He provides his debarkation and combat DRM to any amphibious assault he was initially assigned to "command." If more than one TF is involved, they must moved LINKED for at least a portion of their naval movement enroute to an objective.
Adm. Turner provides his planning time bonus to any amphibious assaults which commence planning at the same port/anchorage, as long as he is present at that port.
[22.0] SUBMARINE OPERATIONS
All subs in the game appear as Sub Points, each of which represents a single sub. Like AP's, Sub Points have no independent existence (they themselves are not deployed on the map); they must be allocated to a friendly Subron marker. Subrons are deployed on the map, in much the same manner as TF markers.
Allied subs function in one of two roles: Tactically or deployed primarily against Japanese merchant shipping (see 57.0). Japanese subs, throughout the war, may only be deployed tactically.
Sub Points may occupy one of four places at any point during the game:
- Deployed in a tactical Subron at sea
- Deployed in an Allied strategic Subron at sea
- In an available Sub Point Pool
- On a side's turn track, as part of the production process
Procedure: At the beginning of the game, each player places his Subron markers on the map as indicated by the scenario instructions. Players must maintain a log of the number of Sub Points allocated to each Subron, as well as the Subron's current location, and assigned base (see Sub Log).
This record changes whenever necessary to reflect alterations in the Subron's composition and location.
[22.1] The SUBRON
Note: The following rules sections govern Tactical Subrons, unless clearly specified to the contrary. Where mechanics governing US Strategic Subrons dif fer, such differences are delineated.
[22.1.1] Both sides have tactical Subron markers numbered consecutively from 1-30. Neither side may have more tactical Subrons deployed on the map than the available countermix.
[22.1.2] The composition of all tactical Subrons is secret. Players should not reveal which markers represent which Sub Points, except as search and contact procedures dictate.
[22.1.3] US Strategic Subrons
(See 57.7)
[22.2] Dummy SUBRONS
[22.2.1] Players may deploy dummy Subron markers which contain no Sub Points. The number of deployable dummy Subrons is equal to 10% (rounded up) of a side's active Sub Point total—consisting of all of a side's Sub Points allocated to Subrons (including those assigned to Allied Strategic Subrons), + those in a side's Sub Point Pool.
[22.2.2] A dummy Subron exists to confuse the enemy player. So long as its identity as a dummy is not definitely established, the dummy may remain in existence and may be moved (i.e., redeployed) on the map as if it were a "real" Subron.
[22.2.3] There is no limit to the number of Sub Points that may be allocated to a single Subron, although they must be grouped in separate, subordinate Squadrons, each of which may contain no more than six Sub Points (exception: Beginning in 1944, Allied Sub Squadrons may contain up to 12 Sub Points).
[22.3] Sub Bases
All tactical Subrons deployed on the map must be assigned to a base at all times. The location of sub bases is critical; the distance between a deployed Subron and its base directly affects its capabilities.
Sub bases may be:
- Any friendly Major Port or
- A deployed friendly Sub Base
Sub bases may be deployed in any linked anchorage or port. The US and Japan are limited to three Sub Base counters; the CW has one.
[22.3.1] Restrictions: Sub Bases
Sub Bases (does not apply to Major Ports) may not function as such within the normal range of enemy land-based bombers. Exception: If a Sub Base (deployed counter) has an operational friendly Fighter AP, and no enemy land-based fighter AP's are within range (including Extended Range) of that base. For purposes of this rule, this does not include enemy sea planes (e.g., H6K, H8K, PBY).
Only US Sub Points may operate from USN sub bases. CW/Dutch subs must operate (tactically) from own-nationality Major Ports, or from a deployed CW (RN) sub base counter.
Dutch Sub Points and Bases. Upon the disbandment of the ABDA HQ (see 29.4.1), half (rounded up) of all Dutch Sub Points—both on-map and in the Sub Pool—are immediately eliminated. The remainder are placed in the CW Sub Pool. The subs remain CW-controlled thereafter, and for all purposes are considered British ("S" class) Sub Points.
[22.3.2] Effects on Sub Attacks
Following successful sub searches (22.5), when the number of Sub Points available to attack is determined, the parent Subron's distance from its base must be inputted. If the distance falls within certain ranges (see Sub Log), DRM's apply to the "availability" DR.
[22.3.3] Redeploying Sub Bases
Sub bases may be redeployed only during Strategic G/T's, at a cost of 5 CP's. Subrons assigned to redeployed sub bases immediately have half (rounded up) their Sub Point strength removed and placed into the Sub Point Pool. The following Strategic G/T, they may return to their (or any) Subron.
Note that if a Subron itself changes base (e.g., from an already-deployed sub base to another already-deployed sub base), it still is reduced to half strength. This remains the case for changing bases from Major Ports, or any combination of the above.
[22.4] SUBRON Deployment
Subrons are deployed and/or moved only during the Submarine Phase of Strategic G/T's. Exception: See Optional Rule 22.4.6. Subrons may be moved any distance. If, however, a Subron is moved (even 1 hex), its strength is reduced to half (rounded up), and the reduced Sub Points returned to the Sub Point Pool.
If, during a Strategic G/T, a Subron is not moved, it may take on Sub Point reinforcements from the Sub Point Pool. See 50.0 (F) for detailed sequence of Subron deployment steps.
All tactical Subrons, whether redeployed or not, must be assigned to a base at all times.
The movement and allocation of all Subrons must be plotted in advance during the Submarine Phase of Strategic G/T's. Players must record both the hex to which each of their Subrons is moving, the number of Sub Points allocated, and the Subron's assigned base. After both sides have completed their plots, the scheduled movement is carried out simultaneously.
[22.4.1] Sub Points may be transferred between friendly Subrons that begin a Submarine Operations Phase in the same hex. Likewise, Sub Points may split or combine to form a greater or lesser number of Subron markers in the hex. Dummy Subrons may also be deployed or removed at this time.
[22.4.2] Subrons may neither attack nor be attacked during their movement. They may not, in any way, affect any other unit (either enemy or friendly) in the game during their movement.
[22.4.3] Subrons may never occupy coastal, island, or atoll hexes. Exception: 68.5.2 (USN Campaign Scenario initial deployments).
[22.4.4] Japanese Subrons: Special
During Game Year 1942, the Japanese player must send a Subron composed of one squadron (minimum 6 Sub Points) off the east mapedge of Map F. This may done during any Strategic G/T of 1942. This Subron is placed on the grey area of the Mapedge Area from which they exit, not on the Allied Off-Map Movement Display.
This Subron must remain there for one complete cycle. It may not attack nor be attacked, or conduct searches of any kind.
Player's Note: This Subron is assumed to be carrying out nuisance raids against the US West Coast.
Japanese Subrons may not be closer than four hexes to any Allied Mapedge Entry Area. Thus, there must be at least four hexes, as traced from these boxes, to the nearest on-map Japanese Subron.
[22.4.5] Subron Types: Restrictions
All subrons must be composed of like-type sub points only.
USN Subrons may contain:
- "New" Fleet-boat type or
- "Old" Fleet-boat type or
- "S" boat sub points
IJN Subrons may contain:
- "I-boat" type or
- "I-boat J" type or
- "Ro-type" sub points
CW Subrons may contain:
- "S-class" type 1 or
- "T-class" sub points
Note: 1) All "absorbed" (see 22.3.1) Dutch sub points are considered CW "S" class subs.
No distinction (as to type), aside from Note (1), above, applies to Dutch Subrons. They are all considered the same class (RNN), so long as they remain purely "Dutch."
[22.5] Submarine Search
Each Subron has a Zone of Control (ZOC) in the hex it occupies and in all adjacent sea hexes, up to a distance of five sea hexes in all directions from the marker. When a TF (whether "located" or not) enters a hex containing the ZOC of an enemy Subron (or begins a Naval Phase there—but not both), the Subron owner may declare a submarine search in an attempt to contact and possibly attack the TF. Sub ZOC's may not be traced through any hex or hexside impassable to ships, nor into an enemy port hex (of any type).
Procedure: The owning player totals the number of Sub Points allocated to the Subron. Every six (or fraction of 6, if more than 6 Sub Points are present) Sub Points must be divided into a separate subordinate squadron. Each Sub Point in the squadron is worth one Search Point. To determine if the search for an enemy TF is successful, the searching player determines the number of Search Points that each squadron represents, and rolls 1D6 on the Search & Contact Table (see charts). Apply a +1 DRM to all subron searches conducted in squall or storm hexes.
[22.5.1] The searching player subtracts 1 from the total number of Search Points for each hex in distance between the enemy TF and the Subron marker—counted out from the hex containing the Subron marker (exclusive) to the TF's hex (inclusive).
[22.5.2] Each squadron may make only one search per Naval Phase on any given ship or TF. Each squadron may search for an unlimited number of different ships/TF's in a Naval Phase.
[22.5.3] As each enemy TF moves hex-by-hex through the ZOC of a Subron, the Subron owner decides the exact hex in which to conduct searches. All searches are voluntary, and reveal the Subron as definitely not a "dummy." Each subordinate squadron (if any) within a Subron may search for a given TF entering its Subron's ZOC.
[22.5.4] Night has no effect on sub searches, though night does reduce the screening value of carriers and ASW Air Points.
[22.5.5] Subs may search for (and attack) active TF's not performing any missions (i.e., not moving during a Naval Phase but determined to be "active" anyway).
[22.5.6] If multiple enemy TF's occupy the same hex, they are searched for individually (making separate DR's for each). No TF's presence affects the search of other TF's in the same hex.
[22.5.7] Successful sub searches do not result in "Located" chits by themselves. Thus, air strikes may not be launched against TF's "found" only by submarine search.
[22.5.8] OPTIONAL RULE: Variable Sub Contact Reports
Player's Note: Though optional, this rule is recommended (hence its inclusion in the main body of rules). Without it, any sub search contact results in the accurate revelation of the entire enemy TF, down to the last detail. Needless to say, this is more than slightly unrealistic, as often many ships, especially at night, went unobserved or unreported. Adoption of this rule will allow small, but reasonable chances of some ships escaping detection.
Procedure: Following a successful sub search of an enemy TF, the following steps are followed:
- STEP 1: The TF owner records his defensive groups (22.7) and assigns screening forces (including land-based AP's assigned ASW missions, if any) in secret.
- STEP 2: The attacking player determines the number of Sub Points available normally.
- STEP 3: The TF owner draws a search chit(s) for his TF, as follows:
- a) If at NIGHT, 1 chit from cup # 2
- b) If DAY, 1 chit (from cup # 2) for each 2 (rounded down, to a minimum draw of 1 chit) enemy Sub Points determined as available (from Step 2). Note: If a "Report False" chit is drawn, treat it as a "Report True" one. Using the most accurate report chit drawn, proceed to Step 4.
- STEP 4: The TF owner deploys defensive groups as required by the search chit, per 13.5.7. The TF owner may conceal a number of defensive groups equal to the error level (1, 2 or 3, if a "Report Approx." or "Report Error" chit is the applicable search chit) of the chit drawn. No defensive group concealed, however, may contain more ships, by type, than the error level. Example: If a "Report Approx ± 1" applies, a defensive group consisting of 1x CV + 2x DD's could not be concealed.
- STEP 5: The submarine attack procedure is followed, to conclusion.
Example: See Examples of Play Booklet
[22.6] Decision to Attack
If a sub search is successful, the TF owner must inform the searching player as to the composition of the contacted TF. If Optional Rule 22.5.8 is not in effect, the TF owner must always give a "Report True" (see 13.5.7) report. The Subron owner rolls 2D6, separately for each subordinate squadron successfully contacting the enemy TF—to determine the number of Sub Points available to attack. The 1st (nominated) die indicates the number of Sub Points available. The 2nd (nominated) die's result is compared to the distance, in hexes, from the attacking Subron marker to the contacted enemy TF.
If the 2nd DR result is equal to, or greater than the distance, no change is made to the 1st (sub points available) DR. If the 2nd DR result is less than the distance, apply the differential as a -DRM (cumulative with all other applicable DRM's) to the 1st (sub points available) DR.
The Subron owner then decides, individually by squadron, whether or not to execute the attack. If he decides not to, the TF continues its plotted mission. If, however, he decides to attack, the Sub Attack Procedure (22.7) is implemented.
[22.6.1] The number of Sub Points available may never exceed the number of Sub Points allocated to the squadron in question. If this occurs, then the number available is reduced to the number of Sub Points present in the squadron.
[22.6.2] Each squadron of a Subron is treated individually. A player may search and/or attack with all, none, or some of the individual squadrons of a Subron as he desires. However, only groups which have successfully contacted the enemy TF may ever participate in an attack.
[22.7] Submarine Attacks
In order to resolve a sub attack, the defending player must divide the ships in his TF into defensive groups. Each CV, CVL, CVE, BB, BC, CA, MSU, AO, APA/APB, AV, & CVS must be allocated to its own separate group. DD, APD, DE, DET & CD units are considered "screening forces" and may be allocated to any of the defensive groups formed, in any number desired per group, in order to protect them from attack. CL's (including CLAA's) have no screening value, but may be added to any already-existing defensive group (in any numbers). Note: When deployed into defensive groups, all defending ships are deployed secretly and face-down, as per 7.2.1.
Player's Note: It is possible to conduct submarine attacks without actually physically deploying the target TF's ships on the table-top, if players prefer. In order to do so, the TF owner must record his TF's defensive groups in detail. Their composition then is announced. The attacking player conducts his attacks against them as announced; eliminating the need for physical counter deployment.
The attacking player now chooses which of the defensive groups he wishes to attack. If he wishes to attack more than one group, he may divide the available Sub Points between the groups present.
The TF owner totals the screening value (see ASW Table) for each group being attacked, and rolls 1D6 (separately for each group being attacked) on the ASW Table to determine the number of Sub Points "screened off" from the attack. Note: The Allied "hedgehog" (1944+) +1 DRM is applied if any Allied DD's/DE's contribute their screening value to an attacked TF (not per targeted group). The remaining (unscreened) Sub Points then attack on the Sub Hit Table (see charts).
If the attack is successful, the attacking player refers to the Sub Damage Table to determine the specific results of the attack. See 22.7.4 regarding target ships' (anti) "Torpedo Rating's" effects.
In all sub attacks, the printed (not any reduced) defensive strength of targeted ships is used—both on the Sub Hit & Sub Damage Tables.
Each Sub Point which survives the screen may make one attack on one (and only one) ship. Prior to making his first attack DR, the attacking player must select one ship in the defensive group to be the primary target. All surviving Sub Points must attack the primary target until a "Hit" result has been achieved on this nominated target. Following the scoring of a hit on this target, 1D6 is rolled. On any DR other than a "6," all remaining Sub Points designated to attack that same defensive group that have not yet made their one attack must select a secondary target ship (if any are present in the group) to attack.
Exception: If any sub ace (USN or IJN; see Optional Rule 22.17) has been determined as present for this Subron's attack, the attacking Subron owning player may choose secondary targets, at will.
If a "6" is rolled, the original target may be attacked again (in effect, the original target is chosen as the secondary target). This procedure continues until either all of the Sub Points in the squadron have attacked or until all ships of the defensive group have a "Hit" result scored against them.
[22.7.1] Screening Values
- DD's have a screening value of 1 normally (reduced to 1/2 if carrying troops or towing barges).
- DE's have a screening value of 2. Exception: DE ASW Sweep TF's have screening values of "1").
- CD's have a screening value of 6. Note: CD's may not be part of any speed class 3 TF.
- APD's & DET's have a screening value of 1/2 (rounded down).
- CV, CVL, CVE & CVS's have screening values of 3. Exception: USN CV's & CVL's possess screening values of 4, commencing with Cycle 1/43. This value is automatically applied, one time only—regardless of the number of carriers present in a TF—to all the ships in the TF (i.e., to all defensive groups, not only those containing a carrier). Carriers maintain their screening value as long as they have AP's assigned to them, and they are able to conduct air operations. Exception: If a sub interception occurs at NIGHT, a carriers' screening value is lowered to "1."
A maximum of one carrier may provide its screening value to each defensive group in its TF. Thus, a maximum of four carrier-derived ASW screening points may be applied to any TF, regardless of how many carriers (or defensive groups) are present.
Land-based AP's assigned ASW roles may contribute a screening value of "1" if in range (see 5.13), during daylight.
[22.7.2] Automatic Counterattack
If any of the Sub Points of an attacking sub squadron were screened from an attack, and any screening forces, consisting of CVE's, DD's or DE's (only) remain in the defensive group (after resolving the sub attacks of each attacking squadron), the TF owner executes an automatic counterattack. He rolls 2D6: If the number rolled is less than, or equal to the number of Sub Points screened off, then one enemy Sub Point is immediately eliminated. Each defensive group that was attacked may perform one counterattack on each attacking enemy squadron.
The screening player uses the printed result gained on the ASW Table to determine the number of Sub Points screened—regardless of the number of Sub Points actually involved in the attack.
Each successful (i.e., enemy Sub Point is sunk) counterattack DR entitles the counterattacking player another counterattack DR. The counterattacking player thus may continue these DR's, until he fails one.
[22.7.3] Sub Points: Torpedoes Expended
Following each Subron attack, the attacking player rolls 1D6 for each attacking squadron. If the DR is less than the number of sub attack DR's made by that squadron, remove that number of Sub Points from that squadron (or Subron, if more than 1 squadron does not exist)—placing them back into the Sub Point Pool.
DRM's: +1 US Fleet Boats (New); -1 IJN Ro-type
Example; Submarine Search & Attack (See Examples of Play Booklet)
[22.7.4] Anti-Torpedo Ratings
Target ships with anti-torpedo ratings may escape damage, or have damage reduced, when the extent of damage to them is determined on the Sub Damage Table. The procedures and effects are self-explanatory (see table).
[22.8] Submarine Transport
[22.8.1] Japanese
The Japanese player may allocate his Sub Points to perform a limited type of strategic transport. Subrons must be allocated to and from Submarine Transport during Strategic Game/Turns. See 31.2: "Emergency Command Links."
[22.8.2] US Raider Battalions
US Sub Points may transport US Raider Battalion units only.
Two US Sub Points are required to transport one Raider Bn. These Sub Points are taken from the US Sub Point Pool during any Naval Phase.
CP Cost. No CP cost is associated with the transporting Sub Points, but 1 CP is required to activate the Raider Bn. itself. A maximum of 1 Raider step may be debarked on any island or atoll during a single G/T. Note: No HQ need be "activated" in order to perform these missions.
Combat: Raider Battalions
Combat involving sub-transported US Raider Bn.'s is resolved during the Joint Assault Segment using all normal ground combat rules, with some exceptions.
Raider Bn.'s (when transported by Sub Points) do not have their TQ halved.
Combat involving (on the US side) only sub-transported Raider Bn.'s is resolved on the Strategic Map always, regardless of the opposition size or disposition.
Combat between USMC Raider Bn.'s and Japanese Intrinsic Garrisons is resolved normally, using the appropriate TQ of the garrison.
Combat Effects
If an assaulting Raider Bn. either eliminates all defenders or faces no opposition in landing, the Raider Bn. may then (prior to re-embarking) make an optional DR to determine the damage and/or CP loss inflicted.
2D6 are rolled. The damage inflicted to Japanese installations present is equal to the DR differential (between the higher and lower die). The US player may allocate this damage to existing installations (separately) or by forcing the Japanese player to deduct CP's from the nearest controlling Japanese HQ. If no CP's are present, then such CP's are taken from the Japanese CP Reserve, if any are present there.
On any DR of "doubles," the Raider Bn. is immediately eliminated.
Raider Bn.'s control the island/atoll they occupy, only so long as they occupy it. Following re-embarkation (or elimination), control of the landing site reverts to Japan.
Restrictions: Raider Battalions
A maximum of one Raider Bn. may be landed at any island/atoll during any single G/T.
Raider Bn.'s may not be used as lead units in normal amphibious assaults, unless only Raider units are involved.
Eliminated Raider Bn.'s may never be rebuilt.
Raider Bn.'s may be debarked via sub transport at any island or atoll hex within 20 hexes of a linked, friendly-controlled port or anchorage.
Procedure: The US player removes the requisite number of Sub Points from his Sub Point Pool and immediately places them (as if they were normal Sub Point reinforcements) on the Turn Track, ahead two cycles.
Raiders may be embarked at any friendly port or anchorage, but debarked at locations only if they are within 20 hexes of a friendly port/anchorage.
Re-embarkation. Raider Bn.'s may be re-embarked aboard sub transport in subsequent G/T's, during any Naval Phase. If the island or atoll hex which the Raider Bn. occupies is free of enemy ground units (including Intrinsic Garrisons), the US player may re-embark the unit by making a TQ check, using the current TQ rating of the unit. Apply a +1 DRM for each G/T the Raider Bn. has been on the map (i.e., a minimum of +1).
Success in this TQ check enables re-embarkation (assumed to be onto the same Sub Points initially devoted to the transport, though they may be physically ahead on the Turn Track as a reinforcement). Failure of this TQ check does not eliminate the Raider unit; it only prevents its embarkation during that Naval Phase.
If the island or atoll hex is not free of enemy ground units, and re-embarkation is attempted, a Raider Bn. failing this TQ check is eliminated.
Upon successful re-embarkation, Raider Bn.'s are placed in any friendly linked port/anchorage within 20 hexes of their landing hex.
Transit Time & Planning Raider Assaults. Raider sub-transported assaults must be planned and logged as if they were a normal amphibious assault. No advance planning is required, but a destination must be.
For planning purposes, upon embarkation sub-transported Raiders "move" at 50 hexes per G/T. The US player must thus plan, and record (by placing the embarked Raiders on his weekly Turn Track) the turn they will debark.
[22.9] Japanese KRS Subs
Japan has two KRS submarines which have no combat capabilities (nor may they be attacked), but possess special search capabilities. Unlike subrons, KRS subs occupy coastal hexes.
[22.9.1] Refueling/Staging Seaplanes
During an Air Phase, one Japanese H6K or H8K AP may fly, up to its full range, to a coastal hex containing a KRS sub. The coastal hex may not contain any enemy units, of any type, including Intrinsic Garrisons. The hex must not be within search range (i.e., within five hexes) of any Allied non-dummy Subron.
The AP may then search any one hex, at up to half its Normal Range (from the KRS sub; also see 15.3—reconnaissance of enemy installations). Upon completing its search attempt, the AP returns to its original base.
[22.9.2] Alternatively, a KRS counter may be used (from any eligible coastal hex, as above) to launch its own float planes, out to a maximum four-hex range, with an assumed search value of "1."
[22.9.3] KRS subs have an activation cost of "1," and may be used a maximum of once per cycle each. When "activated," a KRS sub counter may be directly placed in any eligible coastal hex. Following its mission, the KRS sub counter is removed from the map and placed on the Turn Track, as a reinforcement arriving the next-to-come cycle.
[22.10] Midget Submarines
[22.10.1] Japanese
The Japanese player may declare a maximum of two midget submarine attacks against Allied ships in port. To do so, the Japanese player must have a Subron (with at least one Sub Point) within search range (five hexes; regardless of the actual number of Sub Points present) of any enemy port hex.
To resolve each attack (resolved at the outset of the 1st Naval Phase of G/T's—exception: 69.3.1; Optional Rule "Pearl Harbor Midget Sub Operation"), the Japanese player rolls 1D6. If he rolls a "6," he may pick one target ship and roll once for damage on the Sub Damage Table.
Restrictions. The Japanese are limited to two midget sub attack attempts throughout the war. Japan may not regain the capability to conduct midget sub attacks after both have been resolved. Exception: Midget sub attacks made during the British "Operation Ironclad" (see 60.15) do not count against these two allowed attacks.
If Optional Rule 60.7.9 is in effect, in order to launch any midget sub attack, including the British "Operation Ironclad," the Japanese player must (temporarily) withdraw 1x CVS (see Optional Rule 60.7.9).
[22.10.2] British
Commencing Cycle 7/45, the CW player may declare a maximum of three midget sub attacks. They are conducted as per Japanese midget sub attacks.
[22.11] Japanese Nuisance Raids
Japan starts the war with one full-strength Subron deployed off the US West Coast. During 1942, the Japanese player is required to send (or keep the initial one there) another Subron (of at least 6 Sub Points) off the East mapedge of Map F.
This deployment may be accomplished during any Strategic G/T of 1942. This exited subron should be placed off the portion of the mapedge area from which it exited, not on the Allied Off-map Movement Display. This Subron must remain one complete cycle. There, it may not attack, nor be attacked, or conduct searches of any kind. (The subs are assumed to be carrying out nuisance raids against the US West Coast.)
[22.12] US DUD Torpedoes
Until Cycle 7/43, all hits scored by US Subrons, via the Sub Hit Table, must be "confirmed." Each attack DR made by US subs is done by rolling 2D6.
The dice rolled are nominated as: 1) "Hit" and 2) "Confirmation." If the nominated "hit" die produces a hit, the "confirmation" die is used to determine if a hit is actually made on the target. If the "confirming" die is "1-3," no hit is scored. A DR of "4-6" produces a valid hit. Exception: A 2D6 sub hit DR of "doubles," except a natural DR of "12," produces an automatic miss.
[22.13] New US Fleet Boats
Player's Note: For purposes of this rule, "new fleet boats" refers to all US subs of the Tambor class and later (i.e., Tambor, Gar, Gato, Balao, and Tench classes). Some of the older classes (Barracuda, Narwhal) have, for simplicity, been grouped with the "older fleet boat types," even though they were not designated as "fleet-type boats." The reason for the difference is the substantially higher # of torpedoes (24) carried by boats of these later classes.
The US player has three classes of subs:
- S-Class
- Old Fleet-type
- New Fleet-type
Except for two instances, no difference exists between the "Old" and "New" fleet boat types:
- The "New" fleet boats all receive a base +1 DRM, cumulative with other (i.e., distance) DRM's, in determining the number of Sub Points available for an attack.
- "New" fleet boats receive a +1 DRM in determining potential "torpedoes expended" situations following Subron attacks (see 22.7.3).
Note: All newly-arriving US Sub Points are of the "New" fleet-boat type, unless otherwise-designated.
The US player must, then, divide and maintain each of his Subrons into one of the three above types, and may not commix subs of different types within any Subron.
[22.14] Dutch Submarines
Upon the disbandment of the ABDA HQ, half (rounded down) of the surviving Dutch Sub Points immediately become CW ("S" class) Sub Points, and act as such thereafter. The remaining Dutch Sub Points are permanently eliminated.
[22.15] CW Submarines
CW subs (including any Dutch Sub Points "absorbed" by the CW following the disbandment of the ABDA HQ) operate as normal Allied Sub Points.
CW subs are never subject to the US Dud Torpedo (22.12) rule, but if employed strategically (which they may do without restriction), CW subs receive no bonus—they act as normal US Sub Points according to the timelines governing the Japanese MS Attrition Table.
CW Sub Points must be segregated from US Sub Points, and a separate sub pool established for CW Sub Points if they are operated in tactical roles.
CW Sub Points may operate from any CW-controlled (including Australia) sub base. They may not be used to augment US Subrons operating from US-controlled sub bases.
[22.16] Japanese Sub-Launched Air Search
Player's Note: This, with the KRS sub's similar capability, simulates the Japanese' occasional use of sub-launched (and recovered) E14Y "Glen" float planes. These missions were not uncommon, though they had mixed success historically (hence the search value of "1").
IJN "J" type I-boats (in addition to KRS subs; see 22.9) possess a limited air reconnaissance (15.3) capability.
During any Air Phase, any IJN "J" type I-boat Subron within Short (7-hex) range of an enemy base may attempt reconnaissance of that base.
Using the "1-4" Search Value row of the Land-Based Air Search Table, base search attempts are conducted using normal (see 15.3) air reconnaissance procedures, with one exception. After announcing a base recon attempt, if the enemy base contains any operational FTR AP's, apply a -10 DRM to the search attempt. In addition, any enemy AP's currently assigned ASW missions present at that base each impart a -10 DRM.
If any operational enemy ASW AP's do occupy a reconned base, and the modified (cumulative) air reconnaissance DR is less than zero, one Sub Point from the launching Subron is immediately sunk.
Only one such sub-launched air reconnaissance attempt, per Subron, may be made against any single base per Game Turn.
[23.0] GROUND OPERATIONS
Unlike air and naval units, ground units are usually physically deployed on the map (unless embarked) or, if required, or desired, on various off-map "holding boxes" or base displays, to alleviate large stacks.
Each step of a ground unit represents approximately a battalion of infantry. For cavalry units, one step is generally the equivalent of a squadron. For armored units, one step is the equivalent of a battalion (US), squadron (CW), or company (Japanese).
Any ground unit that has no "hit" markers beneath it is considered to contain the printed number of steps on its counter. Each hit on a ground unit represents the loss of a battalion (or its equivalent—in game terms, a step loss). During Replacement Phases of Strategic G/T's, ground units may use ground replacement steps (see 23.11) to build up their strength and, in some cases, units can be recreated (termed "reconstituted") after elimination. When a ground unit takes a number of hits equal to, or exceeding, its printed number of steps, it is eliminated.
Control of Hexes. On the main maps, hexes are controlled by the side which currently occupies, or was the last to occupy, a hex. At the outset of any scenario, all hexes in countries/areas/islands belonging to a nation (i.e., prior to invasion) are controlled by that nation, and/or its allies. See 27.0 for definitions of hex control on Tactical Maps.
Stacking. No limit exists restricting the number of steps (for either side) that may occupy a single hex, on Strategic (main) maps. Stacking limits do apply on Tactical Maps (see 27.0).
Ground units must be "activated" in order to move overland (and, thus to attack). They need not be activated to defend (or be transported by rail, air or sea).
Ground units are activated during the Ground Phase, or during Naval Phases when embarked for amphibious assault, and during Air Phases when embarked for air assault. Ground units that are activated solely to move (and that do not participate in ground combat during a turn, as either an attacker or defender) are not deactivated at the end of that Ground Phase, unless that Ground Phase is the 4th G/T of a cycle.
Combat results may require deactivation, and may make deactivation an option. See "Mandatory Retreat [23.3.1]" and "Pursuit [23.4]." Otherwise, ground units may remain activated until deactivation is called for via a combat result, or until the end of each cycle, when all ground units except those currently embarked at sea are deactivated.
Note: Regardless of the activation status of ground combat units and Engineers, often the construction process requires the payment of unit activation costs, whether such units are already "activated" or not.
Ground units need not be activated for normal sea transport, air transport, or rail movement. They must be activated immediately prior to embarking for amphibious or air assault.
[23.1] Ground Movement
A ground unit may move only from land hex to contiguous land hex, except when moving by air or sea transport. Only activated ground units can move overland. Each ground unit has a MP Allowance of "6." Each time a ground unit moves, it expends a portion of its MP allowance. A ground unit may never exceed its MP allowance in any G/T, although a unit's basic MP of "6" may often be increased (or decreased, in some instances), depending on a unit's Commanding General (see 26.2.3).
GROUND MOVEMENT TABLE (See charts)
Movement by sea (including amphibious assaults) or air transport costs a ground unit MP's according to 23.1.3.
At the beginning of the Ground Phase of each G/T, one player rolls a die and consults the Day Initiative Table (see charts) to determine which player will be the 1st player during the current Ground Phase.
[23.1.1] Entering an Enemy-occupied Hex
The instant a ground unit enters a hex occupied by an enemy ground unit, place an "entry arrow" marker on the map. Note: If a friendly or enemy entry arrow is already in place, pointing to the same hexside, do not place another. If an enemy or friendly entry arrow is in place, pointing to a different hexside, place another friendly marker on top of the first, pointing to the new entry hexside.
Entry arrow markers are placed in the hex from which a ground unit moved to enter an enemy-occupied hex, with the arrow pointing toward the hex entered (use the blue side of the marker for an Allied unit; the red for Japanese). This marker remains in place as long as opposing units occupy the same hex, and is removed at the instant that opposing units no longer occupy the hex together, or at the conclusion of G/T's where neither side retreats. Once a ground unit enters a hex occupied by enemy ground units, its movement ends for that Ground Phase (Exception: Pursuits, see 23.4).
A ground unit may never leave a hex occupied by enemy ground units, except through ground combat or deactivation.
[23.1.2] Entering Enemy-Interdicted Hex
When a ground unit is bombarded by air while moving (see Air Interdiction: Special Strikes on Ground Units; 5.8), the result obtained on the Bombardment Table indicates the additional cost, in ground MP's, for the unit to enter the interdicted hex (e.g., +1, +2, or +3).
A ground unit may be prevented from moving into a hex it had otherwise already reached, by raising the MP cost to enter that hex higher than a unit's MP allowance. Ground units are targeted in hexes as they enter them, not as they leave.
Ground units without sufficient MP's to reach a hex (via interdiction) are returned to the hex last occupied.
If, following an interdiction bombardment, an enemy ground unit is halted as a result of that interdiction in a hex, and may move no farther (though otherwise it could have), and during the bombarding player's Ground Phase his ground units subsequently enter that hex to initiate combat, the interdiction result gained (+1, +2, +3) also applies as a DRM to the ensuing ground combat—as if the interdiction had been solely a normal bombardment attack in that hex.
Interdiction missions may be flown against enemy ground units moving on Tactical Maps, using the same procedures outlined here (see 27.18.9).
[23.1.3] Combining Forms of Movement
During each G/T, ground units may be moved by a number of means other than normal ground movement. These include: Air Transport and Air Assault (Paradrops and/or Glider-borne landings; during an Air Phase); Amphibious Assault and Naval Transport (during a Naval Phase); and rail movement (during the Ground Phase). Units performing air or naval transport (not air or amphibious assault) may use other forms of movement during the G/T, by using the following procedures.
Rail Movement: Take the number of hexes a unit moves by rail (excluding entraining/detraining) and divide by "6" (a unit's basic MP allowance), rounding to the nearest whole number. Subtract this number from "6." The remainder is the amount of ground MP's remaining to the unit.
Sea Transport: Note: Does not apply to amphibious assaults, evacuations, or ETRAN missions. Units may only move in the same G/T as debarked if they are debarked in a linked friendly port or anchorage, free of enemy ground units.
To record the MP's remaining to such units following debarkation during a Naval Phase, divide the total Naval MP's used (including embarkation and debarkation costs) in the current Game Turn by the maximum total Naval MP's the transporting TF was capable of utilizing during that G/T. Reduce the ground unit's available ground MP allowance by that percentage, rounding to the nearest whole number (rounding .5 up).
Example: A ground unit is embarked during G/T 1/7/42, aboard a tactical MSU (speed class 1) and proceeds to sea. During the 1st Naval Phase of G/T 2/7/42, the MSU changes to speed class 2, transports the unit to a friendly port and debarks it there spending a total of 86 Naval MP's (including debarkation costs). Dividing that total by 252 (the maximum Naval MP allowance for speed class 2 ships with two active phases per G/T) indicates that the transport ships used 34% of their available movement in delivering their ground unit cargo during that turn. Accordingly, the ground unit's ground MP allowance for that turn is reduced by 34% (leaving 4 MP's). And, since the ground unit still has at least half its MP allowance remaining (see below), it is also eligible for rail movement.
To record the MP's remaining to ground units following their debarkation during a Naval Phase, players should place numbered markers (-1 MP, -2 MP, etc.) underneath such units, as a reminder, to eliminate the need for detailed records search.
If a ground unit has at least half its MP allowance remaining (i.e., 3+ MP's) in the Ground Phase, following its arrival via sea transport, it is eligible for rail movement. If it has less than 3 MP's remaining, it may not utilize rail movement, though it may be entrained.
Air Transport: Note: Does not apply to air assaults. Units have no MP restrictions placed on them following air transport, providing their airbase hex of debarkation is linked. These units are free to move normally during the Ground Phase (of course, if overland they must, as always, be "activated.").
[23.2] Ground Combat
During each side's Ground Segment, both sides examine, one-by-one, each hex containing both Allied and Japanese ground units. The phasing player determines the order in which the hexes are examined, and the following rules are applied.
- If there are no activated units on either side in the hex, no ground combat ensues.
- If there are activated units belonging to the phasing player, he states whether or not he will attack. If he chooses to attack, ground combat is resolved. If he declines to attack, he immediately deactivates his ground units in the hex. If the non-phasing player has no activated units in the hex, there is no combat. If the non-phasing player has activated units in the hex, he announces whether he will attack or not. If he chooses to attack, ground combat is resolved. If he declines, no combat ensues, but the non-phasing player's units are not deactivated.
- If there are no activated phasing player units, but there are activated non-phasing player units, the non-phasing player announces whether or not he will attack (similar to above). If he chooses to attack, ground combat is resolved. If he declines, no ground combat ensues but (as above) his units are not deactivated.
- If either side is conducting an amphibious assault, or air assault (during a Joint Assault Segment), that side's units must attack.
[23.2.1] Ground Combat Resolution
The player who initiates ground combat is the attacker; his opponent the defender. To resolve ground combat, refer to the Ground Combat CRT, Column Determination chart. Cross-reference the attacker and defender's final (usually modified) TQ's (using the TQ of only one unit from each side—termed the "lead unit"—chosen by the owning player). Find the column on the main body of the CRT, determined by the relative Troop Qualities, and apply any appropriate column shifts. Roll 1D10 (applying any applicable DRM's*), and read across on the line appropriate to the total number of steps (from both sides) involved in the combat to find a result.
Note: *Successful Air Assault Landing DRM: This is defined as "at least one friendly unbroken airborne or air-landing step landing in the combat hex."
The combat result specifies how many steps each player must remove from his force if neither side retreats. If either side is forced, or chooses to retreat, follow the retreat procedure (23.3).
"Broken" units may be activated, and initiate combat, but their TQ—as always—is halved (rounded up).
[23.2.2] All ground units present in a given hex must be involved in any ground combat in that hex, and their strengths (either attack or defense) must be combined when determining combat ratios (Exception: see below). Players may not voluntarily withhold units in a hex under attack, as a defender. An attacking player may withhold some activated units—while attacking with others—if he desires.
Ground units with an "*" in place of a printed step strength (e.g., Japanese labor companies) may never be part of an attack. If attacked themselves, they are eliminated (as a lead or trail unit) on any non-mandatory attacker retreat result. Notes: For all other purposes, such units count as one step. Such losses do not count towards satisfying any other called-for (i.e., non-asterisked) losses.
[23.3] Retreats
The Ground Combat CRT provides one of two possible retreat results: Optional or Mandatory retreats; specified for attacker or defender.
When the CRT specifies an Optional Retreat, the attacker first has the option to retreat one hex. If he declines, the defender has the same option. If he also declines, both forces remain in the hex, and each force loses the number of steps as called for on the CRT.
Units are not retreated individually. Rather, all the units in a hex either retreat, or stand, together.
If attacking units are chosen to retreat, the attacking player refers to the Mandatory Retreat Result section (23.3.1), and follows that procedure. The defending player cannot retreat if the attacker does.
If the defending player chooses to retreat (following the attacker's decision not to retreat), he immediately refers to the Mandatory Retreat Result section (23.3.1), and follows that procedure.
The attacker may not retreat once he has passed his option to the defender—whether the defender chooses to retreat or not.
[23.3.1] Mandatory Retreat Result
When the CRT specifies a mandatory retreat (or the above provisions apply), either the attacker or defender, as specified by the CRT, may be forced to retreat one hex. The other side's force cannot retreat, but may be able to Pursue (see 23.4). When retreating (by either optional or mandatory results), the following priorities and conditions must be adhered to.
- A unit/stack that is already "broken" (was so prior to retreating) must retreat one hex when it receives a mandatory retreat. The unit loses as many steps as called for by the CRT, plus 1 additional step. After retreating (if activated), the unit is immediately deactivated. The non-retreating player's units may attempt to pursue. Note: A broken unit that chooses to retreat as a result of an optional retreat loses steps and deactivates identically.
- Units that are not "broken" (prior to retreating) must make a TQ check, using the TQ of the same (lead) unit used to calculate the combat initially.
If the unit fails its check, all friendly units must immediately retreat one hex. The force loses as many steps as called for by the CRT, deactivates, and all units become "broken." The non-retreating player's units may attempt to pursue.
If the unit passes its check, all friendly units may either:
- A) Retreat one hex, lose half the number of steps called for (rounded down), and deactivate. The non-retreating player's units may attempt to pursue or
- B) Remain in the hex, lose as many steps as called for, but not deactivate.
Only after any optional or mandatory retreat and pursuit decisions have been resolved do players allot "hits" (inflict step losses) to their units.
Defending Airfield Hexes. If a unit defending a friendly airfield hex receives a mandatory retreat result, passes its TQ check and does not retreat, that airfield is "suppressed" (see 11.5).
[23.3.2] Blocked Retreats
A unit may not retreat into a hex:
- Occupied by an enemy ground unit.
- Containing terrain through which it could not normally move.
- By crossing an enemy "Entry Hexside*."
*In battles wherein neither side retreats, entry arrows remain in place until the conclusion of G/T's.
A unit may not choose to retreat if there is no hex into which it can legally retreat. If a unit is forced to retreat, and has no legal hex to retreat into, apply the following rules:
- If the unit(s) is Allied, it is removed from play (it has surrendered). The Japanese step losses called for are reduced by one (no loss is permitted), and there is no pursuit.
- If the unit(s) is Japanese, and the Allied force has a total step strength equal to, or less than the Japanese step strength in the hex, both sides take the full number of losses called for and remain in the hex. Neither deactivates, and there is no pursuit.
- If the unit(s) is Japanese, and the Allied force has a total step strength greater than the Japanese step strength in the hex, the Japanese force is eliminated, and the Allied force loses a number of steps equal to half (rounded up) the total number of Japanese steps lost (ignore the called-for CRT result). The Allied unit remains in the hex, and does not deactivate. There is no pursuit.
[23.4] Pursuit
Whenever one side retreats (whether by choice or not), the other side can attempt to pursue. If the non-retreating side chooses not to pursue, the non-retreating stack loses a number of steps equal to half (rounded up) the number of step losses called for. If the retreating force is pursued, pursuing units make a TQ check, using the TQ of the designated "lead" pursuing unit. Note: This need not be the same "lead" unit involved in the just-concluded combat. If the unit fails the check, the friendly force loses the full number of steps called for, remains in the combat hex, and deactivates. Non-pursuing friendly units do not deactivate. If the unit passes the TQ check, the friendly force designated to pursue moves into the retreating unit's hex, loses the full number of steps called for, but does not deactivate. If all enemy units are eliminated, there is (obviously) no pursuit.
Broken units can pursue, using half their TQ. Non-activated units, of course, can never pursue.
Except when resolving combat on Tactical Maps (see 27.0), successful pursuits do not result in further ground combat during that G/T. Though units may still remain activated following a pursuit, those units may not move nor attack any further during that G/T.
Pursuit is voluntary within a victorious force. That is, some victorious units can be chosen to pursue, while others are left behind. Regardless, the force as a whole (not just the pursuing units) is liable for step losses called for from the combat enabling the pursuit (see 23.6).
[23.5] Troop Quality Checks
Whenever a TQ check is called for, 1D10 is rolled and compared individually to a unit's (modified) TQ. If the DR is equal to, or less than the unit's TQ rating (reading DR results of "0" as "zero"—i.e., low), it passes the check. If the DR is greater, the unit fails.
When making TQ checks for broken units, their TQ is first halved (rounded up).
Generals may affect the TQ's of units under their command, either beneficially or adversely.
Units occupying intact (i.e., at least Level "1") fortifications subtract 1 from their TQ Check DR's whenever forced to make a TQ check.
[23.5.1] TQ check natural DR's of "0" (zero) always succeed.
[23.6] Step Loss Procedure
Once it is determined how many steps a side's units must lose as a result of ground combat, hits are scored against those units as follows. One step must be lost by the "lead" unit, even if this step loss eliminates the unit. That same unit must lose all other steps called for, until either:
- All required step losses have been taken, or
- The unit has only 1 step remaining.
If the unit has only 1 step remaining, the owning player can (rather than eliminate the unit) apportion step losses to any other friendly ground units involved in the combat, until all step losses have been taken. However, if any friendly units must be eliminated, the "lead" unit must be eliminated first.
Example: Following a catastrophic attack, the Allied player has three units that, between them, must lose 5 steps. The "lead" unit in the attack has 3 steps; each of the others has 2. Step 1 is removed from the lead unit (leaving it with 2 steps). Step 2 is also removed from the lead unit (leaving it with 1 step). The Allied player must now remove steps 3-5, and he cannot do so without eliminating at least one unit. He must, therefore, eliminate the lead unit (step 3), and either eliminate one of the other units, or remove 1 step from each.
[23.6.1] Mandatory Step Loss
This rule pertains to all ground combat except that resolved during the Joint Assault Segment (i.e., amphibious/air assaults). It applies to ground combat resolved on both the Strategic and Tactical Maps.
Following resolution of each individual ground combat, if one side takes no step loss, and the other takes at least 1 step loss, compare the pre-combat step totals of each "lead" unit. If there is at least a 3:1 differential (modified, per terrain, etc.) in the step totals between the two opposing "lead" units, compare the TQ's of these units (the modified TQ's; the actual TQ used to calculate the TQ differential initially). Subtract the higher from the lower.
The "lead" unit which did not take a step loss must then make a TQ check based solely on this remainder. If the unit passes this check, the ground combat result obtained stands, and no mandatory step loss ensues. If the unit fails this check, it takes a mandatory 1-step loss, regardless of the original combat result dictated. Note: Generals may not affect this special TQ check DR.
Player's Note: This rule is intended to redress the tendency for small, high TQ units (usually contributing a small percentage of their side's total step strength involved in combat) "leading" sustained ground combat actions, shielding their more powerful "follow-on," lower TQ units artificially from loss.
Example: See Examples of Play Booklet
[23.7] Sieges
If a friendly force begins a Ground Phase (not a Ground Segment) stacked with an enemy force in a hex other than on an atoll or one-hex island, the phasing player may declare a "siege" if he has at least a 2:1 advantage in ground unit steps at the time of the "siege" declaration. Place a "siege" marker in the hex. A unit or force under siege has, by definition, no valid retreat hex. Moreover, such forces may receive no reinforcement or replacement ground steps.
If, at any time, the phasing player's units retreat (voluntarily or otherwise), or their advantage is reduced to below 2:1, the siege marker is removed, and the siege situation ends immediately. Note: Sieges do not apply to Tactical Map ground combat.
[23.8] Rally
Linked, broken units in a hex containing no enemy ground units during the Rally Segment of the Ground Phase may attempt to rally, by passing a TQ check. As in calculating ground combat, only one (the "lead") broken unit's TQ is used for all broken ground units in the hex. Exception: On Tactical Maps, each unit must individually roll for rally.
The "lead" unit chosen and used for the TQ check has its TQ halved (rounded up), as always when a broken unit must make a TQ check. Exception: Broken Chinese units, inside China, as long as they are not isolated, rally at their printed TQ's.
A player can attempt to rally units in any number of eligible hexes each Rally Segment, but no more than one rally attempt per G/T can be made in a given hex (on the Strategic Map). If the rally succeeds, remove the "broken" marker. If a rally attempt fails, leave the "broken" marker in place and (if these units are "activated") deactivate all broken units present that were attempting to rally.
[23.8.1] Rally Attempt DRM's
Apply a +1 DRM to units' rally attempt DR's for each additional broken unit which occupies the same hex, and is also attempting to rally. Note: As implicated, rally attempts are voluntary for all broken units in a hex. Thus, some may attempt rally, while others do not, at the owning player's option.
Apply a -1 DRM for each unbroken unit present in the hex.
Fortifications. Apply a -1 DRM if broken units attempting to rally occupy an intact (any level) fortification.
[23.8.2] Japanese Units: Jungle Hex DRM's
The Japanese player (only) may gain DRM's for his units that occupy jungle hexes which attempt to rally. For the expenditure of 0.5 CP (each unit attempting rally), the Japanese player gains a -1 DRM.
[23.8.3] Rally attempt natural DR's of "0" always succeed.
[23.9] Ground Unit Withdrawal
As an exception to the rule preventing ground units from exiting an enemy-occupied hex, ground units may do so by deactivating (rendering them ineligible to move or initiate combat), or via Naval EVAC (see 17.4) whether activated or not.
If a unit is in an enemy-occupied hex, it can be re-embarked on sea transports (if present in the hex during the Ground Phase), or moved one hex (not into another enemy-occupied hex) that does not contain an "Entry Arrow" hexside marker pointed in the opposite direction. Note: "Activated" ground units being evacuated by sea are "deactivated" upon embarkation. All units in a hex which withdraw during the same Ground Phase must enter the same hex. Each time one or more units withdraws, each is immediately deactivated and the group loses one ground step (if all units are unbroken), or two ground steps (if any unit in the hex is broken). All units in a hex need not withdraw at once, but each time one or more units exit a hex, the losses are assessed again.
Evacuation of friendly ground units (from enemy-occupied hexes) by sea may only be accomplished by the "withdrawal" procedure described above. Thus, it may never occur during Naval Phases; only during Ground Phases. Note that the reverse is not true; friendly ground units may be debarked into hexes already containing both friendly and enemy ground units during Naval Phases.
Player's Note: As sea evacuation via withdrawal can only occur during Ground Phases, it is obvious that transport ships must arrive in the evacuation hex no later than the 3rd Naval Phase of a G/T. That the enemy player will be aware of this is intentional, and serves to simulate the very real difficulties and risks associated with these types of missions.
[23.10] Fortification Reduction: Ground Combat
Enemy fortifications may be reduced following attacks made against their hexes, even when those hexes remain enemy-controlled (see 39.7.6).
[23.11] Ground Replacements
[23.11.1] Ground unit replacements are recorded for most nationalities: Japan, US, Britain, Australia, New Zealand, and China (both KMT and CCP). Replacement steps may be accumulated, and are deployed, during Strategic Game/Turns. Ground unit replacements, for all sides, are fixed. They may not be altered nor expedited.
[23.11.2] During the Replacement Phase of Strategic G/T's, ground replacement steps are received.
[23.11.3] An existing ground unit may receive replacement steps up to the number of steps printed on its counter (though not necessarily all at once), provided it meets the following requirements:
- A ground replacement step of the proper nationality must be available on the player's General Record Track. Generally, no distinctions exists between types of steps (infantry, armor, engineer, etc.). Rule 23.11.5 specifies exceptions, and save for the restrictions listed therein, a ground replacement step may be used in any type of ground unit.
- The unit may not be "broken."
- The unit cannot occupy a hex containing an enemy ground unit (Exception: Units deployed onto Tactical Maps; see 23.11.4). Intrinsic Garrisons do not, for these purposes, count as a "ground unit."
- The unit must be linked.
[23.11.4] If a unit meets these requirements, and occupies a friendly-controlled undamaged port with an Offensive Support Base (OSB) or HQ—or, if Japanese, occupies a Homeland Resource hex—it may receive up to 3 replacement steps. Units occupying hexes other than the above may receive up to 2 replacement steps each.
Note: Unit location hexes, for replacement purposes, are always determined using the Strategic (not Tactical) map. Exception: If units are deployed onto Tactical Maps, they are not considered to be "stacked with" enemy units, on the Strategic Map, if they are not so situated on the Tactical Map. Otherwise, though, the Strategic Map per-cycle replacement allowance applies—regardless, for example, of whether a particular ground unit is broken down on the Tactical Map.
[23.11.5] Specialist Unit Replacements
Ground units with boxed printed strength levels are more difficult to replace. These units have step losses replaced at the rate of 1 step for each 2 ground replacement steps (of the appropriate nationality) spent.
Ground units with circled (or oval) printed strength levels may receive replacement steps only via reverting to "cadre" status. In order to receive replacements, these units must be linked, must occupy some sort of installation (A/F, port, etc.) and may not be adjacent to any enemy ground unit.
Such eligible units are, during any Strategic G/T, marked "Cadre" in place. Sufficient ground replacement steps (i.e., 2-for-1) are spent to bring the unit back to full-strength, or to whatever strength the owning player desires. Then, 1D6 is rolled. The DR result indicates the number of following Strategic Cycles that must pass until the unit's "cadre" marker may be removed. To denote this, the owning player simply records the same on his Reinforcement Track, under the "Production Arrival" section.
Example: A unit is replaced and "cadre'd" during Strategic G/T 0/11/43. The owning player rolls a "3" on 1D6. As three Strategic Cycles must pass prior to its being released from "cadre" status (i.e., Strategic Cycles 0/12/43, 0/13/43, & 0/1/44), the unit's release status is recorded in the 0/2/44 cycle. During that cycle, its "cadre" status may be removed.
This process governs parent and all like-type breakdown units thereof.
[23.11.6] Replacement Schedules
JAPAN
Japan starts the war with 100 ground replacement steps. When this pool is depleted, Japan receives, during each Strategic G/T, 5% (standard rounding) of the current resource point level (Homeland or Co-Prosperity Sphere; see 28.1 & 53.2) used for that cycle for CP determination.
Kwantung Army. When the Strategic Initiative Level first returns to neutral, additional Japanese ground replacements may be gained via denuding the Kwantung Army (see 48.5.2).
US
US ground replacement steps are received according to the following schedule:
| Cycle | Number of Steps Received |
|---|---|
| 13/41-11/43 | 5 per cycle |
| 12/43-12/44 | 8 per cycle |
| 13/44-13/45 | 10 per cycle |
| 1/46 + | 6 per cycle |
US ground replacements may be "spent" on either US Army or USMC units, without distinction as to service branch.
BRITISH
The Allied player receives British ground replacement steps according to the following schedule:
| Cycle | Number of Steps Received |
|---|---|
| 13/41-1/45 | 5 per cycle |
| 2/45-13/45 | 3 per cycle |
| 1/46 + | 1 per cycle |
British ground replacements may be taken as either purely "British" or for "Indian" units, without distinction as to nationality.
Cadre Unit Replacements. In addition to the normal flow of ground replacements (above), the British player may withdraw steps from "cadre" units (see 44.4.5), to be used as ground replacements, at the rate of two "cadre" steps for each ground replacement step taken. "Hit" markers are then placed on the "cadre" unit(s) losing the step(s).
Restriction. Unlike normal British ground replacements, for "cadre" replacement steps, nationality restrictions do apply. Thus, "cadre" Indian units may only fill (as replacements) Indian units, etc.
The CW player may not use Australian "cadre" units as a replacement source.
AUSTRALIAN
The Allied player receives Australian ground replacement steps according to the following schedule:
| Cycle | Number of Steps Received |
|---|---|
| 13/41-2/42 | 1 per cycle |
| 3/42-2/43 | 2 per cycle |
| 3/43-6/44 | 3 per cycle |
| 7/44-1/45 | 4 per cycle |
| 2/45-13/45 | 2 per cycle |
Player's Note: Australian replacements should be judiciously apportioned. See 44.1.10 regarding the potential consequences of high Australian ground loss rates.
NEW ZEALAND
The Allied player receives New Zealander ground replacement steps according to the following schedule:
| Cycle | Number of Steps Received |
|---|---|
| 13/41-13/42 | (None) |
| 3/43-13/45 | 1 per each odd-numbered cycle |
DUTCH
The Dutch receive no ground step replacements.
CHINA
Each cycle, for every 10 Provincial Points (or fraction of 10, rounding .5 down) controlled by a faction (KMT, CCP), 1 ground replacement step is received. Note: The KMT capital of Chungking is counted towards the total for KMT calculations.
[23.12] Ground Unit Reconstitution
Ground replacement steps can also be used to reconstitute any non-specialized (see 23.11.5) eliminated ground unit with a printed TQ of 4 or less. To do so, up to three ground replacement steps (per unit) from the General Record Track (of the appropriate nationality for the Allies) are used, up to the limit of the number of steps printed on the counter (to a maximum of three per cycle). The newly-constituted unit must immediately be placed in any friendly linked, undamaged port with an OSB or HQ present (and/or, for Japanese units, in a Homeland Resource hex).
[23.13] Ground Unit Breakdown
Ground units may breakdown into component units during the Replacement Phase of Strategic G/T's (for no activation costs), during the Ground Phase of weekly G/T's (following their activation, for a potential ground MP penalty), or during Air/Naval Phases (see 23.13.4). Units capable of breakdown are listed at the end of the Campaign Reinforcement Booklet. Their specific breakdown component units are listed at the end of the Campaign Reinforcement Booklet. Units not listed on either are not capable of breaking down.
[23.13.1] During Strategic Cycles
When done during Strategic G/T's, breakdown of ground units costs nothing—no activation costs accrue, and no movement of units ensues.
[23.13.2] During the Ground Phase
Breaking down a unit during the Ground Phase of regular G/T's costs the parent unit a variable number of MP's, based on that unit's TQ rating:
| TQ | MP Pen. |
|---|---|
| 7-8 | 1 |
| 5-6 | 2 |
| ≤4 | 3 |
Generals with MP bonuses (see 26.2.3) continue to project their bonuses to both parent and all component units during the G/T in which they break down.
Component units formed from such breakdowns assume the movement posture of the parent unit, and retain whatever MP allowance the parent unit would have had remaining.
Such units are free to engage in combat, though they may not breakdown into component units while stacked with enemy units—any breakdowns prior to combat must occur prior to entering an enemy-occupied hex.
Example: See Examples of Play Booklet
[23.13.3] Ground units may also break down immediately prior to air or sea transport, during either an Air or Naval Phase. Such units are not required to "wait" until the Ground Phase of a G/T in order to break down. Moreover, such units (including parent units) need not be "activated" at the time they are embarked.
Note, however, that the converse (recombination) is not true. Recombination may only occur during the Ground Phase, or during Strategic G/T's.
[23.13.4] When a division (or smaller) unit is broken down into component units, if that division has "hits" allocated to it, that division sheds the "hit" marker(s) when placed onto the Breakdown Display (the "hits" are then apportioned, as the owning player desires, among the component breakdown units).
[23.13.5] Component Units
Each side's Ground Unit Breakdown Display contains lettered (generally divisions) and unit-specific (generally, smaller units) breakdown boxes.
At the start of play, some units begin already broken-down. Scenario instructions identify such units and how they are broken down. Those units which do not begin play broken down have their breakdown units placed on the Breakdown Displays—lettered breakdown component units in their lettered box; non-lettered (unit-specific) units are placed into their parent unit's box.
The number of lettered units (generally, divisions) which may be broken down at any point in play is limited by the available lettered breakdown boxes. If, for example, all the lettered division breakdown boxes for a nation are full (i.e., these boxes are occupied by the parent division counter), no more divisional breakdowns are allowed, until 1 or more divisions are recombined (freeing up a breakdown box).
Many lettered breakdown boxes may be used by several (like-type) divisions. Example: Either the IJA 17th Inf. Div. or the 22nd Inf. Div. (but not both) could use the box labeled "A" on the Japanese Ground Unit Breakdown Display. In the case of asterisked (*) breakdown boxes, these are used for units that may not leave the country (or area) where they initially deploy. Unless specified otherwise, asterisked units may only use asterisked breakdown boxes. And, non-asterisked (no deployment restrictions) units may only use non-asterisked boxes.
Most lettered breakdown boxes contain attached subordinate breakdown boxes. These boxes are used only in the instance where component units (e.g., regiments of a division) are themselves further broken down—generally into battalions. When this occurs, the component unit breaking down is placed into the subordinate breakdown box(es); the subordinate component units comprising the unit breaking down (e.g., 3x Bn.'s of a 3-step Rgt.) are then taken from the appropriate Bn. Breakdown Box, and placed on the map. Such subordinate breakdowns may continue as long as available Bn. (or Co.) level breakdown counters exist in an Available Box.
Note: Though generally they do, not all subordinate (e.g., Rgt.) breakdown units break down into the same number of subordinate Bn.'s as steps possessed. For example, a USMC Rgt. (8-4) from the 1st Mar. Div. itself breaks down into only 3 (8-1) Bn.'s. Thus, it gains an extra "step" only by remaining intact (i.e., the Rgt.'s counter itself remains in play). Players must check their respective unit breakdown summaries to ensure their breakdown components are correct.
When (breakdown) Bn.'s/Co.'s are eliminated in combat, their counter is replaced into their Available Box. If their parent unit is not eliminated by such a result, place an appropriate "hit" marker beneath the Rgt./Bde. Breakdown unit in the subordinate attached breakdown box.
Each unit Breakdown Display contains nation-specific instructions and restrictions which must be adhered to. Some units (e.g., the IJA 16th Inf. Div.) have their own specific breakdown box. Their component units are lettered, but may only be used when their specific parent division is broken down.
Player's Note: These units were those with unique, unusual component structure not shared with other units—hence the unique breakdown boxes.
Occasionally, some smaller (usually, specialized) units require other units to break down in order to be formed (e.g., the IJA "Horii—or South Seas—Detachment," which requires 1x Inf. Rgt. + 1x SNLF Bn.). When these units are formed, place the requisite component units in the parent unit's breakdown box (the usual procedure).
When a division breaks down, it must break down entirely, into all of its eligible (1st level) component units.
Breakdown Unit Characteristics. Generally, component units possess the same TQ as their parent division (or Bde), with some exceptions. Most lettered component units have asterisks in place of a printed Troop Quality (TQ). When such units are deployed, place the appropriate TQ marker underneath the unit to track its actual TQ while in play.
Divisions generally lose strength, in terms of total ground steps, when they are broken down.
Player's Note: This varies widely with nationality, unit types and tactical doctrine. Generally, the step loss reflects the loss of efficiency of division command and fire support assets with such units operating, in game terms, independently.
Divisions with no "hit" markers break down into their component Bde.'s/Rgt.'s/Bn.'s at those component units' face value in ground steps.
Apportioning "Hit" Markers. If a parent unit (whatever flavor) has "hit" markers present when it breaks down, those hit markers are transferred, one-for-one, to the component breakdown units. The owning player chooses which breakdown units receive them. The parent unit then sheds any "hit" marker it possessed prior to the breakdown.
Units may break down into any combination of different-sized component units (i.e., Rgt.'s + Bn.'s; Bde.'s + Bn.'s). To do so, a division is first broken down into its primary (Bde or Rgt) components—as listed in the OOB's. These units, then, may be broken down into Bn.'s (or, in some instances, Co.'s) by using the attached subordinate breakdown box.
Battalion (or Company) level breakdown units assume the TQ of their parent Rgt. or Bde.
If an original parent unit (at any level) possessed a different TQ than its printed value (i.e., via promotion/demotion), all of its breakdown units receive the same modified TQ.
Example; Unit Breakdown (see Examples of Play Booklet)
[23.14] Ground Unit Recombination
Recombination is essentially the reverse of breakdown. Throughout the following sections, players should consider this an overarching principle, as several complex situations could conceivably arise.
[23.14.1] To recombine, component units must stack together in the same hex. The act of recombination costs half a ground unit's MP allowance (i.e., normally 3 MP's), if performed during the Ground Phase. If performed during Strategic G/T's, no activation or MP costs accrue (but, of course such units must start the Strategic Cycle stacked together).
Component units need not have been broken down themselves in order to recombine. Original-strength Bn.'s, Rgt.'s, and Bde.'s may do so also without penalty.
[23.14.2] In order to recombine, an eligible parent unit must be present on a side's Breakdown Display.
[23.14.3] Recombination may not occur in hexes containing enemy ground units. Isolated and/or broken units may recombine.
[23.14.4] Nationality Restrictions
Unless a component breakdown unit, of a different nationality than a parent division, is an original part of a division (e.g., the British 36th Inf. Div., with 1x British and 2x Indian Bde.'s), breakdown units of different nationalities cannot join to reconstitute parent units.
[23.14.5] Step Strength: General
Recombined parent units assume the current total step strength of their component units, by affixing a "hit" marker equal to the parent unit's printed step strength, minus the total number of "hits" present on all recombining units, plus any step loss via component unit elimination (see Examples).
It is important, for potential recombination and other considerations (e.g., Strategic Initiative shifts; see 34.1) to track the strength status of both parent and component units.
When a breakdown unit is eliminated, it is placed:
- Back into the appropriate Available Box (battalions, squadrons, companies) or
- For Rgt./Bde. sized units, placed back onto the parent unit's own (main) breakdown box, with a "hit" marker equal to its printed step strength.
As such, the only breakdown units on a Breakdown Display that will have "hit" markers attached are those that have been eliminated. Such units (obviously) are not eligible to be broken down.
When parent units containing eliminated component units recombine, those component units' step loss (as transferred to the recombining parent unit) is calculated as printed step strength plus one. Thus, an additional step loss is inputted for all eliminated component (breakdown) units. Note: This pertains only to inherent component units (e.g., lettered Rgt.'s/Bde.'s), not to Bn.'s/Sqdrn.'s/Co.'s—which when eliminated are returned to their appropriate Available Box.
[23.14.6] Generally, parent units will recombine using the specific lettered component units they initially broke down into (see Examples of Play Booklet). Situations may arise where, via unit loss, redeployment, etc., some of these units may no longer be available—while other like-type breakdown units, originally broken-down from different parent units, are.
[23.14.7] Recombining Units from Different Parent Units
Parent units may be recombined with component units of like-type original parent units. Note: "Like-type," for purposes of this rule, is defined as possessing the same type (INF, CAV, etc.) of component units. The size (in step strength) may differ and still constitute "like-type."
For example, a CAV Rgt. may not be used to recombine a division without any inherent CAV Rgt.'s. An INF Rgt., though, from a division containing both INF & CAV Rgt. components, could be used to recombine a division containing only INF Rgt.'s.
General Guidelines. Parent units' printed step strengths may never be raised by recombining with different component units (they may be lowered).
Parent units' TQ's may change via such recombination. To calculate a parent unit's (new) TQ, calculate the average TQ from amongst all recombining component units. The parent unit's TQ is equal to this average, rounded to the nearest whole number (rounding .5 down). Such calculations are made only when recombining different component units. If a parent unit is recombined from its own inherent (i.e., the same breakdown box letter) component units, its TQ does not change.
Examples, Breakdown & Recombination: (see Examples of Play Booklet)
Player's Note: With the fast-changing events of a long war, breakdown/recombination situations may arise which are not foreseen and addressed herein. Players are directed, in such cases, to the 1st sentence in rule 23.14, as a guideline. As long as the spirit of this rule is adhered (and agreed) to by all sides, potential abuses of the breakdown rules will be minimized.
[24.0] INTRINSIC GARRISONS
Functioning port/anchorage and airbase (not to include seaplane bases alone) hexes, and Chinese Provincial Capitals, may have an Intrinsic Garrison (hereafter "IG") of 1 ground step equivalent.
IG's may be deployed, during the course of the game, in installations constructed.
IG's are not cumulative. Thus, a hex with both a port and an airbase possesses a maximum IG strength of 1 step.
[24.1] General Capabilities
[24.1.1] IG's may never move nor attack. They are affected by Command Links, but not by Combat Attrition.
In most other aspects, they are considered ground combat units. Note: In order to be considered "linked," (see 28.10, 29.6-7) IG's must be within the Command Radius of a HQ eligible to activate them (as if the IG were a normal ground unit).
[24.1.2] IG's may not retreat. They are destroyed by a ground combat result calling for any defender step loss, or a mandatory defender retreat. They are also eliminated by any combat result causing all other friendly ground units (if any are present) in the hex to retreat and/or be totally eliminated.
IG's may be "deployed" (i.e., recorded) in hexes containing actual ground units, and continue to exist should friendly ground units later occupy their hex.
For combat purposes, though, IG's do not co-exist with actual ground units. Thus, a defending hex does not defend with both ground units and IG's—such hexes defend with their actual ground units.
IG's may never be "broken" (e.g., via bombardment, etc.). They may occupy (and benefit from) fortifications, as normal ground units do.
[24.1.3] A port or airbase with a destroyed IG may recover that IG (at the same TQ which it was initially deployed) by having a friendly ground unit end any Ground Phase in the hex. IG's can thus be destroyed and replaced by enemy garrisons during the course of play. Exception: IG's may be "recovered" only if they initially existed—i.e., a hex without an initial IG deployed there can never be "recovered" if it did not initially exist. For these purposes, though, IG's created during the course of the war are eligible to be recovered.
[24.1.4] The defense strength of a hex due to IG's may never be more than 1 (step). And, this strength is used only if there are no other actual friendly ground units in the hex.
[24.2] I.G. Initial Deployment
[24.2.1] Allied
The applicable Scenario Deployment instructions contain the initial Allied IG allowances and restrictions.
Allied IG's are determined by area (e.g., Solomons, Philippines, etc.). Throughout these areas, the Allied player is allotted an indeterminate (usually determined by DR) number of garrisons, based on an allowed maximum TQ deployable.
These IG's are recorded pre-war (for the Campaign Scenario) and may not change. The presence or absence of an IG may be revealed via successful air reconnaissance (see 5.3), but in no case would its actual TQ be revealed—until ground combat is initiated.
Example: Allied IG Deployment—NE/Papua New Guinea (see Examples of Play Booklet)
[24.2.2] Japanese
Japanese IG's deployed in any conquered hexes are taken from the Japanese Ground Replacement Pool, as follows:
| TQ to be Deployed | # of steps' Cost |
|---|---|
| 2 | --- |
| 3 | 1/2 |
| 4 | 1 |
| 5 | 1 1/2 |
| 6 | 2 |
All Japanese-controlled port/airbase hexes begin the war with IG TQ's of (at least) "2."
Additionally, the Japanese player may deploy a total of 5 additional TQ's to any of his pre-war eligible bases, to a maximum TQ of "4" in any hex. These deployments should be recorded on Japan's Garrison Deployment Log.
[24.2.3] US Philippine Garrison (Special Rule)
Upon the loss or disbanding of the USAFFE HQ, the US player must (secretly) roll 1D6. He must reduce his remaining IG TQ's deployed in the Philippines by this amount.
Player's Note: This simulates the effects of Gen. Wainwright's surrender order.
[24.2.4] Thailand
No IG's exist in any hex in Thailand, until Japan controls Thailand, when Japanese IG's may be created there.
[24.3] Deploying New I.G.'S
New IG's may be deployed, during Strategic G/T's. The procedure for Japanese garrisons is as outlined in 24.2.2. Thus, the Japanese player may deploy such garrisons (of TQ "2") in any eligible hex during any Strategic G/T, for "free." If such Japanese IG's are to possess TQ values higher than "2," the Japanese player must remove ground replacement steps from his available pool (see 24.2.2).
The US player may deploy new IG's, at conquered/liberated hexes, at newly-constructed eligible bases, or at previously un-garrisoned originally-controlled bases—either for free or via the expenditure of Production or Command Points.
Each newly-constructed or captured US port or airfield hex gains the US player an IG there, of TQ "2." For the expenditure of 1 PP or CP, the US player may increase this garrison's TQ by 1, to a maximum of "6," via any combination of the two resource point types. For previously un-garrisoned (originally US-controlled) bases, an IG of TQ "2" may be deployed, at the cost of 1 PP or CP. Such deployed IG's TQ's may be raised, as described above.
The CW, Dutch, and Chinese may not create new IG's, though they may "recover" (see 24.1.3) such garrisons.
Player's Note: To this effect, the CW, Dutch, and Chinese players would be wise to retain a copy of their original garrison deployments, should they ever gain the ability to recover such units via recapture (however long-delayed).
[24.4] Restrictions
IG's do not exist in port/airfield hexes if the installation creating, or enabling the garrison has been demolished (i.e., voluntarily destroyed) by the owning side.
[24.5] Isolated I.G.'S
IG's which are not within the Command Radius of any HQ (within the strict definitions contained in 29.6-29.8) must, immediately prior to ground combat, make a TQ check using their current TQ rating. Failure of this check halves their TQ rating (rounded up). Note: Halving of IG TQ's may be cumulative with any other modifiers present (e.g., Japanese Jungle Warfare Superiority, etc.).
[25.0] SPECIAL RULES: GROUND
[25.1] Ground Unit Attrition: Isolated Units
Broken Units. Each "broken" ground unit that is isolated during the Attrition Phase of Strategic G/T's must individually make a TQ check. Each unit that fails this check loses 1 step. Note: 1-step units receive a -1 DRM to these TQ check DR's.
Broken units that are isolated during a Rally Phase (during regular G/T's) cannot attempt to rally.
Broken ground units isolated during the Replacement Phase of Strategic G/T's are ineligible to receive replacement steps.
Unbroken Units. Each unbroken ground unit that is isolated during the Attrition Phase of Strategic G/T's must individually make a TQ check. Units failing this check become "broken." Unbroken ground units isolated during the Replacement Phase of Strategic G/T's are ineligible to receive replacement steps.
[25.1.1] Units in hexes of the Arctic Movement Area have a +1 DRM applied to their isolation TQ check DR's when resolving attrition.
[25.2] Control of Facilities: Island/Atoll Hexes
- A. Intrinsic Garrison Defenders. As long as a defending IG exists, the defending side controls all facilities/installations in its hex.
- B. Tactical Map Combat. On Tactical Maps (see 27.0), installations are controlled by the side which occupies, or was the last to occupy, such hexes and all land hexes adjacent to them. For airfields (even if multi-hexed), control (for operational purposes) exists only if all the hexes of an airfield (and those adjacent) are friendly-controlled, and contain no enemy ground units. For ports/anchorages, if such hexes are clearly defined on the subject Tactical Map, the same control parameters apply. If such hexes are not clearly defined as to exact hex(es), control of such installations resides with the defending side.
Facilities controlled by neither side, according to the above definition, may not be used by either side.
[25.3] Japanese Jungle Warfare Superiority
The following rules apply only to jungle hexes.
[25.3.1] Some Allied units' effectiveness in jungle combat may be reduced. The following units, by nationality and type, must make TQ checks (using their current—possibly modified—TQ ratings) immediately prior to ground combat with Japanese units in jungle hexes, during the timelines indicated.
Note: Units forced to make these special TQ checks may do so individually, if the "lead" unit in a hex fails its check. Note that this may lead to a swapping of "lead units;" entirely at the owning player's option. If lead units are swapped in this manner, though, any (previously-designated) "lead" unit failing the check and not remaining the "lead" unit for the ensuing combat is excluded from the combat, if the Allied side is attacking. Otherwise, if the "lead" unit passes, all others in the hex pass as well.
Failure of this special TQ check temporarily halves the lead unit's TQ (rounded up), but causes no further adverse effects. This reduction lasts only for the duration of the phasing side's Ground Phase.
[25.3.2] CW Units
CW ground units, either attacking or defending, are subject to this rule until Cycle 10/42 (the end of the 1st monsoon season). Exceptions: The following CW units are never subject to this rule:
- ANZAC units (except as noted below)
- Gurkha units
- British 53rd Brigade (Malaya)
From cycles 10/42 through 4/44, attacking CW units (only) are subject to this rule.
ANZAC Units. Until cycle 10/42, attacking ANZAC units are subject to this rule. Commencing with cycle 10/42, they function normally.
[25.3.3] U.S. Army Units
USA ground units, either attacking or defending, are subject to this rule until cycle 13/42. Exception: Units in the Philippines are subject to this rule only when attacking—as long as Gen. MacArthur commands the USAFFE HQ in the Philippines. For purposes of this rule, Filipino units are considered as US Army units.
From cycles 13/42 through 4/43, attacking USA units are subject to this rule.
[25.3.4] USMC Units
Until cycle 13/42, attacking USMC units are subject to this rule. Thereafter, all USMC units function normally. (Defending USMC units are never subject to this rule).
[25.3.5] No penalties other than the effect of lowering of TQ's in combat calculations accrue from Japanese Jungle Warfare Superiority, and these provisions affect ground combat only—not, for instance, rally or other game functions related to unit TQ's.
[25.3.6] Tactical Map Hexes
On Tactical Maps, this rule applies only to jungle or mixed terrain hexes.
[25.4] Japanese SNLF Units: Rebuilds
Destroyed Japanese SNLF units are rebuilt at unknown Troop Qualities. When such rebuilt units arrive via production, the Japanese player rolls 2D6. The actual TQ of the unit produced is the DR result obtained (with a maximum TQ of "7").
[25.5] (Japanese) Garrison Units
Japanese ground units marked with an asterisk (*) may never leave the country where formed (e.g., Japan, China, Korea, Manchuria, etc.)—including units' starting locations.
Note: Allied units with asterisks are under the same geographic restrictions.
[25.6] Chindits
[25.6.1] The following CW brigades formed the core of the British "Chindit" units:
- 14th * & 16th Special Service Bde.'s (70th Inf. Div.)
- 77th *(Air-Landing) Commando Bde.
- 111th *(Air-Landing) Commando Bde.
* Air-assault-capable (see unit counters)
[25.6.2] As long as they remain un-broken, Chindits are considered "linked" for all purposes except for ground replacements, and for higher-HQ General effects. As such, except for these two considerations, Chindit units need not trace a Command Link. If broken, they suffer the normal penalties for isolation. For ground unit replacement eligibility purposes, these units must be legally linked in order to take on replacement ground steps.
[25.6.3] Chindit brigades may force-march (if Optional Rule 23.1.4 is in effect).
[25.6.4] If eliminated, Chindit brigades may never be rebuilt. They may take on replacement steps, in accordance with the normal replacement rules. Note that, as specialist units, 23.11.5 applies.
[25.6.5] Chindit Generals
British generals Wingate and Calvert are the only on-site Allied generals which may accompany, or influence in any way, Chindit brigades.
[25.7] "Merrill's Marauders"
Arriving in 0/10/43 (in any city or airbase in India), the US 5307th Provisional Regiment ("Merrill's Marauders") functions in all respects as do Chindits—except this unit does not possess an air assault capability. This unit suffers no operational penalties for being commanded (read: "activated") by British HQ's.
[25.8] CW Gurkha Battalions
Gurkha Bn.'s are differentiated from normal CW Inf. Bn. Breakdowns, as Gurkha Bn.'s are immune from the provisions of 25.3 ("Japanese Jungle Warfare Superiority").
Additionally, all Gurkha Bn.'s receive an automatic -1 DRM for any TQ check they make. Exception: Not when acting as "lead" units for non-Gurkha units.
[25.8.1] The CW Ground Unit Breakdown Display has three boxes to hold Gurkha Bn.'s:
- Regular (Indian) Gurkha Bn.'s (x 21)
- British Air-Landing Cdo. Gurkha Bn.'s (x 3)
- Gurkha (Indian) parachute Bn. (x 1)
[25.8.2] British Gurkha Breakdowns
The British 77th and 111th ("Chindits") air-landing brigades (only) may break down into British Gurkha Bn.'s (in whatever fashion desired).
[25.8.3] 50th Indian Parachute Brigade
The lone Gurkha parachute Bn. may only be broken down from the 50th Indian Para. Bde.
[25.8.4] Indian (Regular) Gurkha Bn.'s
Any Indian Bde. of TQ "5" or "6" may break down into like-TQ Gurkha Bn.'s. When Indian Bde.'s are broken down into Bn. Components, of either TQ "5" or "6," Gurkha Bn.'s may be swapped for the "regular" Bn.'s, on a 1-for-1 basis, as long as Gurkha Bn.'s remain available.
[25.8.5] Restrictions
Gurkha units may be swapped only one way: from non-Gurkha Bn.'s to Gurkha Bn's. Once swapped, they may not be swapped back to their non-Gurkha Bn. equivalent. If reformed into their parent Bde.'s, then the Gurkha Bn.'s are returned to the applicable "available" box on the Breakdown Display.
[25.8.6] Eliminated Units
Gurkha units, if eliminated, are lost permanently.
[25.9] Japanese Militia Divisions
Commencing with cycle 0/1/45 (and perhaps earlier), the Japanese player may conditionally raise militia divisions. These divisions' counters include, besides their historical unit ID, a code denoting which Japanese home island/area they may be deployed on:
- HN/K: Honshu or Kyushu
- Hok: Hokkaido
- K: Korea
Japanese militia divisions may never leave the island (Japan) or country (Korea) in which they were raised.
[25.9.1] Militia divisions may be raised if:
- It is cycle 0/1/45 or later and
- The Strategic Initiative level is on the Allied side.
Militia divisions may be raised earlier, if any Allied ground unit occupies any hex of Japan or Korea.
[25.9.2] Procedure
Once the criterion for raising militia divisions is met, during the Production Phase (Strategic G/T's), the Japanese player is entitled to a DR (1D6), to determine how many divisions are raised.
He may gain a +1 DRM for each 2 PP's and/or CP's expended for this purpose (no maximum applies).
Once the number of arriving militia divisions is determined, the Japanese player may pick whatever divisions he desires—in numerical sequence, for each potential deployment area chosen. Each arriving division is then deployed, in any city/installation hex in the island (or Korea) chosen.
Militia divisions arrive at half-strength (i.e., with 3 "hits"). The Japanese player may take ground replacements currently in his Ground Replacement Pool (if available) to "fill these units out," in any fashion, and to any level, so long as replacement steps exist.
[26.0] GENERALS
Generals serve many vital functions, and most ground units will, one way or another, be directly affected by their Commanding General's (or perhaps an Admiral's) abilities.
Generals may perform in one of two basic roles: either as the commander of a HQ, or as a "local" (or "on-site") commander stacked with ground combat units. Generals commanding HQ's have considerably more influence over events on the ground in any particular area of operations.
Note: Where rules indicate "general," this also applies to all admirals, of all nationalities, which possess ratings affecting ground operations.
[26.1] HQ vs. Local Commanders
[26.1.1] Generals Commanding HQ's
Most generals (and some admirals) may command a ground-based HQ (see 29.2 for "ground-type," vs. "naval-type" HQ's). However, some are penalized for being placed in such levels of command, based on their ratings. Unless a general has an "-" rating under "HQ," he is eligible to command a HQ.
Except as noted (26.6), generals commanding HQ's impart the full range of their ratings (as determined) to all ground units capable of being activated by their HQ. Local ("on-site") commanders (see below) may cancel a HQ general's ratings, imparting his own instead.
In rare instances (see Optional Rule 29.2.5), a general commanding a HQ may impart his ratings in addition to a local commander's ratings.
[26.1.2] "On-site" Generals
Generals occupying a hex with friendly ground units are considered "on-site" commanders. Note: In cases where both on-site and HQ-commanding generals occupy the same hex, players must ensure the distinction is recorded—those generals placed in command of HQ's must be clearly denoted as-such.
On-site generals may impart their rating bonuses only to ground units they remain stacked with. Exception: Tactical Maps (see 27.13.4).
If a hex is isolated, only an on-site commander may affect units in that hex. If no such general is present, no (friendly) general may affect that hex.
If a hex is linked, and an on-site commander is present, 1D6 is rolled when events require a determination (ground movement, combat, etc.). The DR result determines which general may affect the units involved:
| DR | Result |
|---|---|
| 1-3 | On-site commander |
| 4-6 | HQ commander |
DRM's: -1 HQ Commander is an admiral
If no on-site general is present, a DR of "1-3" indicates that no general imparts his ratings to that particular unit/hex.
If a hex is isolated, HQ commanders may not impart their ratings there—only on-site commanders may (and only on a DR of "1-3").
HQ Commanding Generals' and on-site commander's ratings are only combined as per Optional Rule 29.2.5. Nor do they ever affect one another. Rather, generally units either benefit (or suffer, as the case may be) from one or the other of them, but not both.
A maximum of two generals per side may be stacked in any ground hex. And, only in the case wherein both a HQ-commanding general and an on-site general occupy the same hex may this occur.
[26.1.3] Resolving Conflicts
If an unactivated ground unit is within the Command Radius of more than 1 eligible HQ, the closest HQ, in air MP's, is considered the controlling HQ for general rating purposes. If equidistant, the owning player chooses which HQ is "controlling."
[26.2] General Ratings
Generals may possess up to seven individual ratings. They are:
- Troop Quality (TQ) modifier.
- Movement Point (MP) modifier.
- A retreat DRM.
- A combat column shift modifier.
- A HQ Command Point activation modifier.
- A fortification attempt DRM.
- A Tactical Map unit activation modifier.
Only a few selected generals possess ratings (either beneficial or deleterious) in every category. Most have certain strengths and weaknesses. It is up to each player to employ them to their best advantage.
[26.2.1] Random Ratings
Many generals have parenthesized numbers following specific ratings (e.g., US Gen. Geiger's TQ rating reads "+1 (3)." Parenthesized numbers indicate a DR (1D6) required (that number or higher) in order for that rating to apply. If a required DR is failed, that specific rating does not apply. Non-parenthesized numbers always apply to generals determined as "present."
Some ratings have multiple DR requirements, and some have DR requirements paired with ratings without a DR required. Example: CW Gen. Slim's TQ rating reads "+2 (6)/+1." This means that if a "6" is rolled, Gen. Slim's TQ modifier is +2. Any other DR means it is +1. Gen. Slim's column shift bonus reads "+2 (5)/+1 (2)." This means that if a "5" or "6" is rolled, a 2-column shift (in whatever direction favors his troops) applies; if a "2-4" is rolled, a 1-column shift applies; if a "1" is rolled, no column shift applies.
Where "Diff" is indicated (e.g., Gen. Buckner's HQ rating), this indicates the DR Differential between 2D6.
Where "Yr" is indicated, (e.g., Gen. MacArthur's HQ rating: "+1D6 + Yr"), this indicates the last digit in the current year (i.e., from 1-6).
[26.2.2] Troop Quality Modifier
Generals' TQ modifiers range from -2 (worst) to +2 (the best). Leaders with such ratings provide their TQ rating to (for HQ Generals) all units activated, or capable of being activated by, that HQ; or (for on-site commanders) to all units stacked with them. Exception: On Tactical Maps, on-site commanders may impart their ratings to all friendly units situated on the specific island of their location.
All TQ checks, combat calculations, etc. that require computation of a unit's TQ are affected by the Commanding General, with one exception: Unit Mandatory Step loss (see 23.6.1).
Example: A broken US Inf. Div. (TQ of "6,"), linked to the US SW Pacific HQ, commanded by Gen. MacArthur (TQ Bonus +1) is forced to make a TQ check. Gen. MacArthur is determined to be "present" (i.e., eligible to impart his ratings). The unit's printed TQ of "6" is increased to "7," prior to its required halving (due to being "broken"). Thus, its modified TQ becomes "4" (half of 7 = 3.5, rounded up to "4"). Without Gen. MacArthur's imparted modifier, its adjusted TQ rating would have been "3."
Opposing generals (Allied/Japanese; whether HQ-commanded or on-site) have no effect on each other's TQ ratings.
[26.2.3] Movement Point Modifier
Generals' MP modifiers range from -1 (worst) to +2 (the best). Leaders with such ratings provide their MP bonus (or penalty, as the case may be) as above.
The MP rating is added to, or subtracted from, all ground units' basic MP allowances of "6."
On-site commanders may impart their MP modifier only to units they remain stacked with (exception: Tactical Maps). Thus, units with an on-site commander do not receive his MP bonus if, in moving, they no longer remain stacked with him (e.g., by a stack's splitting up and moving in different directions).
Example: An IJA Inf. Div., linked to the Japanese 25th Army HQ, commanded by Gen. Yamashita (MP bonus determined as +2) is moving overland through jungle hexes in Malaya. It begins its movement possessing 8 MP's (its basic "6," plus 2 for Gen. Yamashita = 8). It thus may move two jungle hexes (each costing 4 MP's). It must, however, make a TQ check to enter the 2nd jungle hex (see Ground Movement Table). Gen. Yamashita's TQ bonus (of +1 or +2), as applicable, would apply to this check as well.
Generals with negative MP ratings serve to subtract their rating from their units' basic MP allowance of "6."
If a unit requires a general's MP bonus capability in order to move into a hex, and for whatever reason, that general's MP capability is not imparted, the unit still remains eligible to move (i.e., into a different hex), but has 1 MP deducted from its base movement allowance for the initial failed attempt.
Player's Note: One logically asks why such generals should ever be placed in command. Some of these generals begin the campaign stacked with units or in command of HQ's. Removing them from command costs CP's (see Activation Costs Summary; charts). Moreover, generals may receive promotions based on their performance. Though a MP rating may not be increased via promotion, other ratings may be.
[26.2.4] Retreat DRM
Generals' Retreat DRM ratings also range from -2 (worst) to +2 (the best). Leaders with such ratings provide this bonus (or penalty, as the case may be) as above.
The Retreat DRM ratings are used as follows. A positive (+1 or +2) rating indicates that a mandatory retreat combat result (either attacker or defender) may be modified by +/- 1 or 2, in the generals' units favor.
A negative (-1 or -2) rating indicates that this modifier must be applied to any combat result, to the effect of increasing the probability of obtaining a mandatory retreat result for such affected units.
Note: Only the retreat (i.e., the "AR" or "DR") portions of a combat result are modified; the step losses called for stand. In other words, only the "AR" or "DR" designations are "moved."
Examples: (See Examples of Play Booklet)
[26.2.5] Column Shift Modifier
Generals' Column Shift ratings also range from -2 (worst) to +2 (the best). Leaders with such ratings provide this bonus (or penalty) as the cases above indicate.
A general's column shift rating serves to shift the final CRT column either in his troops' favor (via a positive rating), or detriment (via a negative rating).
Generals' column shift ratings are the only rating that may be affected by an opposing general's own rating. If two such generals exert column shift ratings to the same combat, they are combined to produce a single column shift (the stronger general imparting a bonus to his troops; the weaker general's being in effect canceled).
The maximum column shift that may ever be applied to any ground combat as a result of a general's (or multiple generals) rating is 2. Possible exception: If Optional Rule 29.2.5 is in effect (no maximum column shift applies).
Examples: (See Examples of Play Booklet)
[26.2.6] HQ Activation Modifier
Generals' and Admirals' HQ activation modifiers may be a fixed negative or positive number, or may be random. HQ activation modifiers are CP rebates, or penalties, applied when a leader's HQ is activated.
Example: Adm. Nimitz is commander of the US P.O.A. HQ. When this HQ is activated (costing 8 CP's), 2D6 (Adm. Nimitz' HQ rating; "+ 2D6") are immediately rolled. The DR result is the number of CP's immediately rebated, and placed back into the P.O.A. HQ's coffers. Rebated CP's may even exceed the actual cost of activating a HQ, in which case these "extra" CP's are, in effect, free.
Player's Note: The HQ activation modifier can result in substantial CP savings, especially if more than 1 HQ Commander has a positive rating. This is intentional. One of the more difficult decisions, for the US player, for example, is whether to assign Adm. Halsey (HQ Rating "+4") to command a major HQ, thereby making him potentially ineligible to take to sea as a TF commander.
[26.2.7] Ground Unit Activation Bonus
This bonus applies only to combat conducted on Tactical Maps. See rules 27.11.1 & 27.11.2.
[26.2.8] Fortification Bonus
Generals with "F + 1" ratings provide a DRM of +1 to all fortification DR's made by units they are stacked with.
[26.3] General Availability, Placement, & Movement
Generals, as they become available from the Reinforcement Track or Availability Pool, may be placed in any friendly hex containing either friendly ground units or a HQ. "Linked" status does not bar placement in a hex.
Generals may be moved in four ways:
- May accompany any moving stack, or unit, as it moves. Generals have no independent MP allowance; they may only accompany moving friendly units.
- May accompany a HQ as it is redeployed. No MP penalty is imposed; a CP cost for moving the HQ, though, does apply.
- May, during Strategic G/T's only, be removed from the map ("relieved") and placed on the Turn Track, 2 cycles in advance. From there, once they again become available, they may be placed onto any friendly hex as above, or placed into the Availability Pool.
- May be redeployed, from a HQ location to an OSB location, for free, when OSB's are deployed from HQ's. The reverse is also true, when OSB's are disbanded.
Generals may be transported by rail or sea (accompanying ground units) at no additional cost.
On-site generals must remain stacked with a ground unit. Thus, a weak (for example) general may not be deliberately "left behind" by a ground unit which is stacked with him.
[26.3.1] "Relieving" Generals
Generals may be "relieved" (removed from the map, voluntarily) only during Strategic G/T's. Note, however, that this act entails expenditure of CP's (see Activation Costs Summary; charts).
[26.3.2] Availability
All generals have their historic dates of availability listed in Chartbook II. Generals must be removed from play when called for. Note that this differs slightly from the "availability" procedure for Admirals.
[26.4] Elimination (Involuntary)
Anytime a general is involved in combat (i.e., is present in a hex with friendly ground units that either attack, or are themselves attacked—including HQ-commanding generals if they occupy hexes under attack), and any event listed below occurs, a general may be eliminated involuntarily:
| Nationality | Status | Effect |
|---|---|---|
| (All) | Stacked with a HQ or combat units when eliminated completely | Removed |
| Japanese | Stacked with Attacking units suffering: >2:1 <3:1 step loss ratio | DR (1) |
| Japanese | Attacking: ≥ 3:1 <4:1 step loss ratio | DR -1 (2) |
| Japanese | Attacking: ≥ 4:1 step loss ratio | DR -2 (3) |
| Japanese | Stacked with Defending units suffering mandatory retreat plus: ≥ 3:1 <4:1 step loss ratio | DR (1) |
| Japanese | Defending, mandatory retreat plus: ≥ 4:1 step loss ratio | DR -1 (2) |
| Allied | Stacked with unit with combat DR of natural "1" | DR +2 (4) |
Notes: 1) Roll (unmodified) on Elimination Table. 2) Same; apply -1 DRM. 3) Same; apply -2 DRM. 4) Same; apply +2 DRM.
GENERAL ELIMINATION TABLE (2D6)
| DR | Result |
|---|---|
| 2-4 | Eliminated |
| 5-6 | Turn Track* |
| 7-12 | No Effect |
*Roll 1D6: Place general that many cycles ahead on Turn Track. General becomes available again during that cycle.
[26.5] General Listings
Chartbook II lists each general's individual ratings, by nationality.
[26.6] Allied Restrictions
On-site Generals. British and Australian generals may affect any CW (British, Indian, Australian, New Zealander, Burmese, Malay), and in some instances, Chinese ground units. Dutch Gen. ter Poorten may affect Dutch units only. US Army generals may affect US and ANZAC units only. Possible exception: US Gen. Stilwell, if he is not in command of the NCAC HQ (see 47.3.2) may affect any Chinese units he is stacked with. USMC generals may affect USMC units, any engineer units, and a maximum of 1 non-engineer US Army unit per Ground Phase. US Army generals may affect USA units, ANZAC units, any engineer units, and a maximum of 1 non-engineer USMC unit per Ground Phase. Chinese ground units may receive bonuses from Allied (non-Chinese) generals only if they occupy hexes outside of China. Chinese Gen. Yueh may affect Chinese KMT units only.
On-site generals may only stack with units they are capable of affecting.
Mixed Units: "Lead Units". If an on-site general is stacked with units other than his own nationality (that he is capable of affecting), and a unit other than his nationality is chosen as a "lead unit" (for attack or defense), that unit's TQ is automatically reduced by "1."
For restrictions imposed on HQ-commanding generals, see 26.1.1 & 26.8.
[26.7] General Promotions
Like admirals, on-site (only) generals may, depending on their performance, receive "promotions" (i.e., upgrades in their ratings). Generals commanding HQ's are never eligible to receive promotions. Exception: HQ commanders also functioning as on-site commanders (i.e., in command of a HQ occupying hexes containing both friendly ground units and their HQ).
Generals are eligible for promotion in the following two circumstances:
- Leads single ground combat resulting in mandatory enemy retreat, with enemy (actual) step loss at least 3 greater than friendly losses.
- Leads any ground combat resulting in the (involuntary) elimination of an en emy general.
Procedure: Generals eligible as a result of an event listed above have 2D6 rolled. Their ratings are increased according to the following table:
GENERAL PROMOTION TABLE
| DR | Result |
|---|---|
| 2-8 | (No Effect) |
| 9 | HQ Activation Bonus +1* |
| 10 | TQ +1 |
| 11 | Retreat DRM +1 |
| 12 | Column Shift Bonus +1 |
*Note: If a general has a "-HQ" rating (indicating that he may not command a HQ), he now has "+1" rating, and now can.
Generals receiving promotions should be so annotated in pencil in the appropriate Generals & HQ Admirals Chart (Chartbook II), and the owning player should place an informational chit with the general's counter as a reminder.
Generals may only receive promotions arising from combat results in which they were determined to be the "controlling" general (see 26.1.2)—whether or not their actual ratings applied, or affected the combat. They may not, for example, "ride the coattails" of their higher (HQ) commander.
[26.8] Allied Admirals: HQ Command & Ground Combat
Certain Allied (and one Japanese, Adm. Toyoda) possess ratings affecting ground combat of units under their command.
All admirals with ground unit command capabilities are listed on the Generals & HQ Admirals Charts.
Such admirals only function in their "ground" capacities if in command of a HQ. They may never be placed as an on-site, non-HQ-commanding leader.
Any HQ-commanding admiral who is determined as the controlling commander for ground units under his command without at least one of these four ratings have all ground units' TQ's under their command reduced by 1:
- TQ Modifier
- MP Modifier
- Retreat DRM
- Column Shift Modifier
Examples: US Adm. Leary, if placed in command of a US Combined (see 29.2) HQ capable of activating ground units, would have the TQ all of those units within his HQ's Command Radius reduced by 1. CW Adm. Mountbatten, by comparison, since he possesses at least one of the ratings listed above, would have his units' TQ's unaffected.
[27.0] TACTICAL COMBAT: ISLANDS
In order to provide a decidedly more realistic, detailed and accurate representation of combat on atolls and small islands, the ground combat system discussed in 23.2 is modified, but retains essentially the same mechanics and procedures.
Ground combat units need to be deployed tactically (i.e., on the Tactical—as opposed to the regular, main maps) only when ground combat occurs there. And, only if an Intrinsic Garrison is not the only defending ground unit. Until that point, most attacks (e.g., bombardments, etc.) on these islands are resolved on the main map, using the procedures in the foregoing appropriate "regular" rules sets.
The rules sections which follow appear in the same order as the regular Ground Operations rules. Where a regular rule is not specifically mentioned or changed, it may be assumed that the original rule remains in effect.
Tactical Map Scales. The tactical maps vary in scale from 0.5 miles/hex (e.g., Betio) to 10 miles/hex.
Terrain Type Adds. Two different types of terrain, each with different effects, appear on tactical maps: Mixed (essentially a mix of jungle/rough terrain) and cities.
Player's Note: For simplicity, all urban areas on tactical maps are classified as "cities," even those which sizes normally would never qualify as such. Though termed "cities," these sites actually (generally) represent villages/towns. These terrain type effects are discussed in the sections which follow.
Stacking Limits. Unlike ground operations on the main (strategic) maps, stacking limits do apply to tactical maps, depending on the scale. The number of ground steps (calculated separately for both sides—i.e., the listed limits apply separately to each side) which may stack in a full tactical map hex is included on the Tactical Map Ground Movement Tables (see charts).
Partial Hexes. Stacking limits on partial tactical map hexes are reduced. The amount of land contained in a (non-full) tactical map hex must be determined via mutual agreement. Determine which fraction closest approximates the amount of land in a hex: either 1/4, 1/2, or 3/4. The stacking limit, then, per side, in that hex is determined by the following table:
| (N)¹ | (1/8) | 1/4 | (3/8) | 1/2 | (5/8) | 3/4 | (7/8) |
|---|---|---|---|---|---|---|---|
| 6 | (1) | 2 | (2) | 3 | (4) | 5 | (5) |
| 16 | (2) | 4 | (6) | 8 | (10) | 12 | (14) |
| 32 | (4) | 8 | (12) | 16 | (20) | 24 | (28) |
Note: (1) (N) = Normal (full) stacking limit per hex (i.e., map scale).
Figures in parentheses are provided for those players who wish (or are able) to "fine-tune" the amount of available land in a hex to levels more exactly. If, for example, the amount of land in a hex is clearly not 1/4, as in hexes containing the smallest amount of land.
Control of Hexes. On tactical maps, the defending side (possible exception: Philippine Guerillas—Optional Rule 25.11), upon deployment, controls all hexes of an island. Thereafter, control of hexes resides with the side which occupies, or was the last to occupy, a hex. Note: See also 25.2 (B), "Control of Facilities."
[27.1] Ground Movement
Most tactical map scales have varying ground MP allowances. Each tactical map scale has its own unique MP table (see charts).
[27.1.1] There are no rail hexes depicted on the tactical maps. A few contain road hexes. Those that do have the MP cost for these hexes (e.g., Bataan) printed on those maps.
[27.1.2] There is no minimum MP cost of "2" to enter any hex. The cost to enter any given hex is regulated by the governing MP cost table.
[27.1.3] Movement by sea (including amphibious assault) or air transport does cost ground units MP's. Use the Other Terrain in Hex (OTIH) multiplied by the indicated multiplier—depending on the phase debarked or deplaned—in order to determine the amount of MP's to debark. Note: For air transport purposes, use the same listed Naval Phase, but consider the OTIH as always "clear." See rules 27.1.9 & 27.7.2 regarding units' eligibility to continue moving following debarkation.
[27.1.4] Units may be retreated individually (unlike regular ground combat). This will only occur when some units are broken and others not. A key difference between tactical map combat and regular (main map) combat is that, when making TQ checks following combat, each unit must be rolled for individually. Thus, some units, following their passing of TQ checks, may be eligible to ignore mandated retreats, while those failing (or previously broken) may not. Thus, in tactical combat some units may be retreated, while others "stand in place."
[27.1.5] The rule mandating suppression of an airfield hex (23.3.1) following infliction of a "mandatory retreat" on its defenders continues to be in effect, though players should note that the tactical maps may contain several different airfield hexes. Suppression of one of these airfields has no impact on others present on the island.
[27.1.6] Units may not enter a hex containing both friendly and enemy units without initiating combat (i.e., attacking), regardless of the activation status of units already present. Note that this differs from the main-map rules of combat.
[27.1.7] Ground Attacks across Rivers
When units attack across rivers (i.e., their entry arrow crosses one), reduce their number of steps present by half (rounded down). And, when consulting the CRT, use the unit size band corresponding to the modified number of attacking steps, not the actual number.
[27.1.8] Ground Attacks across Crossing Arrows
If any units attack across a crossing arrow, a column shift of 1 column left applies. The number of attacker steps present is not changed.
Player's Note: Generally, crossing arrows depict where ground movement is allowed, across otherwise all-water hexsides.
[27.1.9] Combining Forms of Movement, Deactivation and Activation
Amphibious Assaults
Amphibious assaults on tactical maps may be made into clear (including cities/towns) and jungle hexes only.
Player's Note: All other terrain types prohibit amphibious landings.
Exception: If a tactical island consists of no clear or jungle terrain, landings may be made into other types (generally, these maps include specific instructions governing such situations).
Amphibious assaults on tactical maps are resolved normally (with all such units' TQ's halved, rounded up). Immediately following any amphibious assault (including those made into hexes containing no enemy units), each unit must be checked for deactivation (17.1.12).
Units conducting landings into jungle hexes automatically deactivate following the Joint Assault Segment.
Units landing in clear hexes must individually make a TQ check—with all such units' TQ ratings halved (rounded up). If a unit's landing hex contained any enemy units, or if any activated enemy ground unit is adjacent to the landing hex, then USMC, and all Japanese units must add +1 to their TQ check DR. All other Allied units must add +2 to their DR's. Units passing this special TQ check are free to either:
- Pursue a retreating enemy, if applicable and otherwise allowed, or
- Continue ground movement, after having paid all MP costs to land if the landing hex is free of enemy units.
Units failing their TQ deactivation DR's immediately deactivate—but suffer no other adverse effects. Note: As always, natural TQ DR's of "zero" always succeed.
Units which conduct amphibious assaults during a G/T must make this deactivation DR immediately following each combat they participate in during that G/T—including the landing hex, in that case whether enemy-occupied or not. Note that this DR precedes, and is entirely separate from, any subsequent pursuit DR's.
Deactivation
Unlike ground operations on strategic maps, units may be deactivated after Ground Phases following their participation in ground combat. Units not involved in ground combat during a G/T (e.g., moving only) are not subject to deactivation during regular G/T's.
Units are deactivated in the following circumstances:
- After all pursuit combat for an attacking unit is concluded: Automatic deactivation.
- After successful pursuits in which an attacking unit chooses not to continue attacking: A mandatory TQ check is made, using the unit's pursuit TQ rating, as calculated per 27.3.2. Units passing this check remain activated; units failing are deactivated.
- Units "locked in combat" (27.10.1): 1) Units failing a mandatory deactivation DR: Automatic deactivation. 2) Units which make a second (or more) attack in a hex: Automatic deactivation following their last attack made in that hex, unless a successful pursuit follows. If so, then refer to applicable "pursuit" result, above.
Activation
Any ground unit activated on a tactical map pays 1/2 the normal activation costs. Example: An "isolated" division (printed activation cost of "2") would cost 3 CP's to activate.
Player's Note: In protracted offensive combat operations on tactical islands, players will discover that, in general, ground combat is substantially more expensive, in terms of CP's required, than on the strategic maps. This is necessary in order to portray the inherent difficulties and costs of assault supply, as opposed to the normal strategic map supply lines, which generally are traced over well-established overland lines, traced from a friendly port. It is also necessary in order to more accurately depict the duration of most historic tactical map combat.
[27.2] TQ Ratings: General
Any ground unit's final applied TQ rating may not exceed "8." Note: This applies to all ground operations, not merely those on tactical maps.
[27.3] Pursuit
Ignore rules section 23.4. The following sections supplant that section.
[27.3.1] Whenever one side retreats (whether by choice or not), the other side can attempt to pursue. If the non-retreating side chooses not to pursue, the non-retreating unit(s) loses a number of steps equal to half (rounded up) the number of steps called for.
[27.3.2] In order to pursue, any pursuing units must individually make a TQ check. This TQ check is dependent upon the type of terrain the pursuing units are attempting to enter:
- Clear (not including cities): TQ used normally.
- All other terrain types: TQ/2*
*Units attempting to pursue into these terrain types have their TQ's halved (rounded up) prior to rolling.
[27.3.3] Units failing their pursuit TQ checks lose the full number of steps called for in the preceding CRT, remain in their hex and deactivate. Units passing their TQ checks move into the retreating unit's hex (losing the full number of steps called for, but do not deactivate).
Unlike strategic map ground combat, successful tactical map pursuit does allow the pursuer to continue attacking. And, successfully-pursuing units may continue to pursue and attack up to the limit of their MP allowance.
If all enemy units are eliminated, there is no pursuit, and all victorious attacking units are deactivated.
[27.3.4] Broken units may pursue, using half their TQ (cumulative). Non-activated units can never pursue.
[27.3.5] Pursuing ground units continue to expend MP's normally for every hex they enter. Ground units may not initiate a pursuit if, by moving into the retreating units' hex would cost MP's exceeding a pursuing unit's allowance. Exceptions: 1) Pursuing units do not pay the MP costs for "entering enemy hexes;" 2) Banzai charges (see 27.9).
Example: On Okinawa (MP Cost Table "C"), a USMC division begins the Ground Phase adjacent to a Japanese Bde. occupying rough terrain. The Marine unit pays 1.5 MP's to enter the rough hex, plus an additional 5 MP's for entering an enemy-occupied hex, for a total expenditure of 6.5 MP's. The Marine attack dislodges the Japanese defenders, who retreat into a city (clear) hex. The Marine unit has 9.5 MP's remaining, and can thus easily initiate a pursuit attempt into the city hex now containing the retreating defenders—as its cost is only 2 (OTIH + 1).
If the Marine div. passes its pursuit TQ check, it may initiate combat in that new hex. This process may continue until the retreating defenders reach a hex the Marine div. cannot enter (due to insufficient MP's remaining and/or failure of a pursuit TQ check). Note: See 27.3.7 regarding USMC unit pursuits.
[27.3.6] Only via pursuit can any ground unit expend additional MP's following any attack, no matter how many MP's units may have remaining.
[27.3.7] Higher USMC Casualties: Pursuit
Each hex a USMC unit enters via pursuit causes 1 step loss. This step loss is assessed immediately upon the unit's entering the hex (i.e., prior to any combat calculations).
[27.3.8] Pursuit Combat: Voluntary
Units are not required to attack following successful pursuits. If units decline to attack, they are subject to a deactivation DR (see 27.1.9). Regardless of activation status, such units remain stacked with the pursued units.
[27.4] TQ Checks: Fortifications
Units occupying intact fortifications (defined as at least an undamaged Level "1") subtract 1 from all TQ DR's.
[27.5] Sieges
Sieges may not be conducted on tactical maps.
[27.6] Forced March
(Optional Rule 23.1.4). Forced marches may not be conducted on tactical maps.
[27.7] Sea/Air Transports & Reinforcements
[27.7.1] Reinforcing units may be landed via sea transport in any friendly-controlled hex if not adjacent to (or containing) enemy units. Units may be similarly-landed via air transport, but the hex of debarkation must contain a wholly-controlled friendly airfield. Units may be landed in friendly-controlled hexes adjacent to enemy units only in port, anchorage, airfield, city or OSB hexes.
[27.7.2] All reinforcements must make a TQ check immediately after landing, using their full (normal) TQ value. Units passing these checks are free to continue movement up to their allowable limit. Units failing their checks immediately deactivate.
[27.7.3] Reinforcements landed via sea transport must land on friendly-controlled beach hexes (coastal clear hexes) that are not adjacent to enemy units, if such hexes exist.
[27.8] Japanese "Last man" Defense
The Japanese player may, on any tactical map, declare a defense "to the last man."
[27.8.1] Combat DRM's
Allied units attacking Japanese units defending to the last man must apply a base -1 DRM to their combat DR. Additional DRM's (cumulative) may apply, based on the attacker:defender odds ratio:
- For each ratio whole number exceeding the defender, the Allied player may add a +1 DRM to his combat DR, and/or
- Apply a +1 DRM to the Japanese minimum casualty determination DR (see 27.8.2), and/or
- Apply -1 DRM to the Allied minimum casualty determination DR.
The Allied player may apply these odds-based additional DRM's in any combination he desires, to a maximum application of DRM's equal to the odds differential. Example: In an Allied 4:1 attack, the Allied player may apply a (cumulative with all other DRM's) +3 DRM to his attack DR, a +3 DRM to the Japanese minimum casualty determination (27.8.2) DR, a -3 DRM to his own minimum casualty determination DR, or any combination of the above totaling 3.
If the Japanese defender odds are superior, apply the reverse of the above procedure (i.e., any additional DRM's are applied by the Japanese player, as he sees fit—in his favor).
[27.8.2] Minimum Casualty Calculation
When the Japanese player declares a "last man" defense, the minimum casualties that will result from a combat must be calculated. Both sides roll 1D6, separately, prior to the combat DR. These DR's may be modified per 27.8.1, above. DR results indicate the minimum number of step losses that each side will suffer in the ensuing combat.
Units/steps destined to satisfy this requirement are not eliminated until after the original combat odds are calculated. These step losses are assessed after the combat die is rolled.
For minimum casualty calculation purposes, Allied units are never liable for the loss of more than twice the number of defending enemy steps present. The CRT called-for combat results may result in (cumulative with the minimum losses called for) an Allied loss total greater than twice the number of enemy steps present, but in no case may the minimum loss called for exceed this value.
[27.8.3] All units defending "to the last man" may ignore mandatory retreat results (in effect, treating them as "Optional Retreats"), if un-broken. If any such units voluntarily retreat, they are still liable for the full step loss as indicated by the special 1D6 DR (per 27.8.2) or the CRT, whichever is higher—whether they pass TQ checks or not.
[27.8.4] All Japanese units defending to the last man have their TQ's raised by "1" (cumulative with all other applicable modifiers).
Example; Japanese "last-man" defense: (see Examples of Play Booklet)
[27.9] Banzai Charges
On tactical maps, Japanese attacks may be declared as "banzai charges." Japanese units of Brigade-size or smaller (only) are eligible.
[27.9.1] To do so, one unit is designated by the Japanese player as leading the banzai attack. Any other units (otherwise able to) may join in this attack (also designated as banzai chargers) by passing a TQ check normally. These secondary units are rolled for individually, prior to any banzai attacks being made. Units failing this TQ check are immediately "broken" and deactivated, and are returned to their last-occupied hex (if different from the combat hex). Secondary units passing this TQ check attack individually & sequentially. Thus, after the 1st (designated "lead") banzai unit concludes its attack, any/all secondary banzai units conduct theirs, in any order chosen by the Japanese player.
[27.9.2] Effects
The lead attacking unit (must be the 1st unit activated for the attack, and after having determined eligibility, per 27.9.1) has its TQ raised by "2" (cumulative, as always, with all other applicable modifiers). All other secondary banzai units not deactivated have their TQ's raised by "1" for combat purposes.
[27.9.3] A mandatory +1 DRM to the ensuing combat is gained by the Japanese attackers, by doubling the number of attacker steps lost as called for on the CRT. An additional +1 DRM (to a maximum +3) may be gained by tripling the losses called for, and so-on. Each DRM applied (including the mandatory first) results in a mandatory attacker step loss of one, in addition to any (doubled) step losses called for by the CRT.
[27.9.4] Units conducting banzai charges may pursue (using the TQ used in resolving the preceding combat), but each such unit suffers 1 step loss for each hex entered in pursuit. Pursuing banzai chargers (only) may ignore MP costs as long as they remain eligible to pursue.
[27.9.5] If Allied defenders are cleared from a hex prior to (secondary) banzai charging units actually attacking, these units may make pursuit TQ checks in order to enter the hex(es) retreated to, using their current TQ ratings +1 (i.e., their combat TQ bonus of +1 applies to this pursuit check also). Note that rule 27.9.4 (regarding mandatory casualties) applies. Thus, in such circumstances the minimum number of steps lost by these pursuing secondary units is one. Units failing this pursuit TQ check remain in the original combat hex, but are not deactivated.
Example; Banzai charge (see Examples of Play Booklet)
[27.10] Units "Locked in Combat"
[27.10.1] After any combat which results in attacking and defending units still occupying the hex (i.e., neither side retreats), each attacking unit must individually make a deactivation DR in order to continue attacking. This voluntary DR constitutes a TQ check (Note: "Broken" units suffer a +1 DRM to this TQ check DR), and is dependent upon the type of terrain occupied:
| TERRAIN TYPE | TQ CHECK |
|---|---|
| Clear | TQ check normally |
| Jungle, Rough | TQ/2 (rounded up) |
| City, Mixed | TQ/2 (rounded up), +1 DRM |
Units passing this deactivation DR may continue attacking (and may continue to do so as long as, following each individual combat DR, they continue to pass this TQ check). Units failing this DR immediately deactivate, in the combat hex. Units not rolling remain in the hex, are not deactivated, but may neither move nor attack for the remainder of that G/T.
[27.10.2] When rolling for multiple units to determine eligibility to continue attacks "locked in combat," any/all units which pass their TQ check (enabling them to continue attacking) must—regardless of the odds which result—continue that attack. And, recall that each unit is rolled for individually.
[27.10.3] Pursuits are allowed following combat involving units "locked in combat," according to the provisions of 27.3.
[27.11] Activating Divisions: Casualties
[27.11.1] Divisions which have taken appreciable losses may not be activated automatically. The number of steps present in a division may require the passage of an "activation DR (1D10)," based on the following tables:
CW/US ARMY
| # steps Present | DR |
|---|---|
| 13-16 | -- |
| 11-12 | 5 |
| 9-10 | 6 |
| 7-8 | 7 |
| 5-6 | 8 |
| ≤4 | 9 |
USMC
| # steps Present | DR |
|---|---|
| 11-14 | -- |
| 9-10 | 6 |
| 7-8 | 7 |
| 5-6 | 8 |
| ≤4 | 9 |
ANZAC
| # steps Present | DR |
|---|---|
| 8-10 | -- |
| 6-7 | 6 |
| 4-5 | 7 |
| ≤3 | 8 |
JAPANESE
| # step Losses | DR |
|---|---|
| 0-4 | -- |
| 5-6 | 6 |
| 7-8 | 7 |
| 9-10 | 8 |
| 11+ | 9 |
The listed DR required is the result (that # or higher; may be modified by generals present with "activation" DRM's—see 27.14) needed in order for that particular division to be eligible for activation. Units failing this DR pay no penalty for failure, other than being ineligible for activation during that G/T. They may continue to roll during subsequent G/T's normally.
Each G/T in which a division fails an activation DR, place an "Activ +1 DRM" counter on that unit. The next G/T in which that unit attempts activation, apply that +1 DRM to that unit's activation DR. These DRM's are cumulative.
[27.11.2] Breakdown Units
This rule applies to component units of divisions that are broken down as well. For "# of steps present" (or, for Japanese units, "# of step losses") purposes, the parent division's strength remains the value used. In such cases, disregard the difference between the total printed step strengths of a division's component units and that division's (parent) counter. In other words, factor only actual step losses incurred by such units of that division.
Breakdown units are only subject to this rule if the majority of a division's component units are (or were) present on an island.
[27.12] Weather Effects on Movement & Combat
[27.12.1] The +1 MP penalty for entering jungle hexes in Monsoon weather (on strategic maps A, B, & C) continues to apply. This MP penalty also applies to mixed terrain.
[27.12.2] Monsoon weather conditions also produce a column shift of 1 left in jungle and mixed hexes.
[27.12.3] Storms and Squalls
If, on the main (strategic) map, any part of an island is affected by storms or squalls, these conditions are assumed to prevail over all hexes of the equivalent tactical map. Such conditions have the same effects as detailed in Optional Rules 59.3.1 & 59.3.2.
[27.12.4] Winter Conditions
In the Arctic Movement Area, the same +1 MP penalty per hex applies to tactical map hexes.
[27.13] Generals: Additional Effects & Capabilities
[27.13.1] An additional general rating category, an activation DR modifier ("Act"), exists on tactical maps. Generals with ratings in this category modify divisional (and component unit) activation DR's as may be required due to losses (see 27.12.1).
[27.13.2] Activation ratings range from -1 (worst) to +2 (best), and serve as DRM's for each individual unit required to make and pass such DR's.
[27.13.3] HQ-Commanding Generals
HQ-commanding generals, when determined as the "controlling" (see 26.1.2) general, affect all hexes of a tactical map island—whether located there or not.
[27.13.4] On-site Generals
Non-HQ-commanding generals must remain stacked with at least one friendly unit they are capable of affecting. The provisions of rule 26.6 ("Allied Restrictions") apply to tactical maps.
An unlimited number of on-site generals may be deployed onto tactical maps. If such generals are of the same rank, the owning player may choose (within the provisions of 26.6) which general is the "controlling" general (when the on-site general there is determined as "controlling"). Generals of subordinate rank on tactical maps may be chosen in the event that only by doing so may the restrictions of 26.6 be met.
Like HQ generals, on-site generals may affect all hexes of the tactical map they are deployed on. Unlike on strategic maps, they need not be stacked with specific units in order to affect those specific units.
Only one general may affect units in any given hex. More than one general may stack in a hex, but only 1 may affect it. If stacked together two (or more) generals may affect different hexes, in whatever fashion the owning player desires, in conformance with 26.6.
[27.14] Deployment onto Tactical Maps
Units deployed on island hexes on the main map need never be deployed tactically until immediately (defined as during the G/T in which an invasion is declared "imminent") prior to an invasion. Invasion thus triggers tactical map deployment.
Until an invasion occurs (or is declared imminent, in the case of bombardment of ground units; see 27.14.1), all attacks on an island (e.g., bombardments, strafing, etc.) are resolved on the main map, using all the provisions of the "regular" rules.
[27.14.1] Deployment Sequence, Bombardment, & Pre-attack Reconnaissance
Bombardments of ground units occurring during the G/T in which a landing will occur may be (at the bombarding player's option) resolved on the Tactical Map, with individual (rather than collective) targets designated. The invading player may conduct bombardments on the tactical map at any point after declaring "invasion imminent." Prior to this point, all bombardments of that island are conducted on the main map.
Bombardment results against ground units from any single G/T may be combined, from results obtained on the main map, and results obtained on the tactical map—if both types of bombardments were conducted during that G/T. The general rule to follow in such instances is that all bombardments conducted on the main map are resolved and applied first.
Note: Bombardments/strafing of airfields and other installations are resolved on the main map, unless airfields are broken down on tactical maps (see 27.16).
Deployment Sequence:
- Step 1: The invading player reveals that an invasion of that island is imminent—that is, that such will occur during the present G/T. This revelation may be made at any point during that G/T.
- Step 2: The defending side must openly deploy, and reveal (accurately, including the total number of steps present) 1 ground unit (the top unit in a stack, if more than 1), and the total number of steps present (of all units in the hex) on all un-fortified beach hexes. Note: "Beach" hexes are defined as all clear terrain coastal hexes, including cities. On non-beach hexes, no units need be deployed. Their locations, by hex number, must of course be recorded.
- Step 3: On fortified beach hexes (defined as possessing at least an intact fortification level of "1"), the defending side must reveal the total number of ground steps present.
- Step 4: The defending side must deploy any fortifications on any beach hex. But, the exact level of these fortifications need not be revealed (they may be if desired). Thus, on such hexes, the minimum that must be deployed is a Level "1" fort. These fortifications may, in fact, be of higher levels. If so, their exact level is recorded by the defending side (while revealing only the Level "1" required). On non-beach hexes, no fortifications need be revealed. Their presence and status is recorded, as per Step 2.
- Step 5: The invading side plans & records their amphibious (and air assault, if applicable) landings for that G/T, including the designated landing hexes and the exact units to land there (resolved during the Ground Phase). Play then proceeds to the Joint Activation Segment.
[27.14.2] Revealing Hidden Units
Hidden units and installations are deployed openly when an opposing ground unit moves adjacent to (or occupies) their hex.
Hidden units are also deployed ("revealed") whenever they move if, at any point during that move, they occupy any clear terrain hex or any other type hex within the tactical map ground MP range of any enemy unit—traced from the enemy unit to the moving friendly unit's hex (but not including the assumed listed extra MP cost to enter that (enemy-occupied) hex.
Player's Note: On some of the larger tactical maps (e.g., Panay, in the Philippines) it might be possible for units to "hide out," usually in difficult terrain, not being revealed until an enemy unit moves adjacent. Without the above "movement-revealed" provision, a side could, theoretically, move hidden units ad infinitum, always remaining far enough from the nearest enemy unit so as not to be detected. In reality, small-unit patrols (not represented in the game) would, of course, eventually detect these units.
[27.15] OSB'S
Regular (non-beachhead) Offensive Support Bases (OSB's), when deployed on tactical maps, may be placed (in order of priority) in linked:
- A) Port or anchorage hexes
- B) City/town/village hexes
- C) Beach hexes
Note: The locations of ports and anchorages are generally fixed on tactical maps. If a friendly ground unit controls such installations on the tactical map, they are considered to control it on the main map—regardless of potential apparent anomalies in the respective locations of these installations.
A side "controls" such hexes if they occupy, or were the last to occupy, all land hexes containing, or adjacent to them. In effect, then, ports and anchorages may be ignored on the main map. Whichever side controls them on the tactical map controls them on the main map.
[27.16] Deployment & Conversion of Airfields
[27.16.1] Until a landing occurs, or is imminent (27.14.1), all bombardment (and repair) of airfields and effects against fortifications is resolved on the main map.
[27.16.2] When a landing does occur, the defending side must deploy such installations (as required) tactically.
[27.16.3] Subsidiary Airfields
Only Level "3" (main map) and larger airfields may be converted into multiple tactical-map airfields.
Subsidiary airfields may then be deployed, and the total airfield level must equal the original, main-map level.
On tactical maps, only clear terrain (including cities) may contain a Level "4" or larger airfield. Airfields of any size may not be placed in mixed (jungle/rough) terrain hexes.
On tactical maps, airfields must occupy a coastal hex, or must be able to trace a ground movement path to a coastal hex containing (exclusive of the airfield hex itself):
- All clear terrain (any length) or
- A maximum of 1 jungle or rough hex (but not a mixed-terrain hex) between the airfield hex and a coastal hex, that is either clear or jungle itself.
If subsidiary airfields exist on tactical maps, bombers are eligible to operate at full-capacity from any of them, regardless of the subsidiary airfield's size—as long as the net airbasing capacity total of all friendly-controlled subsidiary airfields remains at least "2" (or "3" if 4-engined BMR's).
Air Points on tactical map subsidiary airfields must be sub-deployed on a side's Air Display, with each subsidiary airfield separate and distinct from the others. The maximum AP deployment limit at any subsidiary airfield remains the cumulative friendly-controlled subsidiary airfield basing capacity total.
Under-construction Airfields. If an airfield is under-construction when tactical map deployment is required, the engineer and a "construction" marker are placed in the appropriate tactical map hex. Note that no airfield may be "built" (or ever occupy) any mixed terrain hex.
[27.16.4] Pre-war A/F sites
Some Tactical Map islands do not have existing A/F sites depicted on those islands. For these islands, when tactical map deployment (27.14) is mandated, players are free to place these A/F sites (via placement of appropriate-sized A/F counters) in any eligible hex(es) of that island.
For informational purposes, these islands are:
- 2A Camiguin I.
- 2A Panay
- 3A Palmyra
- 5B Maloelap Atoll
- 6B Ulithi
- 7A Jolo
- 7B Hachijo-Jima
- 8A Cebu
- 8A Tawi tawi
- 9A Leyte
- 10B Palaus
- 11B Eniwetok
- 12B Molokai
- 14B Viti Levu
- 15B Funafuti
- 16A Soemba
- 18A W. Samoa
- 19A Bali
- 19A Paramushiro
- 24A Batan Is.
[27.17] Deployment & Conversion of Fortifications
The main map fortification strength and size (see 39.7) level determines the strength levels of fortifications deployed on the tactical map. Tactical map fortifications may be of any strength level, or combination of levels, so long as the main-map fortification strength and size levels are not exceeded.
[27.17.1] Conversion Procedure
Determine the size level of fortifications present on the main map. This is the number of ground steps on the tactical map that may deploy "fortified." If the size level on the main map is not exceeded by the number of ground steps deployed on the tactical map, then all the steps on the tactical map benefit fully from the current strength level of the main-map fortification—however they are situated.
If the fortification size level on the main map is exceeded by the number of ground steps present on the tactical map, then some of those ground steps' fortification levels must be reduced.
In such cases, the owning player either deploys the excess steps as un-fortified, or he must reduce the overall fortification strength levels (of all ground steps) deployed, using the following formula: (Original printed fortification strength level) minus (Total ground steps present minus Original fortification size level).
Example: (see Examples of Play Booklet)
[27.17.2] When islands are contested, fortifications may still be constructed on tactical maps, exactly as per 39.7.1.
[27.17.3] Transfer of Damage Points
Airfields and fortifications possessing damage levels on the main map must have these damage points transferred, on a 1-for-1 basis, to the tactical map when they are required to be deployed there. The owning side must apportion such damage equally. Thus, an installation may not be allotted a 2nd "hit" until all others of the same type have received 1 hit, etc. And, the first "hit" must be applied to the largest installation of each type affected.
[27.17.4] Effects of Fortifications
Unoccupied Fortifications. An unoccupied fortification (of any level) provides no defensive benefit, and may be entered freely by enemy units which pass a normal TQ check. Thus, such a move is, in effect, considered a "pursuit." No mandatory step loss (e.g., for pursuing USMC units) is inflicted upon units entering unoccupied enemy fortified hexes. Units failing this TQ check may continue to move, except that they may not directly enter the subject fortified hex. They may again attempt to enter these fortified hexes—from a different hex.
Player's Note: Tactical Map unoccupied fortifications represent "delay" points, garrisoned by small numbers of troops.
Absorbing Step Losses. Intact fortifications may "absorb" step losses inflicted upon un-broken units, on a 1-for-1 basis. Exception: If more than 1 defender step loss is called for by the printed CRT result, at least 1 actual step loss must be taken by defending units. Fortifications "absorbing" required defender step losses do not inflict "damage" hits on those fortifications—they permanently reduce that fortification's strength level, similar to the provisions of rule 39.7.6 ("Fortification Reduction"). Such reductions, then, are not "repairable."
Such absorption of step losses occurs prior to any mandated (or voluntary) retreats.
Example: (see Examples of Play Booklet)
Player's Note: The foregoing concept ("absorbing of step losses by fortifications") is vitally important to understand, as it will usually provide the bulk of Japanese ability to defend island hexes against overwhelming opposition.
The provisions of 39.7.5 ("Fortification Effects on Combat") and 39.7.7 ("Beachhead Defense") continue to apply.
[27.17.5] Repair of Fortifications
During Engineering Segments of G/T's, repairs of tactical map fortifications are performed per 39.7.8, with two exceptions. The owning player may opt to pay a one-time CP cost for all on-island fortifications, then distribute any repairs equally to all, or may pay for each fortification individually—rolling for each individually. If enemy units are stacked in the same hex as the fortification, a -2 DRM applies (as opposed to the normal -1 DRM).
[27.18] Bombardment
All normal bombardment (air, naval) provisions remain in effect, with the following exceptions.
[27.18.1] Tactical-level bombardment of hexes on tactical maps occurs as per 27.14.1. Note that this will often require immediate tactical deployment (see Step 2; 27.14.1).
[27.18.2] Bombardment (both air and naval) of installations (but not of Air Points) and of ground units on tactical map hexes suffer a base column shift of 1 left prior to resolution. See Bombardment: Ground Units charts for additional terrain-based column shifts.
[27.18.3] Damage to fortifications, if more than 1 fortified hex is present and visible on a tactical map, is applied as follows. The first damage level achieved is applied to the nominated individual target hex. If one exists, the following damage level must be applied to another (visible) fortified hex, regardless of its present damage level. The 3rd damage level is again applied to the original (nominated) target. Each subsequent damage level is alternated in this fashion, apportioning all "hits" on other than the nominated hex in alternating fashion.
No damage to fortifications exists in other than the nominated target hex if that hex does not itself contain a fortification. In this case, all Bombardment Table "D" results are ignored.
[27.18.4] When apportioning fortification "hits" to multiple fortified hexes, hits must be allotted to fortifications capable of sustaining damage (without exceeding their level) before allotting hits to others.
[27.18.5] If, in using the Bombardment of Ground Units Table, a damage level result obtained is less than a targeted intact fortification's level, the listed "D" result is halved (rounded up). Treat each separate bombardment combat result achieved on the same target separately.
[27.18.6] Additional Bombardment Column Shifts
In addition to the basic shift of 1 column left (using the Bombardment of Ground Units Table), other column shifts are applied in non-clear terrain (see chart). These shifts are in addition to the base shift of 1 column left for these bombardments resolved on tactical maps.
[27.18.7] When ground units are forced to make TQ checks via bombardment, such checks are made prior to applying any required damage to existing fortifications. Thus, such troops would still gain the -1 DRM to their TQ check DR, as long as their fortification is intact at that point—even if that fort is destined to be damaged beyond its printed level by that same attack.
[27.18.8] Bombardment of Airfields
If multiple airfields exist on a tactical map, during a bombardment of that island's airfields on that map, a procedure similar to apportioning hits to multiple fortifications is followed.
The nominated target airfield receives the full damage result gained on the Bombardment Table. For each AP block type rolled for (on the Bombardment of Air Points Table), each subsidiary airfield then receives half the listed damage (rounded down). Also, a -1 DRM is applied to the 1D6 DR to determine the level of damage inflicted to each subsidiary airfield itself.
[27.18.9] Special strikes (interdiction) of moving ground units on tactical maps are conducted as if the ground units affected were moving on the main map, with the same MP penalty costs—regardless of the scale of the tactical map in question.
[27.19] Embarking Units on Tactical Maps
Ground units may be embarked for sea transport (or amphibious assault) from:
- Port/anchorage hexes
- Any clear terrain hex not occupied by, or adjacent to, enemy ground units
[27.19.1] Sea embarkation is performed during Naval Phases, as is done normally, onto any eligible naval units occupying any strategic map coastal hex of the island in question. Exception: If the defending side has any intact coastal batteries (see 40.0) deployed on the tactical map in question, sea movement must be traced on the tactical map, in order to determine range, line of sight & eligibility to fire.
[27.19.2] Embarkation for amphibious assaults from tactical maps is the same, except that the same planning requirements (see 17.1.1) as apply to main map embarkations also apply to tactical maps.
[27.19.3] In the case of "amphibious end runs" (e.g., amphibious assaults conducted from one tactical map hex to another of the same island, or to another island which occupies the same strategic map hex), consider the naval MP's expended in transporting embarked units to be the cost of the main map itself (i.e., either 4, 5, or 6 naval MP's depending on the weather area).
[27.19.4] Air embarkation (and debarkation) is performed during Air Phases, as is done normally, from/to any controlled airfield on the tactical map.
[28.0] COMMAND: GENERAL
Command Points (CP's) may be loosely interpreted as "supply points" as, in a sense, they serve similar purposes (i.e., to the original game's), allowing units to move and fight; construction to occur, etc.
The intended role of the players in the game is that of Commander-in-Chief of the various major commands, making "Strategic Directions" within the P.T.O. The HQ's in the game represent major HQ's: Fleet, Army, and Combined. HQ's represent the staffs controlling all of the command, logistic, and intelligence functions, whereas the lower-level command functions are incorporated into the combat units actually performing operations.
All logistic, national resource, and activation functions are equated into CP's which are created during Strategic G/T's, and are an expression of the amount of current activity a given side is capable of undertaking at any given time. The number of CP's allotted to a side depends on strategic decisions taken by the players, on the current strategic situation, and (on the Allied side) random DR's.
Command Points represent the orders and materials required to activate a combat unit (ship or ground unit), and maintain its effectiveness. The number of Japanese CP's available in a given cycle is a product of Merchant Shipping Points and the current level of the Japanese Homeland and Co-Prosperity Sphere Resource hexes. Allied CP's are made available in varying amounts, primarily depending on the date.
In order to use CP's most effectively, combat units and installations must be able to trace a Command Link to their hexes from a friendly Ultimate Command Source. At any time during the game that a player cannot trace a command link from an ultimate command source to a hex, that hex—and any friendly units in the hex—is considered isolated. At any time during the game that a player can trace a command link to a hex, that hex—and any friendly units in the hex—is considered linked.
[28.1] Determining Japanese Command Points
During Strategic G/T's, the Japanese player refers to his General Record Track, noting the current Resource Level for the Japanese Homeland and Co-Prosperity Sphere. Noting which of these 2 levels is lower, he then notes (recorded also on his General Record Track) his current Merchant Shipping Point level. He (secretly) refers to the Japanese Command Point Table, cross-referencing the lower resource point level (Homeland or Co-Prosperity Sphere) with the MS Point level to determine the number of CP's available for that cycle. This amount is recorded.
Note: The current Japanese MS Point level need never be revealed to the Allied player, except through the use of "Magic" code-breaking (see 42.4.3).
[28.1.1] Japanese Strategic Reserves
As indicated in the campaign scenario instructions, Japan begins the war with a Strategic Reserve of 200 CP's. The Strategic Reserve CP pool may be considered a special "Future Operations Pool" (see 28.5).
CP's may be drawn from the Strategic Reserve pool by any HQ or unit, for any purpose. From the outset of the war, Japanese CP's must come from this pool before any other CP's may be spent. Thus, the Japanese Strategic Reserve of CP's (not the "Emergency War Reserve" pool; see 28.1.2) may not be stockpiled via the expenditure of regularly-acquired CP's in lieu of Strategic Reserve CP's. Once this pool is depleted, it may never be reconstituted.
[28.1.2] Japanese Emergency War Reserve (Naval Fuel Oil Reserve)
Japan begins the war with 50 CP's in her "Emergency War Reserve" pool. Entirely separate and distinct from the Strategic Reserve pool (28.1.1), CP's in the Emergency War Reserve are usable anytime, but only to activate ships.
Alternatively, once the provisions of the Japanese Fuel Shortages (60.13) are implemented, the Japanese player may mitigate the effects of it by exchanging CP's held in his Emergency War Reserve Pool for additional Naval MP's (see 60.13.1).
During each Strategic G/T, add 1% (standard rounding procedure) of the Japanese MS Point total to this pool. This special pool functions as if it were a naval "reserve" CP pool—usable by any linked ships.
[28.2] Determining Allied CP'S
During Strategic G/T's, the Allied player refers to the Allied CP's Table and rolls 2D6. Cross-referencing the DR with the current date, he determines the number of Allied CP's available for that cycle, and records it.
The Allied DR is affected by the current US Strategic Intelligence (see 42.0) level, the current Strategic Initiative (see 34.0) level, and occasionally by prior especially-fortunate or unfortunate CP DR's.
[28.3] CP'S: China
During each Strategic G/T, both sides may receive special CP's, above any normal CP's which may be assigned to HQ's operating there. These special CP's are assigned to HQ's (Japan) or to a special CP pool (Allies) used to activate Chinese ground units, or to rebase Allied AP's there.
During Strategic G/T's, prior to determining each sides' normal CP allotment for that cycle, each side secretly rolls 2D6, consulting its China Theater CP Table (see charts).
[28.3.1] CP Accumulation: China
CP carry-over in the China Theater differs from the normal procedures governed by 28.9. At the outset of the Command Phase of Strategic G/T's, both sides use the Air Point Availability Table to determine the amount of CP's resident in the China Theater (for Japan, this includes the CEF HQ and/or any other HQ's there) that are "carried over," to be added to the amount obtained for the current cycle.
Both sides use the range bands on the table corresponding with the number of CP's resident (i.e., left over from last cycle). All results are rounded to the nearest whole number (rounding .5 up).
In 1944, the Japanese player rolls 1D6 prior to his "carry-over" DR, applying the DR result as a + DRM.
Both sides are free to assign CP's to the China Theater from their normal per-cycle allotment. These would then be added to any CP's carried over.
Neither side (though this normally will apply only to Japan) may transfer CP's into, or out of, any HQ in China during operational G/T's—an exception to rule 28.8.
[28.4] Gearing Limits: CP'S
During Strategic G/T's, both sides are restricted in the amount of CP's they may assign to HQ's. The maximum depends upon the amount assigned to a particular HQ in the previous cycle.
Except where noted, the CP total for a HQ may not exceed 1.5 times the amount assigned to that HQ in the previous cycle, or 20 CP's—whichever is greater. Example: If the US P.O.A. HQ was allocated 50 CP's during cycle 0/3/42, the maximum it could be allocated during cycle 0/4/42 would be 75.
If a HQ is newly-deployed—not merely redeployed—a maximum of 50% of a side's allotment for that cycle may be assigned to it.
No minimum CP assignment exists for any HQ. No gearing limit applies to CP's allocated from a "Future Operations" pool. But, a per-cycle cap does exist (see 28.5).
Note: CP's carried-over from a previous cycle, or arriving from a future operations pool (28.5), do not count against gearing limits—only newly-assigned CP's do.
[28.4.1] CP Allocation
Within the above limitations, after determining the number of CP's available, each side allocates as many available CP's as they wish to each linked HQ. To allocate CP's, place the HQ marker corresponding to its mate on the map on the General Record Track in the appropriately-numbered space.
[28.5] Future Operation CP Pool
Each side can allocate a maximum of 50 CP's per Strategic G/T to a "future operation" pool. To establish a pool, secretly place the "Cycle: Future Op." marker on the Turn Track, up to six cycles in advance. Place the marker on the corresponding Future Op. CP marker on the General Record Track, reflecting the current amount of CP's allocated to the pool.
In each cycle until the future operation occurs, a side may add another 50 CP's. Once committed to a future operation, CP's may not be removed or used for any purpose, until the cycle designated. Upon reaching that cycle, all of the CP's must be allocated, to a HQ or HQ's. These CP's, then, are added to any other CP's that may be allocated to the HQ normally. They do not themselves count against CP gearing limits.
Note: The HQ's receiving "future operation" CP's need not have been pre-designated at the time(s) the future operation pool was established.
Neither side may have more than one future operation pool in existence at one time. Thus, new future operation pools may not commence until any existing one expires.
[28.6] CP Reserve
Each side (US, CW, Japan) has counters marked "CP Reserve." During Strategic G/T's, when a side's CP's are allocated (to HQ's or to "future operations"), a side may place CP's into "reserve," for unforeseen emergencies and/or contingencies.
CP's placed into reserve are entirely separate and distinct from "future operations" (28.5) CP's. These CP's are not immediately available. Rather, they become available during the following cycle. Reserve CP's carried over (i.e., unused) from previous cycles (28.9.1), plus those arriving from the previous cycle's allocation, are available for expenditure.
[28.6.1] Exchange Rates
Allied. Allied CP's placed into reserve are done, at the time of assignment, at a penalty exchange rate of 4:3. Thus, for every 4 CP's placed into reserve, only 3 (fractions are rounded down) are actually recorded on a side's CP log as "To Reserve." It is this total that will become available during the succeeding cycle.
Note: As per 28.9.1, the same 4:3 exchange ratio applies to reserve CP's "carried over" to a following cycle (thus, such CP's will, in effect, have been "taxed twice").
Japanese. Japanese CP's placed into reserve suffer varying penalty exchange rates, depending on the current Japa nese Merchant Shipping Point total:
JAPANESE RESERVE CP ASSIGNMENT
| MS Point Total | Exchange Rate |
|---|---|
| 450+ | 4:3 |
| 400-449 | 3:2 |
| 350-399 | 5:3 |
| ≤ 349 | 2:1 |
[28.6.2] Gearing Limits: Allied
Gearing limits (per 28.4) apply to Allied CP's placed into reserve. No maximum amount applies to Japanese reserve CP's. The allied player may never place more than 50% of a cycle's CP total into reserve.
Player's Note: This reflects the greater distances, in general, between Allied/US HQ's and their "Ultimate Command Sources."
[28.6.3] Reserve CP's are spent, during G/T's, from actual HQ's. Thus, they are first (technically only) allocated to an on-map HQ, which actually expends the CP's. Note that it is not necessary to mark or record this on the CP Log or General Record Track, as the CP's are immediately spent.
If the receiving HQ is linked, there is no exchange rate in assigning CP's to it from the reserve. Also, it does not matter whether the units the HQ expends the CP's on (e.g., ships, ground units, air operations) are themselves isolated.
If the receiving HQ is isolated, however, a 2:1 exchange rate applies. Thus, for each 2 reserve CP's expended, 1 is actually "received" by the isolated HQ.
[28.7] AO'S as Fleet Tankers
The US and Japan may use AO's in a strategic role capacity as fleet tankers—adding CP's to co-located Fleet & Combined HQ's during Strategic G/T's. AO's are assigned (and released from) strategic "tanker" roles only during Strategic G/T's, during the Merchant Shipping Phase.
AO's must be paired to do so. These pairs, if co-located with a linked Combined or Fleet HQ (or OSB), are marked with a "strategic role" counter during Strategic G/T's when so-assigned.
For each such pair of "strategic role" AO's, the lowest-capacity AO is used. If the port/anchorage location is fully-supplied (i.e., no supply penalty category—see 32.2—applies), CP's are added to that HQ based on:
- The lowest fuel capacity of each pair, counting each pair after the 1st as half-value (rounded down), times:
- A multiplier for the port—rounding the final CP total down.
Port Modifiers (all are cumulative, to a maximum multiplier of 1.0):
| Port type | Modifier |
|---|---|
| MAJOR PORT | 1.0 |
| MINOR PORT | .75 |
| ANCHORAGE | .50 |
| Supply Base Present | .25 |
| USN Mobile Service Base Present | .25 |
If the port/anchorage location is not fully-supplied, multiply the CP total gained, using the above process, by:
| Supply Penalty Category | Multiple |
|---|---|
| A, B | .75 |
| C, D | .50 |
| E, F | .25 |
AO's used strategically as "tankers" are not available for any other (on-map) mission for that cycle. They are not considered physically present at the port where they are administratively placed (e.g., if that port is attacked). Rather, they are assumed to be at sea, supplying that and forward-deployed bases.
[28.8] Transfer ("Lending") of CP'S: HQ-TO-HQ
During a G/T, CP's may be "lent" from on-map HQ's to other on-map HQ's. The following restrictions apply:
- The lending HQ must be within the Command Radius of the borrowing HQ—traced from either HQ.
- Both HQ's must be linked.
- Both HQ's must be "like-type" (i.e., Army-only HQ's may not "lend" CP's to Fleet-only, or Combined, HQ's). Note: The US SW Pacific HQ (Gen. MacArthur) has special capabilities in this regard; see 62.1.5).
- An exchange rate penalty of 4:3 applies. Exception: Until at least 4 are sent, none are lost.
- Such transfers may occur at any time during a weekly G/T.
- US HQ's may not lend CP's to CW HQ's, and vice-versa.
- No CP's may be lent into, or out of, any HQ (any nationality) inside China.
The lending HQ need not be "activated" itself in order to send lent CP's.
[28.9] CP Carry Over
At the end of each cycle, unused CP's for both sides are "carried over" into the next cycle, to be added to that cycle's normal allotment, according to the following.
[28.9.1] CP's in a side's "CP reserve" are carried over at a 4:3 exchange rate. For every 4 (ignoring fractions) CP's present in the "reserve" pool, 3 are carried over.
[28.9.2] CP's present in any HQ are carried over at a 2:1 exchange rate. (again, ignoring fractions). This is calculated individually, with each HQ retaining its own carried-over CP's.
[28.9.3] The Japanese C.E.F. HQ, and Allied CP's allocated to China (see 28.3) are not affected by this rule. Both those entities retain their CP's according to 28.3.1.
CP carry-over does not affect, nor apply to, "future operations" CP pools.
[28.10] Command Links
In order to function at full capacity, combat units and installations must be able to trace a Command Link from their hexes to a friendly linked HQ. HQ's themselves (in order to be "linked") must be able to trace a Command Link to a friendly Ultimate Command Source.
At any time that a unit, installation, or HQ cannot trace a Command Link (as described above), its (their) hex (and any friendly units in the hex) is considered "isolated." At any time that a unit, installation, or HQ can trace a Command Link, it (the hex) is considered "linked."
[28.10.1] Ultimate Command Sources
Japanese. Any Japanese-controlled Homeland Resource hex (including port hexes linked by rail/road to one) is a Japanese Ultimate Command Source.
Allied. Any Allied mapedge area appearing on map sections A, C, E, F, or G is an Allied Ultimate Command Source.
[29.0] HEADQUARTERS
During the Command Point Allocation Segment of Strategic G/T's, the CP's allotted to each side are in turn allocated to HQ's, to "reserve," or to "future operations." CP's are considered resident in those HQ's for the entire following cycle, and can be drawn by units that are linked, or controlled by (even if not "linked"), that HQ.
HQ's are not combat units. They cannot be attacked by enemy ground combat units. They may be affected by damage inflicted to the port/anchorage hex they occupy (see 11.5). They may be redeployed (i.e., moved) only during Strategic G/T's, at a cost of 10 CP's (less for some IJN Fleet HQ's).
If a HQ occupies a hex in which enemy ground units are located, but no friendly ground units are present (either as a result of combat or any other circumstance), the HQ is Involuntarily Disbanded and removed to the Availability Box. It may be removed from there, during Strategic G/T's only, at a cost of 20 CP's.
HQ's may be voluntarily disbanded, instead of redeployed. There is no penalty for doing so. Reintroduction of such HQ's costs the normal 10 CP's for moving any HQ. Any HQ in the Available Box may remain there indefinitely, without penalty.
HQ's must always occupy a friendly port, anchorage, or OSB (including emergency; see 31.1.5). Exceptions: The Allied NCAC, CATF & 14th AF HQ's, HQ's embarked, and those HQ's dictated by starting OOB as otherwise (CW Far E. HQ—New Delhi). In order to be "linked," a HQ must be able to trace a continuous path of any number of sea hexes from the port hex it occupies to any friendly Ultimate Command Source.
In order to be "linked," any non-HQ unit must occupy a hex that is either occupied by a linked HQ, or must be able to trace a command link to a friendly linked HQ.
[29.1] HQ Command Radius
Only HQ's can trace command links directly to Ultimate Command Sources. All non-HQ units must trace sea or land command links to a linked HQ in order to be considered linked themselves.
All HQ's have a Command Radius (technically, a "sea command radius"—though some special HQ's "command radius" is traced overland) printed on their counters—to the right of their activation point cost. This value lists the maximum distance, in overwater hexes, in which a HQ may provide a command link to units/facilities tracing command links to it. Note: Weather areas (Tropical, Temperate, Arctic) have no effect on a HQ's Sea Command Radius.
[29.2] HQ Types & Activation
Five types of HQ's exist:
- Army-type: Those capable of activating ground units only (green print)
- Fleet-type: Those capable of activating ships only (blue print)
- Combined-type: Those capable of activating both ground and naval units (black print)
- Specialist-type: US III MAC, V MAC; CATF & 14th AF (white print)
- Soviet HQ's
[29.2.1] Chartbook II contains a master HQ summary.
[29.2.2] Special Cases: Japanese HQ's
The Japanese Imperial GHQ and C.E.F. HQ's may activate ground units only.
Japanese admiral-commanded Combined HQ's may activate SNLF units normally (per the Marine exception, above). Other ground units (i.e., IJA), however, if activated by such HQ's cost 2x their printed cost to activate.
Japanese Fleet HQ's (exception: North Seas Fleet HQ) cost only 2 CP's to move. Japanese Fleet HQ's co-located with either the Combined Fleet or S. E. Area Fleet HQ are always considered "activated."
IJN admirals placed in command of Fleet HQ's (e.g., Adm. Kondo—2nd Fleet 13/41) may, if "activated," take to sea, as per 8.9.
Japanese Combined HQ's. The two Japanese Combined-type HQ's (Combined Fleet & S.E. Area Fleet), with their commanders, may also take to sea, but their command radius (in such cases) extends from their current at-sea location. Also, the only effects gained from such deployments are those potentially gained for the TF the HQ is deployed with—its commander's ratings affecting only that TF. Like IJN Fleet HQ's, such Combined HQ's must be "activated."
[29.2.3] Special Cases: US HQ's
The Allied NCAC HQ may activate ground units only.
The US CincPac and Pacific Ocean Area (POA) HQ which replaces it in cycle 0/3/42, until cycle 0/13/44 may not be voluntarily redeployed. Commencing 1/45, no geographic restrictions apply for the P.O.A. HQ.
The US SW PACIFIC HQ is scheduled to arrive during cycle 0/4/42. It may arrive earlier, if the USAFFE HQ is disbanded, or if its commander is changed (from Gen. MacArthur). If the US player disbands the USAFFE HQ (permanently eliminating it), or a change-of-command occurs, the US SW PACIFIC HQ is placed on the Turn Track (or annotated on the US Reinforcement Log) 1 cycle ahead. The HQ arrives during the Strategic G/T of that cycle, as a reinforcement—but must be paid for in CP's to deploy.
Example: The US player disbands the USAFFE HQ during G/T 2/3/42. The SW PACIFIC HQ becomes available for deployment, then, during Strategic Cycle 0/4/42 (in this case its normally-scheduled arrival date).
If the SW PACIFIC HQ arrives via the USAFFE HQ's disbandment, then any commander may arrive as its commander for free. The SW PACIFIC HQ must be paid for to deploy, but in this case the new commander (i.e., Gen. MacArthur) arrives for "free."
The US III MAC & V MAC ("Marine Amphibious Corps") HQ's may remain afloat, retaining their Command Radii of 3, and 5 (respectively).
[29.2.4] Special Cases: CW HQ's
The CW ANZAC HQ is the only HQ which may serve to co-exist within the Command Radius of another Allied HQ, without taking priority over it for any purposes. As such, if the ANZAC HQ (and/or its OSB's) and another Allied Army or Combined-type HQ (or their OSB's) both exist within Command Radius of a given hex, and no Allied on-site general exists in that hex, then in this circumstance the ANZAC HQ acts, for general effects purposes (see 26.1.2), as a substitute on-site commander. Note that the ANZAC HQ need not be activated in order for this to occur—though it must be within Command Radius of the combat hex in question.
The ANZAC HQ may be commanded by any CW general or admiral eligible to command a HQ.
[29.2.5] Determining the Controlling HQ: Ground Units
Ground units are not considered "linked" unless they are linked to a HQ capable of activating them, and are not isolated.
Activation of ground units may not be done at sea (e.g., following possible re-embarkation after unsuccessful amphibious assault, etc.).
In determining which HQ "controls" a ground unit, use the following descending order of priority:
- The HQ which "activated" the unit.
- The closest HQ (in terms of sea MP's) which is capable of activating the unit.
- If 2 or more eligible HQ's are equidistant, the owning player may choose which is the "controlling" HQ.
[29.2.6] Combined HQ's Activating/Controlling Ground Units
Chartbook II lists all generals and admirals capable of commanding HQ's, including Combined-types. If an admiral commands a Combined HQ, and has no ground unit ratings (Note: All IJN admirals except Adm. Toyoda fall into this category), and this HQ is the controlling HQ for ground units, all ground units controlled by this HQ suffer an automatic -1 TQ modifier (for all purposes), and an adverse Column Shift of 1 in any ground combat. Exception: Marine units—both US and Japanese (SNLF) are not subject to this rule.
[29.2.7] Air Points
Allied. Allied AP's are considered "linked" if they can trace a command link to either a Combined, or any Army-type HQ, or OSB's from either.
Japanese. The same as "Allied," above, applies, but IJN-type AP's (see 4.1) may trace a valid command link to IJN Fleet-type HQ's.
Note: Air-related CP expenditures may be borne by any HQ (as listed above) eligible to "link" AP's, or from "reserve."
[29.2.8] US HQ Restrictions
Until lifted, US Army-type HQ's are restricted in the types and numbers of US ground units they may activate. Such HQ's may activate/control/link:
- All US Army, US engineer, and eligible* Allied ground units.
- A maximum of 1 non-engineer USMC unit per G/T.
* Any Australian/New Zealander/Free-French/Filipino ground unit, and up to one non-division-sized British ground unit. This restriction is permanently lifted, during Strategic Cycle 0/7/45, or when the US player plans (see 17.1.1) an amphibious invasion of any of the Japanese Home Islands—whichever occurs first.
US Combined-type HQ's may be commanded by either a general or an admiral. If commanded by a general, any ship activated by that HQ costs 2x its base activation point cost. US Fleet-type HQ's must be commanded by an admiral.
US Combined and Fleet-type HQ's may activate/control/link:
- All USMC, US engineer, and eligible* Allied ground units.
- A maximum of 1 US Army non-engineer unit per G/T.
* Any Australian/New Zealander/Free-French ground unit, and up to one non-division-sized British ground unit.
The US III MAC & V MAC HQ's are USMC HQ's. They may activate/control/link:
- All USMC units.
- Up to 1 US Army unit (any flavor) per G/T.
No US HQ except the N.C.A.C., C.A.T.F. & 14TH A.F. may ever be deployed more than 100 hexes (as legally traced, overwater) from any USA West Coast Mapedge Area (i.e., USA West Coast 1, 2, 3, 4, 5, 6).
[29.2.9] CW HQ Capabilities & Restrictions
CW HQ's may activate/control/link all British, Indian, Australian, Burmese, New Zealander, Malayan, African and Dutch units without restriction.
CW HQ's may activate/control/link a maximum of 1 US non-engineer, non-division-sized ground unit per cycle.
[29.2.10] Australian M.D. HQ's
Australian Military District HQ's may activate/control/link only Australian units.
[29.2.11] Dutch HQ's
The RNN Nav For HQ may activate all Allied (RN, RAN, RNN, USN) ships without restriction. The KNIL Army HQ may activate/control/link only Dutch ground units.
[29.3] HQ Activation Costs
HQ's must themselves first be "activated" in order for them to activate their units, if those units are to perform combat, or combat missions (ships), as follows:
- Ground units whose movement at no point (start, during movement, or end) brings them adjacent to, or stacked with, enemy ground combat units (including Intrinsic Garrisons) do not require the activation of their HQ.
- Ground units activated solely for engineering purposes do not require the activation of their HQ.
- Ships performing non-combat missions (as defined in sections 17.8-17.15), or a port change only move (17.13.10), do not require the prior activation of their HQ.
- In order for any ground unit to enter an enemy-occupied (including Intrinsic Garrisons) hex, or move adjacent (overland) to an enemy ground unit, that unit's controlling HQ must be itself activated.
- In order for any ship or TF to perform any combat mission, its controlling HQ must be activated.
[29.3.1] HQ's are activated by paying the printed activation cost on the HQ's counter (exception: see 29.3.2). Often this CP cost will be reduced (and occasionally increased), depending on the HQ's commander.
[29.3.2] HQ's: Activation Duration
HQ's are activated on a cycle basis (i.e., once activated during a cycle, it remains activated for that entire cycle).
HQ's may be activated at any time during a G/T. The cost to activate HQ's depends on where the CP's required originate. If sufficient CP's are resident in a HQ (having been so-allocated there during the preceding Strategic Cycle), the cost to activate that HQ is that printed on its counter—perhaps adjusted by the HQ's leader, and by its supply status (see 32.2.4).
If the CP's come from a side's "reserve" stock (see 28.6), the basic cost to activate a HQ is 1.5 x the HQ's normal activation cost (rounded down).
[29.3.3] Units activated by a HQ continue to use their normal activation costs, regardless of where the CP's for their activation comes from (possible exceptions: isolation 30.0 and supply status 32.2.4). It is only HQ's themselves, then, which must pay a penalty if the CP's for their activation comes from "reserve" (or is lent from another HQ; see 28.8).
[29.3.4] Inherent HQ's
The US West Coast, and all Off-map Holding Boxes, contain inherent, always-activated Combined HQ's.
[29.3.5] Admirals who command Combined-type HQ's may not function as normal TF commanders. They are, for all intents, "land-locked." Admirals who command Fleet-type HQ's may command TF's (see 8.9).
Admirals may command both Combined and Fleet type HQ's at the same time, as long as they are co-located. Both HQ's continue to function separately.
[29.3.6] HQ commanders may be moved for free in two instances:
- When initially deploying OSB's from their HQ (may be moved from the HQ location to the OSB location automatically) and
- When/if OSB's are disbanded (the reverse of the above)
[29.3.7] HQ's Without Commanders
HQ's without commanders suffer the following penalties:
- Base CP cost to activate that HQ is 1.25 x the normal cost (rounded up).
- Ground units controlled by such HQ's have their TQ's reduced by 2, and automatically receive an adverse Column Shift of 1 in all ground combat.
- Base CP costs to activate ships is 1.5 x (rounded up).
[29.4] HQ'S: Permanent Loss
[29.4.1] Allied
A surrender of India results in the permanent loss of both the SEAC and 14th Army HQ's.
The capture of Singapore and all A/F's in Malaya, results in the permanent loss of the Malaya A.G. HQ (no matter where it is currently located).
The surrender of Java results in the permanent loss of the ABDA HQ (again, no matter where it is currently located). If Gen. Wavell is in command of the ABDA HQ, ABDA is involuntarily-disbanded immediately upon Japanese capture of any installation hex (airfield, named location, port/anchorage) in Java, if this occurs anytime after cycle 1/42. If Gen. Wavell is not in command of ABDA, or if such Japanese capture occurs prior to cycle 2/42, this rule does not apply.
If the ABDA HQ is involuntarily-disbanded, by the above circumstances, Gen. Wavell is not eliminated (see 2nd paragraph following), as the ABDA HQ would not (in this case) be eliminated via combat, and/or permanent elimination via "surrender." In this case, Gen. Wavell is placed back into the Allied Available Generals Box.
Commanders of HQ's mentioned above are also lost permanently upon the loss of their HQ.
Use of the US SW PACIFIC HQ, and US Combined-type HQ's may entail CP restrictions and limitations where their Command Radii overlap. See 62.1.4.
The US Asiatic Fleet HQ is involuntarily disbanded when the ABDA HQ is first disbanded.
[29.4.2] Japanese
25th Army HQ (Gen. Yamashita). Immediately following the Japanese capture of Singapore—providing no Allied ground units still exist in Malaya, the Japanese 25th Army HQ is permanently disbanded. At this time, Gen. Yamashita is also removed (Player's Note: He returns, as a full general, in cycle 0/7/44).
Upon the disbandment of the 25th Army, the Japanese player may immediately, and without CP cost, perform 1 of the following actions:
- Redeploy 1 Army HQ or
- Redeploy 1 Army HQ's OSB or
- Deploy (if currently undeployed) 1 Army HQ's OSB
Player's Note: Historically, after the fall of Singapore, Gen. Yamashita remained in Singapore, nominally in command of the 25th Army, until the summer of 1942, when he was summarily reassigned to Manchuria. But, the 25th Army's campaigning in the Pacific was concluded with the fall of Singapore. As such, from that time until he was recalled to command the 14th (Area) Army in mid-1944, Gen. Yamashita's active command was effectively over. Allowing the Japanese player to retain the 25th Army, and most importantly, Gen. Yamashita, until mid-1942 would likely lead to ahistoric use of him, no doubt to the Allies' detriment.
The conquest of Sumatra and Java, which followed the successful Malayan campaign, were under the command of the 16th Army (Gen. Imamura)—hence this special rule allowing the Japanese player one "free" HQ/OSB redeployment after the 25th Army is disbanded.
[29.5] Offensive Support Bases
OSB's are used as an integral part of command links. During an Engineering Segment (of a Ground Phase), an OSB may be built for the expenditure of 10 CP's (exception: Beach-head OSB's—see below). Generally, only 1 OSB may exist per linked HQ, from whence the CP's must be expended. Exception: See Chartbook II for those HQ's capable of deploying more than one.
On the main maps, OSB's may be built in one of two types of locations: any linked port/anchorage, or any linked named location. Note: A "named location," by definition, is any island or atoll with a printed identification, any city, or any named airfield. See 27.15 for tactical map OSB-eligible hexes.
Beach-head OSB's.
OSB's may also be built following successful amphibious assaults (defined as the landing units' achieving a combat result not mandating an attacker retreat), known as Beachheads. Immediately following a successful amphibious assault, a beachhead OSB may be built, in any terrain/hex, for the expenditure of 2 CP's (paid for by the HQ activating the assaulting ground units).
During subsequent G/T's, such OSB's must be maintained—CP's paid during each Ground Phase. CP costs for maintenance of beachhead OSB's during G/T's varies:
- If the B/H OSB is "linked:" 1 CP per G/T.
- If the B/H OSB is blocked (29.8; not "linked"): 2D6 are rolled at the outset of each Ground Phase. The CP cost to maintain that B/H OSB is equal to the DR Differential times 2, with a minimum CP cost of "1."
If sufficient CP's exist for maintenance of a B/H OSB, that OSB remains, and links all ground units as indicated below. If sufficient CP's do not exist, that B/H OSB is removed from the map. Note that B/H OSB's may only be (initially) placed following a successful amphibious assault. As such, if removed via non-maintenance, the removal is permanent—until/unless another subsequent successful amphibious assault occurs on that map.
Beachhead OSB's have no Sea Command Link range. On the main maps they provide a Command Link only in the hexes they occupy, for as long as they are maintained. On tactical maps, they link all friendly-controlled hexes that can trace an overland command link (of continuous friendly-controlled hexes) of any length.
OSB's, Command Link Ranges: Main Maps.
On the main maps, an OSB in a linked port/anchorage has a Sea Command Link range of 20 hexes (regardless of the movement area in question). These, and linked OSB's in a named location have an overland Command Link range of 16 ground MP's, traced as would a non-mechanized ground unit, from the unit(s) in question back to the OSB. Note: OSB's may also trace overland ground Command Links of 16 MP's to their parent HQ's. On tactical maps, they operate as do beach-head OSB's (above).
OSB's may be voluntarily removed during any Engineering Segment. OSB's can be reduced in effectiveness due to enemy bombardment. For each level of damage present (including "suppressed" results), an OSB's Command Link range (over water and overland—note that overland reductions apply on main maps only) is reduced 25%. Thus, an OSB with a "D3" damage level has a Command Link range of "0."
Each Engineering Segment, all linked OSB's that have "D2" damage or less have all damage automatically removed, if an unbroken engineer is present. OSB's with "D3" or "D4" damage levels must be manually repaired, also during Engineering Segments. The procedure for repairing OSB's is as per airfield repair (39.2.6).
During the Engineering Segment of Ground Phases, each linked HQ can construct 1 OSB in any undamaged port/anchorage, or any named location.
All OSB's, except Beachheads, are at all times identified with a single HQ. Initially, that HQ must be the one that created them. Thereafter, they may conceivably be "controlled" by a different HQ—at which time the OSB counter should be replaced with its new controlling HQ's designation. No CP cost accrues for this. In any case, an OSB may serve only one HQ's Command Link at any time.
[29.6] Sea Command Links
Unless blocked (see 29.8), any coastal hex within the Sea Command Radius of a linked HQ is "linked."
Oversea Command Links (e.g., to a HQ or OSB) may be traced from either a ground unit's present location (if a coastal hex) or from an entry arrow marker belonging to it.
Any coastal hex within 20 sea hexes of a friendly linked OSB occupying an undamaged friendly port or anchorage is "linked."
[29.7] Overland Command Links
On the main maps, any land hex within 16 ground MP's (traced as would a non-mechanized unit) of either of the following is considered "linked:"
- A friendly undamaged, linked port (not an anchorage) or
- A friendly linked OSB or HQ
Units may trace overland Command Links along rivers, treating that river as if it were a road. Only enemy units occupying both sides of any river hexside blocks such ability.
The Overland Command Link range of 16 MP's, for Command Linkage purposes, is not affected by monsoon conditions. Rather, non-monsoon MP's always apply, not the +1 MP addition as in pure ground movement.
[29.7.1] Rail Line Exception
Bases (airfields, named locations) with a direct rail line connection to a non-isolated port (not including anchorages) are not isolated unless, during a Strategic G/T Attrition Phase, that rail line is found to be cut.
[29.8] Blocked Command Links
Two types of units can serve to block enemy Command Links:
- Combat Air Points within 4 (main-map) hexes (regardless of the movement area involved).
- Enemy ground units.
[29.8.1] Air-blocked Command Links
A Command link may not be traced into, or through, a hex that is within four hexes, or normal range, whichever is less of enemy combat AP's, except as noted below. Notes: "Combat AP's" are defined as non-isolated, operable FB, D, T, or B-type AP's. In the case of multi-hex (strategic map) islands, wherein opposing units occupy a corresponding tactical map, ranges traced must be within legal range of all (strategic map) hexes of that island.
Command Links may be traced into (or through) such hexes if sufficient friendly FTR ("F") type AP's exist within normal range of potentially "isolated" hexes.
To determine whether enemy air-imposed isolation effects may be negated, the onus is on the challenging (i.e., isolated) side to demonstrate sufficient air strength. At any one point (and only one) during a G/T, each side may call for, and calculate, respective air strengths, as follows.
Isolating Side. Add the number of AP's with an anti-ship rating of at least "3" to the number of FB AP's qualifying (as defined above). Double the number of any such AP's which are based at the subject "isolated" hex. The sum is the isolating side's effective "isolation value."
Isolated Side. Total the number of eligible FTR AP's (as defined above). Double the number of any such AP's which are based at the subject "isolated" hex. The result is the isolated side's "counter-isolation value." Note: No staging bases may be factored into either side's calculation.
In comparing the respective values, if the isolated side's value exceeds the (potentially) isolating side's value, the hex is not isolated.
Since isolation effects most demonstrably affect ground operations, a hex's isolation status at the outset of the Ground Phase determines its status for that Ground Phase.
Example (see Examples of Play Booklet)
[29.8.2] Blocked Command Links: Ground
A Command Link may be traced into but not through a hex containing an enemy ground unit, unless that hex also contains a friendly ground unit.
Overland Command Links may never be traced across mountain hexsides, except through a mountain pass.
[30.0] ISOLATION
At any time during the game, a unit that cannot trace a Command Link is considered isolated. Isolated units (both ground and naval, but not HQ's) may still be activated, by paying triple their normal activation costs. CP's spent in activating any isolated unit must come from the nearest linked HQ otherwise capable of activating them.
AP's deployed at isolated airbases are counted double for air attrition purposes (see 37.1). Isolated airbases have their search values halved (rounded down).
Any ground unit that is isolated during Strategic G/T's may be subject to attrition (see 25.1).
There are no adverse effects on isolated naval units, other than tripling their activation point costs.
[30.1] Isolation Effects on Ground Units (Attrition)
[30.1.1] Broken Units
Each broken ground unit that is isolated during the Attrition Phase of Strategic G/T's must individually make a TQ check. Each unit failing this check loses 1 step. One-step units receive a -1 DRM to their DR's.
Broken and isolated units during a Rally Phase (during regular G/T's) cannot attempt to rally. During Strategic G/T's, such units may receive no replacement steps.
[30.1.2] Unbroken Units
Each unbroken ground unit that is isolated during the Isolation Phase of Strategic G/T's must also make a TQ check. The owning player may choose whether to nominate a "lead" unit in each hex—whose TQ check applies for all units in the hex; or individually. Each unit failing this check becomes "broken."
[31.0] EMERGENCY COMMAND LINKS
[31.1] "Tokyo Express"
The Japanese player has two sets of "Tokyo Express" counters ("A" & "B," each with "Start" and "End" counters). During a Strategic G/T, the Japanese player must pay CP's to establish the Tokyo Express. The CP's required are calculated as:
- 5 divided by the "E" Rating of the admiral assigned (31.1.3) to command it (rounded up)
Only admirals with negative (i.e., beneficial) "E" Ratings are eligible.
[31.1.1] To establish this link, the Japanese player places the "start" marker in any friendly linked port/anchorage containing at least 4 DD's, and places the "end" marker in any coastal hex within 13 (strategic map) sea hexes of the "start" marker. This emergency command link cannot be blocked.
If the "end" marker must be placed on a tactical map (mandatory if the Express terminates on an island where a tactical map is in play), the "end" marker is placed in any Japanese-controlled coastal hex of that tactical map island.
[31.1.2] Japanese DD's used to constitute the Tokyo Express are removed from the port or TF Display, placed in any convenient Available Box, and marked with a "strategic role" marker. They may be removed from there during a future Strategic G/T in which the Tokyo Express is disbanded.
[31.1.3] In order to establish, or maintain, the Tokyo Express, one Japanese "E-rated" surface admiral must be assigned to command it. As long as the Tokyo Express emergency command link is functioning, this admiral is not available to command regular TF's. The admiral assigned should be placed with the Tokyo Express "end" marker, on the map.
[31.1.4] To maintain the Tokyo Express costs 2 CP's (paid during Strategic G/T's), regardless of the assigned admiral's "E" rating.
[31.1.5] Tokyo Express Effects
Wherever situated, the Tokyo Express "end" marker functions as a special, limited OSB (see 29.5; 4th paragraph), with an overland Command Link range of 16 MP's (strategic or tactical maps).
When initially established, and during succeeding Strategic Cycles in which the Express is maintained, the Japanese player rolls 2D6. The DR result is the number of Japanese ground steps that can trace an overland Command Link to the Express "end" marker that are considered "linked" for the coming cycle. "Isolated" markers are removed from these units/steps. Units may be broken down after this DR.
DRM's: See Optional Rule 31.1.6.
Note: Units/steps determined to remain "isolated" are subject to all "isolation" (30.0) penalties.
[31.2] Japanese Submarine Transport
The Japanese player may allocate I-boat type (including "J" type) sub points to perform a limited type of strategic transport. Subrons must be allocated to and from a Sub Transport role during Strategic G/T's (during the Emergency Command Link Segment of the Command Phase). Sub points (and Subrons) allocated to transport may not move.
[31.2.1] Subrons performing transport must have a Submarine Transport marker placed on them. The Subron performing the transport mission must be within its search range (i.e., within five hexes) of the target (receiving) main-map hex. Ground units deployed on tactical maps are eligible for this process if any hex of their island's main-map are within the search range of the assigned transport Subron.
[31.2.2] All sub points allocated to a Subron performing transport are assumed to be performing transport. As such, they may not search for, nor attack enemy ships. They are still treated as submarines for defensive purposes, and may only be attacked as such.
[31.2.3] The chances of a successful sub transport depends on three factors:
- The # of sub points from all Subrons assigned the mission.
- The # of ground units in the hex attempting to be supplied (or, more properly, "linked").
- The # of steps in each of those ground units.
[31.2.4] Isolated ground units occupying any coastal hex are eligible to be linked via sub transport. Units occupying (and controlling) a port or anchorage have a greater chance of success at being linked.
The number of tactical map coastal hexes eligible to be rolled for from a transport Subron is equal to the number of sub points in that Subron. (A maximum of one main-map hex may be chosen).
[31.2.5] At the instant the sub transport mission is created, 2D6 are rolled for each friendly ground unit in the hex, and the Submarine Transport Table (see charts) is consulted.
If the required DR (as listed on the table) is met for any particular ground unit, that unit is considered "linked" for the entire coming cycle. If not, such a unit remains isolated. Thus, this procedure could result in different ground units in a hex possessing different statuses of Command Links.
The Allied player may never use submarine transport in this fashion. The US does have the capability to use sub transport for other purposes (see 22.8.2).
[31.3] Air Transport
Both sides have sets (the Allied player 2; the Japanese 1) of Air Transport counters, distinguished by their color. One counter in each set is marked "start;" the other "end." During a Strategic G/T, a player can pay 5 CP's to establish one emergency command link via air transport. The Allied player may spend 10 to establish both of his.
[31.3.1] Establishing an air transport emergency command link entails:
- Placing the "start" marker in any linked undamaged airfield (any size); placing the "end" marker in any friendly undamaged airfield within 9 hexes and
- Removing a number of cargo ("C") AP's from on-map (from any linked airfield), depending on:
A) The number of friendly ground steps to be linked to this emergency command link:
| # of Gnd Steps | # of Cargo AP's Removed (2) |
|---|---|
| 1-2 | 1 |
| 3-6 | 2 |
| 7-12 | 3 |
| 13-20 | 4 |
| 21-30 | 5 |
| 31+ | 6 (1) |
Notes: 1) Add 1 cargo AP for each 3 ground steps above 30 (rounded up). Example: 34 ground steps = 8 AP's required. 2) Monsoon weather (either "start" or "end" airfield is in monsoon hex): Double listed totals.
Or
B) The number of AP's in Strategic Bombing missions: 1 cargo AP per BMR (or HVY BMR) to be "linked." See 31.3.4.
Cargo AP's removed from on-map A/F's to establish emergency command links are placed one cycle ahead on the Turn Track, as normal reinforcement AP's.
[31.3.2] Restrictions
The "end" (receiving) airfield may not be within four hexes of any enemy FTR AP, unless that airfield is within the normal range of at least 1 friendly FTR AP.
[31.3.3] Overland Range
Any ground unit that can trace through eight ground MP's (traced as would a non-mechanized unit) to the "end" marker airfield is considered "linked," as is the airfield itself.
The Allied player may not place both of his air transport route "start" or "end" markers in the same hex. He can, however, place an "end" and "start" marker from different sets in the same hex—thereby extending the effective range of the emergency command link.
[31.3.4] Linking Strategic Bombers
Air transport emergency command links may reduce the number of CP's required to mount strategic bombing missions (see Activation Costs Summary, charts). If the A/F used to base these bombers is linked by emergency command link, then the CP cost remains 1 CP per each multiple of 3 HVY BMR AP's used (dropping fractions).
[31.4] Maintaining Emergency Command Links
In each subsequent Strategic G/T after any emergency command link (Tokyo Express; Air Transport) has been established, the owning side must pay 2 CP's to maintain the line. If the CP's are not spent, the link is immediately removed from the map.
[31.5] Increased CP Costs
Each time a CP is used by a ground unit or installation that is drawing on an emergency command link, an additional CP must be spent. In other words, each CP spent must be matched by an additional CP penalty.
Example: An Allied ground unit using an Air Transport route for linking has an activation cost of "2." To spend 2 CP's to activate the unit, the Allied player must spend an additional 2 CP's (for a total of 4).
[32.0] SUPPLY BASES & SUPPLY LINKS
Both sides operate supply bases, which exist to regulate the higher costs of operating bases far in advance of established supply lines. The USN, in addition, may repair "D1" damage levels to ships at functioning US supply bases which contain any undamaged port/anchorage. Both sides begin the war with a number of supply bases established and, for the Allied side, some "under-construction." During play, both sides may construct additional ones. These rules do not apply to Chinese units inside China.
Player's Note: These supply rules are entirely separate and distinct from Command Links, though the two concepts are related. Command Links depend primarily on the distance a base (or unit) is from its controlling HQ. Supply Links depend primarily on the distance a base (or unit) is from the nearest friendly Supply Base. A base may, for example, be considered "fully-supplied," but isolated for "command" purposes (via the "breaking of" that command link).
[32.1] Tracing Supply
Note: "Base" herein is defined as a hex containing an A/F or Seaplane Base, or a port/anchorage. Ground units in hexes not containing bases are not subject to this rule. Rather, their supply status depends on linkage (29.6-8), and the supply status of the HQ or OSB they draw from.
Each base traces supply to (usually) two supply sources:
- A) An Ultimate Command Source (UCS; see 28.10.1) and
- B) A friendly Supply Base
Note: The term "base" as used herein refers to any installation (airfield, port) or ground unit.
Bases close to established supply lines will suffer no operational penalties. Those bases farther from established supply lines may suffer penalties, sometimes severe.
[32.1.1] To determine a base's supply status for a cycle, a two-part equation is used: (2y) x, where:
- y = The distance, in hexes, from the tracing base to its nearest UCS and
- x = The distance, in hexes, from the tracing base to the nearest friendly supply base.
The end product of this formula (the two values multiplied) determines whether a base functions normally (i.e., without penalty) in a coming cycle. For both sides, if a base's Total Supply Distance—(2y) x—is less than 1,500, that base suffers no operational penalties. If a base's Total Supply Distance is at least 1,500, then that base may suffer various operational penalties.
Example: Japanese-controlled Jaluit atoll's Total Supply Distance is calculated:
- y (distance to UCS—Japan) = 47
- x (distance to nearest supply base—Truk) = 19
- Using (2y) x, 2 x 47 = 94; 19 x 94 = 1786.
Consulting the Supply Penalty Categories (see 32.2.1) Jaluit, with a Total Supply Distance of 1786, will suffer category "A" penalties for the upcoming cycle.
[32.1.2] Allied UCS Restrictions
Allied bases are classified either as Commonwealth (CW) or US. The controlling HQ determines the controlling nationality. The "controlling HQ," for these purposes, is defined as the closest HQ capable of activating ground units at that base. If that HQ is American, the base is American. If Commonwealth, the base is considered a CW base.
US bases must trace UCS supply links to one of the six US West Coast Mapedge Holding Areas. CW bases may trace UCS supply lines to any Mapedge Holding Area.
[32.1.3] Base Logs
Each side has a Base Log they must maintain for all their bases, in order to calculate and record any operational penalties imposed on those bases.
Player's Note: The majority of bases in the game (especially for the US) need be checked but once, as they will fall well within the "no penalty" category. Moreover, the only factor that could change this is the loss of a friendly supply base. The distance to a base's UCS will never change.
HQ command radii are not affected by supply bases, or any supply distance calculations. Units within a HQ's Command Radius remain eligible to be activated at their normal cost, unless a supply penalty category of "B" or higher (see 32.2.4) applies.
[32.2] Supply Penalty Categories
Six different categories exist in classifying the extent of operational penalties associated with advanced bases. For convenience, these conditions are summarized in table format on each side's Base Log. Note: Unless otherwise indicated, all value reductions are rounded to the nearest whole number, rounding .5 up.
[32.2.1] Supply Penalty Category Table
| Category | Total Supply Distance Calculation (2y) x |
|---|---|
| A | 1500-1999 |
| B | 2000-2999 |
| C | 3000-3999 |
| D | 4000-4999 |
| E | 5000-5999 |
| F | 6000 + |
[32.2.2] Operational Effects: Air Operations (Summary)
| Category | Air Effects Summary |
|---|---|
| A | Air search DRM -5; Base cap. -1; Torp. DRM -1. |
| B | Air attrition x2; Air search DRM -5; Base cap. -1; AA -1; Torp. DRM -1. |
| C | Air transfer +1; Air attrition x2; Air search DRM -10; Base cap. -1; AA -1; Air Pt. Avail. Table required; Torp. DRM -2. |
| D | Air transfer +1; Air attrition x2; Air search DRM -10; Base cap. -2; AA -2; Air Pt. Avail. Table required; Torp. DRM -2. |
| E | Air transfer +2; Air attrition x3; Air search DRM -15; Base cap. -3; AA -2; Air Pt. Avail. Table required; Torp. DRM -3. |
| F | Air transfer +2; Air attrition x3; Air search DRM -15; Base cap. -3; AA -2; Air Pt. Avail. Table required; Torp. DRM -3 |
Air Transfer Costs.
- +1: Where normal CP cost to rebase AP's is associated, increase this cost by +1 (e.g., rebasing 3x G4M type AP's costs 2 CP's). Where no CP cost to rebase AP's would normally accrue, apply a +1 CP cost per block type transferred.
- +2: As above, except apply a +2 CP penalty.
Air Attrition Penalties.
- x2: Each AP on an affected airbase counts double for attrition purposes each cycle (i.e., as if all were overstacked). Such bases suffer the 1st attrition loss by block type among eligible bases.
- x3: As above, except each AP counts triple.
Air Search Penalties (DRM's).
- -5: Apply a -5 DRM to all air search DR's made from affected airbase—cumulative, of course, with other potential adverse DRM's (weather, damage, etc.).
- -10, 15: As above, except apply a -10 (or -15) DRM, as indicated.
Air Basing Capacity Reductions.
- -1: Affected airbase's capacity is reduced 1 level (e.g., a level 4 A/F—normal airbasing capacity of 20 AP's—becomes a level 3 A/F).
- -2,3: As above, except reduce base's capacity 2 or 3 levels, as indicated.
Minimum Capacity Exception. All A/F's retain a minimum capacity of "1."
Seaplane Basing Capacity. If a base is reduced, as above, a level-2 seaplane base is reduced to a level-1 seaplane base, unless a seaplane tender is present.
Bomber Airbases. If an airfield's capacity is reduced to below the required level to operate bombers (i.e, level 2, 3, etc.), apply the normal penalties associated.
Example: If a level-2 A/F is reduced due to supply considerations to a level-1 A/F, any twin-engined BMR's based there count double against that field's capacity, may not be armed with torpedoes, and have their BMB & anti-ship strengths reduced by "1."
AA Reduction (all facilities).
- -1: Reduce affected base's effective AA level by 1. Example: A level-4 A/F (normal AA strength "20") becomes, for AA purposes, a level-3 A/F (AA strength "15").
- -2: As above, except reduce two levels (to a minimum basic level of "1").
Note: This AA reduction also applies to ports' inherent AA levels.
Air Point Availability Table.
- Y: For categories C-F, each affected airbase must roll, for each air strike launched (including CAP), on the Air Point Availability Table.
Torpedo Availability.
- -1,2,3: For affected airbases, apply the listed DRM to land-based AP's availability DR (cumulative, of course, with all applicable modifiers).
[32.2.3] Operational Effects: Naval Operations (Summary)
| Category | Naval Effects Summary |
|---|---|
| A | Port activation limit 80% (1); Ship refit only if minor or major port. |
| B | Port activation limit 70% (2); Ship refit only if major port. |
| C | Port activation limit 60% (2); No ship refit. |
| D | Port activation limit 50% (2); No ship refit. |
| E | Port activation limit 40% (3); No ship refit. |
| F | Port activation limit 30% (3); No ship refit. |
Notes: 1) If Optional Rule 38.4 is in effect. Otherwise, no effect. 2) If Optional Rule 38.4 is in effect. If not, double each ships' activation cost. 3) If Optional Rule 38.4 is in effect. If not, triple each ships' activation cost.
Port Activation Limits.
- 30% - 80%: Reduce affected port/anchorage's computed port activation limits for a given cycle by multiplying limit by percentage indicated. Result is actual port activation limit for that cycle.
Ship Refit?
- Minor +: Allowed at affected minor or major ports only.
- Major: Allowed at affected major ports only.
- No: Not allowed.
[32.2.4] Operational Effects: Ground Operations (Summary)
| Category | Ground Effects Summary |
|---|---|
| A | (No adverse effects) |
| B | Ground unit activation +1; Engineering +1; Facility repair DRM -1. |
| C | Ground unit activation +1; Engineering +2; Facility repair DRM -1. |
| D | Ground unit activation x2; Engineering +3; Facility repair DRM -1. |
| E | Ground unit activation x2; Engineering +4; Facility repair DRM -2. |
| F | Ground unit activation x2; Engineering +5; Facility repair DRM -2. |
Unit Activation.
- +1: At affected bases, increase the basic (i.e., printed) CP cost to activate (for any purpose) each individual ground unit & HQ by +1.
- x2: As above, except multiply CP cost by 2.
Engineering.
- +1 - +5: At affected bases, increase the amount of time (in G/T's) required for all engineering project levels (except for Supply Bases) by 1-5 G/T's, as indicated.
Note: If a previously-unpenalized base with an underway engineering project becomes penalized, increase the remaining projected completion time by the amount indicated.
Facility Repair.
- -1, -2: At affected bases, modify each repair DR by -1 or -2, as indicated—for all types of installations, including fortifications.
[32.3] Tracing Overland Supply Lines
[32.3.1] To Supply Base
If a base does not occupy a coastal hex, it traces its supply distance to the nearest supply base as follows:
- Overland:
- a) Trace to the nearest friendly (functioning) rail line hex using normal ground MP costs, times 3.
- b) If no rail line hex connecting base to supply base, substitute "supply base" for "rail line hex," in (a), above.
- Rail: Trace any number of friendly rail hexes to closest supply base, adding 1/2 ground MP (rounded up) for each rail hex traveled. Note: In order to trace an overland rail link, all rail hexes must be contiguous along any single link.
- Combination: Bases may trace overland and/or rail lines to a linked, friendly port/anchorage. From there, the supply line may be traced by sea to the nearest supply base. In such cases, the sum of all applicable MP methods (overland, rail, sea) applies in calculating the (x) value.
[32.3.2] To Ultimate Command Source
Trace distances to any nominated port or anchorage, as in 32.3.1. (From that port, distance is traced to a UCS in the normal fashion).
Examples: (see Examples of Play Booklet)
[32.4] Mitigating Reduced bases
Bases with adverse supply penalty categories may have those effects alleviated (or even eliminated) via dedicating tactical MSU's to this task.
[32.4.1] The amount of MS required to relieve adverse supply penalties depends on the distance from the subject base to its nearest supply base:
| Distance to Supply Base (x) | MS Load Capacity Required (1) |
|---|---|
| < 10 | 1 |
| 10-20 | 3 |
| 21-25 | 5 |
| 26-30 | 7 |
| 31-35 | 10 |
| 36+ | 14 |
- If tracing base is isolated, triple the listed load capacity requirement.
Tactical MSU's dedicated to this task are placed in a side's MS Pool, marked with "strategic role" counters. They are placed there during the MS Pool Segment of the Merchant Shipping Phase of Strategic G/T's. They are not available for any other task during the cycle in which they are assigned.
Assignment of required MS load capacity reduces a base's penalty category by one level for each multiple of the required load capacity assigned.
Example: A linked penalty category "B" base which is 20 hexes from the nearest supply base, with a total of 6 MS Load Capacity points assigned to it would have no supply penalty category for that cycle.
Bases with penalty categories reduced (or eliminated) should be so-annotated on a side's Base Log.
[32.5] Supply Base Construction
Supply bases may be constructed in any coastal hex. No engineer unit is required, though construction time is significantly longer without one.
[32.5.1] CP costs and construction duration are dependent on several factors. The basic costs are as follows:
Supply Base Construction Table
| Distance: Base -> UCS | CP Cost | Cycle Delay |
|---|---|---|
| < 20 | 20 | 1 |
| 20-29 | 30 | 2 |
| 30-39 | 40 | 2 |
| 40-49 | 60 | 3 |
| 50-59 | 100 | 3 |
| 60-69 | 180 | 4 |
| 70 + | 340 | 4 |
If no engineer is present, add 3 (Allied) or 6 (Japanese) cycles. Engineers present must remain present for the duration of construction, and may not engage in other engineering projects for that duration. Also, see US builds engineer modifiers (below).
MODIFIERS
Several modifiers, both to the CP cost and construction duration, apply. Apply the following, in the order presented. All modifiers are cumulative:
- Major Port: x 75% CP cost; delay -1 (minimum 1 cycle) (1)
- Anchorage only: x 1.5 CP cost; delay +1.
- No Airfield present: + 50% (cumulative) CP cost; delay doubled.
- No port/anchorage present: x2 (cumulative) CP cost; delay doubled.
- Captured enemy supply base present: x 75% (cumulative) CP cost.
- Level-3+ Airfield present: x 75% (cumulative) CP cost.
- Isolated: x2 (cumulative) CP cost.
- U.S. Builds: x 50% (cumulative) CP cost; basic delay -1 (minimum 1 cycle) (1); additional delay -1 each US ENGR present beyond 1st (minimum 1 cycle) (1)
- Other Allied Builds: x 75% (cumulative) CP cost.
- Unless USN MSB (see 60.14) is present—then no minimum applies.
Note: Round all final CP costs up.
Example: (see Examples of Play Booklet)
[32.5.2] CP costs for supply base construction may be made in installments, in any combination, as long as the total is met prior to completion. Exception: A 10% (rounded up) down payment must be made when the supply base construction project commences.
[32.6] Damaged Supply Bases
Supply bases may be damaged by air bombardment. When a port (or anchorage) containing a supply base is attacked by air bombardment, the supply base suffers the same damage level as that inflicted on the port itself. In the unlikely event that no port or anchorage is present, for bombardment (i.e., damage) purposes, assume there is one present.
Supply bases with damage levels of "D1" or higher cease to function as supply bases. For all practical purposes, they then cease to exist as supply bases. They resume functioning as supply bases once they are repaired to at least "suppressed."
[32.7] Isolated Supply Bases
Supply bases may be isolated by AP's, according to the normal procedures for isolation. Isolated supply bases cease to function as supply bases.
[32.8] Captured Supply Bases
As indicated in 32.5.1, enemy supply bases are "captured." The only effect of this capture, though, is to reduce the CP cost for constructing a friendly supply base in its stead to 75% of the normal cost.
Supply bases may not be "demolished" to deny their capture.
[32.9] Base Log Gazeteer
Each side's Base Log contains, on the reverse, a distance Gazeteer listing most (but not all) base distances, to both UCS and some sample supply bases. The supply bases listed on the Gazeteer list only pre-war-existent ones.
Certain Allied UCS's (US 5; US 6; AF 7 & AF 8) have had added to them extra assumed hex distances, to account for their relative extended distances. For informational purposes, and in case players need to trace base distances manually, they are:
- US 5: + 10
- US 6: + 15
- AF 7: + 15
- AF 8: + 20
[33.0] ACTIVATION COSTS
See Activation Costs Summary (charts)
[33.1] Emergency Sorties
A side may use "deficit-spending" in order to sortie ships/TF's during a cycle, under certain circumstances (see 33.1.5). Deficit spending may not be used for any purpose other than activating ships.
In order to conduct any emergency sortie, ships must occupy a linked port/anchorage.
[33.1.1] Player's Note: Rule 16.1.6 (Hidden Naval Movement), and the normal flow of play, can result in situations whereby a side is "surprised" & caught with ships in port, even when a (previously-hidden) enemy TF may be spotted, even at a considerable distance. This can result in circumstances where the surprised side is deprived of any ability to react to such enemy actions, despite (in game terms) having considerable advance warning. The provisions of this rule redress that.
[33.1.2] Emergency Reaction Task Forces
Both sides may, during Naval Phases, form emergency (i.e, previously unplotted) reaction TF's. The ability to do so is dependent upon 4 factors:
- The distance from a friendly port/anchorage that an enemy TF is 1st "located."
- The controlling HQ's status (already "activated" or not).
- The availability of CP's (either from the controlling HQ, a side's reserve, or from eligible "lending" HQ's).
- The reacting side's current Strategic Intelligence Level (Optional).
[33.1.3] Emergency reaction TF's may be formed (strictly speaking, "triggered") only by enemy TF's which have:
- a) performed any portion of their movement (since sortieing) while "hidden" or
- b) have sortied in the same naval phase in which an Emergency REAC TF is formed.
In order to be eligible to form emergency reaction TF's, at a port, the triggering enemy TF must be "located" (via air search) or must have been successfully "contacted" via sub, MTB, or possibly surface TF search. Enemy TF's which remain unlocated and uncontacted, or are reported as "dummies," may never serve as triggering TF's.
[33.1.4] Search Distance
To form emergency reaction TF's, determine the distance, in range bands, from the reacting port, that the triggering enemy TF is first spotted at. This distance may provide a CP Modifier, to the total CP's spent to activate ships:
| Distance | CP Modifier |
|---|---|
| SHORT | x ___ + 30% |
| MEDIUM | x ___ + 20% |
| LONG/XTD | (Normal) |
[33.1.5] Available CP's
If sufficient CP's are available to activate all ships involved, no base CP penalties apply. As such, CP's to activate emergency REAC TF's are acquired normally, as if the sortie(s) was a normal, plotted one.
Deficit-spending is allowed, though the "exchange rate" varies with the reacting side's current Strategic Intelligence (SI) level:
| Current SI Level | CP Exchange Rate |
|---|---|
| 1-2 | 2:1 |
| 3 | 3:2 |
| 4 | 1:1 |
In the case of Japanese emergency REAC TF's, the US player must provide the Japanese player with his current SI Level, if he requires it due to a deficit spending requirement.
CP "exchange rates" are penalties imposed on a side's next cycle's CP allotment. Example: If a 2:1 exchange rate is mandated, then for every CP used in deficit spending, 2 CP's are lost from a side's next cycle's total CP allotment.
Search distance CP modifiers (33.1.4) apply. In addition, if the reacting TF's controlling HQ is already "activated," apply a -10% CP discount.
Example: If a triggering enemy TF is located at Medium Range (normally a 20% CP penalty), but the reacting TF's HQ is already activated (before the enemy TF is located), the + 10% "bonus" is subtracted from the 20% penalty, leaving a 10% penalty.
[33.1.6] Admiral Assignments: Emergency Reaction TF's
Admiral assignments for emergency reaction TF's formed are assigned semi-randomly. To do so, the reacting player may pick, at random from the Available Box a maximum of two admirals (each eligible to command the TF) for each reacting TF.
From them, one of the two must be assigned as that TF commander. The other may either be discarded (replaced into the Available Box) or, if eligible to function as one, may remain with the TF formed as a subordinate admiral. In the case of emergency reaction TF's, admiral's availability DR's are not required; if picked, they are "available."
Example (see Examples of Play Booklet)
[33.2] Combined Task Forces
British (but not Australian nor Dutch) ships activated by a US Fleet or Combined HQ cost twice the normal CP activation cost to activate.
The same rule applies for US ships activated by British Fleet or Combined HQ's
[34.0] STRATEGIC INITIATIVE
The Strategic Initiative (hereafter "SI") level is recorded, throughout the game, on the SI Track.
The current SI level will directly affect the amount of CP's available to the Allied side. It also impacts other game functions (e.g., Japanese kamikazes, Japanese surrender, etc.), explained in other special rules sections.
The SI level marker is moved on its track as a result of certain combat results, the capture of certain hexes, and by the performance of various other activities, as specified in 34.1 (see Chartbook II).
Whenever the SI marker is in the Japanese-shaded area of the track, the Japanese player has SI of a level corresponding to the number in the box the number occupies. The reverse is true for the Allies. When the marker is in the "neutral" area in the center of the track, neither side has any level of SI. To move the SI marker in favor of the Japanese, move the marker to the right; to move it in favor of the Allies, to the left.
[34.1] Events Affecting the Strategic Initiative Level
(See Chartbook II)
[34.1.1] Ship Victory Points (reprint; see chart)
For SI purposes (only), points are awarded for the sinking of enemy ships, according to the following schedule:
SHIP VP TABLE
| Ship Type | VP's |
|---|---|
| CV | 2 |
| BB, BC, CVL | 1 |
| CA, CL | 1/2 |
| All others | 1/3* |
*Note: Except for sub points, MTB's, MSU's, barges, Shinyo boats. DD types: Each "D2" damage level inflicted counts as a "sinking" (i.e., worth 1/3 VP).
[34.1.2] Allied Command Point Total
During Strategic G/T's, the Allied player applies various DRM's to his CP DR, if Japan possesses Strategic Initiative of various levels (see charts).
[34.2] Strategic Initiative: Special Events
Player's Note: With the advantage of historical hindsight, it might be possible for the Allied player to largely withdraw from the Pacific, refusing to actively contest the Japanese advance—planning to return with overwhelming strength in 1943 (or later). In the actual war, such a policy would, of course, have been both politically and militarily impossible. The Japanese player is therefore rewarded for accomplishing certain feats which the Allies historically would have found it impossible to tacitly concede.
[34.2.1] These rewards amount to additional (special) shifts of the SI level in Japan's favor. The following events provide shifts to the SI track normally, in the amounts indicated, if the SI level is not at "5" (in Japan's favor). If the SI marker is at "5," favoring Japan, these events allow the Japanese player to place markers (+1) atop the SI level marker, in effect moving the marker further to the right.
The SI level marker may never be moved past the "5" box by any other means, including any of the events listed in 34.2.2—34.2.8.
These rewards may amount to "free" Strategic Intelligence +1 counters (see 42.5.2 & 42.5.3) to Japan, to be used to (possibly) affect Japan's Strategic Intelligence level in future cycles.
[34.2.2] Japanese Occupation of India/Ceylon
At the end of any G/T in which Japan has either linked or un-broken ground units occupying three of the following five cities, Japan gains a +1 Strategic Initiative shift, and three +1 Strategic Intelligence markers:
- Calcutta
- Bombay
- Madras
- Trincomalee
- Colombo
Note: This award is a one-time event.
[34.2.3] Japanese Occupation of the Aleutians
At the end of any Strategic G/T in which Japan has had a ground unit (need not be linked) in any named location hex of the Aleutians, for the preceding 18 consecutive cycles, the Japanese player rolls 2D6. On a DR result of "7" or "11," Japan gains a +1 Strategic Initiative Shift, and two +1 Strategic Intelligence markers. Any other DR result has no effect.
Notes: This award is not a one-time event; Japan gains the rewards listed for each Strategic G/T in which the conditions and DR's required are met. Qualifying Japanese ground units need not be linked (or un-broken) but this condition arises only after a continuous occupation (need not be the same ground units, though the occupation must be continuous and unbroken) of 18 consecutive cycles.
[34.2.4] German Surface Raiders—Horn of Africa
In order to protect the trade routes around the Horn of Africa from German surface raiders, the Allied player must keep the indicated number of capital ships and/or CL's in the African Coast Phase Holding Area of the Allied Off-map Display. These ships must be capable of operating at Speed Class 3. Ships undergoing Yard Periods there do count towards this garrison.
| Cycle | # of Ships |
|---|---|
| 13/41 | 0 |
| 1/42-4/42 | 6 |
| 5/42-13/42 | 8 |
| 1/43 + | 0 |
For each G/T the required garrison is not met, Japan gains a +1 Strategic Initiative shift, and one +1 Strategic Intelligence marker.
[34.2.5] Land-based Air Attacks on Pearl Harbor
Each time the Japanese player conducts a successful (defined as causing any level of damage—not including "suppressed" results—to any installation) Air bombardment mission by non carrier-based AP's against Pearl Harbor (F3342), Japan receives a +1 Strategic Initiative shift, and one +1 Strategic Intelligence marker.
[34.2.6] US Supply Line: Australia
Beginning with operational cycle 4/42, the Allied player must maintain a Command Link to a port and HQ in Australia, traced to an Allied Ultimate Command Source (UCS; see 28.10.1).
For each complete G/T that this condition is not met, the Japanese player rolls 1D6 prior to the end of that G/T. The result is the number of "free" Strategic Initiative +1" chits (see 34.2.1 governing their use) he is immediately awarded.
[34.2.7] S.I. Excess: Additional Effects
If a side possesses excess SI markers (+1) atop an SI level already on its side of "5," (e.g., per 34.2.1), that side may, as an option, expend these markers in various ways, potentially impacting that side's Strategic Intelligence level, and/or the enemy side's production apparatus.
Procedure: Strategic Initiative Levels. A Strategic Initiative (+1) chit may be removed from the game's SI Track during a Strategic G/T, and placed one cycle ahead. When done, this chit automatically raises that side's Strategic Intelligence level by 1, and automatically lowers the opponent's corresponding level by 1, for that cycle. Note that this differs from Japanese SI +1 markers which are gained via the US use of "Magic" (see 42.4), and are reliant upon chit draws in any case.
Procedure: Enemy Production. Strategic Initiative (+1) chits may be used to possibly affect the opposing side's production. If "played" at the outset of the Production Phase, during Strategic G/T's, the owning side rolls 2D6, applying the following effects upon achieving a DR within the indicated ranges:
| DR | Result |
|---|---|
| 2-6 | No Effect |
| 7-8 | Roll 1D6. PP's are reduced by DR x 10% for that cycle, and for DR result # of cycles following. |
| 9 | Same as result (7-8), but reduce production by DR x 20%. |
| 10 | Same as result (7-8), but reduce production by DR x 30%. |
| 11 | Same as result (7-8), but roll 2D6. |
| 12 | Same as result (9), but roll 2D6. |
[34.2.8] Japanese Ahistoric Gains
Japanese capture of ports/anchorages and/or A/F hexes which constitute ahistoric gains may result in Strategic Initiative shifts (of +1) in Japan's favor. Only such hexes on Maps E, F, & G are potentially subject to this provision, as follows:
- Map E: Espiritu Santo, Noumea
- Map F: Dutch Harbor, Midway, all Hawaiian islands.
- Map G: Canton I. (G1812), Funafuti (G0817), Samoa (both G1822 & 1923), Viti Levu (G0626), Tongatabu (G1430), Rarotonga (G3130), Auckland, Wellington.
When eligible locations (as defined above) are captured by Japan, the Japanese player immediately rolls 2D6, nominating 1 die as the "primary" one. On a modified DR (using the primary die) of "6" or more, Japan's Strategic Initiative level may be increased.
DRM's (apply to primary die only; cumulative). Apply if captured location contains:
- Airfield: +1
- Minor Port: +2
- Major Port: +3
- (Any Hawaiian Island): +2
If a modified DR (on the primary die) of "6" is gained, compare the face-value (un-modified) of both dice. The DR differential, then, is the net Strategic Initiative shift applied, in Japan's favor.
SI DR's for capturing ahistoric locations are one-time events for each separate location. There is no effect for Allied recapture of such areas, whether Japan's SI level was increased by their initial capture or not.
[34.2.9] Allied Excess S.I. Markers
The Allied side may also earn excess SI markers (with no maximum). These markers are placed atop the current SI level, if at level "5" in the Allies' favor.
Allied excess SI markers are gained via satisfaction of any of the eligible events listed in 34.1.
Player's Note: Allied excess SI markers have an impact on Allied attempts to force a Japanese surrender (see 71.1.2 "A").
[35.0] RAIL MOVEMENT
During his Ground Segment (only), each player may move units by rail, within the restrictions of the following rules. Rail movement is a special form of ground movement involving the entraining and/or detraining of units, as well as the movement of entrained units between rail hexes through a connecting rail hexside. Each side is restricted as to the number of friendly units which may use rail movement into or through friendly rail hexes. Rail movement is dependent on both Rail Capacity (Railcap) and the status of each rail hex to be entered.
[35.1] Rail Capacity (RAILCAP)
Railcap is the maximum amount of friendly ground units that may utilize rail movement (including entraining or detraining), or the distance they may travel by rail in a single G/T—during a player's Ground Segment.
A country's Railcap indicates the number of ground steps plus the number of rail hexes moved in a single Ground Phase.
[35.1.1] Entraining/Detraining
The cost to entrain or detrain any ground unit depends on the unit type and size:
| Unit Type/Size | Cost (Railcap) |
|---|---|
| Mech/Engineer/Cavalry | # steps x 3 |
| Other, up to Bde. size | # steps |
| Other, larger than Bde. size | # steps x 2 |
Both entraining and detraining count against a country's Railcap. The number of ground steps currently entrained (halved, rounded up) also counts against Railcap. Finally, the number of rail hexes traversed counts against Railcap.
Example (see Examples of Play Booklet)
[35.1.2] The Railcap for each country and territory in the game is assigned at the outset. Railcap may be increased or decreased throughout the play of the game.
A side may never violate its Railcap by having more friendly units using rail movement than its Railcap allows. Each country/territory's Railcap is treated individually, but may be used in hexes of other countries. In effect, then, a country's Railcap may be added to another country's Railcap, so long as the unit(s) being moved begins the phase in a rail hex of a country whose Railcap is being used.
[35.1.3] All entrained, entraining, and detraining friendly ground steps count against a country's Railcap.
[35.1.4] Railcap of a country may be increased (35.5) and/or additional rail hexes added to a country's rail net (39.3).
[35.2] How to Use Rail Movement
[35.2.1] A unit may entrain, move by rail, and detrain in the same Ground Segment.
[35.2.2] A unit may entrain and/or detrain only during the friendly player's Ground Segment. An entrained unit may be detrained at any time during that segment, providing sufficient Railcap remains to pay the detraining cost. Entrained units should be so-indicated by placing an "entrained" marker on them.
[35.2.3] Combining Rail with Ground Movement
A unit may combine rail movement with all other forms of movement during G/T's. See 23.1.3 ("Sea Transport") to combine sea and rail movement in the same G/T.
Procedure: Take the number of hexes a unit moves by rail (excluding entraining/detraining), and divide by "6" (a unit's basic MP allowance), rounding up to the nearest whole number. Subtract this number from "6." The remainder is the amount of ground MP's remaining to the unit.
To determine the rail movement allowance of units after utilizing regular ground movement, multiply the number of MP's remaining to a unit by "6." The result is the maximum number of rail hexes the unit may move in that G/T.
Note: Entraining costs, of course, continue to apply—but do not detract from the distance a unit may move by rail. Rather, this factor is governed by the available Railcap.
An entrained unit may not enter a hex occupied by enemy ground units, even if that hex is also friendly-occupied. Entrained units may leave such a hex.
A unit may not entrain in a hex occupied by enemy ground units. Units may detrain in a hex occupied by enemy ground units, if that hex contains detrained friendly ground units.
Entrained units have their TQ's halved (rounded up). If forced to retreat, an entrained unit is automatically detrained. Units may never retreat in an entrained status.
Entrained units are always considered "covered" by their "entrained" marker. As such, their composition (step strength, unit type, etc.) is never viewable to the opposition.
[35.3] Rail Hex & Line Status
At any time, a rail hex will either be friendly, enemy, or destroyed. Only friendly rail hexes may be used by units for rail movement.
[35.3.1] In order to enter a friendly rail hex by rail movement, it must be possible to trace a line (of any length) of contiguous friendly rail hexes from the particular hex in question to at least one of the country's Rail Centers (some countries have more than one). This line must be traced through connecting rail hexes which connect all of the contiguous hexes of the rail line.
[35.3.2] Whenever a rail hex changes hands the rail hex is captured (intact and undamaged, unless demolition—see 35.7—occurred previously).
[35.3.3] Rail hexes are "destroyed" by any damage result of "D1" or higher, on any Bombardment Table. When this occurs, place the appropriate damage level marker in the rail hex. Rail movement may not be used in rail hexes containing "D1" or higher damage markers, until repaired.
[35.3.4] Rail Line Repair
A rail hex can be repaired in one of three ways:
- By having any ground unit spend twice its activation cost in the damaged hex. Such units may move normally, using the overland (not rail hex) terrain cost for each damaged rail hex entered. Each such (2x) expenditure repairs one level of damage.
- Each engineer unit located in a Rail Center hex of the country affected may repair 1 level of damage for each CP multiple spent in activating them. CP's expended are required regardless of such units' actual "activation" status. Example: 4 CP's spent on 1 ENGR unit repairs "D4" damage level.
- Mere CP Expenditure. If no ground unit (1) or ENGR (2) is used, repairs may be effected via CP expenditure. To do so, 2D6 are rolled. The repairing side must nominate the 1st die as to denote the CP cost to effect repairs. The DR differential between that die and the 2nd die indicates the damage level repaired.
Rail hex repairs may utilize any combination of the above three methods.
[35.4] Rail Centers
Each country or territory that contains rail hexes has at least 1 Rail Center. These hexes are the sources of the country's Railcap and are listed in the rules sections pertaining to each country.
[35.4.1] Countries with more than 1 Rail Center have their Railcap divided equally among all of them. If any fractions remain, players should (when necessity dictates) roll a die to determine which Rail Center controls the fraction.
[35.4.2] Railcap may be captured by occupying a Rail Center with a ground unit. The occupying player rolls 1D6, and follows the rail capture procedure (see 35.6).
[35.5] Increasing RAILCAP
The initial and maximum Railcap for all countries are listed in sections 44.1—49.1. This capacity may be altered during play.
[35.5.1] If the current Railcap of a country is below its initial capacity, a player may restore the lost Railcap by the expenditure of CP's. To be eligible, a minimum of one unbroken ground unit must be present at a Rail Center. Done during each Ground Phase (i.e., each G/T), for each CP multiple of 2 spent (1 for engineer units), one point of Railcap is restored.
[35.5.2] The Railcap of a country may be increased above its initial capacity. To be eligible, an unbroken engineer unit must be present at a Rail Center. For each CP multiple of 1 spent, a country's Railcap is increased by 1.
[35.5.3] A country's Railcap may not be increased above its listed maximum.
[35.6] Capturing RAILCAP
Enemy Railcap may be captured whenever a friendly ground unit gains control of a hex containing an enemy Rail Center.
[35.6.1] The capturing player immediately rolls 2D6 and, applying a base +1 DRM, consults the "176+" column of the Bombardment of Air Points Table. Additional DRM's may be purchased, via expenditure of CP's, on a 1-for-1 basis (no maximum, but such CP's must be resident in a HQ with a Command Radius within range of the Rail Center hex, or from a side's "reserve"). The result (rounded up) indicates the percentage of enemy Railcap assigned to that Rail Center that is immediately captured (i.e., becomes friendly).
[35.6.2] Captured Railcap may be increased only via 35.5.2.
[35.6.3] Thailand: Exception
Thailand's Railcap is not subject to 35.6.1 (see 48.6.4), vis-à-vis Japan.
Example; Railcap capture: In cycle 2/41, Japan captures Singapore. Malaya's Railcap of 10 is rolled for by the Japanese player. Choosing to expend 5 CP's (gaining a net DRM of +6), the Japanese player rolls a "7" on 2D6. Consulting the Bombardment of Air Points Table ("176 +" column), this results in 100% of Malaya's Railcap falling into Japanese hands.
[35.7] Demolishing RAILCAP
The owning side may use the procedure in 35.6 in an attempt to demolish (voluntarily destroy) friendly Railcap in order to prevent its subsequent capture.
[35.7.1] During the Demolition Segment of any Ground Phase in which all of the following conditions are met, demolition of a country's Railcap may be attempted:
- An "activated," unbroken friendly ground unit occupies a friendly Rail Center.
- No enemy ground units occupy, or are adjacent (overland) to, the hex.
- A HQ capable of activating the ground unit nominated as accomplishing the demolition attempt is itself currently "activated."
Procedure: A "lead" unit for the demolition attempt must be chosen. This unit must pass a TQ check (applying all appropriate modifiers). If it passes, then the provisions and procedures of 35.6.1 apply, except that the enemy player may claim an adverse (-1) DRM, applying a -1 DRM for each broken unit friendly to the demolishing side in the country in which the demolition attempt is made.
If the "lead" unit passes its required TQ check, then the net DR result indicates the percentage (rounded down) of Railcap assigned to that Rail Center that is permanently destroyed.
If the "lead" unit fails its required TQ check, the Railcap demolition attempt has failed.
A maximum of one demolition attempt (per game) may be made for any country or territory.
[35.8] Bombing RAILCAP
A country/territory's Railcap may be targeted, as a strategic bombing target, during Strategic G/T's (see 55.7).
[35.8.1] Restoring Railcap
Railcap lost via strategic bombing may be restored according to 35.5.1.
[36.0] NAVAL REPAIR
Damaged ships may be repaired by entering an eligible repair port, by spending a variable number of G/T's undergoing repair.
Both sides record the initiation, and progress of, naval repairs on a Ship Repair Log. On this log, the owning player records the ship name and location of repair, as well as the date repairs were initiated. The dates each level of repair will be completed are also recorded. Damaged ships need not occupy TF Displays, but must be revealed as "present" if their port of repair is attacked by an air strike.
[36.1] Repair Procedure
When a damaged ship enters an eligible repair port, it may enter the repair procedure immediately. The owning player rolls 2D6 to determine the precise extent of the damage. Consulting the Naval Damage Repair Table (see charts), the modified DR indicates the total number of G/T's required to reduce a ship's damage level by one (e.g., from "D3" to "D2," or from "D1" to fully-repaired). To determine the total number of G/T's needed to completely repair a ship, the owning player adds up all the numbers in all columns to the left of, and including, the column corresponding to the current damage level of the ship.
Example: A "D3" USN CV (using Table # 4: "CV's") receives a modified DR of "7" when the US player rolls for it upon entering a repair port. It will take 11 G/T's (the 1st G/T of repair counts as a G/T) to reduce the "D3" damage to a "D2;" an additional 6 G/T's to reduce the "D2" level to "D1;" and a final 2 G/T's to complete the repair. Thus, the ship must spend a total of 19 G/T's in the repair process to completely repair its damage.
[36.1.1] Ships generally may be repaired only at friendly Major Ports. Japanese ships with damage levels of "D2" or higher may be repaired only in Homeland major ports. Japanese ships with only "D1" damage levels may be repaired at any Japanese-controlled major port, or at Truk. Truk, however, may never have more than one ship undergoing repair at one time.
USN ships with only "D1" damage may be repaired at any linked US-controlled port (major or minor) with a functioning Supply or Mobile Service (60.14) Base.
[36.1.2] Port Repair Capabilities
Repairs conducted at the following ports have DRM's applied to naval repair DR's occurring there. Note: These DRM's apply to Naval Damage Repair Tables 2-4 only:
| Port | Repair DRM |
|---|---|
| US West Coast | +2 (1) |
| US East Coast | +3 (2) |
| African Coast | +1 (3) |
| Soerabaja | -2 (4) |
| Any Australian (Major) port | -1 (4) |
Notes: 1) Applicable only if currently no Allied capital ship is under repair there. Otherwise, apply a +1 DRM. 2) Applicable to all US repair DR's made there. 3) CW ships only. 4) Applies to Allied attempts only.
[36.1.3] Ships may be withdrawn from the repair procedure at the beginning of any Naval Phase. The extent of the damage (i.e., the precise number of G/T's required for repairs to be completed) remains the same as when the ship left the repair procedure. This damage may later be repaired at the same port, or a different (eligible) one.
[36.1.4] If a ship that has had the extent of its damage determined receives further damage, the owning player need not roll again to determine the extent of the new damage. Instead, the original DR is considered the same as for the previous damage.
[36.2] Salvage of Ships & Special Cases
Named ships (and un-named capital ships, if applicable) sunk in port may be salvaged. At the conclusion of the phase in which sunk, the owning player rolls 1D6 and consults the Salvage Table (below). The DR result indicates either that the ship is salvageable (and a number of cycles) or is not. If the ship is salvageable, it is returned to the port hex, after the appropriate number of cycles, and marked with a "sunk" counter.
SALVAGE TABLE
| DR | Result |
|---|---|
| 1-3 | Cannot be salvaged |
| 4 | Salvaged after 6 cycles |
| 5 | Salvaged after 4 cycles |
| 6 | Salvaged after 2 cycles |
DRM's: +1 Major Port; -1 Anchorage
Once a ship is determined to be salvageable, it is placed, along with a "sunk" counter (and a counter denoting which port it occupies, if desired) on the Turn Track that number of cycles ahead.
When the ship arrives from the Turn Track, its "sunk" counter may be replaced with a "salvaged" counter. It must be moved (i.e., "towed") to a repair port (see 36.1.1 & 36.3), if it does not currently occupy one. Once salvaged ships reach repair ports, they are rolled for normally on the Naval Damage Repair Table. All such ships possess damage levels of "4." Their repairs from that point on are conducted normally.
[36.2.1] Ships in the repair process defend as do normal ships in port, with the exception that their speed class is zero. They may not perform missions of any sort. Sunk (and salvageable) ships may not engage in combat operations.
[36.2.2] Japanese ships with a damage level of "D3" or greater have 5 subtracted from their repair DR's.
[36.2.3] There is no limit to the number of times a ship may be damaged, salvaged, or repaired.
[36.2.4] Joint Shipping Units
Joint shipping units (MSU, APA/APB) may not be repaired.
DD's/APD's, & DE's/DET's may be repaired to a limited extent (see Naval Damage Repair Table # 1).
Player's Note: An undamaged DD-type counter represents two undamaged ships. A "D2" counter represents one undamaged ship. A "D1" counter represents, abstractly, two lightly-damaged ships. "D3" & "D4" damage levels represent one (lightly or heavily) damaged ship. Thus, once a DD-type counter reaches "D2" damage level, it is assumed that one of the two ships have been sunk.
[36.3] Allied Off-Map Repair
Allied ships may be repaired at off-map ports. These are located either in the US West and East Coasts (which may repair US ships only), the African Coast, Middle East, and England (which may repair CW ships only).
[36.4] Maximum Effort
Under certain special circumstances, players may greatly reduce the amount of time a damaged ship is required to spend under repair, through a procedure known as maximum effort.
The following ports are eligible to declare a maximum effort repair:
- Allied: US West and East Coasts, Pearl Harbor (US ships); Bombay and England (CW ships).
- Japanese: Any homeland major port.
[36.4.1] Declaration of a maximum repair effort may be made at any time a ship is eligible to roll for repair. It may also be made during Strategic G/T's, after the CP Determination Segment.
[36.4.2] The amount of CP's required to declare a maximum effort varies, and is unpredictable. When declaring a maximum effort, the owning player rolls 1D6 and consults the following table:
MAXIMUM EFFORT REPAIR TABLE
| DR | CP Cost (1) |
|---|---|
| 1 | 20 |
| 2 | 15 |
| 3 | 10 |
| 4-5 | 5 |
| 6 | 0 |
DRM's: +1 US CV
Note: 1) Japanese maximum effort CP costs are doubled.
[36.4.3] CP's spent in maximum effort repairs must be resident in the HQ controlling the repairing port, or in "reserve." Such CP's may not be extracted from "Future Operations" pools.
If a maximum effort repair is declared and, after the DR it is determined that insufficient CP's are available to meet the required cost, the CP total for the HQ in question is reduced, into negative numbers if necessary, until 1.5 times the listed CP cost for the repair has been equaled. The maximum effort repair may not occur, though the ship may roll again (normally) for repairs.
Note: CP's lost via insufficient amounts in stock must be made good during the next Strategic G/T, by subtracting the total from a side's cycle total allotment.
[36.4.4] Ships undergoing a maximum effort have the extent of their damage reduced by 8 G/T's. This is considered to occur at the end of the same Naval Phase in which the ship entered the maximum effort repair. The highest damage levels are removed first.
Example (see Examples of Play Booklet)
[36.4.5] Only one ship may enter repair under maximum effort at any given port at any one time.
[36.4.6] A port which has used maximum effort may not repair any other ship for the following 4 G/T's, or until the subject ship has been fully-repaired—whichever occurs sooner. To denote this restriction, players should place a "maximum effort repair" counter, with the repair port an notated on it, on the Turn Track as a reminder.
Other ships at that port already in the repair procedure are "frozen," and may not have the extent of their damage reduced until the time-frame above expires. Such ships' repair progress must be adjusted on the Ship Repair Log.
[36.4.7] A ship may not be repaired by maximum effort more than once for the same damage. That is, a ship that used maximum effort would have to be completely repaired before it was eligible to again use maximum effort.
[36.5] Naval Yard Periods
[36.5.1] Commencing in 1942, every game-year, all carriers (including CVE's) and capital ships must spend one entire cycle (i.e., four consecutive G/T's) in a friendly major port undergoing a Yard Period.
[36.5.2] Ships undergoing yard periods may not have any missions plotted for them. Such ships may, however, break their yard period at the beginning of any Naval Phase in order to actively return to the game, and perform missions.
Ships that break their yard periods must still complete an entire yard period, starting again from scratch.
[36.5.3] No CP or PP cost is associated with mandatory yard periods, as long as ships fulfill their requirements on time.
[36.5.4] Ships that do not fulfill their yard period requirements are considered "unsupplied" (see 18.3), until they spend two complete, consecutive cycles in a friendly major port undergoing an extended yard period. And, in order to complete such required extended yard periods, the owning side must pay twice the ships' CP activation cost, which covers the entire yard period. Such ships may not break these extended yard periods, except via "emergency sortie" (see 33.1), or in the event their port is captured by the enemy.
[36.5.5] Players should record each ship's yard period on Refit/Yard Period Logs. The yard period portions of these logs may be examined, on demand, by the opposing side, at the conclusion of each game-year.
Player's Note: Partial Refit/Yard Period logs are provided, covering only game-year 1942. Players must construct similar logs for the remaining years.
[36.5.6] Yard Period Exemptions
Ships arriving as reinforcements are exempt from required yard periods for the game-year in which they arrive.
[36.6] Naval Refit
Player's Note: The refit rules imparted here are intended to deter the practice of keeping ships at sea, theoretically indefinitely, by continual cycling of AO's sent out to refuel them. However practical economically-speaking—by skirting the need for paying CP costs to activate entire TF's (paying instead the far cheaper cost of the "cycled" AO's)—needless to say, the abuse potential and realism lost is substantial.
The record-keeping is intended to be minimal; hence the minimal (one Naval Phase only) time requirement in order to satisfy the refit requirement.
Obviously, a "gentlemen's agreement" not to utilize the mechanics described in the 1st paragraph, above, may obviate the need for this rule. But, because "gentlemen's agreements" are not a sound basis for a valid rule system, it is mandatory to legislate against potential abuses. Players are, of course, free to dispense with the "refit" requirement if it best serves their needs.
[36.6.1] All CV's, CVL's, CVE's, BB's, BC's & CA's must spend at least one Naval Phase each cycle deactivated in a linked friendly port or anchorage.
[36.6.2] Refit is tracked by ships by means of a Refit/Yard Period log, on which required refits are recorded. The instant the refit requirement for a ship is met for a cycle, that cycle's "box" is checked-off.
[36.6.3] Penalties for Non-compliance
Ships not fulfilling their refit requirements are penalized as follows:
- A) A ship not fulfilling its refit requirement in a given cycle incurs an additional (if one has previously been recorded for that cycle) Yard Period requirement for that year. If such a ship has not yet completed that year's yard period, then it must complete 2 yard periods during that game-year. If this is not possible, then the provisions of 36.5.4 apply.
- B) A ship failing a 2nd (and any subsequent) consecutive time (i.e., 2 consecutive cycles) to fulfill a required refit must, immediately upon conclusion of that 2nd cycle—whether at sea or not—be rolled for on the Naval C.R.T., using the "2:1" column. The Critical Hit process applies to any and all damage incurred.
[37.0] ATTRITION
Air, ground and naval units are vulnerable to certain automatic reductions in strength due to attrition. All attrition is resolved during Strategic G/T's. (For ground unit attrition, see 25.1).
[37.1] Air Point Attrition
AP's automatically suffer loss in strength each cycle. The owning side totals the number of AP's of each block type currently deployed.
In addition to the provisions of 32.2.2, the following AP types and situations result in their counting double when determining the total number of AP's:
- AP's deployed at isolated airbases (when attrition is determined, during the Attrition Phase of Strategic G/T's).
- AP's which are in excess of an airbase's capacity.
- AP's which flew Strike Transfer missions.
- AP's which flew Air Transfer missions requiring CP expenditure (see 37.1.3).
Player's Note: During Attrition Phases of Strategic G/T's, players must review their Air Strike Plot logs for the preceding cycle, noting the number of AP's, by block type, which performed the above-listed missions, or exist over-stacked.
8% of US AP's, and 10% of all other nationalities, by block type, are lost. Fractions are rounded to the nearest whole number, rounding .5 up.
Eleven different air blocks exist for Allied air attrition purposes (see Allied Air Point Attrition log), and five blocks exist for Japanese AP's. Though not denoted on the Allied AP Attrition log, Dutch AP's are subject to attrition.
Player's Note: The # of Dutch AP's is small enough to identify at a glance, and Dutch air participation in the war is likely not to be long-lasting; hence their exclusion from the log.
[37.1.1] Players may voluntarily eliminate only 1 AP of each block type at each airbase hex in which AP's of that block type are currently deployed, until all airbases with AP's of that type have had 1 AP "attritted." The same holds true for 2 AP's eliminated, etc.
For "eligible base" purposes, consider sub-blocks (e.g., NCT, CT for carrier blocks; IJA/IJN for Japanese FTR & BMR blocks) separately. Thus, for example, a single airbase could take 2 AP's lost via attrition (e.g., 1x CT + 1x NCT) within an air block for required attrition.
Carrier Air Groups. For attrition purposes, each carrier with AP's deployed aboard is considered a separate airbase, regardless of where located.
[37.1.2] The owning player, to a large extent, has the option of which AP within block types to eliminate. The GENERAL RULE for AP type attrition is that no more than 3 AP's of any type (within any air block) may be lost until at least 1 AP of a different type (also within that air block) is lost.
Example: In determining his FTR block attrition for a cycle, the Japanese player eliminates ("attrits") 3x Ki-27 Nate AP's. He must, prior to eliminating any further Ki-27's, eliminate at least 1 FTR AP of a different type than the Nates. After he does so, the Japanese player may again eliminate another 3x Ki-27's, and so forth.
[37.1.3] Special Cases & Restrictions
USAAF Mandatory Losses
- As indicated on the Allied Reinforcement Schedule, commencing with cycle 0/1/43, the 1st AP attrited for US Bomber Blocks must be a B-17 AP, if any are extant. Thus, a minimum of 1x B-17 AP must be attrited, if possible.
- Within US Tactical Blocks, the 1st AP type attrited must be a B-26 AP. Thereafter, US tactical block attrition losses are determined normally (i.e., US player's choice).
Carrier Block Attrition
The US and Japan (but not Britain) treat their carrier block AP's as two separate sub-blocks: carrier-trained (CT) and non-carrier-trained (NCT). All attrition losses for carrier air block types are tracked separately for each category. Attrition of carrier block AP's thus is determined separately: 10% (8% US) of all CT, and 10% (8% US) of all NCT carrier block AP's are attrited.
Note: As noted on the US Air Block Compositions chart, US SBD's, TBF's, & SB2C's arriving as part of a US Tactical Air Block are, for combat loss and attrition purposes, considered (and are tracked as) US NCT carrier block types.
Japanese Fighter & Bomber Air Blocks
In resolving attrition of his FTR & BMR blocks, the Japanese player is restricted as to AP types he may eliminate, based on whether an AP is an IJAAF ("Army") type, or an IJNAF ("Navy") type.
Player's Note: Any Japanese FTR or BMR AP with the "Ki-__" designation prefix is an IJAAF ("Army") type AP. Any other prefix indicates a Navy type.
Japanese Fighter Air Blocks. In addition to the general rule of AP attrition, the Japanese player must attrit his FTR AP's using a ratio of less than 4:1 (IJAAF : IJNAF types). Example: If the Japanese player finds that he must attrit a total of 13 FTR AP's, he may take no more than 10 Army-type FTR AP's (10 IJAAF : 3 IJNAF being less than the ratio restriction imposed).
Japanese Bomber Air Blocks. A similar ratio as per Japanese FTR air block attrition exists for Japanese BMR's. In this case, a ratio of less than 3:1 (IJAAF: IJNAF) must be adhered to. Example: If the Japanese player finds that he must attrit a total of 12 BMR AP's, he may take no more than 8 Army-type BMR AP's (8 IJAAF: 4 IJNAF being less than the ratio restriction imposed).
Air Transfer: CP Expenditures
If any AP's of a block cost CP's to perform Air Transfer, they all are counted double for air attrition purposes.
Example: If 3x Japanese carrier block AP's are transferred during an Air Phase (costing 1 CP), all 3 of these AP's (not just the 3rd AP, which of itself necessitated the CP expenditure) are doubled for attrition purposes.
[37.1.4] AP's eliminated via attrition count as a "combat loss" for replacement (see 58.5) purposes.
[37.1.5] "Crated" AP's (those aboard MSU's at sea, or being uncrated ashore) are not considered "deployed" for attrition purposes.
[37.1.6] The ANZAC air block is counted as a total, separate block for attrition purposes.
[37.1.7] Attrition of Japanese "elite" AP's
Whenever Japanese air attrition occurs at a particular airbase, and that airbase contains block types (to suffer attrition) consisting of both "elite" and non-elite AP's of that block type, it must be randomly-determined whether those "elite" AP's must be attrited.
Procedure: Determine attrition loss randomly, based on the relative percentages of both types, except consider the number of non-elite AP's present as double the number of "elite."
Example: During a Strategic G/T, at Kwajalein, the Japanese player has 2x G3M Nell (BMR block) AP's—one "elite" and one non-elite. He must, to satisfy attrition requirements, remove one of them. In determining which AP to remove, for this purpose (only), two non-elite AP's are considered to be present. Thus, a fair random determination for attrition purposes would be a ratio of 1 "elite" to 2 "non-elite" AP's (i.e., the "elite" AP would have a 1/3 chance of being attrited).
[37.1.8] "Green" Air Points
If both trained and untrained AP's of a specific AP type are present at an airbase, the untrained ("green") AP's are also counted "double" (as per 37.1.7). At such bases, the 1st AP type attrition loss must be of an untrained AP, if both types exist.
[37.2] Naval Attrition
Naval attrition occurs on a random basis once per cycle. The US, Commonwealth, and Japan are subject to Naval Attrition.
[37.2.1] Two sets of naval attrition counters exist: One for the Allies (covers both the CW and US), and one for Japan. The composition of these respective attrition chit "cups" is, for informational purposes, as follows:
I. ALLIED
A total of 32 chits constitute the Allied naval attrition mix:
- Blank ("none") x4; Blank* ("none") x4
- BB x1; BB* x1
- BC x1; BC* x1
- CV x1; CV* x1
- CVL x1; CVL* x1
- CL x1; CL* x1
- AV x1; AV* x1
- CVE x1; CVE* x1
- CA x1; CA* x1
- DD x2; DD* x1
- DE x2; DE* x1
- AO x1; AO* x1
II. JAPANESE
A total of 44 chits constitute the Japanese naval attrition mix:
- Blank ("none") x6; Blank* ("none") x6
- BB x2; BB* x1
- BC x1; BC* x1
- CV x1; CV* x1
- CVL x1; CVL* x1
- CL x1; CL* x1
- CVE x1; CVE* x1
- CA x1; CA* x1
- CVS x1; CVS* x1
- AV x1; AV* x1
- DD x2; DD* x1
- DE x2; DE* x1
- CD x2; CD* x1
- AO x1; AO* x1
- APD x1; APD* x1
[37.2.2] Chits with an asterisk (*) are replaced back into the countermix (i.e., attrition chit cup) after applying their results when they are drawn. Chits without an asterisk are removed for the remainder of that calendar year after applying their results, when they are drawn.
[37.2.3] Naval Attrition Procedure
Naval attrition is resolved once per cycle, for the US, CW, and Japan (separately for each). The ships affected, and the extent of damage suffered, are determined secretly by each side, by consulting the Naval Attrition & Naval Attrition Damage Tables (see charts).
During the Naval Attrition Determination Segment of each Strategic G/T, 1D6 is rolled. A result of from "1-4" (re-rolling others) indicates the coming G/T in which the actual naval attrition procedure will be resolved.
At the beginning of the First Naval Phase of the G/T determined above, another 1D6 is rolled. A result of "1-2" indicates that naval attrition must be resolved during the 1st Naval Phase; a result of "3-4" indicates resolution during the 2nd Naval Phase; and a result of "5-6" indicates resolution during the 3rd Naval Phase of that G/T.
At the beginning of the Naval Phase determined, each side (the US, CW, and Japan) randomly and secretly draws one chit from its naval attrition chit cup. Selection of a blank indicates no naval attrition during that cycle, for that side.
Following the determination of the class of ships that may be affected by naval attrition, each side secretly rolls 1D6, consulting the Naval Attrition Table to determine if a ship of the indicated class suffers any damage. If a number for a drawn class is gained, then that number of ships of that class may suffer damage. In that case, the owning side consults the proper column of the Naval Attrition Damage Table, and again secretly rolls 1D6 to determine the extent of the damage incurred by the ship(s) affected.
To determine the exact ship affected, a random method of identifying the unfortunate subject ship is needed. Players are free to devise any such method, such as rolling 2D10 (or 3D10, if necessary) until a valid, in-play ship's pennant # is rolled.
[37.2.4] Only ships currently in play are subject to naval attrition. This includes all ships undergoing refit—but not repair, nor Yard Periods—as well as Allied ships deployed on the Allied Off-map Movement Display. Ships currently under construction are not subject to attrition.
Ships of classes not listed in the naval attrition chit countermixes are never subject to attrition. The number of ships of a given class that are currently in play has no effect on the probability of naval attrition. If, however, no ships of a given class are currently in play, then no naval attrition can occur for that class.
[37.2.5] Submarine Attrition
Naval attrition for sub points occurs simultaneously with regular naval attrition.
Procedure: As part of resolving naval attrition, each side (US, CW, Netherlands and Japan) determines sub attrition separately, via a 2D6 DR. On a DR of "7," 1 on-map sub point is lost—determined randomly. Exception: The US player may choose which sub type ("S, Fleet-boat") to eliminate. The subron containing the sub point, then, is chosen randomly.
[37.2.6] MTB Attrition (see 60.5.8)
[38.0] PORTS & ANCHORAGES
[38.1] Functions of Ports
[38.1.1] Types
Three types of ports exist: Major Ports, Minor Ports, and Anchorages. Although the size of a port affects other operational aspects, their primary function is to base and activate ships.
[38.1.2] Most major ports can repair friendly ships (see 36.1.1). Ports have AA strengths as indicated on the Anti-Aircraft Table.
[38.1.3] Ports affect naval operations primarily by the effect their type has on "Port Activation Limits" (see Optional Rule 38.4)—how many ships can operate from an individual facility in a cycle.
[38.1.4] Ship Basing Capacity
If Optional Rule 38.4 is in effect, ports have basic ship operating capacities. If this rule is not in effect, a port's type has no direct impact on the game, vis-à-vis naval operation tempos or ship basing capacities.
[38.2] US/CW Fueling Restrictions
CW-controlled ports in India or Ceylon (or the African Coast Holding Area), and all US-controlled ports (not to include Australia) are restricted in the number of Allied ships they may operate.
The CP activation costs for US ships (regardless of the controlling HQ) operating from any of the above CW ports, and for CW ships operating from the above US ports, are doubled. This process is in effect for the duration of the war.
[38.3] Ships in Port
A TF that ends a Naval Phase in a hex containing a friendly port is considered in port. Ships in port may not be attacked by enemy ships of any type (whether surface or submarine). Exceptions: Midget subs (22.10) & Kaiten (Optional Rule 60.24).
[38.3.1] Air Attacks: Ships in Port
Torpedo ("T") type AP's attacking ships in port have their attack strength halved (rounded down). Exception: The Pearl Harbor raid—see 69.3.1 (D).
Ships in port have the AA strength of that port (see AA Table) added to their own AA strength when defending against naval strikes.
"Surprise." Ships in port attacked by air may have their speed class reduced (cumulatively with other reductions, as applicable).
Procedure: "Surprise"
Immediately prior to each attacking wave's attack (i.e., after the wave's entry arc has been determined), the attacking player rolls 1D6 to determine the level of surprise achieved. The following table determines potential reductions:
IN-PORT SURPRISE ATTACK TABLE
| DR | RESULT |
|---|---|
| 1-2 | (No effect) |
| 3-4 | Reduce Speed Class by 1 |
| 5-6 | Reduce Speed Class by 2 |
DRM's: -1 Each successive attack wave; -2 If strike is carrier-launched, with launching TF currently "located."
[38.3.2] Ships in port when the port is captured by an enemy ground unit suffer no adverse effects. They remain in the hex, and are simply no longer "in port." Ships undergoing repair at a port if it is captured are rolled for (1D6) when the port is captured. On a DR of "5-6," such ships are captured by the enemy.
Exception: Surrender. If such port capture causes, or is caused by, a country's surrender, such ships are captured, in their present state, by the conquering side.
[39.0] ENGINEERING
During the Engineering Segment of each Ground Phase, both sides may construct and/or repair a variety of facilities to improve the combat abilities of their units. The procedure for building, repairing, or demolishing various installations vary widely, and are detailed in the following sections.
[39.1] Engineer Units
In all instances where the presence of an engineer unit is required to perform any of the tasks which follow, the following restrictions apply:
- At the outset of the Engineering Segment, the ENGR must be linked and unbroken in order to avoid CP penalties.
- If a required ENGR unit is involved in ground combat—as either an attacker or defender—or is "broken" by any means, any construction underway is interrupted (and the facility's Construction log updated to that effect).
- Engineers which move during a G/T are ineligible to perform engineering construction operations.
Note: Engineers (or any other ground unit) may be held out of ground combat, by an attacking side, at the owning player's option. Thus, ENGR's stacked with enemy ground units may still conduct engineering.
[39.1.1] Multi-tasking of Engineers
Engineers may be "activated" to perform any number of tasks during a G/T's Engineering Phase, but must pay listed CP or activation point costs (whichever one is greater) for each such task. Exception: 39.1.2.
[39.1.2] An ENGR unit may not both repair and contribute toward new construction in the same G/T. They may do one or the other, but not both.
[39.1.3] Allied Combined Engineers
If at least half of the number of ENGR units involved in a construction project are US, use the US Construction timetables. Otherwise, use the "others" timetables.
[39.1.4] Engineer units count as double their printed step strength for all naval transport purposes.
[39.1.5] Labor Units
Labor units (Co.'s, Bn.'s, Rgt.'s, Bde Grp; represented by a different unit type symbol than other ENGR's) have parenthesized TQ ratings. These units' ratings are used only for defensive purposes. Such units may never conduct, nor be part of, any attack.
[39.1.6] US Army Defense Battalions
By the expenditure of 1 US ground replacement point, any US Army ENGR Bn.'s TQ may be (permanently) raised by "1." But, such units may then not again engage in any engineering projects, other than installation repair.
[39.1.7] Engineer Unit Types
Regardless of an ENGR unit's type symbol (e.g., labor unit, ENGR Rgt., CB, Aviation ENGR Bn., etc.), all ENGR units may, generally, engage in any kind of engineering project. Note that some ENGR units have longer construction delays when engaged in various engineering projects. Refer to specific rules for installation types, and the Engineering Tasks Summary chart.
[39.1.8] Japanese Base, Special Base Forces
A. SBF Units. Japanese SBF units function in most aspects as ENGR units. The only engineering function they may not perform is rail line construction. They may be activated as a "multiple ENGR unit" (39.1.9) without restriction.
If activated as a primary construction ENGR unit, though, SBF's project construction times, for A/F's & roads, are increased. For such projects, increase the listed construction times by 20% (standard rounding). SBF's function as normal ENGR's for the following construction tasks:
- Port Expansion
- Anchorages
- Seaplane Bases
- Supply Bases
- Fortification attempt ENGR DRM
- All (including rail line) repairs
B. BF Units. In most cases, Japanese BF units do not function as normal ENGR units. They do function as ENGR's for the following purposes:
- Fortification attempt ENGR DRM
- Seaplane Base construction
- A/F, Rail line repair
- Supply Base construction
BF units may not function as "multiple ENGR units" (39.1.9).
The Engineering Tasks Summary has been annotated reflecting BF and SBF engineering capabilities.
Note: BF and SBF units have an effect on port operations, if Optional Rule 38.4 ("Port Activation Limits") is in effect.
[39.1.9] Multiple Engineers: Hastened Construction
ENGR units may be combined (in any unit/type/size combination) in order to speed construction times. No project may be reduced, in overall completion time, by more than half its normally-required completion time.
Players should annotate multiple ENGR's presence by checking off "completed" boxes on their Construction log by differentiating between the multiple units (e.g., forward, back-slashes, etc.).
Each "activated" ENGR unit for a project contributes a 1 G/T equivalent of completion time towards completion of the project. CP costs to activate multiple ENGR's vary with nationality and tasks (see Engineering Tasks Summary).
If different type ENGR units are combined (e.g., USN CB + USA ENGR Rgt.), use the completion time for the most-efficient unit present as the overall completion time required.
Example: In Burma, the US player assigns 2 US ENGR Rgt.'s to construct the Ledo (minor) road in a jungle hex. The normal completion time, for 1 ENGR, would be 10 G/T's. In this instance the time may be cut by no more than half—meaning that if both ENGR's are "activated" for the project for five consecutive G/T's, the road hex will be complete at the end of the 5th G/T.
[39.2] Airfield Construction & Repair
[39.2.1] Procedure (General). Only ENGR units may construct A/F's. Exception: China (see 47.10). A/F's may be constructed in any type terrain (on main maps), though the terrain type affects the amount of time required for completion.
A/F's exist at certain "levels," corresponding to their size and capabilities to operate AP's. An A/F may be from level 1 (smallest) to 13 (largest).
[39.2.2] Construction of Level 1 A/F's
In order to initiate construction of a level 1 A/F, at least 1 ENGR unit must be present. Note that, once initially activated during a cycle for construction purposes, ENGR's remain activated for the duration of that cycle, unless forced deactivation occurs.
[39.2.3] Construction Times
(See Engineering Tasks Summary; charts)
[39.2.4] Upgrading Existing Airfields
The construction process for upgrading existing A/F's is essentially the same as for building new ones—the only difference being the construction times for each expansion level (see charts).
[39.2.5] A/F Size Restrictions
Atolls. The maximum size of any A/F on an atoll hex is level 4.
Others. If Optional Rule 39.2.7 is in effect, sides are restricted as to the maximum size of A/F construction, depending on geographic area, terrain, and other variables.
[39.2.6] Airfield Repair
A/F repairs are performed during Engineering Segments. The procedures utilized are dependent upon the type of ground units present. Note that, unlike original construction of A/F's, their repair may be performed by non-engineer units, and may take place even in the absence of any ground units.
Procedure
- A. No Ground Unit Present. If the A/F hex is linked, for the expenditure of 5 CP's, 1D6 may be rolled by the owning player. The DR result indicates the number of damage levels repaired. Note: "Suppressed" damage levels are considered a damage level. If the A/F hex is isolated, the CP cost is 15 (paid for by the nearest HQ), and a -1 DRM is applied to the repair DR.
- B. No Engineer Units Present; Other Ground Units are Present. By paying a unit's normal activation cost (regardless of its activation status), each unbroken unit, if linked, may make 1D6 as described in (A), above. If isolated, the activation cost is tripled, and the same -1 DRM is applied. "Broken" units may never be activated for A/F repairs.
- C. Engineer Unit Present. Each unbroken ENGR unit may make a repair DR, as above. Such units need not be "activated;" hence no CP's need be spent. The DR result indicates the level of damage repaired, if linked. If isolated, each ENGR unit must be activated -- at triple the activation point cost, and a -1 DRM is applied.
Apply a -1 DRM if enemy ground units also occupy the subject A/F hex. In cases where modified DR's of less than 1 are achieved, no repairs are effected.
No ground unit (ENGR or otherwise) attempting A/F repairs may have moved during the Ground Phase in which repairs are attempted.
[39.3] Rail Line Construction & Repair
[39.3.1] Construction of Rail Lines
Rail lines may be constructed in any hex, to link existing rail hexes. To do so, an activated ENGR unit must be present (paying the normal activation cost). Additional ENGR's may be activated, also for their normal activation cost. Each activated ENGR contributes the equivalent of 1 week's (G/T) construction time towards completion. Note: See also 39.4.2 & 39.4.3.
As with all engineering projects, the construction time for rail lines may never be cut by more than half (e.g., via the application of multiple ENGR's).
[39.3.2] Repair of destroyed Rail Lines
(See 35.3.4)
[39.4] Road Construction
[39.4.1] The same procedure as for rail line construction applies, for both major and minor roads. See Summary for construction times.
[39.4.2] Minor road, major road, and rail hexes always extend to any two hexsides of a hex, and automatically connect with such facilities in any two adjacent hexes.
Example: A player wishing to connect the rail lines of Burma & Thailand (the "Bangkok-Rangoon Rail Line") would only have to build a single additional rail hex—in A3321.
[39.4.3] Rivers, Mountains
If a minor road, major road, or rail hex under construction connect (i.e., cross) river or mountain pass hexsides, the constructing player must spend double the required CP's in activating any unit(s) performing the construction. Such facilities may never be constructed through mountain (non-pass) hexsides.
[39.5] Port Repair
[39.5.1] In order to attempt repairs of ports, an unbroken ENGR must be present. CP costs, and procedures for effecting repairs, are dependent on the hex's status: Linked or Isolated.
Procedure: Linked Ports
5 CP's (no additional cost accrues due to weather) must be spent to activate the 1st Engineer unit. An additional 5 CP's must be spent to activate any additional ENGR's. Each activated ENGR is allotted 1 DR (1D6). The DR result indicates the number of damage levels repaired.
Following the activation of at least 1 ENGR, other (non-ENGR) units may be activated, at their normal activation cost. Each such unit activated provides a +1 DRM to the ENGR's DR. As only ENGR units may make the repair DR's, more ENGR's may be activated (at a cost of 5 CP's each), in order to gain more DR's. If more than 1 ENGR is activated to effect port repairs, each non-ENGR unit activated for this purpose provides its +1 DRM to each ENGR's DR.
Procedure: Isolated Ports
The procedure for repairing an isolated port is similar to the above. CP activation costs, however, are doubled. The 1st unit's DR receives a -1 DRM. Other non-ENGR units may be activated, at triple their normal activation cost. Each such unit provides a +1 DRM. Additional ENGR units are activated as above (i.e., for 5 CP's each). Each of their DR's, though, starts with a -1 DRM.
[39.6] Port Expansion
Three types of port expansions are possible:
- Anchorages to Minor Ports
- Minor Ports to Major Ports
- Newly-constructed Anchorages
[39.6.1] Port expansions require the presence of activated ENGR's. Activation costs for these ENGR's is as per construction of level 1 A/F's (1st ENGR: normal cost; 2nd and subsequent units: 2x activation cost).
Engineer activation costs must be paid each G/T of construction. Each activated ENGR contributes one week of construction time towards the completion of the port expansion.
[39.6.2] Construction Times
(See Engineering Tasks Summary)
[39.6.3] Double expansions (e.g., anchorage to minor port, then to major port) are not allowed.
[39.6.4] Construction of Anchorages
Anchorages may be constructed in friendly-controlled 1-hex (main map) islands and atolls. ENGR activation costs are as per Port Expansion.
Construction Times (see Summary). Unlike normal port expansions, no difference exists between pre-war holdings and war conquests. Construction times of newly-initiated anchorages is unpredictable.
Player's Note: Obviously, not all islands in the Pacific were possessed of ideal, or even suitable, anchorage sites. The following procedure simulates the potential difficulties such construction would (or could) face.
When construction of an anchorage is initiated, after paying the initial activation costs for all ENGR units involved, that side rolls 1D6 and consults the following table:
ANCHORAGE CONSTRUCTION TABLE
| DR | Result |
|---|---|
| 1 | Construction not possible |
| 2-3 | Double listed construction time |
| 4 | Increase construction time by 50% |
| 5-6 | No change |
DRM's: +1 For all US efforts (1943 +)
[39.7] Fortifications
Most ground units occupying defensive positions will occupy some level of fortification. A unit's fortification level affects its vulnerability to bombardment (both naval and air) and its effectiveness in ground combat.
Fortification strength levels exist from Level 0 (unfortified) to Level 14 (the highest). Units' fortification levels will vary widely, as they are affected by Troop Quality, leadership, terrain, and Command Points. Friendly ground units occupying the same hex may not possess different strength levels of fortification. Possible exception: Tactical Maps (see 27.17.1).
Fortifications have two effective levels: A strength level (which is its actual combat strength, directly affecting ground combat), and a size level (which determines the size of units which may benefit fully from its strength level.
[39.7.1] Fortification Construction
Any activated ground unit (and, occasionally unactivated ENGR's) may fortify. Such units must:
- Occupy a hex free of enemy units. Exception: "Beachhead Defense" (see 39.7.7).
- Not be "broken."
- Be "linked."
- Not have moved during that G/T. Exception: "Beachhead Defense."
At least one ground unit must be activated in a hex in order to fortify—including an ENGR unit, but only if it is the only type present.
If there are multiple non-ENGR units in a hex, a minimum of 1 must always be activated in order to attempt fortification.
Units activated for fortification purposes need only be activated once per cycle. As long as they are not forcibly deactivated (or engage in ground combat or move), they may attempt to fortify each G/T of a cycle.
[39.7.2] Fortification Strength Levels
All units may fortify to Level 1 automatically, regardless of terrain. When activated for this purpose, fortification to Level 1 occurs.
All fortification "upgrades" (from levels 2-14) are dependent upon several factors:
- A unit's TQ (not applicable to ENGR's)
- Terrain
- Generals
- The presence of friendly ENGR's
- The amount of CP's spent in the effort
- Weather (monsoon, storm conditions)
In order to upgrade an existing fortification's strength level, 2D6 are rolled for each hex (following unit activation). ENGR units present need not—though they may be—activated in order to contribute; their mere presence suffices. Additional units (non-ENGR) beyond the "lead" (the highest-rated ground unit activated in the hex) unit may be activated, in order to gain DRM's toward successful completion.
A net DR of "7" or higher for Japanese units, and "8" or higher for all others, is considered successful—resulting in the immediate upgrade, by one strength level, of a hex's fortification status. See Engineering Tasks Summary for a complete list of DRM's.
Note: For fortification purposes, the terrain type present on the main (i.e., not tactical) map prevails, unless fortifications are being constructed while Tactical Map deployment is required.
DRM's gained for additional activated units are gained on an activation cost multiple basis. Thus, for example, if the lead unit activated is a (typical) division (activation cost "2"), a total of 2 more unit activation points must be spent (in CP's) in order to gain a +1 DRM.
[39.7.3] Fortification Size Levels
Units may fortify up to strength level 14, but only to a size level commensurate with their number of steps.
A fortification's strength level is the number above the slash on fortification counters. The X below it, via attachment of the appropriate numbered chit (below the fort counter) denotes a fort's size level.
In order to benefit fully from a fortification's strength level, a unit's size may not exceed a fortification counter's current size level. If the steps of defending units in a hex exceeds that of a fort counter's size level, that fort's strength level is reduced:
Subtract the fort's size level from the total number of defending steps in a hex. Then, subtract that number from the fort's current strength level. The result (which may not be reduced below "1") is that fort's reduced combat equivalent strength.
Example: A defending hex contains a 6-3 Rgt., a 4-10 Div., and an intact "12/3" fortification. Since there are 13 ground steps in the hex, "3" (the fort's size level) is subtracted from that, leaving "10." Then, this value is subtracted from the fort's current strength level (12). The result is a Level-2 strength fortification, for combat purposes—which both units in the hex are considered to occupy.
Upgrading Fortification Size Levels. Units (e.g., larger than existing fortification size levels) may upgrade fort size levels, via the normal fortification strength level upgrade process (39.7.2), treating a successful upgrade result as a size increase in lieu of a strength increase.
Example: A hex contains 1x Rgt. (3 steps) plus 1x Bde. (5 steps), and a fortification level of "8/3." The Bde. unit is activated for fortification purposes, and achieves a successful upgrade. The fortification is upgraded from an "8/3" to an "8/4" fort.
Note: During any G/T, a hex may receive a fortification size upgrade, or a fort strength upgrade—never both.
Fortification upgrades work only one way—as strength/size increases. A side may not, for example, receive a fortification strength increase by having a smaller unit occupy a larger unit-sized fort.
Player's Note: During the course of play, with units moving in & out of existing fortifications, with fort construction & upgrades constantly in progress, situations may quickly become quite confusing regarding the current size & strength levels of fortifications—unless the provisions of 39.7.3 are diligently observed. The provisions of 39.7.3, while cumbersome, are necessary to avoid the practice of having higher TQ, single-step units (e.g., Japanese SNLF Bn.'s) from spending the entire war moving from 1 hex to another—their only function being building fortifications for lower-quality larger units.
[39.7.4] Occupation of Fortifications
Except on Tactical Maps (see 27.17.4), a fortification must be occupied by a ground unit (not an Intrinsic Garrison) in order to function. Thus, IG's do not benefit from fortifications.
If a fortification hex is vacated entirely (with no Intrinsic Garrison present), its strength and size levels are immediately halved (rounded down). Intrinsic Garrisons, though they do not benefit directly from fortifications in ground combat, do thus serve a purpose in maintaining fortifications (for possible later occupation).
If the number of steps in a hex exceed a fortification's size level (as per 39.7.3), all defending units still are considered to occupy that fort, even if it is reduced (per 39.7.3) to Level 1. Thus, defending units in a hex may not possess different fortification strength postures. Possible exception: Tactical Maps (see 27.17.1.)
Capturing Enemy Fortifications. When enemy fortified hexes are captured, the capturing side receives a fortification marker equivalent to:
- Fort Strength: (original enemy level—damage marker present)—1D6
- Fort Size: Retains original enemy fort size level.
[39.7.5] Fortification Effects on Combat
(See Ground C.R.T.)
General Notes: A defending side may, during ground combat, choose to retain a lower-lettered fortification effect, in lieu of one rated. Example: A defender in a fortification Level "6" (effects "A" & "D") could opt to declare effects (A,B) or (A,C) instead. Any such claims must be announced prior to ground combat DR's.
Where allowed, DRM (A,F) & Column Shift (D,G) effects may be cumulative. Examples:
- (via the above procedure)
- Fortification level 14 effects (D, E, F, & G) produces a cumulative column shift of 3 left.
[39.7.6] Fortification Reduction: Combat
Note: This rule applies to all ground combat—on main and tactical maps.
Attacking ground units may be eligible, at the cost of additional casualties, for reduction of fortified hexes as a result of ground combat. This process is entirely voluntary. When done, reduction in enemy fortifications in a hex (whether on the main, or tactical maps) is permanent. Thus, a level 6 fort reduced by 2 levels via this reduction becomes a level 4 fort on the map.
Procedure: Following ground combat, the attacker determines his eligibility via one of two formulas, depending on whether his units retreated (voluntarily or as mandated).
If the attacker did not retreat, calculate the attacking force's reduction ability thus (all losses indicate actual step losses suffered):
- (Defender loss - Attacker loss) + Defender loss = Reduction level ability.
If the attacker did retreat, calculate the attacking force's reduction ability thus:
- (Defender loss - Attacker loss) + (Defender loss - Attacker loss) = Reduction level ability.
Examples (see Examples of Play Booklet)
Step Loss Conversion. After the maximum attacker fortification reduction ability is calculated, the attacking player may, for additional step loss (beyond that called for by the CRT), translate these step losses into permanent reduction levels of the enemy hex's fortification level.
This decision is made prior to any defender option to "absorb" required step losses (Tactical Maps; see 27.17.4).
Additional step losses must originate with the attacking lead unit, and alternate between that unit and any additional units. Units require 1 step loss to satisfy 1 level of fort reduction (i.e., an "exchange rate" of "1-for 1").
The attacking player must, if there are more than 1 surviving attacking units, alternate step losses between them. Note that step losses taken from "trail" units may be from any trail unit(s).
[39.7.7] Beachhead Defense
Units performing an amphibious or air assault may construct fortifications through a special procedure known as Beachhead Defense. Done during Engineering Segments only, by removing 1 step from any 1 assaulting unit, a level 1 fortification may be placed in the beachhead hex.
This is the only instance whereby a form of construction may occur by units which have engaged in combat in the same G/T.
By removing 2 steps from an assaulting unit, a level 2 fortification may be placed.
Restrictions. Beachhead defense may not be used in hexes already containing an intact enemy fortification marker. If the beachhead defense procedure is used in a hex containing (non-fortified) enemy ground units, the now-fortified assaulting units are not considered to control any bases, rail lines, or other facilities in the hex.
[39.7.8] Repair of Fortifications
Fortifications may suffer damage levels via air or naval bombardment. The repair of fortifications is accomplished as follows.
- A. Non-ENGR units only present. Use the same procedure as for A/F repair (39.2.6 "B"). Exception: Only 1 ground unit need be "paid for," but it must be the largest-sized ground unit benefiting from the fort. Additionally, all ground units benefiting from the fort must be "activated."
- B. ENGR units present. Each unbroken ENGR contributes a +1 DRM to all ground units' repair attempts. Such ENGR's need not be "activated." All (non-ENGR) ground units benefiting from the fortification present must be "activated." Exception: For each ENGR unit present, reduce this requirement by 1 (non-ENGR) ground unit—to a minimum requirement of 1 non-ENGR ground unit "activated."
Damaged fortifications are denoted by placing appropriate "hit" markers beneath them—themselves beneath any "damage" marker, to distinguish them from fort size level numbered markers.
Example, Installation Repair (see Examples of Play Booklet)
[39.8] "Construction" Markers
Whenever construction (of any type) is initiated in a hex, a "construction" marker must be placed in the hex. This marker remains visible to the opposing side, as long as construction remains ongoing.
Exception: US-initiated A/F construction is granted 1 A/F construction site that may be kept secret, and need not be marked on-map with an "under-construction" marker. This site must be building towards levels 1 or 2 only. Only 1 such site may be kept secret at any time. If successfully "reconned" by the Japanese player, the construction must be revealed and, thereafter marked openly with an "under-construction" marker.
The type of construction in a hex need not necessarily be revealed, unless the opposing side successfully reconnoiters the hex by air (see 15.3).
[39.9] Halted Construction
If construction of a facility is halted, it remains at the level achieved when the halt took effect for as long as a friendly ground unit or Intrinsic Garrison continues to occupy the hex. If no friendly ground unit is present, the construction effort is voided and returns to "zero."
[39.9.1] Damage to "Under-construction" Installations
See 11.8 for descriptions of damage inflicted to under-construction installations, and the effect of said damage to construction times.
A ground unit (including ENGR's) may repair damage done to an A/F. It may not both repair damage and initiate (or continue) new construction in the same G/T. Note that a non-ENGR unit could (see 39.2.6) be activated to repair damage and, if successful, any ENGR unit(s) present could then, in that same G/T, initiate new construction (or continue ongoing construction)—provided all the damage done is repaired first.
[39.10] Capturing "Under-construction" Installations
[39.10.1] Incomplete Installations
Under-construction installations (ports, A/F's, roads, etc.) are captured when enemy ground units control the subject hex. At that instant, the previous owner must reveal the construction status of the installation to the capturing side, by allowing that side to view that installation's construction track.
The capturing side then gains control of that under-construction installation, in its "under-construction" status, unchanged except that the new owner must "erase" 1 week's worth (i.e., 1 G/T) of construction time already completed. Essentially, then, the capturing side gains the previous owner's construction status, minus one week.
Change-over of possession also entails change-over of construction completion times for "under-construction" installations. Thus, for example, it will take less time for the US to complete a captured "under-construction" A/F than it would for the Japanese.
[39.10.2] Partially-completed Installations
The provisions of 39.10.1 apply toward the ongoing construction part of installations. For installations which have been completed to some degree (e.g., level 3 A/F building towards level 4), see 4.3.4 ("Capturing A/F's") & 39.7.4 ("Capturing Fortifications").
[39.11] Weather Effects on Engineering
(See Weather Effects Summary)
[39.12] Construction of Seaplane Bases
(See 60.8)
[40.0] COASTAL BATTERIES
Coastal batteries are separate and distinct from regular fortifications, and both types have no effect on the other. Coastal battery strengths may range from "2" (lowest) to "12" (highest), in multiples of 2. Certain locations (e.g., Corregidor, Wake, Singapore) begin the war with coastal batteries intact. All others must be constructed, via the expenditure of Production Points (PP's).
A hex's coastal battery strength may attack only enemy ships. Coastal batteries may themselves be attacked by naval or air bombardment.
[40.1] Bombardment of Coastal Batteries
Coastal batteries may be targeted (either on the main or Tactical Maps) by normal air bombardment, or by ships performing Naval Bombardment missions.
[40.1.1] The attacking (bombarding) side must announce the target type (if both regular fortifications and coastal batteries exist in the same target hex), or at its option may elect to target both simultaneously.
If an individual target is nominated, any "D" result obtained via the Bombardment Table is applied in full against that target. If both types are attacked collectively, the "D" result obtained is apportioned to both types, with the attacking player designating which type receives any "odd" results.
[40.1.2] Coastal Battery Damage Level and Effects
Like damage inflicted upon regular fortifications, damage done to coastal batteries is cumulative. For every "D" level obtained, a coastal battery's strength is reduced by 1, on a 1-for-1 basis.
If a "suppressed" result is obtained, apply a +1 DRM to that coastal battery's fire on the Surface/Surface Damage Table. "Suppressed" effects, however, last only for that Naval Phase in which inflicted.
[40.1.3] Repair of coastal batteries is performed as per normal fortification repair.
[40.2] Combat Involving Coastal Batteries
During a Naval Phase (only), a hex's coastal battery may attack all enemy ships that:
- Conducted a bombardment mission against that hex* or
- Occupy the coastal battery's hex (main map) or
- Move within range (Tactical Maps) of a coastal battery.
* Note: If a surface bombardment occurs on a Tactical Map, all coastal batteries (like regular fortifications; see 27.17) must be deployed on the Tactical Map.
A coastal battery's "range" on Tactical Maps is:
COASTAL BATTERY RANGES
| Map Scale | Range (Hexes) |
|---|---|
| A | 6 |
| B | 3 |
| C-F | 1 |
Coastal batteries may never "fire" across an all-land hexside. Otherwise, if a battery can trace an overwater line-of-sight, within range, to a (target) ship, the battery may "fire."
[40.2.1] Naval Bombardment & Combat vs. Coastal Batteries
Combat between ships and coastal batteries is resolved concurrently with that bombardment. All naval targets of coastal batteries, except ships performing Transport or Amphibious Assault missions (i.e., are stationary) are considered to possess target speed classes of "1." All others are considered "0."
[40.2.2] All "firing" of bombarding ships must be resolved prior to any coastal battery attacks on other than those bombarding ships.
Procedure: Total the Surface Attack Strength of all bombarding ships, and compare this value with the coastal battery's current strength. If the battery's attack strength equals, or exceeds, the bombarding ships' attack strength (using the appropriate column on the Surface/Surface Damage Table), the coastal battery's fire is resolved prior to the bombarding ships'. Any damage inflicted thereupon is applied before such ships themselves "return fire."
If the bombarding ships' attack strength exceeds that of the coastal battery, combat between bombarding ships and the battery is resolved simultaneously. Recall, however, that in any case bombarding ships' fire is resolved prior to a coastal battery's fire, if the battery's target is not the bombarding surface TF.
[40.2.3] Coastal batteries are limited to one separate attack during any Naval Phase in which they have an eligible target. The reverse, though, is not true; naval bombardment attacks vs. coastal batteries entail the same ammo expenditures as do normal bombardment attacks (see 17.2.2).
[40.2.4] Coastal batteries may engage enemy TF's in one of two ways:
- By applying their attack strength, in total, against 1 ship target or
- By splitting their attack strength (if more than "1") against multiple targets, assigning at least 1 attack strength point to each target.
[40.3] Special Fortifications & Coastal Batteries
[40.3.1] Singapore
Singapore's coastal battery strength may be applied against any enemy ships/TF's in hex C0109 which are conducting:
- An amphibious assault against Singapore or
- A bombardment of Singapore or
- Any other naval mission specifically targeting Singapore (e.g., "EVAC, ETRAN," etc.)
[40.3.2] Bataan & Corregidor
As long as the coastal battery on Corregidor possesses any undamaged strength level, no Japanese ship may traverse the hexside between B1949 (Bataan) and B2048 (Manila).
The coastal battery on Corregidor may "fire on" any Japanese ship occupying hex B1949.
[40.3.3] Corregidor
The island straddling hexes B1949 & 2048 is Corregidor. The Allied player must, at all times, retain ground units occupying Corregidor in a separate base display, to distinguish them from those occupying Bataan (B1949) & Manila (B2048).
Corregidor may be invaded by Japan only via amphibious (and/or airborne) assault, via hex B1949.
The restriction barring passage of Japanese ships to/from Manila Bay remains in effect as long as Corregidor remains Allied-controlled, and the Corregidor coastal battery retains any surface attack strength. A counter denoting control of Corregidor (US/Japan) may be placed in (or near) the Bataan/Corregidor hex if players prefer, for clarity.
Note: The anchorage in hex B1949 (Bataan, representing Subic Bay) exists in hex B1949. Accordingly, the island of Corregidor is considered to occupy this anchorage hex as well, as long as Bataan remains friendly-controlled.
Player's Note: The probable lone effect of this clarification is to enable the US player to relocate Gen. MacArthur's HQ to the island of Corregidor, or to Bataan—either of which would be prohibited absent the presence of a port/anchorage in that hex.
[40.3.4] Allied Ground Movement to/from Corregidor
As long as the Allied player controls Bataan, Manila, and Corregidor, he may move ground units to/from Corregidor (to/from either Manila and/or Bataan) via DR each Ground Phase. To do so, 2D6 are rolled prior to movement. The DR result indicates the number of ground steps which may be moved to and from (total) Corregidor. Note: No actual naval transport mission is required for this passage; it is assumed such movements are utilizing the coastal shipping assets present in the Manila Bay area.
If Japan occupies Manila (but not Bataan), or Bataan (but not Manila), such movement is still permitted. But, instead of 2D6, 1D6 is rolled. The DR results, in either case, may require the breakdown of eligible units prior to movement. If a unit is eligible to break down (see 23.13), composite units are simply moved, retaining their strength. If a unit is not eligible for breakdown, that unit may still be moved, but ground steps present in that unit exceeding the allowable movement capability (as determined via DR, above) must be eliminated in order to complete that move.
[40.4] Construction of Coastal Batteries
Unlike other engineering-based construction, the building of coastal batteries is a function of Production, occurring during Strategic G/T's (see Engineering Tasks Summary).
[40.4.1] Japanese Capture: Singapore & Corregidor
Following the capture of Singapore, and of Corregidor, the Japanese player gains an indeterminate number of coastal battery strength points, which he may deploy elsewhere.
Procedure: Immediately following the capture of these locations, the Japanese player openly rolls 2D6. He gains that number (rounded down to the nearest even number) coastal battery strength points. These are placed (or denoted as scheduled reinforcements), 2 points per cycle, on the immediately-following cycle & for the determined number thereafter.
During cycles in which the coastal battery points are gained as reinforcements, they are placed as if they were just-completed batteries, in any linked island or atoll hex. When placed with pre-existing batteries, the existing battery strength is upgraded according to the newly-arriving strength.
[41.0] DEMOLITION
[41.1] In order to prevent friendly ports, bases, Resource Centers, Rail Capacity, etc. from falling intact into enemy hands, players may conduct demolition operations.
[41.1.1] Any linked, unbroken ground unit (not Intrinsic Garrisons) may attempt demolition against an A/F, port, Co-Prosperity Sphere Resource hex, or a country's Railcap during the Engineering Segment of Ground Phases.
[41.1.2] Ground units attempting demolition must begin the Ground Phase in the hex (i.e., they may not have moved).
[41.1.3] To attempt demolition, the unit must be "activated," and must pass a TQ check. If the unit passes the check, the following procedures are followed. If not, no demolition may occur in that hex during that G/T, and units activated for this purpose are immediately deactivated. Any number of eligible ground units may be activated for demolition purposes; each then makes its own TQ check DR. Note: Apply a +1 DRM (i.e., less likely to succeed) to all Japanese TQ checks.
[41.1.4] If a unit passes its demolition TQ check, the owning player rolls 1D6, & consults the "176+" column of the Port & Airbase Bombardment Table. Damage results obtained are applied immediately.
[41.1.5] Damage levels achieved via demolition may be repaired as normal. Damage to Co-Prosperity Sphere Resource centers due to demolition are repaired as if it were Incendiary Bomb Damage (see 55.5). Exception: In order to effect repairs of demolished Co-Prosperity Sphere Resource centers, an unbroken, linked Japanese ENGR must be present.
[41.1.6] Ground units conducting demolition operations may not move nor engage in ground combat during that G/T. Exception: such units may conduct demolition if the only combat engaged in was as a defender against an amphibious (but not airborne) assault—and, the unit, of course, survives this combat.
Units which conduct successful demolitions while stacked with enemy units automatically surrender immediately following that demolition.
[41.1.7] Engineer units conducting demolition operations add 2 to all DR's on the Bombardment Tables.
[41.1.8] A unit may conduct demolition operations against only one specific facility in their hex during a given G/T. Exception: A unit deployed on an island hex conducting demolitions may be considered to attack one, some or all of the facilities in the hex, at the option of the owning player.
[41.1.9] Demolishing Railcap
(See 35.7)
[41.2] Restrictions
Until cycle 3/42, no Allied unit may attempt demolition until and unless a Japanese ground unit is adjacent to (overland), or in the same hex as, the installation. Exception: Demolishing Railcap—Rule 35.7.1 applies as-written.
During 3/42 & 4/42, demolition may be attempted if a Japanese ground unit is 2 hexes away. These restrictions are lifted, beginning with cycle 5/42 (G/T 1/5/42).
[42.0] STRATEGIC INTELLIGENCE
"Strategic Intelligence" (hereafter "SI") encompasses, in the broad sense, traffic analysis (Level 2), signals intelligence (Level 3), and cryptoanalysis (or code-breaking; Level 4), in addition to other lower-level tactical intelligence means (Level 1).
The current relative SI levels will impact the game in several areas, but primarily Japanese naval operations, and US submarine operations vs. Japanese merchant shipping. Both sides will usually possess different levels of SI. These different levels will reflect, abstractly, the major intelligence contributor during a given cycle.
Each side's SI level represents their capability for intercepting, decoding, and reacting to enemy communications. During Strategic G/T's, each side refers to the Strategic Intelligence Chit Cup Compositions table (see charts) in order to properly constitute that side's SI chit cup for that cycle. Then, via random chit draw by the US player, each side's SI level for the coming cycle is determined. Note: The Reinforcement Schedule also contains reminders when SI chit cup compositions are to be changed.
[42.1] Strategic Intelligence Chits
[42.1.1] Commencing with Strategic Cycle 0/13/41, the US player picks, at random, a single SI chit for both the Allied and Japanese sides. The chits drawn determine each side's SI level for the coming cycle.
[42.1.2] SI chits are numbered "1-4" for the Allies; "1-3" for Japan (Level 4 being the highest Intel level). Each side must ensure that the correct 10 SI chits are placed in their SI chit cup (see Chartbook II).
[42.1.3] Since the US player picks both sides' SI chits for a cycle, the Japanese SI level will be known only to the Allied side during the cycle it is picked for. The US player places both chits drawn in any secure holding box or display. The advantages (if any) the Allied side gains during a cycle will arise from the relative difference in each side's SI level. At the end of each cycle, the US player reveals both SI levels. Note: Occasionally, it is necessary, during regular G/T's, for the Japanese SI level to be revealed. Pertinent rules sections discuss when and where this should occur.
[42.2] Effects
[42.2.1] During any cycle in which the Allied SI level exceeds Japan's, the Allied side gains certain advantages. The Allied player may choose to use these to the full extent or not, as the more the Allies take advantage of code-breaking, the greater the chances that the Japanese player may be insulated against their effects.
[42.2.2] The amount by which the Allied SI level exceeds Japan's determines the extent the Allied player will benefit during that cycle:
- If the SI difference is +1, the Allied player may use the "Signals Intelligence" (Sigint; see 42.3) 2 times during the following cycle, and may draw 2 Magic (see 42.4) chits.
- If the SI difference is +2, Sigint may be used 3 times, and the Magic draw is 5.
- If the SI difference is +3, Sigint may be used 5 times, and the Magic draw is 8.
[42.2.3] OPTIONAL RULE: Random Determination
The US player has the option of rolling for SI differential effects:
- If the SI difference is +1, the US player rolls 2D6. Taking the lower of the two dice, he may use Sigint that many times during the following cycle, and draws that number of Magic chits.
- If the SI difference is +2, the US player rolls 2D6. Prior to rolling, he has 2 options:
- a) To pre-designate a single die, and have that die result indicate both his Sigint and Magic chit capabilities for the coming cycle or
- b) To roll both D6, then following the DR apply 1 die (either one) as his Sigint capability; the other die (by default) indicating his Magic capability.
- If the SI difference is +3, the US player rolls 2D6. The total of the two dice indicates both his Sigint and Magic capabilities for the coming cycle. (The DR applies to both capabilities individually and separately. Example: A DR of "7" provides 7 Sigint and 7 Magic applications).
Player's Note: The Optional method is recommended. Using automatic, pre-determined "Sigint" & "Magic" capabilities can result in predictability from the Japanese player's standpoint, simply by tracking & recording the number of times the US player uses both. Additionally, when combined with the "ruse" "Sigint" capability (see 43.2.5), the optional DR method makes it virtually impossible, from the Japanese standpoint, of anticipating and/or predicting Intel Level differential effects for any cycle.
[42.3] Sigint
[42.3.1] If the Allied player has Sigint capabilities, during the Plot Segment of any Naval Phase, after the Japanese player has completed his TF plot cards (but before the Allied player has completed his), the Allied player rolls 1D6 secretly. Each number rolled on the die allows the Allied player to examine 10% (rounded up) of the total Japanese TF plot cards.
When the Allied player declares a Sigint event, the Japanese player must shuffle his plot cards, then place them face-down on the table. (It is suggested that the Japanese player then leaves the room—necessary if the spirit of rule 42.3.5 is to have its desired effect).
The Allied player then picks the allowed number of cards. After examining them, the Allied player returns them to the rest of the pack and re-shuffles them again, so the Japanese player will not know which cards have been viewed. The Japanese player may not view any of his TF plot cards until the pack has been reconstituted. After viewing the (allowed # of) Japanese TF plot cards, the Allied player then completes his plotting for the upcoming Naval Phase.
[42.3.2] No restrictions exist on the number of times during a G/T that Sigint may be used, so long as the total allowed for that cycle is not exceeded. Sigint may be used only once per Naval Phase.
[42.3.3] Alternatively, the Allied player may opt to use Sigint to provide information on Japanese installations and/or ground units. Locations designated need not be within air reconnaissance range of any Allied AP's. Doing so costs 2 individual Sigint uses each. Thus, for example, if the Allied player has but 1 Sigint capability remaining, this option is not available.
Procedure: The Allied player designates a target hex containing a Japanese installation (of any type) or hex containing (or potentially containing) Japanese ground units. The Japanese player must reveal:
- Ground units, by tactical size and number (e.g., "1x Inf. Div. + 1x Inf. Bde."). The number of steps in each unit, or their status ("broken," etc.) need not be revealed.
- The type of each ship in port (e.g., "CV, CA," etc.), plus 1 named ship of each type, plus the total number of ships in port.
- The types of each AP present (e.g., "Zero, Betty," etc.), plus the exact numbers of at least two types, (Japanese player's choice) if more than one type is present.
- The number of CP's allocated to all HQ's present in the nominated hex.
[42.3.4] The Allied player may opt to use available Sigint to acquire information on the damage status of Japanese ships. Instead of picking Japanese TF plot cards, the Allied player may ask the Japanese player for the damage status of any named Japanese ship. Each inquiry is made at an "exchange rate" of 3 eligible Japanese TF plot cards. The Japanese player must then reveal the current damage level of the ship nominated.
[42.3.5] Sigint Deception
The Allied player may, as a ruse, call for Japanese TF cards, as if a real Sigint event, without actually viewing any of the cards. This may be done a number of times (per cycle) equal to the US Strategic Intelligence Level, divided by two (rounded up).
[42.3.6] The Allied player may opt to use available Sigint to acquire information on Japanese amphibious assault planning. Instead of picking Japanese TF plot cards, the Allied player may call for all current Japanese amphibious assault planning logs. Doing so costs (the equivalent of) 4 individual Sigint uses.
[42.4] MAGIC Chits
A cup is maintained (at all times) containing the 62 Magic chits. When the Allied player gains Magic advantages, it is this cup he draws from.
[42.4.1] The composition of the Magic chit mix is as follows:
| Chit Type | Total |
|---|---|
| "Report False" | 8 |
| "Strike Sequence (2)" | 6 |
| "Strike Sequence (1)" | 6 |
| "Reveal 1 TF" | 6 |
| "Reveal 2 TF" | 2 |
| "Reveal Dummy TF" | 6 |
| "Attack Subron +1D6" | 4 |
| "Yamamoto Mission" | 2 |
| Draw (1D6) | 1 |
| Draw (2D6) | 1 |
| (Blank) | 20 |
"Report False"
A "Report False" chit may be used to replace any search chit drawn via enemy air search on any given TF.
Procedure: The Allied player draws search chits normally. "Report False" Magic chits are of course not revealed to the Japanese player. Rather, they change the drawn search chit to a "Report False" chit (on a 1-for-1 basis), as if that were the actual chit drawn.
"Strike Sequence (2)"
A "Strike Sequence (2)" chit may be used to provide a DRM (of either +2 or -2, at his discretion) to any single Strike Sequence Table DR (see "Strike Sequencing;" 12.0). See also 42.4.3: "Planes on Deck."
"Strike Sequence (1)"
As per "Strike Sequence (2)" chits, but provides a +1 or -1 DRM. See also 42.4.3.
"Reveal 1 TF"
The Allied player may use a "Reveal 1 TF" chit to force the Japanese player to reveal the TF plot card for on-map Japanese TF's. Note: Hidden TF's, for purposes of this rule are not considered "on-map" (see bullet below). The manner of revelation depends on the Strategic Intelligence differential for the current cycle:
- If the SI differential is +1, the Allied player nominates 5 Japanese on-map TF's. The Japanese player provides the TF plot cards for these to the Allied player. From these 5, the Allied player chooses one—secretly and randomly—which he may then examine.
- If the SI differential is +2, the Allied player implements the steps above, except that he may nominate from 3-5 Japanese TF's.
Note: In the above two circumstances, the Allied player nominates Japanese TF's by using TF's visible on map—by calling the TF #'s from the TF markers present.
- If the SI differential is +3, the Allied player may direct the Japanese player to "number his TF plot cards." This requires the Japanese player to (temporarily) mark the backs of all his TF plot cards—including any which are currently "hidden"—with their numerical TF designations. Once accomplished, all of the Japanese TF plot cards are provided to the Allied player. The Allied player, viewing only the numbered backs of these TF cards, is free to choose any one card to review. The actual TF reviewed, of course, need not be announced.
"Reveal 2 TF"
As per "Reveal 1 TF" chits, except random picks are 2 of 5 (SI differential +1); 2 of 3-5 (SI differential +2); and viewing of 2 of the TF cards provided (SI differential +3).
"Reveal Dummy TF"
A "Reveal Dummy TF" chit may be used to force the Japanese player to reveal, then remove from the map (i.e, its having been revealed definitively) one dummy TF (of the Japanese player's choice).
Alternatively, if no on-map Japanese dummy TF's exist, the US player may force the Japanese player to "burn" as-yet unused dummy TF's, on a 1-for-1 basis.
"Attack Subron (+1D6)"
An "Attack Subron +1D6" chit may be played in one of two ways:
- Once USN ASW Sweep missions are allowed (1/44), the chit's DRM, as determined by a 1D6 DR, may be applied, as a negative DRM, to the sweeping US ASW ship's attack (2D6) DR (see 17.6).
- At any time, may be used to enable an on-map US Tactical Subron to attack a Japanese Subron.
Procedure: Determine an assumed contact/search required DR normally, as if the US Subron were searching for an enemy TF. If a "contact" result is gained, roll 1D6. The DR result indicates the number of attack DR's (1D6) the US player may immediately make upon the "contacted" Japanese Subron; each DR of "6" sinking 1 sub point in that Subron. Note: The US Subron nominated must (of course) be within contact range of the targeted Japanese Subron.
"Yamamoto Mission"
(See 42.7)
"Draw (1D6)"
When this chit is drawn, the Allied player rolls 1D6. The DR result indicates the number of additional Magic chits he may draw. The "draw" chit is returned to the cup after all Allied Magic chits have been drawn for a cycle.
"Draw (2D6)"
As above, except 2D6 are rolled.
Blank Chits
Blank chits provide no benefits. They exist solely to provide uncertainty in the amount of benefits accrued by the Allied player through the Magic process.
[42.4.2] Except for "Report False" chits, Magic chits are revealed openly when played (then placed back into their cup).
[42.4.3] Alternate Magic Chit Use
Japanese MS Point Total. The Allied player may, at any time, use any single (non-blank) Magic counter to force the Japanese player to reveal his current Merchant Shipping Point total.
Japanese HQ CP Allocation. The Allied player may use any 2 (non-blank) Magic counters to force the Japanese player to reveal his CP allocation to any nominated HQ on the map.
Naval Phase Initiative. The Allied player may use any single (non-blank) Magic counter, during any Naval Phase, to automatically provide the Allied side with "initiative" (i.e., with the option to move first) for that Naval Phase.
"Planes on Deck." The US player (only) may claim a "Planes on Deck" column shift on the Naval CRT, in resolving air-surface attacks vs. IJN carriers. By playing (including in the normal fashion) any Strike Sequence (2)" or "(1)" Magic chit, and allocating any additional "Strike Sequence (2)" or "(1)" chit with it, a special "Planes on Deck" column shift DR applies, to every Japanese carrier attacked by any single attacking wave. Procedure: 2D6 are rolled for any nominated attacking wave. The US player gains a column shift (Right) equal to the DR differential (i.e., from 0 to 5 column shifts right) on the Naval CRT, for each individual carrier attacked by that wave.
ASW Sweeps. In order to initiate any ASW Sweep TF mission (see 17.6), the US player must expend one (any flavor) non-blank Magic chit. Note: If an "Attack Subron (+1D6)" chit is played, it satisfies this requirement, and also provides its negative DRM to that ASW attack.
Any alternate Magic chit use does expend that chit (or chits), as if it were played normally.
[42.5] MAGIC effects on Future Intelligence Levels
[42.5.1] The playing of Magic chits will affect future Japanese Strategic Intelligence levels. The more the Allied player takes advantage of them, the more likely the Japanese Strategic Intelligence (SI) level will rise—though for only a limited time.
[42.5.2] For each Allied Magic chit played during a cycle (including "Report False" chits, which the Allied player must reveal at some point), the Japanese player may place a special "SI +1" counter in his next cycle's SI chit cup. These counters are added to the cup's normal mix of SI level counters, prior to the Japanese SI level draw.
[42.5.3] If the US player picks an "SI +1" counter before he picks the actual Japanese SI level chit, the Japanese SI level (as eventually drawn) is raised by one. This effect is cumulative. If, for example, the US player picks two "SI +1" chits prior to picking the actual Japanese SI level chit, the Japanese SI level for that coming cycle is raised by two. The Japanese SI level may never be raised by more than 2 via this procedure, and the Japanese SI level for any cycle may never exceed "3."
In any cycle in which the Japanese SI level is increased via the draw of any "SI +1" chits, all such remaining chits are removed from the Japanese SI chit cup. This removal is performed after the Japanese SI level is determined for the current cycle. The process then begins anew with subsequent plays of Allied Magic counters.
[42.6] Doolittle Raid Effects
If the US player successfully launches the "Doolittle Raid," (see 60.21), he immediately rolls 1D6 (this DR may, at the US player's option, be made secretly). The result indicates the number of cycles ahead he may place "Doolittle Raid +1" counters on the cycle track—1 per cycle until he places all of the counters entitled to.
The effect of these counters is to add "1" (to a maximum level of "4") to the actual Allied SI level picked for that cycle.
[42.7] The "Yamamoto Mission"
The Allied player may opt to conduct the "Yamamoto Mission" if:
- He draws the "Yamamoto Mission" chit, and
- The year is 1943 or later and
- Adm. Yamamoto is not currently at sea (29.2.2).
When played, this event has 6 effects:
- It eliminates Adm. Yamamoto.
- 75% (rounded up) of the total CP's allocated to the Japanese Combined Fleet HQ (or whatever HQ Adm. Yamamoto commanded) for that cycle are lost.
- All non-Army-type Japanese HQ's within the Command Radius of the HQ Adm. Yamamoto commanded are similarly-affected.
- Take the current # of CP's in the Japanese "Reserve" pool and roll 2D6, using the CP total as an equivalent column on the Bombardment of Air Points Table. The DR result indicates the percentage (standard rounding) of CP's from the Japanese reserve CP pool stockpile which is immediately removed. These CP's are placed, 1 cycle ahead, into a special "future operations" pool.
- Adm. Koga, if currently unassigned, must replace Adm. Yamamoto as the commander of the HQ, immediately. The normal CP cost of 10 must be paid, from the Japanese CP reserve, or the subject HQ's remaining allotment of CP's. Neither, though, may be forced into negative CP numbers by reason of this forced change-of-command. If insufficient CP's exist in "reserve," or in the subject HQ's, these entities' CP's are reduced to "0" and no further CP's need be spent.
- The Japanese player rolls 2D6. He may immediately place this number of "SI +1" chits into his SI chit cup for the following cycle, or may distribute them along the cycle track as he wishes, assigning any number of them to successive cycles until he has expended all of them.
The "Yamamoto Mission" may be played at any time during a regular G/T following its successful draw in the preceding Strategic G/T.
[42.8] Japanese JN-25 Code Changes
At the outset of the game, the Japanese player rolls 1D6 (secretly, and adding "1" to the DR). He is provided with this number (to a maximum of 6) of "JN-25 Code Change" counters. These are playable, individually, during any Strategic G/T.
When played, these counters are placed on the Allied Cycle Track for the following operational cycle (e.g., if placed during the 0/7/42 Strategic G/T, the counter is placed on the 9/42 cycle). They may affect the Allied Strategic Intelligence level during the cycle in which they "arrive."
During the Strategic Intelligence Phase of a cycle in which a JN-25 Code Change counter "arrives," the Japanese player rolls 2D6. On any DR of "doubles," or a "7," the JN-25 Code Change counter takes effect. On any other DR result, it has no effect and is removed (permanently) from play.
When the "JN-25 Code Change" takes effect, the Allied SI level is reduced by two levels.
JN-25 Code Change counters, once played, are lost, and may never be replaced.
[42.9] Japanese Dummy TF Plot Cards
As an adjunct to the Japanese JN-25 code change capability, the Japanese player may construct false TF mission plot cards. These cards may only be utilized during any of the 4 G/T's immediately preceding the playing of a Japanese "JN-25 Code Change" counter.
These cards may be used once per G/T (i.e., a maximum of 4 during any cycle), in any/all Naval Phases, as if the TF were a real one—with an assigned speed class, TF composition, and mission/movement plot.
A maximum of one such card may be held by the Japanese player at any time. The Japanese player may list anything he wishes on the card, in order to potentially deceive the Allied player (via his viewing it through the Sigint process).
[43.0] COUNTRIES & TERRITORIES: GENERAL
The following listing of "countries" (including colonial territories, and so forth) defines for each:
- Country Status: Which side controls the country at the start of the war (Dec. 1941).
- Rail Capacity (Railcap): Lists the initial and maximum Railcap for the country, and lists the location of Rail Centers. Countries without a Railcap are assumed to have a maximum Railcap of 10.
- Garrisons: Certain countries must have a constant garrison of ground and/or air units deployed in any hex of the country. This is assessed at the end of each Ground Phase. Players should note that in certain cases it may be possible for both sides to control parts of the same country. In that case, garrison requirements are judged separately for each side. Garrison units, generally, may be of any nationality—unless specifically noted otherwise. Example: The 5-division ground garrison requirement for Australia may include any US and/or CW-type division.
- Special Rules & Capabilities: Lists any additional rules & requirements concerning that country.
- Surrender Conditions: When applicable, the conditions mandating a country/territory's surrender are listed. When a country/territory has "surrendered," all hexes controlled by it revert to the control of the conquering nation. Unless country-specific conditions are specified to the contrary, any remaining (now-conquered) friendly ground units & AP's are eliminated. Any remaining ships (again, absent specific instructions to the contrary) remaining in that country/territory are captured. Remaining HQ's are involuntarily disbanded. Any other (not strictly an installation) friendly entities are eliminated. If no surrender conditions are listed for a country, it does not surrender.
[44.0] C.W./DUTCH COUNTRIES & TERRITORIES
[44.1] Australia
Australia is part of the Commonwealth.
[44.1.1] Railcap: 55/125. Centers: Adelaide (E0145), Melbourne (E0848), Sydney (E1544), Brisbane (E1737), Townsville (E1028) & Perth (C1441).
[44.1.2] Garrison: LAND: 5 divisions (or equivalent*), or militia (if not raised; see 44.1.3). AIR: 4 BMR AP's (also see 44.1.4).
*"Cadre," or reduced-strength divisions count, for garrison purposes, as a "division"—provided the majority of a garrison division's brigades or regiments (i.e., if broken down) remain in Australia.
[44.1.3] Militia: If any hex of Australia is entered by a Japanese ground unit, the Allied player receives up to 4 militia divisions: The 10th Infantry, 1st Armoured, 1st Cavalry (if prior to cycle 11/42), or 3rd Armoured (if cycle 11/42 or later), & 2nd Cavalry (if prior to cycle 11/42).
When the Japanese invasion trigger is met, the CW player rolls 2D6 for each of these divisions. The DR result indicates the number of cycles in advance the unit is placed. All such units arrive, then, at full-strength if the original placement cycle is awaited before deployment.
The CW player may remove any of these divisions sooner, but at a cost in strength. For each cycle in advance a militia division is skipped, one step is removed from that unit.
Australian militia divisions function identically to other ground units (exception: see 44.1.7). They arrive in any Australian city during Strategic G/T's, during the Reinforcement/Replacement Phase.
[44.1.4] Air Garrison Increase: At the beginning of any Strategic G/T where there are no Allied ground units in any hex of Java, Timor, or New Britain, the Australian Air Garrison is increased to 6 BMR & 6 FTR type AP's. This requirement then remains in effect for the rest of the war.
[44.1.5] Surrender: Australia may surrender when the majority (i.e., "4") of the states in Australia are Japanese-controlled. "Control" is accomplished by controlling the majority of cities within a state. For information purposes, the following table summarizes these:
| STATE | # Cities | # Cities Needed to "Control" |
|---|---|---|
| W. Australia | 12 | 7 |
| N. Territory | 3 | 2 |
| S. Australia | 7 | 4 |
| Victoria* | 4 | (2) |
| New S. Wales* | 15 | (4) |
| Queensland | 27 | 14 |
*Note: Cities in Victoria & N.S.W. are counted double.
Procedure: During each Strategic G/T in which the above Japanese control conditions are satisfied, the Japanese player openly rolls 2D6. If an "8" or higher is rolled, Australia surrenders. This DR may be modified by both sides, via CP expenditure (from a side's allotment of CP's for that coming cycle).
For each 10 CP's spent, a side receives a DRM (+/- 1) to the Australian surrender DR in its favor. Such CP expenditures are cumulative, and may cancel each other out.
If any major port in Australia is Japanese-controlled, the Japanese player adds +2 to his DR—cumulative with all other modifiers.
If Australia surrenders, half (rounded down) of all Australian ground units (wherever situated) are eliminated. The remainder (chosen randomly) are retained by the Allied player, and continue to function as normal Allied ground units. All Australian AP's, and ships, remain intact and Allied-controlled.
[44.1.6] Australian 6th & 7th Infantry Divisions: Special Rule
The arrival of these two divisions is governed by Optional Rule 44.1.6 (if in effect).
[44.1.7] Several Australian divisions, including potentially-available militia divisions, have their counters marked with asterisks. These units may never leave Australia.
[44.1.8] "Cadre" Ground Units: See 44.4.5 (India) regarding rules governing "cadre" units, and 44.1.10 regarding Australian ground unit deployment restrictions.
[44.1.9] Australian Military District HQ's
The six Australian "Military District" HQ's represent the pre-war Australian command HQ apparatus. These HQ's function in all ways as normal, Combined-type HQ's. They are removed, in total and permanently, when the ANZAC HQ is deployed.
[44.1.10] Australian Losses
If the Australian Ground Replacement level ever reaches "0" at anytime after 1941, or falls below "10" after 1943, Australian ground units' base activation costs are quintupled (x5), for all purposes, for as long as either condition persists. Additionally, once either replacement level condition is met, even if alleviated, activation costs for Australian ground units is still tripled (for all purposes), permanently (provided the x5 increase is no longer in effect).
[44.1.11] Australian LOC Engineers
Those Australian labor ENGR Bn.'s with designated, asterisked Australian states (e.g., QD, NSW, etc.) may never leave those states.
[44.1.12] ANZAC HQ
The ANZAC HQ may be commanded by any CW general (or admiral) eligible to command a HQ.
[44.2] Burma
Burma is part of the Commonwealth.
[44.2.1] Railcap: 20/20. Center: Rangoon (A3019).
[44.2.2] Garrison: None
[44.2.3] Allied Burmese Combat Units
All Burmese ground units have their counters marked with asterisks—indicating that they may not leave Burma. If forced to retreat out of Burma, they are eliminated. Note: One composite unit of the 1st Burmese division—the 13th Indian Bde.—is not subject to this restriction, if the 1st Burmese division is broken down.
[44.2.4] Burma Independence Army (BIA; Japanese)
Commencing 1/42, if or when a Japanese ground unit occupies any installation or city hex in Burma, Japan receives the BIA Bde. Grp., which arrives in Burma in any linked hex, stacked with or adjacent to any regular Japanese ground unit. This unit functions in all ways as a normal Japanese ground unit, except that (as denoted by its asterisk) it may never leave Burma. Note: This unit is disbanded in cycle 0/8/42.
Once deployed, this unit must roll for attrition each cycle, as if it were isolated & broken—exactly as per 25.1.
[44.2.5] Burma National Army (Japanese)
Similar to the BIA Bde. Grp., Japan receives the BNA unit in cycle 0/8/43, in any linked, Japanese-controlled city in Burma. This unit is disbanded in cycle 0/7/44.
This unit must roll for attrition each cycle, as if it were isolated and broken (exactly as per 25.1).
[44.3] Ceylon
Ceylon is part of the Commonwealth.
[44.3.1] Railcap: 3/10. Center: Colombo (A1339).
[44.3.2] Garrison: None.
[44.3.3] If, at the beginning of any Strategic G/T, there is a linked Japanese ground unit in any hex west of the 24xx hex column on Map A, the Allied player automatically receives the following CW reinforcements. Ships and ground units arrive, in the manner specified, during the second Strategic G/T after which this condition is met). Air blocks are placed on the Allied Off-map Movement Display during the Strategic G/T following the one in which the Japanese player meets this condition.
Naval Units: Placed in the African Coast Phase Holding Area of the Allied Off-map Movement Display:
2x BB, 2x CV (with air groups as listed), 4x CA or CL, 8x DD, + 35 Load Capacity worth of MSU's. These units represent the maximum numbers, by type, available. The CW player takes them from the next-scheduled-to-arrive units of those types from the Reinforcement Track, in the sequence listed on the track.
The CW player may search to a maximum of 1 full year (13 cycles) ahead on the Reinforcement Track. If insufficient numbers of a ship type are found within that time span, any unfilled remain unfilled. If insufficient CW MSU counters exist, USN MSU's may be substituted.
Air Points: Arrive in the normal manner for British air blocks (see Reinforcement Track): 2x British air blocks + 1x British carrier block.
Ground Units: Placed in the African Coast Phase Holding Area of the Allied Off-map Movement Display: Similar to naval units (above), the CW player gains 2x Infantry divisions, 1x Armoured Brigade, and 1x Infantry Brigade.
Restrictions. This rule may be used only once per game.
[44.4] India
India is part of the Commonwealth.
[44.4.1] Railcap: 60/120. Centers: New Delhi (A1007), Bombay (A0517), & Calcutta (A2213).
[44.4.2] Garrison: Beginning 3/42: LAND: 3x Infantry divisions in any of the Indian rail centers. "Cadre" divisions (44.4.5) count, wherever situated, as one division each. AIR: 3 AP's (any type) in any base west of the 18xx hex column.
[44.4.3] See Case 44.3.3 (Ceylon)
[44.4.4] Surrender: India may surrender when Japan has captured:
- Two of the three Indian rail centers and
- A total of 12 Indian cities (including rail centers captured)
Surrender Procedure: During each Strategic G/T in which the above conditions are met, the Japanese player rolls 2D6. If an "8" or higher is rolled, India surrenders. This DR may be modified by both sides, via CP expenditure (from a side's allotment of CP's for that coming cycle). For each 10 CP's spent, a side receives a DRM to the Indian surrender DR in its favor. Such CP expenditures are cumulative, and may cancel each other out.
If both Colombo and Trincomalee are Japanese-controlled, the Japanese player adds +2 to his DR—cumulative with all other modifiers.
[44.4.5] CW "Cadre" Ground Units
CW divisions and brigades listed in starting OOB's (e.g., 19th Indian Div.) as "cadre" are marked with "cadre" chits when deployed. These units usually are "released" later, at which times they function at their printed strengths, & without restriction.
Cadre units are, however, physically present on the map, and are potentially available as "emergency" units. If they are ever activated, or moved from their starting location, these units' TQ ratings are reduced by 1 for each game-year prior to the units' historical release date (as listed in the CW Reinforcement Schedule). Also, for each year prior to its release date, a unit's step strength is reduced by 25% (rounded down).
Example: If the 19th Indian Div. is moved from Bangalore in 1942, its TQ would be "4" (6-2 = 4; scheduled release date 0/9/44). Its step strength would be 5 (50% x 10 = 5).
Cadre units require CP expenditure in order to be released early. Compute the CP's required as: "the # of ground steps removed from the unit (i.e., due to early release) + the # of TQ "steps" lowered x the # of years advanced from the unit's historical release year."
Example: Using the above example of the 19th Indian Div., the CW player would be required to expend 14 CP's for the unit (5 ground steps removed + 2 TQ "steps" lowered x 2 years' advance; equaling 14).
When cadre'd units' release dates arrive, the units arrive at full, printed strength. Any "hit" markers present (i.e., from the unit's cadre status), except those present via ground replacements taken (see below) are removed.
The CW player may use cadre units as a supplement to his regularly-arriving ground replacement schedule, by withdrawing steps from these units. An exchange rate of 2x "cadre" steps, plus 1x CP each, for each ground replacement step, applies. "Hit" markers are then placed on the cadre unit(s) losing the ground step(s).
Nationality restrictions apply in using cadre units to augment ground replacements. Thus, cadre Indian units may only fill (as replacements) Indian units.
Note: Though the "cadre" unit provisions also apply to Australian and New Zealander units, the CW player may not use these nation's cadre units to augment either of their ground replacement schedules.
[44.5] Java
Java is part of the Dutch East Indies, and is controlled by the Allied player.
[44.5.1] Railcap: 5/10. Center: Batavia (C0415).
[44.5.2] Garrison: LAND: Dutch ground units initially deployed in Java may never leave Java. AIR: None.
[44.5.3] Dutch Sub Points
Upon the disbandment of the ABDA HQ, 1/2 (rounded down) of the surviving Dutch sub points immediately become CW ("S" class) sub points, and act as such thereafter. The remaining Dutch sub points are permanently eliminated.
[44.5.4] Dutch Air Point Attrition
Dutch AP's are liable for air attrition, commencing with cycle 0/1/42. All Dutch AP's are considered, for attrition purposes, as part of an assumed "Dutch Air Block."
Player's Note: No space exists on the Allied Air Attrition log to track/record Dutch AP attrition. The Allied player may pencil in the numbers there, construct on scratch paper a makeshift log, or calculate, each cycle, the Dutch AP totals, in order to adhere to the normal air attrition rules.
[44.5.5] Surrender: Java surrenders when a total of 12 captured "victory points" in Java are controlled by Japan, as follows:
| Installation | VP's Gained |
|---|---|
| Major Port | 3 |
| Minor Port | 2 |
| Airfield | (current level) |
Locations with multiple values count all installations present (e.g., Soerabaja, with a L-2 A/F = 5 VP's).
[44.6] Sumatra
Sumatra is part of the Dutch East Indies, and is controlled by the Allied player.
[44.6.1] Railcap: 5/10. Center: Palembang (C0212).
[44.6.2] Garrison: None.
[44.7] Solomon Islands
The Solomon Islands are part of the Commonwealth. The Solomons are composed of the following islands: New Britain, New Ireland, Bougainville, and hexes E2116, E2117, E2217, E2317, E2318, E2417, E2518, E2418, E2519, E2617, E2618, E2619, and E2720.
[44.7.1] Railcap: None.
[44.7.2] Garrison: None.
[44.7.3] Hexes of the Solomons (and others) may be occupied by Allied Coastwatchers (see 13.8.2).
[44.8] New Zealand
New Zealand is part of the Commonwealth.
[44.8.1] Railcap: 20/40. Center: Auckland (G0348).
[44.8.2] Garrison: None, but note that the asterisked New Zealander units may not leave New Zealand.
[44.8.3] Surrender: New Zealand surrenders when both Wellington & Auckland are Japanese-controlled, and no linked US ground combat units are present.
[44.9] Malaya
Malaya is part of the Commonwealth. Note that the islands of Singapore (C0108) and Bintan (C0208) are part of Malaya.
[44.9.1] Railcap: 10/15. Center: Singapore (C0108).
[44.9.2] Garrison: LAND: 7 ground steps.
[44.9.3] CW Reinforcements: Malaya Command
Player's Note: Historically, the British decided to reinforce Malaya with that campaign already going badly for them. Whether or not this was a case of throwing good money after bad, the decision to augment Gen. Percival's doomed command may in fact have served to prolong the campaign—at the cost, of course, of the inevitable loss of these units. Of course, the game's British player is not required to do so. If he elects not to, he will forfeit potentially invaluable ground replacement points. He may also see an even faster fall of Singapore than Gen. Yamashita was able to engineer.
Those CW ground and air units denoted by asterisks both in the CW starting OOB and the Reinforcement Schedule are the units affected by this rule:
- 45th Indian Bde. (at sea)
- 1x 3-4 Indian Bde. ("H," 17th Indian Div.; arriving 0/1/42)
- 1x 4-3 British Inf. Bde. ("B," British 18th Div.; arriving 0/13/41)
- 2x 3-3 British Inf. Bde.'s ("B," British 18th Div.; arriving 0/1/42)
The CW player receives the special Indian and Australian ground replacement points (6x Indian REPL Pts in cycle 0/13/41; 2x Indian + 2x Australian REPL Pts in cycle 0/1/42) only in the event that he manages to reinforce his Malaya Command, by delivering any of the denoted ground units to Malaya prior to the Japanese capture of Singapore.
The CW player receives the 6 Indian REPL points, on a 1-for-1 basis, for each reinforcing ground step arriving in Malaya at any time during cycle 13/41. Note: Reinforcing units need not be limited to only the designated historic units.
He receives the listed REPL points for cycle 1/42 (2x Indian; 2x Australian) automatically—if any ground reinforcement successfully arrived in either cycle 13/41 or 1/42.
These special Indian and Australian REPL points are not subject to the restrictions listed in Case 23.11.4. Indian/Australian ground units in Malaya, whether linked or not, may take on any number of these replacement points.
The CW player, in Strategic G/T 0/2/42, is required to permanently remove 25 Load Capacity Points' worth of tactical MSU's. Though this requirement represents the MS Load Capacity initially provided to lift the historic Malaya Command reinforcements (both ground & air), the CW player is obligated to satisfy this withdrawal regardless of whether he actually does reinforce Malaya.
These required MS withdrawals are reduced, on a Load Capacity basis, by the amount of CW tactical MSU's sunk, from the outset of the war through the end of cycle 2/42.
[44.10] Hong Kong
Hong Kong (B1240) is part of the Commonwealth.
[44.10.1] Railcap: None.
[44.10.2] Garrison: None.
[45.0] U.S. COUNTRIES & TERRITORIES
[45.1] Aleutian Islands
The Aleutian Islands are a US Territory. They consist of the Fox, Andreanof, and Rat Islands (i.e., the series of island chains running from Dutch Harbor (F2401) westwards to Attu (F0103).
[45.1.1] Railcap: None.
[45.1.2] Garrison: None.
[45.2] Hawaiian Islands
The Hawaiian Islands are a US Territory.
[45.2.1] Railcap: None.
[45.2.2] Garrison: Land: One full-strength division (or equivalent). Note: "equivalent" here is defined as "at least 9 ground steps." AIR: Within three cycles of being bombarded by Japanese non-seaplane AP's (i.e., the Pearl Harbor raid) and/or naval units: 4x BMR, 2x TAC, + 16 FTR AP's. If not bombarded, or after 5 cycles have been completed following the last such bombardment: 4x BMR & 4x FTR.
[45.3] Philippines
The Philippines are a US Territory.
[45.3.1] Railcap: 5/5. Center: Manila (B2048).
[45.3.2] Garrison: (US) LAND: 10 steps of ground units. AIR: 5 AP's (any type). Allied AP's may not be transferred out of the Philippines if such transfers would (voluntarily) reduce the required Allied air garrison below 5. Thus, once the number of Allied AP's present in the Philippines falls to 5 (by whatever means), no further air transfers out of the Philippines may occur.
[45.3.3] As long as the (US-controlled) coastal battery on Corregidor possesses any undamaged strength level, no Japanese ship may traverse the hexside between B1949 (Bataan) and B2048 (Manila).
[45.3.4] Japanese Garrison Requirement
Following the conquest of Luzon, the Japanese player must maintain a ground garrison in the Philippines of at least 10 ground steps.
[45.3.5] If Optional Rule 25.11 is in effect, the Allied player may benefit from guerilla activity in the Philippines.
[46.0] ALLIED OFF-MAP MOVEMENT
Allied units may enter and leave the map in order to travel to and from Allied countries in other parts of the globe. All Allied units may use off-map movement. TF's and AP's do so directly; ground units and crated AP's are treated as cargo.
The display consists of a polar projection map of the world. Superimposed on this are various routes to regulate movement: Phase and Global Sea Lanes for ships, and Global Air Lanes for AP's. Essentially, ships move on the sea lanes between various Phase, Global and Mapedge Holding Areas, while AP's move on the Global Air Lanes between similar air basing areas.
[46.1] Moving TF'S from Mapedge Area to Mapedge Holding Area
Allied TF's (ships) may exit the map from any of the 10 Mapedge Areas (e.g., "African Coast 5") that appear on Map sections A, C, E, F & G. Each Mapedge Area provides access to and from a specific Mapedge Holding Area on the Off-map Display. The cost to physically exit the map from any hex of a Mapedge Area is equal to the normal per-hex cost of that Movement Area (Arctic, Temperate, or Tropical). The exited TF is immediately placed in the Mapedge Holding Area (on the Off-map Display) that corresponds to that Mapedge Area.
The TF is then free to move on the Off-map Display itself by using the Phase Sea Lanes (see 46.2). To enter these sea lanes, the TF must expend the indicated cost (in MP's) on the display. This cost will vary, depending on the Mapedge Holding Area and the speed class of the TF involved. After paying this cost, the TF is placed in the indicated box of the Phase Shipping Lane. Note that if the TF has sufficient MP's remaining after exiting the map, it may enter the Phase Sea Lanes immediately by paying the indicated cost.
When moving in the reverse direction (from the Phase Sea Lanes to a Mapedge Holding Area), the moving TF is assumed to have a certain number of MP's remaining. These may be expended immediately by having the TF enter the map (and possibly continue moving) from any hex of the correct Mapedge Area.
[46.2] Moving TF'S on the Phase Sea Lanes
TF's may move one box on the Phase Sea Lanes during each active Naval Phase, in either direction. When they leave the last box of the sea lanes, TF's are immediately placed in either a Phase Holding Area or a Mapedge Holding Area, depending on the direction of movement.
[46.2.1] TF's may reverse directions on the Phase Sea Lanes, at the Allied player's option. TF's are not required to move while in the Phase Sea Lanes, but there is no practical benefit for not doing so.
[46.2.2] TF's moving on the Phase Sea Lanes are assumed to be carrying out a movement or transport mission, as appropriate.
[46.2.3] Fueling Requirements
Ships on the Phase Sea Lanes have no fueling requirements. They transit boxes on the Phase Sea Lanes based on their current speed class, without regard for fueling but are still restricted as to the number of active Naval Phases permitted based on that speed class (e.g., speed class 2 = 2 active phases per G/T, etc.).
Ships begin normal fueling requirements once they reach a Mapedge Holding Area box, and are absolved of fueling requirements once they reach a Phase Sea Lane box from a Mapedge Holding Area box.
Ships entering a Mapedge Holding Area box from the Phase Sea Lanes (enroute to the game map) are considered to have used two active Naval Phases (for fueling requirement purposes) upon entering the Mapedge Holding Area box.
Allied ships occupying any Phase or Global Sea Lane, or any Mapedge Holding box, do not fulfill refit or yard period requirements while so-located. Though they need not be manually fueled while occupying any of these areas, such ships do not meet refit or yard period requirements until they enter an on-map port or anchorage (where they are deactivated), or an off-map Phase or Global Holding Area.
Player's Note: Since he is not liable for fueling requirements of ships occupying the Allied Off-map Display, the Allied player could (theoretically) maintain fleet assets in the various Mapedge Holding Areas. There, they could remain as a "threat-in-being," so-to-speak. However, such ships will not meet refit or yard period requirements while there, and thus would be liable for the penalties imposed by rules 36.6.3 (Refit) and/or 36.5.4 (Yard Periods). Moreover, any Allied ship entering the game-map from an off-map Mapedge Holding box is considered to have already used two of its allotted active Naval Phases before it enters the map (see 46.2.3). Thus, such ships effectively enter the game-map using their 3rd allotted active Naval Phase, which somewhat limits their ability to, for example, "operate from" off-map Mapedge Holding boxes.
[46.3] Phase Holding Areas
The Phase Holding Areas represent various Allied logistics centers and countries. These off-map ports function in all ways as normal ports, with the exception that, aside from the US West Coast, they may not use "maximum effort" naval repair.
[46.4] Moving TF'S on the Global Sea Lanes
Allied TF's may move between Phase & Global Holding Areas by moving on the Global Sea Lanes.
[46.4.1] Speed class 1 TF's may move one circle per G/T.
[46.4.2] Speed class 2 TF's may move 2 circles per G/T.
[46.4.3] Speed class 3 TF's may move 3 circles per G/T.
[46.4.4] All movement on the Global Sea Lanes is carried out after the completion of the 3rd Naval Phase of each G/T.
[46.4.5] TF's may not reverse direction once they have begun moving on the Global Sea Lanes. They must reach their destination (any Holding Area other than the one they left) before "turning around."
[46.4.6] Ships on the Global Sea Lanes are always considered to be fueled. Thus, fueling requirements are suspended there. Ships may not be repaired in any (Phase or Global) sea lane.
[46.4.7] TF's on the Global Sea Lanes are never forced to move, though there is no practical benefit for not doing so.
[46.4.8] Ships moving on the Global Sea Lanes are assumed to be carrying out a (non-combat) movement or transport mission.
[46.5] Global Holding Areas
There are two Global Holding Areas on the display: East Coast USA and England. Both areas have unlimited major port capacities, and may conduct "maximum effort" (see 36.4) naval repairs.
[46.6] Moving Cargo on the Off-Map Display
An unlimited amount of cargo (ground and/or AP's) can be moved between adjacent, connected Phase/Global Holding Areas over the Global Sea Lanes. Such cargo may be moved at the rate of one area per cycle. All such movement is carried out during Strategic G/T's, at no cost to the Allied player in merchant shipping (i.e., no actual tactical MS units need be used in such moves). Note: Some reinforcements do arrive on Global Sea Lanes, embarked on merchant shipping. These units are exceptions to the above, and must utilize the standard naval movement procedures for Global Sea Lanes.
[46.6.1] Each Allied Phase/Global Holding Area represents an Ultimate Command Source for the Allied player—containing an unlimited number of CP's. These CP's may be used only to activate ships and effect air transfers (where required), while moving only on the Off-map Display.
[46.6.2] Due to the actual distance involved, cargo may not be moved on the Global Sea Lanes between the African Coast and West Coast USA Phase Holding Areas (it must go by the way of the East Coast USA).
[46.7] Off-map Movement of Allied Air Points
Allied AP's may also enter & exit the maps, and move around the world on the Off-map Display. All AP's, regardless of type, may be moved between any connected, adjacent air basing areas (exception: below), at the rate of one area per G/T. This movement is carried out after the 3rd Air Phase of each G/T.
Some air transfer routes list minimum air transfer ranges. Only AP's meeting these listed minimums may fly these "legs."
[46.7.1] AP's may enter and exit the map by paying the indicated MP costs for each air basing area on the display. This may be done during any Air Phase.
[46.7.2] AP's deployed on the Off-map Display are subject to the normal attrition rules.
[46.7.3] The Alaska air basing area is assumed to be part of the Aleutians when determining the effects of weather.
[47.0] CHINA
China is an independent country controlled by the Allied player. Long at war with Japan, China begins the game with much of her territory occupied by Japan. For their part, Chinese ground units exist as two separate and opposed factions: the ruling Nationalists (Kuomintang, or KMT) and the insurgent Chinese Communists (CCP). Although the Allied player controls both factions, there are certain limitations placed on Chinese forces that do not apply to other units. There are no Chinese air or naval units; only ground units.
Many standard game mechanics (command, activation, construction, replacements and reinforcements, etc.) are modified for the war in China. They are summarized in the rules sections which follow.
Chinese units may stack with non-Chinese allied units only if linked (and "controlled by") the N.C.A.C. HQ (see 47.3.2).
[47.1] Capabilities
[47.1.1] Railcap: Equal to the point value of each friendly province. Centers: Each provincial capital is the center for its own Railcap. However, Chinese railcap of one province may be used in any other province—provided a continuous line of friendly rail hexes exist back to the Rail Center in question.
The special provincial value of Chungking (20 Provincial Points) is added to the Chinese Railcap each G/T.
[47.1.2] Garrison: LAND: Equal to the point value of the province, determined on an individual provincial basis (see 47.5.6). Exception: No garrison requirement exists for CCP units or CCP-controlled provinces.
[47.2] Chinese Command Links & Activation
Activation of Chinese units (KMT & CCP) occurs via the expenditure of Allied CP's. A "China" marker is provided to track the amount of CP's available in China during a cycle. It functions exactly as a normal HQ CP marker.
[47.2.1] Normal CP Allocations: China
Case 28.3 describes the minimum amount of CP's the Allies receive (and may accumulate) for the China Theater. Additional CP's may be allocated to the China Theater, but at variable penalty "exchange" rates.
[47.2.2] Adding CP's: China Theater
Allied CP's, above those acquired via 28.3, are allocated to China normally, as if China were linked to an Allied Ultimate Command Source. The amount of CP's received by China, via additions, varies.
If the Burma Road is open (it has not been cut by occupying Japanese ground units), and the road is unblocked between Kunming and A3312/Lashio—which is still Allied-controlled, or
- Chinese-controlled Kunming is linked, via road or rail, to any other Allied-controlled city in Burma or India, or
- At least 1 linked Allied cargo AP is based within range of (Chinese-controlled) Kunming, then:
CP's sent to China are sent and received on a 3:2 basis.
If none of the above conditions exist, then for every 3 CP's sent to China, 1 is received (the excess CP's are lost).
[47.2.3] CP's spent in China may be used by any Chinese unit (KMT or CCP).
[47.3] Activation Point Costs
If a Line of Communication (LOC) exists to a Chinese unit, it is considered "linked." Such units are activated normally. Note: "LOC" is defined as "any number of Chinese-controlled—and friendly to that faction—hexes, unoccupied by Japanese units only*, linking a Chinese unit with a provincial capital, in the province occupied by the tracing unit or any 1 province adjacent to it, regardless of the distance."
*Chinese units may trace a LOC through a Japanese-occupied hex if that hex is also occupied by a Chinese unit(s) of the same faction.
If no LOC may be traced, the activation cost for such "isolated" Chinese units is doubled (not tripled, as with other nations).
[47.3.1] HQ's
No HQ's exist for controlling Chinese units (exception: the Allied NCAC HQ; see 47.3.2). As such (aside from 47.3.2), Chinese units are never activated by HQ's, as all other nationalities are. CP's available to China are useable by any Chinese unit, regardless of its location (but, see below regarding units outside of China).
[47.3.2] NCAC HQ
The Allied NCAC ("North Combat Area Command") HQ, available commencing cycle 4/42 (with US Gen. Stilwell), is the only Allied HQ which may be used to activate Chinese units.
The NCAC HQ is the only HQ, except for the special US CATF & 14th AF HQ's, and the CW Far East HQ, in the game exempt from the requirement that all HQ's must occupy ports. It may be located in any city hex in China, Burma, or India.
The NCAC HQ has no Sea Command Radius. It has an activation point cost (for itself) of "4," and a (ground) Command Link Range of 16 ground MP's—traced as a non-mechanized unit.
The NCAC HQ is linked itself if it can trace a LOC (per Chinese units; 47.3) to any friendly Chinese city, or any Allied-controlled city in India.
The NCAC HQ provides a command link to two types of units: US and Chinese only. CW units may not trace command links to it, nor can they be activated by it.
The NCAC HQ provides an unlimited command link for Chinese units in China, and for two Chinese units outside of China. It may serve as a link for more Chinese units, but at a premium in CP costs. Each Chinese unit outside of China in excess of two tracing a command link to the NCAC HQ must pay triple its normal activation point cost. Otherwise, it traces a command link to the HQ normally.
The NCAC HQ is the only means by which Chinese units outside of China may be, or remain, linked.
Burma Restriction; Chinese Units. Chinese units may not enter Burma until after Japanese units have done so.
[47.4] A.V.G.
The Allied P-40 AP's beginning the war in the CBI are the American Volunteer Group (AVG; "The Flying Tigers"). FTR AP's allocated to this group always receive "the bounce" over Japanese AP's in air combat.
Prior to engaging in air-to-air combat with AVG AP's, the Japanese player must reveal the composition of all altitude components constituting any attacking AP's, before the AVG is committed to an altitude(s).
These advantages apply only to the AVG. See 6.2.2-3 for a more complete description of the AVG, its base, and the AVG's advantages in air combat.
[47.5] Chinese Provinces & Provincial Points
The number of Chinese replacement steps available, and Chinese construction, are both dependent upon the number of Chinese provinces which are Allied-controlled.
[47.5.1] A player is considered to control a province so long as a friendly ground unit occupies, or was the last to occupy, the provincial capital hex for that province. Chinese provinces and their capitals are shown on the map, as well as listed in 47.5.6. For the Allied side, control of provinces will be split between KMT and CCP units.
[47.5.2] The KMT and CCP each receive their own Provincial Points, depending on the provinces they actually control. Each faction must have its provincial points available recorded separately.
[47.5.3] Although the Japanese player may control Chinese provinces, he never receives any provincial points for them.
[47.5.4] There is no limit to the number of provincial points that can be traced from a given provincial capital, assuming the points themselves are available. This is true even if the provincial capital in question is surrounded by Japanese units and "cut off" from the rest of Allied China.
[47.5.5] There is no way for the Japanese player to bombard (or otherwise attack) Chinese provincial points.
[47.5.6] List of Chinese Provinces (Status as of 13/41)
| Province | Provincial Point Value | Capital of Province | Capital Hex |
|---|---|---|---|
| JAPANESE CONTROLLED | |||
| Kwangtung | 10 | Canton | B1140 |
| Fukien | 5 | Minchow | B1836 |
| Shansi | 5 | Yangku | B1023 |
| Chekiang | 10 | Hangchow | B1932 |
| Kiangsu | 15 | Chenchiang | B1830 |
[47.6] Provincial Points: Effects
[47.6.1] Replacements
During the Replacement Phase of Strategic G/T's, the number of replacement steps available to China is dependent upon the aggregate Chinese-controlled provincial point value. This value is calculated separately for the KMT and CCP.
[47.6.2] For every 10 provincial points (or fraction of 10, rounding .5 up) controlled by a faction, 1 replacement step is gained.
[47.6.3] Like all replacement steps, Chinese replacements may be accumulated. The different replacement pool levels (KMT/CCP) are recorded on the Allied General Record Track by the appropriate markers.
[47.7] Eliminated Armies
When any Chinese Army is eliminated, the Allied player draws, at random, one KMT Independent Corps. Rolling 2D6, one nominated die determines the number of cycles ahead the drawn corps is placed (arriving then during the Reinforcement Phase of that cycle). The other die indicates the arriving step strength of that corps (place the appropriate "hit" marker with any corps arriving under-strength). The original (eliminated) KMT Army is permanently removed from the game.
[47.7.1] Eliminated Chinese Corps
Eliminated Chinese corps are immediately rolled for (2D6). The DR result indicates the number of cycles ahead the corps is placed on the Turn Track. During the Reinforcement Phase of that cycle, the corps arrives, containing 2 steps.
[47.7.2] Producing New Chinese Independent Corps
The Allied player may produce KMT Independent corps if any remain as "build-able."
Such units require the expenditure of 5 KMT provincial points—subtracted from the Chinese provincial point total for that cycle prior to any use of Chinese provincial points for that cycle. Also, 1 US Production Point (PP) must be spent for each such unit.
Produced KMT Independent corps are drawn at random from the force pool, and require an 8-cycle delay (see US Production Cost Chart). These units arrive in any friendly Chinese provincial capital.
[47.8] Reinforcement Corps
Each city lost in a province may provide one Chinese reinforcement Independent Corps (picked at random out of a cup), arriving during the following cycle via die roll (1D6). If a DR of "1-4" is obtained, the reinforcement corps is placed on the matching G/T of the following cycle. If a DR of "5-6" is obtained, no reinforcements arrive for the loss of the city.
Newly-arriving reinforcement corps arrive at half step strength (rounded up), in any friendly provincial capital.
[47.9] Chinese Construction
Chinese construction (also done during the Engineering Segment of the Ground Phase) is regulated by the number of provincial points controlled by China.
Player's Note: The provincial point value available represents the mobilization of the civilian population for construction tasks.
[47.9.1] Chinese construction may occur only in provinces controlled by China. Allied ENGR units, however, may construct facilities as normal within China, without the aid of the Chinese.
[47.9.2] For construction purposes (only), the number of "activation points" available is determined, on a province-by-province basis, and is equal to a province's provincial point value, plus any amount of (special) provincial points distributed by the KMT capital of Chungking (up to 20).
[47.9.3] No CP's need be spent for Chinese construction, though they may be if resident in China. If such CP's are spent, they serve as an addition to Chungking's available provincial point value of 20.
[47.9.4] Chungking's 20 provincial points may be spent on construction only in KMT-controlled provinces. Thus, they may not be added to CCP provinces. CP's may be added to CCP provincial totals, but are only available on a 1-for-2 basis (for every 2 CP's available, 1 may be actually spent for construction in a CCP province).
[47.9.5] Provincial points are spent to activate Chinese units to initiate construction only. Units may not be moved by these expenditures.
[47.9.6] Chinese Mobile Construction Force
The Chinese MCF, arriving in cycle 0/7/43, is unique among ENGR's (and ground units generally) in that it has no CP activation cost. As such, it is always considered "activated," and functions as a normal ENGR unit in all respects, though it may not leave China.
[47.10] A/F Construction
[47.10.1] Chinese A/F construction is similar to normal A/F construction (see 39.2), except that no ENGR units need be present in order to construct, or upgrade, A/F's. (In fact, no unit at all need be present).
[47.10.2] See Engineering Tasks Summary for construction timelines.
[47.10.3] A/F construction may occur only in KMT-controlled provinces, or in KMT-controlled hexes with a valid LOC (e.g., via expenditure of Chungking's provincial points).
[47.10.4] Any combination of 3 Chinese CP's and provincial points produces the equivalent of 1 week's worth of construction. Note: A minimum of 1 each (CP/PP) must be present; the 3rd point may be of either type.
[47.10.5] The above expenditures apply when no ground units are present & "activated" for construction purposes. They may apply also, however, if ground units are present and contribute towards completion of construction. ENGR units may be activated, either in lieu of, or in addition to, this process, in order to complete construction.
[47.10.6] If Allied ENGR units are present, they must be activated via CP expenditure. The procedures from 39.2.2 then apply.
[47.10.7] Restrictions
Chinese units (including the procedures described in 47.10.1-47.10.4) may build A/F's to Level-2 only, until 1944, when they may be used to build A/F's to Level-7. Any upgrades beyond these levels require the presence of Allied ENGR's.
[47.11] Fortifications
[47.11.1] Procedures for construction of fortifications in China follow the normal rules sections (39.7.1), with the exception that Chinese units may not fortify to Level 1 automatically. They must pass the required DR in order to achieve any level of fortification.
[47.11.2] Chinese fortifications are removed if no Chinese units occupy a fortified hex. Thus, Intrinsic Garrisons do not retain a fortification status—as they do elsewhere.
[47.11.3] Provincial Capitals
Chinese units in hexes containing a provincial capital are automatically considered to be at fortification level "3."
[47.12] Airfield & Fortification Repair
(A/F and fortification repairs are conducted as per 39.2.6 & 39.7.8, respectively).
[47.13] Rail Line Construction
Rail lines are constructed (and repaired) normally, as per 39.3, with the exception that an ENGR unit need not be present; Chinese units may initiate construction themselves.
[47.14] Road Construction
Road (both major and minor) construction in China is conducted as per 39.4. Note: Unless the NCAC HQ is utilized for this purpose, road (and rail) construction outside China must be accomplished by Allied ENGR units.
[47.15] Chinese Civil War
In addition to fighting the Japanese, the two Chinese factions (KMT, CCP) are also engaged in a long-term civil war with one another. Chinese units are "friendly" to each other in the sense that they are all controlled by the same player. They may not attack one another, but they also may not cooperate to a large extent.
[47.15.1] Chinese units of one faction may not use the provincial points of the other for any purpose, nor may they trace a LOC to provincial capitals of the opposing faction.
[47.15.2] Chinese units of one faction may not voluntarily enter any hex of a province controlled by the other. Units of both factions may enter provinces controlled by Japan.
[47.15.3] If a Japanese-controlled province is captured by Chinese units, any units of the opposing (non-capturing) faction must leave that province. Commencing with the G/T following the capture of a province, opposing faction units which remain in that province are each reduced by 1 step (and may not receive replacements as long as they remain in that province). This continues for each G/T they remain there.
[47.15.4] If non-Chinese Allied units capture a previously Japanese-controlled provincial capital, the Allied player may assign control of that province to either faction, at his option. This must be done immediately.
[47.15.5] Chinese units of opposing factions may not stack together at any time during a phase, nor may they participate in combined attacks on the same defending unit(s).
If a Chinese unit is forced to retreat to a hex occupied by units of an opposing faction, it immediately loses an additional step. Thereafter, the provision of 47.15.3 apply to the unit which retreated.
[47.15.6] Chinese units may not trace a LOC through any hex occupied by a unit of the opposing faction, or through hexes of a province controlled by that faction.
[47.16] Japanese Units: China
All activation costs for Japanese ground units in China are tripled at all times. All activation costs incurred by Japanese units in China must emanate from the Japanese C.E.F. HQ. They may not (for example), come from "reserve."
[47.17] Chinese Surrender
China surrenders if all Chinese provincial capitals are Japanese-controlled.
[47.17.1] If China surrenders, all Chinese units (KMT & CCP) that cannot trace a command link (not a LOC) to an Allied HQ are immediately and permanently removed from play. Those that can trace a command link remain in the war, eligible to be activated by Allied HQ's. The same restrictions governing Chinese units outside of China (47.3.2) continue to apply. Otherwise, these units are treated as any other Allied unit for the remainder of the game. Such units, however, may not receive any Allied replacement steps.
[47.17.2] Required Japanese Garrison
Following a Chinese surrender, Japan must garrison China with a minimum of 216 garrison points (i.e., equal to the total provincial point value of China's provinces). China garrison points are:
- The sum of Japanese ground units' TQ plus the number of steps in a unit. Example: A Japanese Inf. Div. of TQ "6," with 10 steps, equals 16 garrison points.
- The total number of FTR & BMR AP's based on A/F's in China (not Manchuria). Each such AP contributes 1 garrison point.
The required Japanese Manchurian garrison is unaffected by a Chinese surrender.
[47.18] Rallying Chinese Units
Chinese units, inside China, as long as they are not isolated, rally at their printed TQ's.
[47.19] CCP Truce
Beginning 1/44, Japan may declare a "truce" to be in effect against CCP units. Doing so immediately imposes increased CP costs on the Allied (Chinese) player to activate CCP units. As long as this "truce" is in effect, the base CP cost to activate CCP units is doubled.
[47.19.1] There is no increased CP cost for Japanese units in China, but should Japanese units initiate an attack upon any CCP unit, this "truce" is immediately and permanently dissolved. In addition, during this time, each hex newly-captured in CCP-controlled provinces by Japan may lead to a dissolution of this truce.
For each such hex occupied by Japanese units, the Japanese player rolls 1D6. On a DR of "1-3," the truce is immediately and permanently dissolved. This process is renewed for each such hex captured by Japanese forces while the truce is in effect.
[47.20] Japanese Collaborationist Army
The Japanese player may, for CP cost, recruit and raise Chinese collaborationist divisions in China. These units are the following 5 Japanese divisions: 129th, 130th, 131st, 132nd, & 161st.
[47.20.1] To raise a collaborationist division, the Japanese player pays 1 CP and/or Production Point (in any combination) per step raised. All Japanese collaborationist divisions must arrive in or adjacent to any Japanese-controlled provincial capital.
Once raised, these divisions function as normal Japanese divisions, with the exception that they may never leave China. In addition, such units must roll for attrition each cycle, as if they were isolated and broken (exactly as per 25.1).
CP's spent in raising Japanese collaborationist divisions must come from the Japanese C.E.F. HQ.
Collaborationist divisions may never receive Japanese replacements. Their strengths may be added to only via expenditure of Japanese CP's—on a 1 CP for 1 ground step basis. Such units need not occupy, or be adjacent to, Japanese-controlled provincial capitals to take on additional steps; only when initially created is this restriction in effect.
[47.21] Allied Air Operations
Two Allied Air HQ's (the only Air HQ's in the game) exist: CATF (China Air Task Force) & 14TH AF (14th Air Force). These HQ's, if and when deployed, regulate Allied air operations in China, excluding the AVG (see 6.2.3).
Upon the initial deployment of either the CATF or 14TH AF HQ's, the US AVG is disbanded, and all rules regarding the AVG are void. Any US FTR AP's which constituted the AVG are thenceforth treated as normal US FTR AP's.
[47.21.1] CATF HQ: General
Available commencing cycle 0/6/42, the CATF HQ requires 5 CP's to deploy initially. These CP's, like CP expenditures for operations described in the following sections, must come from both Allied and Chinese (28.3) CP totals—in this case, a minimum of 1 CP from each; otherwise, in any combination totaling "5."
The CATF HQ must be deployed in a linked (probably by road, if one exists, or via Emergency Command Link—see 31.3) Chinese-controlled airbase hex.
No Allied AP's other than those comprising the AVG may base in China until the CATF HQ (or the 14TH AF HQ, later) is deployed there.
Following the deployment of the CATF HQ, Allied AP's may base in, and operate from, Chinese airbases within the Command Radius (eight hexes) of the CATF HQ. Normal airbasing capacities and restrictions apply.
[47.21.2] Burma/Ledo Road Status
If neither the Burma Road (see 47.2.2) is open nor any other road has been constructed linking an Allied-controlled city in Burma or India with Kunming, the number of Allied AP's based in China may not exceed the number of Allied (any flavor) cargo AP's based in linked A/F's in Burma or India that are within Extended Range of Kunming.
If either the Burma or another road is open to Kunming, no maximum number of Allied AP's deployable in China exists.
[47.21.3] The CP cost to initially rebase into China costs, per AP, CP's equal to the number of engines present in a particular AP type. Thus, 1 CP for single-engined types; 4 for 4-engined types, etc. Multiple CP costs may be borne by Allied, Chinese, or any combination of the 2 CP types. Note: Replacement AP's later taken in China do not count as initial deployments, for purposes of this rule.
Additionally, the normal CP costs for rebasing AP's also apply. They are thus cumulative with the above expenditures.
[47.21.4] Once an Allied Air Transport emergency command link has been established, it still must be maintained per rule 31.4, via CP expenditure.
If the Allied player is unwilling, or unable to maintain a command link permitting the operation of Allied AP's in China, he is under no obligation to remove those AP's, but the only missions such "isolated" AP's may perform are Air Transfer missions exiting China, and CAP over their own base.
[47.21.5] Once based, and maintained, in China, Allied AP's function normally, and all normal air operations rules apply to them, with one exception: No Allied AP may conduct a multiple bombardment mission in any single G/T until the 14TH AF HQ is deployed.
[47.21.6] 14TH AF HQ
The US 14TH AF HQ, available commencing cycle 0/2/43, functions in all ways identically to the CATF HQ, with two exceptions:
- The Command Radius of the 14TH AF HQ is 12 hexes.
- Allied AP's in China within command range of the 14TH AF HQ may conduct multiple bombardment missions.
The CP cost to deploy the 14TH AF HQ is 1D6 if it is done so to replace the CATF HQ. Otherwise, an initial deployment of the 14TH AF HQ costs 5 CP's.
[48.0] JAPANESE COUNTRIES & TERRITORIES
[48.1] Japan (Home Islands)
The Japanese Home Islands (known as "Japan") are composed of the following islands: Kyushu, Honsu, Hokkaido, and Shikoku.
[48.1.1] Railcap: 600/600. Centers: Nagasaki (B3029), Hiroshima (B3227), Kobe (B3527), Osaka (B3627), Yokohama (D0226), & Tokyo (D0326).
[48.1.2] Garrison: LAND: 20 ground steps. AIR: 6 FTR AP's. This garrison is increased to 20 FTR AP's by the end of the 3rd Strategic G/T following the Doolittle Raid, or the 1st Allied strategic strike against any Japanese Industrial Center (whichever occurs first).
Any FTR AP (including carrier block FTR's, but not including floatplanes) count towards satisfying the FTR air garrison requirement. If the air garrison falls below the required number, the Japanese player need not transfer AP's back to Japan to satisfy it. But, no FTR AP's may transfer out of Japan if the required FTR garrison is not (for any reason) satisfied.
[48.1.3] Surrender: See Victory Conditions; Scenario Rules 71.1, 71.2.
[48.1.4] Japanese Garrison Requirements
The following lists the minimum Japanese ground garrison requirements in all areas other than the Japanese Home Islands. Intrinsic Garrisons do not count towards filling these requirements.
JAPANESE-CONTROLLED AREAS
- Formosa: 6 ground steps
- French Indo-China: 3 ground steps
- Korea: 6 ground steps (released 1/45)
- Manchuria: (see 48.5.2)
- Hainan: 1 Bde. or Rgt. (need not be full-strength)
CONQUERED AREAS
- Dutch E. Indies (defined as Sumatra—including Bangka I.-Java, Borneo, Celebes, Boeroe, Amboina, Ceram, & all islands from Bali to Timor—inclusive—in hexrows xx17 to xx20, north-to-south): 20 ground steps or 2x full divisions (whichever is smaller).
- Burma: 10 ground steps or 1 full Japanese division (whichever is smaller). Note: Non-Japanese unit steps count as 1/2 each.
- Philippines (Luzon): 10 ground steps or 1 full division (whichever is smaller).
Note: "Full division" is defined as one with no "hit" markers.
[48.2] Formosa
The island of Formosa (Taiwan) is a Japanese Territory. The Pescadores (B1839) are considered part of Formosa and, as such are also Japanese-controlled.
[48.2.1] Railcap: 10/10. Center: Takao (B1940).
[48.2.2] Garrison: LAND: 6 ground steps.
[48.3] French Indo-China
French Indo-China is a Japanese Territory.
[48.3.1] Railcap: 10/20. Center: Hanoi (B0342).
[48.3.2] Garrison: 3 ground steps.
[48.4] Korea
Korea is a Japanese Territory.
[48.4.1] Railcap: 25/25. Center: Pyongyang (B2522).
[48.4.2] Garrison: LAND: 6 ground steps (released Cycle 1/45).
[48.5] Manchuria (Manchukuo)
Manchuria (composed of the Chinese provinces of Heilungkiang, Jehol, Kirin and Liaoning) is a Japanese Territory. Except when specified, Manchurian provinces are treated the same as those in China.
[48.5.1] Railcap: Railcap of all Manchurian provinces equals twice the individual provincial value. Like Chinese Railcap, the Railcap of one Manchurian province may be used in any other Manchurian province.
[48.5.2] Garrison: Land: The Japanese Kwantung Army (consisting of 13 Inf. Div.'s plus miscellaneous ENGR & SBF units) which begins the war in Manchuria must remain intact (i.e., untouched) until the Strategic Initiative Level first returns to neutral.
When this occurs, the Japanese player may take additional ground replacement steps during a Strategic G/T, by removing steps from Kwantung Army units. A conversion rate of 3:2 applies. Thus, for each 3 steps removed from the Kwantung Army, 2 Japanese ground replacement steps are gained.
When the Strategic Initiative Level favors the Allies, the Japanese player may remove non-asterisked units from his Manchurian garrison. He is limited to no more than 1 unit in any single cycle. To remove a unit from Manchuria, the Japanese player must pay a 1-time CP cost of 10. The unit is removed from its present location on the map, and placed in Dairen. From there, during the following cycle, it is available for transport and redeployment.
AIR: The Japanese player is free to transfer AP's from Manchuria (provided he does not fall below the required air garrison; see below), but at a premium in CP's. The CP cost to rebase AP's from Manchuria is 3 per AP in 1942; 2 per AP in 1943; and the normal rebasing cost of 1 CP from 1944 onward.
Japanese AP's in Manchuria may conduct air strikes, but if target hexes are outside Manchuria, Manchuria-based AP's must always use the Air Point Availability Table. Following any air strike, AP's based in Manchuria must always return to bases in Manchuria.
[48.5.3] Minimum Manchurian Garrison
The Japanese player must maintain in Manchuria a garrison of at least 60 ground steps (of any type or combination), and at least 5 FTR & 5 BMR AP's. If attrition lowers the Japanese Manchurian air garrison below the required amounts, they must be regained via air transfer (or reinforcements) of sufficient AP's. Ground step/unit removals (as described above) may never leave the required Japanese garrison below the minimum number of 60 steps.
[48.6] Thailand (Ex: "Siam")
Thailand is an independent country, technically allied with the Commonwealth (though in fact leaning heavily towards Japan).
[48.6.1] Railcap: 15/15. Center: Bangkok (A3523).
[48.6.2] Garrison: None.
[48.6.3] Thailand allies with Japan at the instant any Japanese ground unit occupies any city in Thailand—including Singora.
[48.6.4] Status of Thai Hexes
Hexes in unaligned Thailand possess no Intrinsic Garrisons. They are, thus, for all intents "undefended" vis-à-vis Japan. When Thailand allies with Japan, all hexes in Thailand become friendly to Japan. Thailand's inherent Railcap is captured, intact, when Japanese units occupy Bangkok.
[48.6.5] Surrender (to Allies)
Thailand surrenders at the end of any G/T that Allied ground units control Bangkok, or when Japan surrenders.
[49.0] NEUTRAL COUNTRIES
[49.1] Soviet Union
Background: Although the USSR was a major participant in the Allied war effort against the Axis powers in Europe, Russia and Japan maintained an uneasy peace throughout almost the entire war in the Pacific. Russia finally declared war on Japan on 8 August 1945, a week prior to Japan's surrender.
[49.1.1] Railcap: 200/200. Centers: Vladivostok (B3217) & Chita (B1006).
[49.1.2] USSR Declaration of War
The USSR automatically enters the war on the first G/T of the 9/45 cycle, if the US has dropped at least 1 A-bomb on Japan. If not, the USSR declares war on Japan on the 1st G/T after the US does so. Alternatively, if no A-bomb has been dropped, beginning with Cycle 0/9/45, the Allied player rolls 1D6 during each Strategic G/T. On a DR of "6," the USSR declares war on Japan. Apply a +1 DRM for each cycle past 0/9/45.
When the USSR declares war on Japan, the Allied player deploys the Soviet ground, naval and air OOB (see Scenarios Booklet, 72.0, which also contains detailed rules governing the Soviet war effort in the Pacific).
[49.2] Outer Mongolia
Outer Mongolia is part of the USSR. There are no separate Mongolian units, though some Mongolian units are integrated into the Soviet ground OOB. Outer Mongolia may not be entered so long as the USSR is neutral.
[49.3] Portuguese Timor
Portuguese Timor is a territory belonging to the neutral country of Portugal. It consists of the eastern portion of the island of Timor, as delineated. It has no military forces, except its Intrinsic Garrison (68.4.11).
[49.4] New Caledonia
New Caledonia consists of the island Noumea, and the 1-hex islands at E3330 & E3430.
New Caledonia is neutral but pro-Allied. Allied units (ships, air, ground) may enter New Caledonia freely. If Allied units (of any flavor) occupy Noumea, the Vichy Regiment ("NC") remains, but may never leave New Caledonia.
If Japan invades New Caledonia prior to any Allied units reaching Noumea, the Vichy garrison unit fights normally, and the invasion is treated as any other Japanese invasion. If the Vichy garrison is eliminated, it returns as an Allied reinforcement (at full-strength). Procedure: The Allied player rolls 1D6. The DR result indicates the number of cycles ahead the Vichy Rgt. is placed. It then arrives in any Allied-controlled major port, and thereafter is treated as a normal U.S. ground unit.
[50.0] THE STRATEGIC GAME TURN
At the end of each operational cycle, players execute a Strategic Game/Turn. Like a normal G/T, the Strategic G/T has a special Sequence of Play providing an ordered procedure.
Sequence Outline
A. MERCHANT SHIPPING PHASE
- Japanese Escort Segment: To protect his merchant shipping (which affects his CP allotments—and other strategic aspects), the Japanese player may allocate ships (DD, DE, CD) to merchant shipping escort duties. The number of escorts allocated will affect the outcome of the Merchant Shipping Attrition Segment.
- Allied Submarine Priority Segment: The Allied player allocates sub points to (and from) a strategic anti-merchant shipping role. The Allied player assigns the primary target of his subs: Japanese MS itself or their escorts.
- Merchant Shipping Attrition Segment: Based on the number of escorts allocated by the Japanese, on the number of Allied sub points allocated to the anti-MS role, the Allied subma rine priority, and the Allied Strategic Intelligence (SI) Level, the number of Japanese MS points (and Allied sub points) lost is determined.
- MS Pool Segment: Both sides may place MSU's (all types) into MS pools, as per 17.8.1.
- Allied Strategic Air MS Interdiction Segment: If Optional Rule 57.8 is in effect, the Allied player announces strategic MS interdiction missions to AP's, & demonstrates the "closing" of the Japanese merchant shipping route(s).
- AO Tanker Assignment Segment: (See 28.7).
B. STRATEGIC INTELLIGENCE PHASE
- Strategic Intelligence Segment: The US player (secretly) determines both sides' SI level. SI levels will directly affect the outcome of merchant shipping attrition during the following Strategic G/T, and Allied intelligence benefits gained during the coming cycle.
C. STRATEGIC BOMBING PHASE
- Plot Segment: The Japanese player assigns FTR's to the Strategic CAP role (and plots Strategic Cover CAP, if any), while the Allied player plots all strategic bombing and mining strikes. Note: Prior to Japanese Strategic CAP assignments, the Allied player must announce openly if he is to launch any strategic mining strikes. He need not reveal how many, which AP's, or where targeted—only the fact that at least 1 such mission will be flown.
- Strike Execution Segment: The Allied player resolves all plotted strategic bombing & mining strikes, in whatever order he desires. All combat & damage results are applied immediately.
- Strategic Strike Allocation Segment: Both sides now allocate friendly AP's to the strategic role for performing strategic strikes (Allied) or CAP (Japanese) for the following Strategic G/T.
D. COMMAND PHASE
- Residual Command Point Segment: Both sides eliminate all CP's on their General Record Tracks left over from the previous cycle—except those allocated to a "future operations pool" or "carried-over" (see 28.9).
- Command Point Determination Segment: Both sides determine how many CP's they will receive for the upcoming cycle, by referring to their respective Command Point Tables.
- Command Point Allocation Segment: Both sides allocate their CP's to HQ's, reserve, the China Theater, and (if eligible) to a "future operations pool."
- Emergency Command Link Segment: Both sides establish, and/or pay maintenance costs for, emergency command links already in play.
E. ATTRITION PHASE
- Ground Unit Isolation & Attrition Segment: Ground units without a valid command link suffer attrition. Jungle attrition (if Optional Rule 25.10 is in effect) is resolved, where required.
- Air Attrition Segment: Both sides resolve required attrition for Air Points.
- Naval Attrition Determination Segment: Dice are rolled, and determination made, as to when naval attrition is to be resolved during the coming cycle.
F. SUBMARINE PHASE
-
Deployment Segment:
- Both sides may allocate friendly sub points, from their sub point pools, to specific on-map Subrons.
- Both sides may remove sub points from on-map Subrons, placing them into their sub point pools. They may also transfer (freely) sub points between Subrons occupying the same hex.
- Both sides may execute the redeployment of on-map Subrons, removing the required number of sub points from them, placing removed sub points into sub point pools (see 22.4, 4th paragraph).
- Both sides may deploy new Subrons. These Subrons must be "empty."
- Both sides may redeploy Sub Bases, paying required CP costs.
Note: Though the above steps are performed sequentially by both sides, none of the movements/deployments need be announced step-by-step; only the final on-map Subron deployments are performed, after all steps have been completed.
-
ASW Air Allocation Segment: Both sides now allocate eligible friendly AP's to a strategic ASW role for the coming cycle.
-
US MTB Deployment Segment: The US player allocates MTB points to MTB Rons, and executes the redeployment (if any) of those MTB Rons on the map (removing the required number of MTB points from those MTB Rons redeployed). CP's are paid to deploy, redeploy, or maintain on-map MTB Rons.
G. REINFORCEMENT/REPLACEMENT PHASE
- Deactivation Segment: Both sides deactivate on-map ground units (except those currently embarked & at sea).
- Reinforcement Segment: All scheduled reinforcements arrive as indicated. Repaired ships and disbanded HQ's are redeployed. HQ's are disbanded and/or redeployed, if desired. Each side replaces all available FTR aces into their availability pools & draws their allotment for the coming cycle (6.4.2).
- Production Arrival Segment: Both sides place all newly-completed units on the map, as indicated in the Production Rules.
- Replacement Segment: Both sides receive, and deploy, available ground unit replacement steps, and Air Point replacements. Ground steps may be introduced into existing units or formed into new units, subject to certain restrictions. Ground units may also break down or recombine during this segment.
- Port Activation Limits Segment: If Optional Rule 38.4 is in effect, both sides determine, and record for the coming cycle, each port's Ship Activation Limit.
H. PRODUCTION PHASE
- Production Segment: Both sides determine how many Production Points (PP's) they are to receive, adding them to the PP pool. They may then expend these PP's in order to begin the production of new units.
- Strategic Bombing Repair Segment: The Japanese player rolls for possible repair of strategic (and possibly other) bomb damage to Japanese Industrial and/or Resource Centers (see 55.4). Repaired centers have their damage level markers removed or adjusted accordingly. Centers not fully-repaired retain their levels of damage throughout the following cycle, until the next Repair Segment.
I. WEATHER PHASE
Determination of squall/storm weather patterns for the upcoming cycle is made (if Optional Rule 59.3 is in effect), and wind direction determined, separately for each map sheet.
J. END OF THE STRATEGIC TURN
With the conclusion of the Weather Phase, the Strategic G/T is completed. The cycle marker is moved one box on the Cycle Record Track. Play now continues on to the new operational cycle.
[51.0] PRODUCTION: GENERAL
The production system allows both sides to create the various combat and support units necessary to play War in the Pacific. This system is regulated by the production sequence and the production rules. Generally, units placed into production will be recorded on sides' OOB/Production Section.
Production occurs during the Production Phase of each Strategic G/T. To produce a unit, players must expend the appropriate number of Production Points (PP's), then place the desired unit "ahead in time" by recording its scheduled arrival date. At the indicated later cycle, the owning player removes the unit from "in production" status, and deploys it. Within the limitations imposed by the following sections, players are free to produce whatever units they desire, when they desire.
Note that, although the US and Japanese production rules are presented in separate sections, both are accomplished at the same time, during the Production Phase of Strategic G/T's.
Player's Note: Without doubt, both players' production decisions will have a significant effect on the strategic direction of the war. Whether or not a player should know what his opponent is producing is an important question, and should be agreed upon before commencing play. Concealed production is recommended because of the realistic elements of uncertainty and surprise introduced.
[52.0] U.S. PRODUCTION
The production of new units costs both PP's and time. During the Production Phase of each Strategic G/T, the US player receives a certain number of PP's. During that (or possibly a subsequent) G/T, these PP's may be expended in order to produce US units. The unit for which the PP's are expended is placed either on the Allied Cycle Record Track or (if players prefer) any convenient storage tray or location. Its actual arrival date (production complete) is recorded on the Allied OOB/Production log.
There are some restrictions regarding the expenditure of PP's by the US player, which place upper limits on the number of PP's which can be expended to produce certain types of units in any given Production Phase. The number of PP's received by the US player in each Production Phase is determined via DR, using the US Production Point Availability Chart, and varies with time. An optional rule is provided, whereby US production is a fixed amount, not dependent on DR's (see 52.3).
A certain amount (25% maximum) of newly-received PP's may remain unexpended, and may be accumulated from cycle-to-cycle. Otherwise, all PP's must be spent in the Production Phase in which they are received. All accumulated PP's are "stored" either via recording same on the US Production Record log, and/or by adjusting the "PP's Available" marker on the Allied General Record Track.
Production points are used by the Allied player only for the production of US units. All non-US Allied unit reinforcements arrive via a fixed schedule, or (occasionally) as a result of a game event. Such units' arrival locations are generally noted on the Allied OOB.
[52.1] The Allied player performs the following steps:
STEP 1: Add to the Production Pool
The US player adjusts the "PP's Available" marker on the Allied General Record Track to reflect the addition of the PP's becoming available that Strategic G/T.
Player's Note: If players prefer, recording/tracking of PP's may be performed via use of the Production Record log.
STEP 2: Implement New Production
The US player consults the US Production Cost Chart and places units newly-placed into production either onto the Allied Cycle Record Track or (if he prefers) into any convenient tray or storage area (marked as "in production"). The number of PP's required to produce these units is reduced, by adjusting the marker on the track (or on the Production Record log).
[52.2] US Production Point Availability Chart
[52.2.1] The US Production Point Availability Chart lists the PP's that are added to the US PP total each Strategic G/T. The US player rolls 2D6, cross-referencing the DR result with the current cycle (and applying any applicable DRM's; see chart), to determine the number of newly-arriving PP's. These PP's are added to any eligible ones possibly carried over from the previous cycle.
[52.3] OPTIONAL RULE: Fixed US Production
If both sides agree, the US player may use a fixed PP schedule each cycle, instead of the standard DR method. To do so, the "7" DR result column is used, for each cycle, to determine the number of PP's received. As for standard PP determination, for all cycles commencing with cycle 0/10/44, 30 PP's are received.
Player's Note: Adoption of this rule will enable the US player to virtually map out his entire war's production schedule, from start to finish, before the war begins.
[52.4] Restrictions: US Production (Gearing Limits)
[52.4.1] In any Production Phase, the US player may not initiate the production of more than one additional unit of any type than was initiated in the previous Production Phase. Example: If in cycle 0/1/43 the US player initiated the production of 1 CV, then on cycle 0/2/43 he could initiate the production of no more than 2 CV's. This restriction applies even if a player "voluntarily" (due to fluctuations in his production arrangements) reduces the number of a unit initiated in a given cycle from a previously higher level.
OPTIONAL RULE: US CV GEARING LIMITS
The US Production Record log contains a potential yearly (1942 only) gearing limit for CV construction. When the number of US CV's placed into production during 1942 equals "4," a DR (1D6) is made immediately following the placement into production of the 4th ship. On a DR of "6," no more CV's may be placed into production during 1942. This DR must be made during each successive Strategic G/T of 1942 following the first DR. Apply a +1 DRM to each successive DR. Note: For purposes of this rule, "CV" includes CVB's.
[52.4.2] When allocating US production, the US player must conform to the following:
- Air Units. At least 30% (rounded up) of the total PP's received (not accumulated) in a given cycle must be used to initiate the production of air blocks. However, no more than 50% (rounded up) of the total newly-arrived PP's expended in a cycle may be used for this purpose. Exceptions: 1) A minimum of 1 air block (regardless of its cost) is producible each cycle. 2) (See 4th bullet).
- Ships. No more than 50% (rounded up) may be used to produce ships. There is no minimum requirement. Note: US Fletcher, Sumner, & Gearing class DD's are rebuildable (unlike other ships) when sunk.
- There are no restrictions on the production of ground units.
- Commencing with cycle 0/1/44, US air block, and ship minimum & maximum limit restrictions (above) are permanently lifted.
The restrictions above apply only to those PP's actually newly-received during a given Production Phase. There are no restrictions placed on expenditures of PP's accumulated from a previous cycle.
[52.4.3] PP Stockpiling
The US player may choose to accumulate (by not expending) a maximum of 25% (rounded up) of the PP's received in a Production Phase. These accumulated PP's remain in the US PP pool until they are expended in some subsequent Production Phase. All other PP's must be expended in the phase in which they are received, or are lost.
[52.4.4] Ship Production
When initiating ships into production, only the Japanese player must choose the ship of the desired type with the lowest pennant number currently available for production. The reverse of the US Production Record log contains the production sequence for US ships. US ships, by type, must be produced in the order indicated.
[52.5] Scheduling US Production
To initiate production of a unit, the US player counts out the number of Delay Cycles listed for that unit on the US Production Cost chart, starting at the current cycle date (exclusive). He then places the actual unit counter on the Cycle Record Track (or, if preferred, into any appropriately-marked tray or holding box), which reflects the passage of the appropriate number of cycles. Regardless of where the actual counter is stored, the Allied OOB/Reinforcement log is annotated with the unit's ID, indicating its cycle of arrival—as a reminder. When the scheduled arrival date comes, the unit enters the game as described in 52.6.1 & 52.6.2.
[52.6] New Unit Deployment
During the Reinforcement Phase of the Strategic G/T, the US player removes any completed units and deploys them.
[52.6.1] All newly-produced US units are deployed in either the West Coast USA Phase Holding box or the East Coast USA Global Holding box (Allied Off-map Movement Display), at the US player's option. Exception: Merchant shipping (see below).
[52.6.2] Merchant Shipping
MSU's arriving via the US production process arrive as per 52.6.1 or directly into the US MS pool. Alternatively, they may arrive in any off-map CW Phase or Global Holding Area, or into the CW MS pool (but only as follows, or per 52.6.3).
In order to place US MS production in CW holding boxes (or the CW MSU pool), CP's must be spent. For each load point so-deployed, 1 Allied CP (any flavor) must be spent. Exception: CW MS replacements (52.6.3).
[52.6.3] CW MS Replacements
The Allied player has a "CW MS Load Pts. Sunk" counter, with which he must track CW MS load points sunk.
Newly-arriving US MS load points and/or units (not APA's/APB's) may be placed as CW units to replace sunk CW MS load capacities. Such arrivals entail no CP cost. When such "replacements" occur, the "CW MS Load Pts. Sunk" marker is moved back towards the "0" in the amount such losses have been made good.
[52.6.4] CW Ship Arrivals
If not specified on the OOB reinforcement schedule, newly-arriving CW ships may arrive in any of the following:
- Bombay
- A0536 (Addu atoll)
- African Coasts 6, 7, or 8 Mapedge Holding Areas
- Colombo
[52.6.5] CW AP Unit Arrivals
British Air Blocks. If not taken early as replacements, or specified as to location on the Reinforcement Schedule, British air blocks (both regular and British Carrier Air Blocks) may arrive at either:
- The "Northwest India" Off-map Air Basing Area or
- The African Coast Phase Holding Area or
- The Middle East Phase Holding Area.
ANZAC Air Blocks:
- Australian: Australian AP's, if not taken as replacements, or specified as to location, may arrive at any linked airbase in Australia.
- New Zealander: As per Australian AP's—but substitute "New Zealand" airbase.
Player's Note: Though the ANZAC AP counters are marked, differentiating Australian from NZ types, the insignias are small and may not be readily-identifiable to all players. Accordingly, for purposes of this rule (if players prefer), ANZAC AP's may be considered generic "ANZAC" AP's, instead of separating them into Australian and New Zealander.
[52.6.6] All newly-produced (and newly-arriving) units may be used as normal units during the first G/T of the operational cycle following their arrival. Ships are considered to have just completed fueling.
[53.0] JAPANESE PRODUCTION
Player's Note: In her attempt to prosecute a war against the US, Japan was saddled on the one hand with a relatively limited productive capacity, and on the other with tremendous difficulties in keeping what factories existed supplied with sufficient raw materials—virtually all of which had to be imported. Japanese production is similar in outline to US Production, with one major difference—Japanese production is a function of the resources currently available to her and the degree of mobilization of her economy. As these two variables fluctuate with the fortunes of war, Japanese productive capacity changes accordingly, and may be very unpredictable.
As with US Production Points, Japanese PP's represent "capital" equipment and facilities utilized for the war effort. As such, PP's do not encompass that portion of the economy allocated to the continued support of already-existing units—that process is reflected in the accrual and expenditure of Command Points (CP's).
The provisions of 51.0, and 52.0 (25% PP carry-over) apply. The number of PP's received by the Japanese player in each Production Phase varies, depending on the number of operational Industrial Centers, the current Economic Multiple, and the number of Japanese Merchant Shipping Points (MSP) left.
The economic multiple (EM) may also increase or decrease in any given Production Phase, depending upon the number of Japanese "Co-Prosperity Sphere" resource points available, and the Japanese MSP total.
[53.1] Procedure
During the Production Phase of the Strategic G/T, the Japanese player performs the following steps:
STEP 1: Determine the Economic Multiple
The Japanese player determines whether he has "sufficient" Co-Prosperity Sphere resource points available. If the Co-Prosperity Sphere resource level is 70 or higher, the Japanese resource imports from these areas is considered "sufficient" for purposes of production and the Japanese EM.
For EM purposes, the Co-Prosperity Sphere resource level may be reduced, depending on the number of MSP's available to Japan. Thus, though the Japanese player may have 70+ functioning Co-Prosperity Sphere resource points available, if the number of MSP's available falls below certain amounts, the resource level used for EM purposes may well be lowered—potentially placing the Co-Prosperity Sphere resource level into the "insufficient" import category (see Japanese Command Points Table).
The Japanese "Homeland" resource areas have no effect on the Japanese EM. They do play a part in computation of Japanese CP's (see 28.1).
If the Japanese Co-Prosperity Sphere resources are "sufficient," the EM may increase. If these resources are "insufficient," the EM may decrease. Note: See 53.3 regarding Japan's pre-war resource point strategic reserve.
STEP 2: Add to the Production Pool
The Japanese player takes the current EM (as determined in STEP 1) and multiplies that value by the number of operational Industrial Centers (see 53.5.1). He then cross-references the number of Japanese MSP's available with the Japanese MS Production Point multiple. The multiple (1.1, the highest, to 0.6, the lowest), times the value determined above, indicates the actual number of PP's received for the current cycle.
Example: (See Examples of Play Booklet)
STEP 3: Implement New Production
The Japanese player consults the Japanese Production Cost Chart and places units newly under construction as per 52.1 (STEP 2), reducing the number of PP's in the Japanese PP pool.
[53.2] Resource Centers
Japanese Resource Centers are divided into two groups: Homeland and Co-Prosperity Sphere. Homeland resource centers are in Japan (red circles); Co-Prosperity Sphere resource centers are located throughout the Pacific Theater (yellow circles).
Both types have numerical values. Most Co-Prosperity Sphere centers start the game Allied-controlled. It is these centers that directly affect Japanese production. Homeland resource centers may directly affect Japanese Command Points (see 28.1), but do not directly affect Japanese production.
If sufficient Co-Prosperity Sphere resources are available to Japan, her EM may be increased. If not, it may be decreased. Note that the Japanese production apparatus is entirely distinct from the production of Japanese CP's. Japanese Co-Prosperity Sphere resources directly affect both, but in different manners.
Player's Note: The Japanese player must ensure that a sufficient amount of resource points are available by capturing, early in the war, enough (if not all) Co-Prosperity Sphere resources. If he does not, the Japanese EM will likely quickly decrease, with potentially catastrophic results to Japanese production.
[53.2.1] A resource center is "operational" if it is controlled by Japan, and has no current damage level (including "suppressed"). Resource (and Industrial) centers are considered captured (intact) by any ground unit that gains control of the facilities in the hex, by physically occupying it.
[53.2.2] If the Japanese Co-Prosperity Sphere resource level is below 70, then Japan's EM cannot be increased, and may be decreased. If the level is at least 70, then the EM may not be decreased, but may be increased in the current cycle (see 53.6.1).
[53.2.3] Japanese Resource Stockpiling
Japan may "stockpile" Co-Prosperity Sphere Resources, by CP expenditure during Strategic G/T's. Done during the Command Phase, the Japanese player may gain 1 Co-Prosperity Sphere Resource Point imported by expending 5 CP's. No maximum limit applies.
Stockpiled Co-prosperity Sphere resource points remain "in the bank;" they are not subject to loss or attrition. When used (i.e., added to augment the regular Co-prosperity Sphere resource point level), they are expended and removed from this special pool.
Player's Note: It is recommended that these stockpiles be recorded by affixing standard "hit" (numerical) markers to the Japanese Co-Prosperity Sphere Resource Point marker, on the GR Track—to reflect the number of Co-Prosperity Sphere Resource Points stockpiled. Note that the stockpiling of Japanese Co-prosperity Sphere resource points has a single purpose: The potential delaying of the dropping into the "Insufficient Resources Imported (53.6.5)" category regarding the potential lowering of the Japanese E.M.
[53.2.4] The Japanese General Record Track is used to record the number of Homeland and Co-Prosperity Sphere resources—by marking each as appropriate.
[53.3] Japanese Strategic Import Point Reserve
Japan begins the war with a Strategic Import Point Reserve of 75 resource points that may be applied, in any amount, during Strategic G/T's, towards the DR to determine the Japanese EM. This strategic import point reserve is entirely separate and distinct from the Japanese CP Strategic Reserve total (of 200; see 28.1.1), and the Japanese Emergency (CP) War Reserve (see 28.1.2). Essentially, this reserve constitutes a reserve of Co-Prosperity Sphere resource points.
[53.4] Japanese Resource Centers
HOMELAND RESOURCE CENTERS
| Location | Hex | Value |
|---|---|---|
| Tokyo | D0326 | 30 |
| Nagoya | B3727 | 20 |
| Sasebo | B2929 | 15 |
| Fukuoka | B3028 | 15 |
| Kamaishi | D0522 | 5 |
| Chitose | D0517 | 5 |
| (Kure) | B3327 | 5 |
| Yokohama | D0226 | 5 |
CO-PROSPERITY SPHERE CENTERS
| Location | Hex | Value |
|---|---|---|
| Palembang | C0212 | 28 |
| Balikpapan | C1511 | 9 |
| Brunei | C1305 | 9 |
| Soerabaja | C1117 | 7 |
| Tarakan | C1606 | 5 |
| Bangka I. | C0311 | 4 |
| Medan | A3332 | 3 |
| Harbin | B2614 | 3 |
| Mukden | B2319 |
[53.5] Industrial Centers
Ten Industrial Centers are located in Japan. The number of these centers that are operational in any given cycle is a factor in determining the number of PP's received by Japan.
[53.5.1] An Industrial Center is operational if it is controlled by Japan, and has no current damage level (including "suppressed").
[53.5.2] During the Production Phase of the Strategic G/T, after the Japanese player has rolled the dice & consulted the Economic Multiple Table, he must determine how many industrial centers are operational.
[53.5.3] Japanese Industrial Centers
- Nagasaki (B3029)
- Hiroshima (B3227)
- Kobe (B3527)
- Kyoto (B3626)
- Osaka 1 (B3627)
- Osaka 2 (B3627)
- Nagoya (B3727)
- Yokohama (D0226)
- Tokyo 1 (D0326)
- Tokyo 2 (D0326)
[53.6] Japanese Production Points
The number of PP's the Japanese player receives in a given cycle depends on the number of operational Industrial Centers, the EM, and the Japanese MSP level. After the Japanese player has determined the current EM (53.6.1) and the number of operational industrial centers (53.5.1), he multiplies these two values. This value is then multiplied by the PP Multiple (see Japanese Command Points Table), which varies depending on the current Japanese MSP level. The resulting number is the number of PP's he receives for that cycle. The markers on the Japanese General Record Track are then adjusted to reflect the arrival of these PP's.
[53.6.1] Determining the Japanese Economic Multiple
At the start of the war, the Japanese EM is "2." Each cycle during the Production Phase of the Strategic G/T, the Japanese player must roll the dice and consult a section of his Economic Multiple Table. This may result in an increase or decrease in the EM. As the number of PP's received by Japan is directly related to the EM, the bigger it is, the better for Japan.
[53.6.2] If the Japanese player meets the requirements of "sufficient" Co-Prosperity Sphere resources imported (see 53.2.2) in a given Production Phase, he uses the "Sufficient Resources Imported" section of the Economic Multiple Table during Step 1 of his Production Phase procedure that cycle.
[53.6.3] If the Japanese player fails to meet the requirements of 53.2.2, he must use the "Insufficient Resources Imported" section of the table.
[53.6.4] If the "Sufficient Resources Imported" section of the table is utilized, the Japanese player rolls 2D6, consulting the line of the table applicable to the current EM. If one of the indicated DR results is obtained, the EM is immediately increased by 1 (exception: 53.6.6). Any other DR has no effect on the EM.
[53.6.5] If the "Insufficient Resources Imported" section of the table is utilized, the same DR procedure occurs. If one of the indicated results is rolled, the EM is immediately decreased by 1 (exception: 53.6.7). Any other DR has no effect on the EM.
[53.6.6] The Japanese EM may not be increased above its listed maximums (see Economic Multiple Table).
[53.6.7] The Japanese EM may never be decreased below zero.
[53.7] Restrictions: Japanese Production
The following sections from Rule 52.4 apply:
- 52.4.1
- 52.4.2: 1st Bullet (Air units) applies, with one exception—see 53.7.4; disregard the listed exceptions in 52.4.2 (they do not apply). 2nd (ships—but see 53.7.1 - 3) and 3rd (ground units) Bullets apply.
- 52.4.3
The restrictions above apply only to those PP's actually newly-received during a given Production Phase. There are no restrictions placed on expenditures of PP's accumulated from a previous cycle.
[53.7.1] Due to limited shipbuilding capacity in Japan, the Japanese player may not initiate the production of more than one ship in a single Production Phase. This one ship may be of any type. For purposes of this rule, however, up to 4 sub points may be considered as a "single ship." Exception: No restrictions apply to Japanese MS production.
[53.7.2] Ship Exceptions
These ship types are not subject to 53.7.1:
- MSU's: No per-turn restrictions apply. But, Japanese MSU construction is (initially) restricted to the 13 full MSU's which begin the war in Japan's buildable force pool. See also 53.10.
- CD units (which represent small, wooden coastal vessels): The production of a maximum of 1 CD unit may be initiated in any Production Phase, regardless of the production of other naval types. Note: CD production pertains to rebuilt units only (as all 10 IJN CD counters begin the war in-play).
[53.7.3] When initiating ships into production, the Japanese player must choose the unit of the desired type with the lowest pennant number that is currently available for production.
[53.7.4] As long as the Japanese EM is at least 1, the Japanese player may always initiate the production of a minimum of 1 air block (of the type of his choice), so long as sufficient total PP's are available.
[53.8] Scheduling Japanese Production
To initiate production of a unit, the Japanese player counts out the number of Delay Cycles listed for that unit on the Japanese Production Cost chart, starting at the current cycle date (exclusive). He then places the actual unit counter on the Cycle Record Track (or, if preferred, into any appropriately-marked tray or holding box), which reflects the passage of the appropriate number of cycles. Regardless of where the actual counter is stored, the Japanese OOB/Reinforcement log is annotated with the unit's ID, indicating its cycle of arrival—as a reminder. When the scheduled arrival date comes, the unit enters the game as described in 53.9.
[53.9] New Unit Deployment
During the Reinforcement Phase of the Strategic G/T, the Japanese player removes from the production pipeline any completed units and deploys them.
[53.9.1] Ships
Ships may be placed in any major port in Japan (but, see 53.9.4). MSU's (and APB's) may be placed directly into the Japanese MS pool. Japanese Merchant Shipping Points (MSP's) arriving as reinforcements are added directly to the Japanese MSP total.
[53.9.2] Air Points
Newly-produced air block units (i.e., not taken as replacements) may be allocated, without restriction, to any airbase(s) in Japan.
[53.9.3] Ground Units
Ground units may be placed in any city in Japan (but, see 53.9.4).
[53.9.4] No more than 1 ship or ground unit may be placed in any hex until all possible deployment hexes have 1 unit placed in them. Similarly, no more than 2 may be placed until all deployment hexes have 2 units, etc. This restriction applies separately to ground units and ships.
[53.9.5] All newly-produced units may be used normally during the first G/T of the following operational cycle. Ships are considered to have just completed fueling.
[53.10] Japanese MS Production & Force Pools
The Japanese player maintains two merchant shipping force pools—one for allowable builds and one as an "extra counter tray."
The Japanese allowable build force pool begins the war containing 13 (full) MSU's. This force pool may be added to only to the limit of Japanese MSU's (not APB's) sunk during play. The Japanese player tracks the number of MSP's sunk (in terms of load points; if he deems such tracking necessary) on his General Record Track.
Such sinkings result in adding to the Japanese MSU buildable force pool as follows:
- Tactical MSU's. Add the MSU(s) sunk, at their current Load Capacity (i.e., "damage" level), on a 1-for-1 basis.
- Strategic MS Points. Per 57.5.2.
Thus, Japanese merchant shipping construction is strictly limited to those MSU's contained in the Japanese "allowable builds" force pool.
The secondary pool (not a true force pool per se) exists merely as an "extra counter" tray, for the purposes of "making change," as MSU's may be combined or broken down during the course of play. As such, no cap exists on this pool's composition. The Japanese player must be careful to keep the 2 MS pools clearly delineated and segregated.
Player's Note: It should prove important only early in the war to track the # of Japanese MSP's sunk—as this will quickly rise to a level far greater than the PP's available for new merchant shipping construction. Unless, of course (for some reason), the US player decides not to prosecute a strategic submarine campaign against Japan's merchant shipping.
[54.0] GROUND UNIT CONSTRUCTION: DIVISIONS
When divisions are constructed from a side's force pool, one of two methods must be in force to regulate which units may be built. The two options are:
- Historical
- Random
[54.1] Historical Option
[54.1.1] Japan
Japanese divisions are built in the following sequence:
(Division numbers as printed, in four columns of five, followed by two more.)
| 30 | 61 | 77 | 91 |
| 31 | 62 | 79 | 93 |
| 42 | 44 | 81 | 73 |
| 43 | 47 | 84 | 117 |
| 46 | 72 | 86 | 120 |
Followed by: 122, 124.
[54.1.2] Historical Arrivals: US
US divisions arrive in the US force pool (eligible to enter production during that cycle) as noted on the Allied OOB/Reinforcement Schedule.
[54.2] Random Option
[54.2.1] Using the random option, when a Japanese Infantry division is constructed, after paying the required number of PP's for that unit's construction, one division is picked at random from the total available builds.
[54.2.2] Using the random option for US Army infantry divisions, the US player may construct divisions according to the historical times indicated in the Allied Reinforcement Schedule. Instead of the designated division, however, one division is picked at random from the total available builds.
Player's Note: Both sides must agree on the method to be used at the outset of the game. If agreement cannot be reached, the historical option must be used.
[55.0] STRATEGIC BOMBING
Strategic bombing allows the Allied player to directly attack the Japanese production system by attacking Industrial and Resource Centers. If successful, this bombing will result in cumulative levels of damage which will, in the long run, reduce the total of Japanese Production and Command Points. Allied land-based AP's conduct strategic bombing during Strategic G/T's, through a procedure known as the Strategic Strike.
Allied carrier-launched AP's may also target both Industrial and Resource Centers, during regular G/T's—but at reduced effectiveness (see 55.3.4). The rules sections which follow, though perhaps applicable to such strikes, generally refer to standard strategic strikes, conducted by land-based Allied AP's, during Strategic G/T's.
Both sides may conduct strategic bombing strikes of enemy Railcap (see 55.7). Note: The following sections refer exclusively to "Allied" strategic bombing procedures, though they generally pertain to all strategic strikes.
[55.1] The Strategic Strike
Allied AP's assigned to attack Japanese Industrial and/or Resource Centers (either "Homeland" or "Co-Prosperity Sphere") are performing a strategic strike. The strike is plotted in the same manner as a normal bombardment strike, with the exception that it is plotted and executed during the Strategic G/T. And, all AP's involved must be assigned a strategic role (see 4.5).
[55.1.1] Airbases that have B-29 AP's allocated to them assigned to perform a strategic strike must pay CP's in order to initiate them (see Activation Costs Summary, charts).
[55.1.2] Any Allied AP with a bombardment strength may be assigned a strategic strike, as long as it is also capable of being used in a strategic role. AP's may perform strategic strikes at normal, extended, or extreme range, adjusting their bombardment strength accordingly.
[55.1.3] AP's performing a strategic strike may not perform Strike Transfers. They may (during the regular G/T's to follow) fly air transfer (see 4.5) missions—while retaining their "strategic role" mission markers.
[55.1.4] Fighter AP's may be assigned to escort a strategic strike as with a normal strike. Such AP's also must be assigned a strategic role. No CP cost is required for escorting FTR airbases; only for BMR's.
[55.1.5] If more than 1 center is present in a target hex, only 1 may be attacked by a single strike. The type of center attacked must be announced.
[55.1.6] A given center may be attacked by more than 1 strategic strike, but each strike must be resolved separately & sequentially.
[55.2] Japanese Strategic CAP
Japanese FTR AP's allocated to protect a hex from Allied strategic strikes are performing Strategic CAP. This strike is plotted in the same manner as normal Cover CAP if protecting a hex other than their own airbase hex (see 5.3.2), again with the exception that plotting is done during the Strategic G/T—and only with AP's assigned a strategic role. All FTR AP's assigned a strategic CAP mission must be assigned strategic roles. They thus are ineligible to fly missions during the following operational cycle. Exceptions: These AP's may always fly CAP missions over their own airbase hex (but no others) during the operational cycle to follow. They may also (like Allied strategic BMR's) fly transfer missions during the following G/T's.
Like regular Cover CAP missions, AP's assigned to protect a hex other than their own airbase hex must first roll on the Air Point Availability Table before resolving air-to-air combat, in order to determine the percentage of those AP's actually able to participate.
FTR AP's deemed not "available" after rolling on the Air Point Availability Table (and those that do not—for whatever reason—engage in air combat) are still considered as having been assigned a strategic role.
[55.2.1] AP's may be assigned to perform strategic CAP over hexes containing Industrial or Resource centers (either type), Rail Centers, and any hex potentially vulnerable to strategic mining (per 56.4). Japanese FTR's assigned strategic CAP roles are eligible to fly regular (own hex), Cover, and Emergency Cover CAP missions in opposing Allied strategic strikes.
[55.2.2] AP's may not be allocated to strategic CAP until the 1/43 cycle, or until at least 1 Allied strategic strike has occurred. Note that the Doolittle Raid is considered a strategic strike, for purposes of this rule.
Note: The Doolittle Raid is any air strike against a Japanese Industrial or Homeland Resource Center by carrier-launched land-based aircraft. Such a strike would force an increase in the Japanese air garrison, as given in 48.1.2.
[55.2.3] Opposing Multiple Strikes
Strategic CAP FTR's may fly any number of CAP missions, until they suffer an "abort" combat result. If assigned a Cover CAP mission, such (unaborted) FTR's may oppose any/all strategic strike missions launched against their assigned hex. If not assigned a Cover CAP hex to protect, such (unaborted) FTR's may oppose all strikes launched against their airbase hex, or may fly one (as follows) Emergency Cover CAP mission. Unaborted AP's which fly any strategic Emergency Cover CAP mission are ineligible to oppose multiple strategic strikes, once that mission has been flown.
[55.3] Resolving Strategic Bombing
After both sides have secretly plotted all strategic strikes and CAP during the Strategic Bombing Phase, the strikes are carried out in the same manner as normal bombardment strikes. The sequence is determined by the Allied player. For each strike, after all air-to-air combat and AA fire has been resolved, surviving Allied AP's attack their assigned target center.
The Allied player totals the bombardment strength of the surviving attacking AP's. This will indicate the correct column to use on the Bombardment of Ports & Airbases Table. The strike is resolved by rolling 2D6, applying all relevant DRM's. The damage result (if any) listed is applied immediately.
Japanese Industrial Center targets printed in red gain a variable DRM. Before rolling for damage inflicted, the US player rolls 1D6, applying the DR result as a positive DRM.
[55.3.1] Target AA Values
To determine a homeland center's AA value against a strike, total the following:
- Resource Center point value, if Resource Center is target.
- 1/2 of all facilities' (port, A/F) AA value
- 10 for each Industrial Center present in target hex.
Co-Prosperity Sphere Resource Centers' AA values are equal to the resource point value of the hex.
[55.3.2] Levels of damage obtained against Japanese centers are cumulative, up to a maximum of "D4." Successive "suppressed" results have no cumulative effect.
[55.3.3] Each strategic strike is resolved in the normal manner for bombardment strikes, with the exception that a single strike of more than 176 bombardment strength points is automatically divided into another strike, with the excess bombardment strength attacking separately. Such strikes' AP's still share the same escort.
[55.3.4] Carrier Raids
The Allied player may conduct strikes on Japanese Industrial, & Homeland/Co-Prosperity Sphere Resource Centers during regular G/T's—only via carrier-launched bombardment air strikes.
Procedure: Centers are targeted normally. Any Japanese strategic CAP (55.2) may oppose these strikes—as may any non-strategically-assigned FTR's capable of opposing them. Target AA values are as per 55.3.1. Carrier AP's bombardment ratings are calculated normally.
Prior to rolling for damage on the Bombardment of Ports & Airbases Table, though, the Allied player must roll 2D6. He must apply the DR differential as a (left) column shift. These missions do not constitute a strategic-role mission.
[55.4] Bomb Damage Repair
During the (later-occurring) Production Phase, the Japanese player attempts to repair bomb damage. All repairs to Industrial, & Homeland/Co-Prosperity Sphere Resource Centers are performed during Strategic G/T's only—even if such damage was inflicted during a preceding regular G/T (i.e., via carrier raid).
He may make any number of repair attempts: For Industrial, Homeland or Co-Prosperity Sphere Centers—in any order he desires. If the repair DR (1D6) is greater than the level of damage (D1-D4) present, the center is immediately and completely repaired. Exception: 55.5.
Note: "Suppressed" damage results are repaired on any (modified) DR ≥ 1. "Suppressed" damage repairs count as a repair DR, even if such DR's are guaranteed success.
Apply incremental negative DRM's (starting with -1) for each successive repair attempt DR (i.e., starting with -1 for the 2nd repair attempt; -2 for the 3rd, etc.) made during a Strategic G/T.
Additionally, apply a -1 DRM to Japanese repair DR's if the target contains no ENGR unit and is outside of Japan.
[55.5] Fire-bombing
Beginning with the 0/3/45 cycle, the US player may conduct fire-bombing (incendiary attacks) against Japanese Industrial Centers. The procedure for such attacks is the same for normal strategic strikes. However, the level of damage caused by an incendiary attack may only be reduced one level at a time. That is, if the Japanese player rolls the required number to repair a center affected by fire-bombing, its damage level is not automatically completely repaired; instead, it is only reduced one level (e.g., from "D3" to a "D2," etc.).
[55.5.1] In order to distinguish between damage done by normal and incendiary attacks, mark incendiary damage levels with "Fire Bombing" counters.
[55.5.2] If additional incendiary damage is obtained against a center already damaged by normal attacks, all damage to that center is assumed to be incendiary.
[55.5.3] There is never any penalty to the Allied player for using incendiary attacks, as this is purely a technical and doctrinal advance for the Allies. Thus, all Allied strategic bombing after cycle 3/45 may be assumed to be incendiary.
[55.5.4] Successful (defined as achieving at least a "D1" result) US fire bombing raids may result in a Strategic Initiative (34.1) shift:
Procedure: For each successful fire-bombing raid during a cycle, the Allied player rolls 1D10, applying a -1 DRM for the total incremental damage levels inflicted (i.e., "D1" = -1; "D2" = -2, etc.).
If the modified DR is equal to, or less than, the current Strategic Initiative (numeric) Level, and that level is in the Allies' favor, the Allied player gains a Strategic Initiative shift of +1. If the current SI level is not in the Allies' favor, a modified DR result of ≤ 0 (reading 0 as "zero," not "ten") produces a shift of +1.
[55.6] Atomic Bombs
Beginning with the 0/8/45 Strategic G/T, the US player receives a certain number of A-bombs. Each bomb may be used to attack an individual Japanese homeland hex. Eligible target hexes are any homeland hex containing a city.
[55.6.1] No actual strategic strike is flown to deliver an A-bomb. Provided he has a B-29 airbase within (B-29 extended) range of a target, the US player simply nominates that target hex, and the mission is assumed to have flown successfully, with 1 exception. The 1st (and only the 1st) A-bomb dropped is subject to a DR (2D10) to determine success. On a DR of "00," the bomb is assumed to have been a "dud" (or the delivery a/c downed, etc.) and has had no effect.
[55.6.2] Collateral Damage
Apply "D4" damage markers to any port, A/F, or rail line present in the target hex. The US player rolls 1D6, twice. Reduce the Japanese ground replacement level and the number of CP's present in "reserve" (if ≥ 1, to a maximum reduction to "0") by the DR result for each.
[55.6.3] If the 2 A-bombs are used in G/T 0/8/45, a maximum of 2 more may become available, commencing with Strategic G/T 0/9/45. Beginning with that G/T, the US player rolls 1D10. A (modified) DR result of "10" (reading "0" as "ten") results in the immediate availability of a 3rd (or 4th) A-bomb. Apply a +1 DRM to successive A-bomb availability DR's, for each strategic G/T following 0/9/45. Once a 4th A-bomb is used, no more are available, no matter how long the war lasts.
Player's Note: This DR does not reflect solely the physical availability of additional A-bombs (a third bomb, for example, could have been produced within 30 days of Nagasaki), but rather that aspect, coupled with the difficult political decision (i.e., its consequences) involving any uses of this weapon beyond Hiroshima & Nagasaki.
[55.6.4] Subsequent Use: Effects
Only the 1st two A-bombs have an automatic effect on Japanese surrender (see 71.1.2 "B"). Subsequent use(s) of A-bombs have the effects listed in 55.6.2. Additionally, such use (a 3rd or 4th bomb) may have unpredictable effects on Japanese surrender.
When a 3rd or 4th bomb is dropped, the US player rolls 1D6 and consults the following table:
| DR | Result |
|---|---|
| 1 | -5 DRM to Japanese surrender DR; TQ of all Japanese ground units in Home Islands permanently raised by "1." End A-bomb use permanently. |
| 2 | -5 DRM to Japanese surrender DR. |
| 3-4 | (No additional effect) |
| 5-6 | +5 DRM to Japanese surrender DR. |
[55.7] Bombing RAILCAP
Both sides may conduct strategic bombing missions against a target enemy country/territory's Railcap.
Such missions are strategic-role missions. As such, all rules pertaining to assignment of these roles apply.
[55.7.1] Using the Bombardment of Air Points Table, the listed result indicates the percentage (rounded up) of a country's Railcap that is lost for the following operational cycle.
Eligible targets are any Rail Center in the target country.
AA Value. Calculate a targeted Rail Center's AA value as all installations in the target hex (regardless of type).
Strategic CAP missions may be flown against such missions, according to the provisions of 55.2.
[56.0] STRATEGIC MINING
Beginning with the 4/43 cycle, the Allied player may attempt to interdict Japanese naval movement through the use of strategic mining. Allied AP's assigned to such a mission are performing a Mining Strike. The procedure for such a strike is the same as for a normal strategic strike. Mining strikes may be plotted only against coastal (and island) hexes.
Strategic mining may also serve to "attack" Japanese merchant shipping, as an augmentation to the US submarine war (57.0).
[56.1] AP Types Eligible
Only TBF/TBM (including carrier-based), PBY, B-24 (and PB4Y) and B-29 AP's may be assigned to mining strikes. The specific strengths of the AP's are not used in determining the effect of the strike. Rather, it is determined solely by AP type.
[56.1.1] Each PBY, B-29 and B-24 AP may mine 1 hex per strike (i.e., per cycle). Each 2 TBF/TBM AP's assigned may mine 1 hex per sortie (see 56.2.7). Mining strikes may be performed at extended-range, and via "staging."
[56.2] Allied AP's assigned mining strike missions are performing strategic strikes and, as such, are "committed" to that role for the upcoming cycle. Exception: Eligible USN carrier-based TBF/TBM AP's are not "committed" (see 56.2.7).
Unlike AP's assigned "ASW" strategic roles (4.5), Allied AP's assigned strategic mining missions do not contribute towards their airbases's search value.
[56.2.1] Allied mining strikes may be attacked by Japanese strategic CAP allocated to the target hex of the strike (or, if carrier-based, by normal CAP during G/T's).
[56.2.2] AP's performing mining strikes may be attacked by the AA strength of any port in the hex mined. If during daylight, AA fire is normal; if at night, AA strength is halved. Otherwise, mining strikes are immune to AA fire.
[56.2.3] Mined hexes are recorded in two ways:
- A) If done at NIGHT, or during DAY in non-enemy-controlled coastal hexes, mined hexes need not be openly marked—though they may be if desired. Instead, the mined hex(es) are recorded by the Allied player for his reference when required.
- B) Mined enemy-controlled coastal hexes done so during DAY must be openly marked on the map. Such mine markers remain on-map until removed, either voluntarily by the Allied player, or via 56.2.4.
[56.2.4] TF's entering mined hexes immediately undergo a mine attack. The TF owning player rolls 1D6. On a DR of "6," the attack is considered to have been successful. The owning player must then place all ships in the affected TF in a cup, and blindly pick one. The ship picked immediately undergoes an attack on the Submarine Damage Table, in order to determine the exact level of damage to that ship. The TF may then continue its plotted missions. Following any successful (i.e., DR of "6" achieved) mine attack, the Japanese player may (if it is not already openly-marked) mark the subject hex as "mined."
Note: Mined hexes attack both Japanese and Allied ships equally.
[56.2.5] During the Strategic Bombing Repair Segment of the Strategic G/T, the Allied player must roll 1D6 for each mined hex. Exceptions: 1) For openly-mined hexes, the Japanese player makes this DR. On a roll of "1-5," the mines are considered to be removed. 2) Mines laid at night (see 56.3) are automatically removed following one operational cycle. Otherwise, mines remain in their hex, and may attack any number of ships as long as they remain.
[56.2.6] During the same Repair Segment, the Allied player may voluntarily eliminate any of his mined hexes, simply by announcing his intention. There is no penalty or cost for doing so.
The Japanese player may not remove Allied mines. "Mine" counters should be used to denote openly-mined hexes.
[56.2.7] Carrier-based mining operations
Carrier-based (TBF,TBM) mining operations, unlike normal mining operations, are performed during regular G/T's.
A carrier TF may conduct a tactical mining operation once per sortie. By definition, a TF's "sortie" lasts from initial activation, in port, to deactivation, in port. Such operations should be recorded on a carrier TF's mission plot card.
[56.3] Night Mining Missions
Mining strikes may be conducted at night (including carrier-launched), in secret. Such strikes are recorded by hex number by the Allied player.
Night-sown mines exist only for the following cycle, and are removed automatically during the Bomb Damage Repair Phase of the following Strategic G/T.
[56.4] Mining: Effects vs. Japanese MS
Mined coastal hexes which are adjacent to Japanese Co-Prosperity Sphere Resource Hexes, or adjacent to Japanese homeland major or minor ports, have additional effects against Japanese merchant shipping.
[56.4.1] Procedure: General
Except for carrier-based AP's, Allied AP's listed in 56.1 remain the only types eligible to conduct strategic mining missions, against Japanese MS. Such AP's may (if otherwise eligible) conduct such missions via "staging."
[56.4.2] Co-Prosperity Sphere Hexes
Eligible target hexes are any coastal hex adjacent to any Japanese Co-Prosperity Sphere Resource hex.
Effects. Calculate the Japanese MS point loss by multiplying the number of AP's assigned this mission against a single hex by the Co-Prosperity Sphere Resource hex's value. Then, roll 1D6, and multiply the initial product by this amount (rounding to the nearest whole number, rounding .5 down). The value result obtained by the 1D6 DR is read in increments of 10% (e.g., read "5" as "50%). Net DR's of < 1 are read as "zero"—i.e., having no effect.
DRM's (1D6):
- -1: If mission at extended range (for any AP).
- -1: Japan possesses Strategic Initiative (-1 per each level).
- -1: Mission flown at night.
Example: During a Strategic G/T, 2x US B-24's are assigned a daylight mining mission, at extended-range, off Brunei (Co-Prosperity Sphere Resource value = 9). The US player rolls a "6" (modified to a "5" due to extended-range) on 1D6. Assuming both BMR's are unopposed by strategic CAP, the Japanese MS point loss is calculated: (9 x 2) = 18; x 50% = 9 (Thus, 9 MSP's are immediately deducted from the Japanese MS point total).
[56.4.3] Japanese Homeland Ports
Eligible target hexes are any coastal hex adjacent to a Japanese homeland minor or major port.
Effects. Calculate the Japanese MSP loss by multiplying the number of AP's assigned this mission against a single hex by:
- A) Major Port target: 5
- B) Minor Port target: 3
Then, multiply this result by the result of 1D6 (as above). The result indicates the number of MSP's lost by Japan.
DRM's (1D6): (as per 56.4.2)
Example: In 1945, from Tinian, the US player assigns 4x B-29 AP's, at extended-range, against Yokohama (a major port), in a daylight mission. He rolls a "5" (modified to a "4" due to extended-range). Assuming all BMR's are unopposed by, or survive, any strategic CAP and/or AA fire, the Japanese MSP loss is calculated: (5 x 4) = 20; x 40% = 8 (Thus, 8 MSP's are immediately deducted from the Japanese MSP total).
[56.4.4] Restrictions
Each Japanese Co-Prosperity Sphere Resource hex, and homeland port hex, may be attacked ("mined") only once per Strategic G/T.
[57.0] JAPANESE MERCHANT SHIPPING ATTRITION
During the Merchant Shipping Phase (Strategic G/T's), the Allied player attempts to reduce Japanese CP's (and other functions; e.g., production) by allocating submarines to an anti-merchant shipping (MS) role. This process is resolved over 3 segments.
[57.1] Escort Segment
The Japanese player may remove linked DD/APD, DE, and/or CD units from TF/Base displays—placing them in his "escort box" (thereby assigning them to MS escort duties for the entire upcoming cycle). He may similarly, during this segment, remove these types from escort duty, placing them back into regular service (they may be placed in any friendly linked on-map port).
Japanese escort-eligible ships are translated into escort "steps" according to timeline (see Japanese MS Escort Steps Table).
After deploying or re-deploying all MS escorts, the Japanese player adjusts his "MS Escort Points" marker on his General Record Track to indicate the effective number of escort steps he has on escort duty.
[57.1.1] Naval Air Unit Escorts (901st Naval Air Unit)
Commencing with Strategic Cycle 0/11/43, the Japanese player may add to his MS escort level by assigning G4M Betty and H8K Emily AP's to MS escort duty.
Assignment to/from this role is accomplished during the Japanese Escort Segment of the Merchant Shipping Phase of Strategic G/T's. Eligible AP's are any trained G4M and/or H8K AP (maximum limits—see below—apply) occupying a linked airbase within normal range of any Allied strategic subron.
Maximum Limits. A maximum of 8 G4M/H8K AP's may be assigned this role. MS escort assignment is considered a "strategic role," and as such these AP's are marked with a "Strategic Role" counter for the following operational cycle.
Each escort AP provides a variable escort value. The 1st G4M/H8K AP based within normal range of a given Allied strategic subron provides an escort value of "2." Each subsequent MS escort AP within range of either:
- only that same strategic subron or
- another subron already with a "primary" AP assigned against it...
provides an escort value of .5.
Example: It is 0/2/44. The Japanese player has assigned 8x G4M AP's strategic MS escort roles. Four in Japan are all within range of two Allied strategic subron markers (subrons "1" & "2"). The other four are all within range of different individual strategic subrons (subrons "3-6"). The Japanese MS escort value provided by these AP's is calculated as:
| vs. Subron | MS Escort Value |
|---|---|
| 1 | 2 + 0.5 = 2.5 |
| 2 | 2 + 0.5 = 2.5 |
| 3 | 2 |
| 4 | 2 |
| 5 | 2 |
| 6 | 2 |
(for a total of 13 escort steps)
AP's based at bases with any supply penalty category, or possessing any damage level, have their individual escort values halved (quartered if both conditions apply).
AP's assigned MS escort duty are not subject to escort step loss (57.4).
Player's Note: The 901st was the first Japanese air unit expressly and exclusively assigned to maritime escort. Though eventually more aircraft and units were added, the follow-on units were—unlike the 901st—of uneven quality; hence the 8 AP limit.
[57.2] Allied Submarine Priority Segment
The Allied player inverts his "Strategic Sub Pts. Priority" marker to either the MS (merchant shipping) or "Esc" (escort) priority side.
He then allocates his available sub points (from tactically-deployed Subrons, the sub point pool, or already-assigned strategic Subrons) to and/or from the (strategic) anti-MS role for the coming cycle (57.7).
[57.3] MS Attrition Segment
The players refer to the Merchant Shipping Attrition Table; the Allied player rolling 1D10. The ratio of Japanese escorts (steps) to the number of Allied sub points assigned anti-MS roles (assigned to Strategic Subrons) is calculated, and reduced to a ratio (escorts: sub points).
The Allied player reveals his SI level from the preceding cycle (not the current one), cross-referencing this level (1-4) with the die just rolled. This produces a letter code (A-K).
The letter code is located on the second half of the chart, and cross-referenced (on either the "Escort Priority" or "Merchant Priority" line, depending on the Allied priority assigned) with the column corresponding to the number of Allied sub points assigned to the anti-MS role—using the appropriate date line at the top of the chart.
The result indicates the number of Japanese merchant shipping points (MSP's) immediately lost from the Japanese GR Track, and the number of escort steps the Japanese player must choose (freely) to lose. (If no escorts are allocated, none are lost). The "Submarines Lost" line indicates the total number of Allied sub points immediately removed from on-map Allied Strategic Subrons.
If no Allied sub points are allocated to anti-MS roles, there is no Japanese MS attrition. If no Japanese escorts are assigned, the .25 escort: sub ratio is used.
Note: Under "Merchant" or "Escort Priority," the number to the left of the slash indicates the number of Japanese MSP's lost; the number to the right the number of Japanese escort steps lost.
[57.4] Escort Step Losses
To translate the number of escort steps lost into damage inflicted on ship counters, count 1 step lost as the equivalent of a "D2" damage level, apportioned as the Japanese player wishes.
[57.5] Japanese MS Conversions
During Strategic G/T's (during the Merchant Shipping Phase), the Japanese player may remove tactical MSU's from linked on-map ports (or from his MS Pool), to be added, after a delay, to his Strategic MSP level.
[57.5.1] To MSP's
Assigning MSU's to the MSP total is done using the formula: "Load Capacity/2" (rounding down for the total MSU capacity converted). Example: 1x full MSU (load capacity: "7") removed from the map equates to 3x MSP's (7/2 = 3.5, rounded down to "3").
When tactical MSU's are removed to be converted to MSP's, their MSP conversion value is placed on the Reinforcement Schedule, one cycle ahead. During the following Strategic G/T, then, these converted MSP's are added to the Japanese MSP total. Note: The actual counters are placed back into the Japanese MS "extra counter tray" force pool (see 53.10).
[57.5.2] From MSP's
Taking MSP's from the MSP total to convert to on-map tactical MSU's is the reverse of 57.5.1. Examples:
| MSP's = | Tactical MSU Load Cap. |
|---|---|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 8 |
| 5 | 10 |
As per 57.5.1, MSP's removed from the Japanese MSP total incur a 1-cycle delay before they may arrive as on-map reinforcements.
[57.5.3] APB's
For purposes of this rule, Japanese APB's are the equivalent of tactical MSU's as far as load capacity and equivalent exchange rates. However, if Japanese APB's are removed from the map and exchanged for strategic MSP's, they may not later return to the game (as may tactical MSU's)—they are "removed" permanently.
[57.5.4] AO's
Japanese AO's may be removed from the map and added to the Japanese MSP total. Their current load (fueling) capacity is halved (rounded down), and added to the Japanese MSP total. When removed in this fashion, such AO's are added to the Japanese force pool, as allowable builds. Note: On-map AO's may not be gained by the reverse of this process (as in 57.5.2). They may be gained only via the production process.
[57.6] MS Shortages: Effects
Japanese MS shortages (reflected by dropping Japanese MSP levels) primarily impacts four areas:
- Japanese CP allotments (see Japanese CP Table)
- Japanese Production (see 53.1)
- Japanese fuel shortages (see 60.13)
- Strategic Initiative shifts (see 34.1)
[57.7] Allied Strategic SUBRONS
Allied sub points allocated to the strategic anti-MS role are placed into (up to 30) special on-map Strategic Subrons. Any number of these Subrons may be deployed, up to the countermix limit of 30.
[57.7.1] The total number of Allied sub points deployed during a cycle in the strategic anti-MS role must be divided equally, dropping fractions, among all on-map strategic subrons.
[57.7.2] Allied strategic subrons map placement exist for one purpose only: to retain some capability to attack Japanese surface TF's which may venture within contact range. The number of strategic subrons deployed (and their sub point compositions) has no effect on the resolution of Japanese MS Attrition—only the total number of Allied sub points so-assigned does.
[57.7.3] Allied strategic subrons must be deployed, in non-coastal hexes:
- Within three hexes of a Japanese Co-Prosperity Sphere Resource hex or
- Within two hexes of a Japanese homeland port and
- No strategic subron may be deployed within seven contiguous sea hexes of another.
No "dummy" strategic subrons are allowed.
Player's Note: Since most strategic subron contact attempts will be made against hidden Japanese naval moves, to speed play (at a minimal loss of realism), it is necessary that the Japanese player know how many Allied sub points comprise each strategic subron.
[57.7.4] Strategic Subron Search & Attack
Strategic Subron search and attacks are conducted exactly as are regular Allied (tactical) subron attacks, with the following exceptions:
- Any sub points in an on-map strategic subron exceeding 6 are ignored.
- All strategic subron searches receive a base +2 DRM.
[57.7.5] Like regular tactical subron contact attempts vs. hidden-moving TF's (see 16.1.6), all Allied strategic subron contact attempts vs. Japanese TF's are rolled by the TF owning (Japanese) player.
[57.7.6] All air ASW capabilities apply against strategic subron contact attempts.
[57.7.7] All submarine attack procedures (22.6-22.7) apply.
[57.7.8] Sub Type Eligibility
The following Allied sub point types are eligible for assignment to strategic subrons:
- USN "Fleet Boats" (new & old)
- CW "T" class
[58.0] AIR BLOCKS & TRAINING LEVELS
For purposes of production, attrition, and replacement, all AP's in the game are grouped together into various Block Types. Within certain limits, the composition of these block types will change over time, as each country's industries begin producing newer types of aircraft.
AP's may also be present in various stages of production, known as their Training Level. All land-based AP's have the following training levels:
- Untrained Replacements
- Trained Replacements
- Untrained Units
- Trained Units
All carrier AP's (those comprising the carrier air blocks) have two further training levels:
- Carrier-trained Replacements
- Carrier-trained Units
All AP units enter the game as actual AP's (of that training level). All AP replacements also enter the game as actual AP's (of various training levels), but must use the replacement (58.5) rules.
[58.1] Untrained Air Points
Unless noted, all AP's in the game are assumed to be fully-trained (trained units for land-based AP's; carrier-trained units for carrier AP's).
Untrained AP's (read: "units") are noted on air displays by affixing "green aircrew" markers with them. These "green" markers remain with those units until removed, by one of two methods: Combat or Training mission assignment.
A. Combat
Note: Untrained AP's that are aborted in combat missions are not eligible for upgrade via the following procedure, unless prior to their required abort they score (or contribute towards) hits which would otherwise have made them eligible.
Any green (untrained) AP which directly participates (either alone or in concert with normal—"trained"—AP's) in combat missions may have its "green" marker removed, depending on the success, and nature of, that mission.
"Green" markers are removed according to the level of damage inflicted on the mission (either to enemy installations or ships), according to the following table:
AIR POINT MISSION UPGRADE TABLE
| Level of Damage | (1D6) DR |
|---|---|
| S (1) | 5 |
| 1 | 4 |
| 2 | 3 |
| 3 | 2 |
| 4 | 1 (Automatic) |
| (sunk) (2) | 1 (Automatic) |
DRM's: +1 Mission is opposed in air; -2 Mission consists of majority of trained AP's (including escorting FTR's).
Notes: 1) "Suppressed" result. N/A to attacks on ships. 2) Applies only to attacks vs. ships.
[58.1.1] If any of the above damage levels are achieved, the attacking AP owner, upon conclusion of the mission, rolls 1D6 for all untrained BMR AP's participating (including FTR-BMR's if they participated as such). The numbers listed on the table (above) indicate the DR required (that # or higher) for success.
If success results, a 2nd DR (1D6) is rolled. This DR result indicates the number of eligible untrained AP's in that mission that are "upgraded" to normal status (owning player's choice of types).
[58.1.2] Untrained FTR AP's participating in unopposed combat missions may have their "green" status removed only via successful strafing—substituting the damage levels 1-4 (above) for the number of enemy AP's actually destroyed on the ground during that mission.
If the mission is opposed in the air (defined as being attacked by enemy FTR's in the air), apply a +1 DRM to the initial upgrade DR.
[58.1.3] Untrained FTR AP's participating in opposed combat missions may have their "green" status removed either via strafing (58.1.2) or via air combat results—substituting the damage levels (1-4, above) for the number of enemy AP's eliminated. Note that this applies to both escorting and CAP FTR's (i.e., both sides), and a 2nd DR (as above) is also made to determine the number of FTR AP's "upgraded."
Untrained BMR AP's also are eligible for upgrade via elimination of enemy AP's in air combat—either in lieu of, or in addition to, any results gained via damage inflicted to installations/ships, via bombardment.
Example, Combat-initiated AP Upgrade (see Examples of Play Booklet)
B. Training Mission
Untrained AP's assigned a training mission for three consecutive Air Phases during a G/T may, during each End of Game Turn Phase, attempt to remove their "green a/c" markers. AP's assigned training missions should be marked with "training" counters.
Each complete G/T spent in a training status gains a numbered "training weeks" marker—beginning with "1." During each successive complete G/T spent in a training status, the marker is upgraded by 1 week number.
At the end of each G/T, 2D6 are rolled. If the DR result is equal to, or less than, the current numbered "training" counter (indicating the number of G/T's spent in a training status), then another DR (1D10) is made. This DR (rounded up) determines the percentage of AP's of that type, at that airbase, that are immediately upgraded to "trained" status (the remainder remain "green," retaining their current training status counter). These DR's are made separately for each eligible AP type deployed at an airbase.
Japanese "green" AP's in "training" status outside of Japan suffer variable adverse (negative) DRM's. For each such AP type rolled for, roll 2D6 beforehand. Apply the DR differential as a negative DRM—to the initial "training status removal" 2D6 DR.
Example (see Examples of Play Booklet)
A green AP in a "training" status may participate in combat missions. Its training status is not affected unless any other "training" AP's of the same type suffer a loss (at least 1 AP eliminated). If this occurs, all such AP's of that same type participating in the mission are ineligible to advance their current numbered training marker. They do, however, retain their current training marker. Green AP's eliminated via bombardment or attrition do not have their training status affected.
AP's in "training" status may not be placed on ASW missions. Such AP's may not fly air transfer missions (if they do, they lose the current G/T "training status"). They may fly strike transfer missions if they participate in combat; still receiving full G/T credit for training status advancement.
[58.1.4] Restrictions
No AP may become Carrier-trained by either method (combat or training mission) above. Such units must come directly via the production process.
[58.2] Effects of Air Point Training Levels
[58.2.1] Green AP's have their Air Combat (including BMR Air Combat values—though not below "2"—and parenthesized values for BMR's—though not below "1"), Bombardment, and Anti-ship strengths halved (rounding fractions up). Green transport AP's have their Load Capacity halved (retaining fractions). Their ranges remain normal.
Strikes containing any green FTR AP's may never receive "the bounce" when resolving air-to-air combat, unless the opposing side's FTR force also contains green FTR AP's.
When distributing AP losses due to air combat, all defending green AP's must be eliminated/aborted before any such effects are apportioned to trained AP's.
Fighter Aces. If FTR aces are present in air combat involving both trained and green AP's, and the green AP's are the only AP's which are either eliminated and/or aborted, those aces are not subject to elimination. (FTR aces may accompany entirely green strikes, if desired).
[58.2.2] Carrier-trained Air Points
- Non-Japanese. Carrier AP types that are trained, but not carrier-trained, function only as normal land-based AP's. The only restriction placed on such units is that they may never be allocated to carriers.
- Japanese. Later in the war, Japanese untrained units and untrained replacements may be allocated to carriers, if Optional Rule 58.6.3 is in effect.
[58.3] Use of Air Blocks
A player may withdraw his air blocks from production in any of their training levels, at his option. If withdrawn early, the exact types and number of AP's that make up each block is subject to change.
Example: A US FTR air block that is received in 0/2/42 would be composed of 8x P-39 and 6x P-40 AP's, while the same air block received in 0/8/42 would be composed of 2x P-38, 6x P-39 and 6x P-40 AP's.
[58.3.1] When an air block is placed into production, its arrival is penciled into the producing side's OOB/Reinforcement Schedule, according to its fully-trained time requirement (see Air Point Training Schedules). Players may not place air blocks into production in "untrained" or "replacement" status. They may be removed early (as per 58.4 & 58.5.2), but must be initially produced in a fully-trained status—including "carrier-trained" status for carrier air blocks.
In this fashion, players may withdraw air blocks that are under-construction early, and compute their actual training status level by subtraction, according to the Air Point Training Schedules.
Note: Removing air blocks from production early (at any one of its training levels) may be done during the Production Arrival Segment of Strategic G/T's.
Examples (see Examples of Play Booklet)
[58.4] Air Block Training Schedules
On the Air Point Training Schedules, the 1st number lists the minimum number of cycles each air block must spend in production before reaching the listed training level.
The 2nd number (in parentheses) indicates the number of PP's immediately rebated to the player if the air block is taken out of production (early) at the listed training level.
[58.4.1] PP's received as rebates are immediately added to the accumulated PP's in the player's PP pool. They may be expended later in the same Strategic G/T.
[58.4.2] Though British and ANZAC air blocks are not produced, they may be removed from the Reinforcement Schedule early (to arrive at a lower level of training, or as replacement AP's—provided the criterion for removing them are met—e.g., 58.5.2).
All British & ANZAC air blocks are considered to possess the same training time differential between trained & untrained AP's and replacements as per US Tactical Air Blocks ("From 0/6/42").
[58.4.3] A player must withdraw an air block from production when it has reached its highest training level. Exception: If Optional Rule 58.6 is in effect, Japanese air blocks may be "backlogged" due to aircrew training difficulties.
[58.4.4] As Dutch AP's are (generally) never received as reinforcements or placed into production, there are no air "blocks," per se, for Dutch AP's. Soviet AP's are governed by special reinforcement/replacement rules (72.9, 72.11.1).
Example (see Examples of Play Booklet)
[58.4.5] Variable Production Times
US FTR, TAC, & BMR blocks have variable production times. When the US player desires to remove a block early (before its scheduled arrival as a trained unit), he must ensure he uses the correct training schedule for these three blocks, by counting backwards in time from the block's scheduled arrival date, using the "Trained Unit" column. In other words, the production times in effect when a block was initiated into production governs that block's production status entirely.
[58.5] Replacement Air Blocks
As AP's are eliminated, the owning player must move his corresponding "AP's Eliminated" marker (for the correct air block) on his General Record Track, in order to keep an accurate record of the number of AP's of that block type eligible to be replaced. Whenever the player withdraws air blocks from production as untrained replacement, trained replacement, or carrier-trained replacement AP's, the "AP's Eliminated" marker for that air block is moved downward on the GR Track accordingly.
[58.5.1] Replacement AP's are treated in all ways as normal AP's of their training level.
The exact number and type of AP's that compose a Replacement Air Block is determined solely by the player's Air Block Composition Chart, and the current cycle date. The type of eliminated AP and its training level (as long as they were of the correct block type) being replaced have no bearing on the replacement procedure.
[58.5.2] Replacement air blocks may be withdrawn from production only if sufficient friendly AP's of that block type have been eliminated (and have not already been replaced).
Exception: Players may take replacement air blocks out of production short of an air block's total matching its loss marker (in other words, more replacement AP's of that arriving air block exist than current losses). Any replacement AP's in excess of the current loss marker, though, are lost. The owning player is free to decide which ones arrive, and which ones are lost.
[58.5.3] There is no limit to the number of times an AP may enter the game as a replacement, be eliminated, and be replaced again.
[58.5.4] All AP's are eligible for replacement, regardless of the manner in which they were eliminated (exceptions: 58.4.4 & 58.5.5).
[58.5.5] Japanese kamikaze AP's are not eligible for replacement.
Example, Replacement Air Block (see Examples of Play Booklet)
[58.5.6] Only newly-produced units must be placed per:
- 52.6.1 (US)
- 52.6.5 (CW)
- 53.9.2 (Japan)
[58.5.7] The only distinction, when determining where to place newly-produced air blocks, is that between a unit and a replacement. Replacement AP's may be deployed at any existing linked, undamaged, and eligible airbase (exception: carriers at sea).
[58.5.8] Replacement-eligible Airbases
Generally, an airbase is eligible to receive AP replacements only for specific AP types currently deployed at that airbase. Exception: Aircraft carriers in port may receive carrier-trained air block AP's of any type they are eligible to operate, and regardless whether or not they currently have any AP's assigned. See also 58.5.9 and 58.5.12.
Regardless of where these airbases are situated, replacement AP's are not physically "transported" there; they arrive automatically.
[58.5.9] CP Cost: Air Replacements (General Rule)
AP's taken as replacements and deployed at active airbases during Strategic G/T's are done without CP cost, so long as no more than 2 AP's of a given AP type (land bases) or block type (carriers in port) are deployed at any single airbase. Note: Each carrier counts as a single, separate airbase.
If an excess of 2 replacement AP's of any single AP type are taken at a base, the CP cost for such deployments is 1 CP per each 2 AP's (in excess of 2, by type, as above), rounded up. Exceptions:
- Homeland Japan
- USA West, East Coasts
- African Coast Phase Holding Area
- Airbases in Australia & New Zealand: ANZAC AP's only.
AP replacements taken at airbases in the above areas incur no CP penalty, regardless of how many replacement AP's arrive at any airbase.
Any CP expenditures incurred via AP replacement deployment must be openly announced by the deploying side, for all airbases within enemy air reconnaissance range.
[58.5.10] US Air Replacements: CBI
US replacement AP's taken at airbases controlled by CW HQ's in the CBI (China-Burma-India Theater) cost CP's to deploy. For each increment of 2 AP's (rounded up) taken at any individual airbase, 1 CP must be spent. CP's spent for this purpose may be CW or US-controlled. Note: This rule does not apply to Chinese airbases within range of the US C.A.T.F. or 14TH A.F. HQ's. It would, however, apply to CW AP's deployed at these Chinese airbases.
[58.5.11] Replacement AP's without sufficient "forward" A/F basing capacity (or eligibility, according to 58.5.7 & 58.5.9) arrive as units, in the areas specified in 58.5.6.
[58.5.12] AP types as yet not deployed (at eligible forward airbases) may be taken as replacements, but arrive as per 58.5.6.
[59.0] WEATHER
Weather has an important influence on the play of the game. All G/T's are designated as either "clear, winter," or "monsoon" on the Turn Record Track. "Clear" is assumed to be the normal weather condition, and there are no special effects for it. Winter and monsoon G/T's, however, modify certain rules which govern play. The effect of weather varies greatly, depending on the specific location involved.
In addition to the three weather types (above), storm and squall conditions (and occasionally typhoons) may arise, if Optional Rule 59.3 is in effect. These conditions may (primarily) serve to limit, or curtail, air operations in affected areas.
[59.1] Weather Effects Summary
[59.1.1] Winter
Arctic Movement Area: The following effects apply to all hexes of the Arctic Movement Area:
- No amphibious assaults may occur (though they may be planned).
- The ground MP cost of all land hexes is increased by 1 MP.
- The CP cost to activate ground units for all purposes is doubled.
- All land airbases automatically receive a damage level "1." This additional damage level may not be repaired, and is automatically removed at the end of Winter. Airbases in the Aleutians (see 45.1) have their automatic damage level increased to "D2."
- A -15 DRM applies to air search DR's.
- All air strikes (including CAP) launched from, or into, the Arctic Movement Area require the use of the Air Point Availability Table.
Temperate Movement Areas (Note: see 59.2):
- The loading and unloading cost for all transport ships performing an amphibious assault is increased to 10 MP's per step. This effect applies only to all hexes of Map B, and the Japanese island of Honshu on Map D.
- In rough hexes, a Column Shift of 1L applies to all ground attacks. Exception: On islands (e.g., Formosa), this column shift does not apply.
Tropical Movement Area: There are no effects for Winter in the Tropical M.A.
[59.1.2] Monsoon
Arctic Movement Area: There are no effects for Monsoon conditions in the Arctic M.A.
Temperate and Tropical Movement Areas: The following effects apply only to jungle hexes of Maps A, B, and C:
- The ground MP cost is increased by 1 MP.
- All airbases in affected jungle hexes automatically receive a damage level 1. This additional damage level may not be repaired, and is automatically removed at the end of Monsoon.
- Air strikes vs. affected jungle airbases launched from non-affected (non-jungle) airbases require the use of the Air Point Availability Table.
- An additional Column Shift of 1 (Left) applies to all ground attacks.
- The CP cost to activate ground units for all purposes is doubled.
- A -1 DRM applies to all fortification attempt DR's.
Additionally, applying to all hexes of Maps A, B, & C:
- A -10 DRM applies to all air search DR's.
- All successful air searches (searched hexes on Maps A-C) utilize search chit cup # 3.
- Carrier-launched air strikes: Launching carriers possess an automatic (temporary) "D1" damage level, for flight operation (not ship damage) purposes only.
- Carrier TF's targeted by air strikes launched from any airbase hex on Maps A, B, or C: Air Point Availability Table required, for both CAP & strike force.
- Squall hexes (if in effect) become storm hexes. Exceptions: 1) South of Tropic of Capricorn (i.e., the southern temperate zone boundary); 2) In mainland China. Note: For purposes of this rule, assume that the "Tropic of Capricorn" coincides with the southern temperate zone boundary.
Note: Weather never affects a country's Railcap, or the movement of units by rail.
[59.2] Southern Temperate Zone
Winter weather months (cycles 12, 13, 1, 2 & 3) are SUMMER in the southern temperate zone. In the southern temperate zone, normal MONSOON weather (cycles 6-9) equates to WINTER weather there.
[60.0] SPECIAL RULES: NAVAL
[60.1] Japanese Sub Doctrine
Player's Note: For reasons of doctrine & training, Japan's submarine force never embarked on a campaign against the long Allied merchant shipping routes to the Pacific. For this reason, there is no provision for Japanese sub attrition of Allied merchant shipping. The Allies (primarily the US), though, were not aware of Japan's intent. Accordingly, large numbers of US DD's were tasked with escorting Allied convoys, at least early in the war. Thus, the following rule is instituted.
[60.1.1] US MS Escort Allocation
The US player must assign DD's, DE's, and/or CL's as MS escorts, according to the following timeline:
US MS ESCORT ALLOCATION TABLE
| Cycles | Mandatory Escort* |
|---|---|
| 1/42-5/42 | 10 |
| 6/42-13/42 | 8 |
| 1943 | 6 |
| 1944 | 5 |
| 1945 | (None) |
*In full-strength DD or DE counters. Note: 2x "D2" counters equal 1x full-strength counter. CL's with damage levels of "D1" are also eligible.
[60.1.2] Required US escorts are assigned (and relieved of) escort duties during Strategic G/T's. Ships may be removed from any port, and placed in a separate TF or other holding box/display (this may be marked "Strategic Role" for reminder purposes, if necessary).
[60.1.3] USN ships released from required escort duties arrive at Pearl Harbor.
[60.2] Joint Shipping Units
APA/APB, MSU, & CD units are considered "joint shipping units," since they are actually composed of numerous ships. They may be voluntarily "broken up," reorganized, and deployed in smaller groups, via the placement of additional units and damage level markers.
Reorganization of such units is accomplished by affixing appropriate "damage level" markers to multiple units formed.
Note: It is recommended that, in lieu of the standard naval "damage" markers, regular "hit" markers be used (they are more numerous). See Naval Damage Levels: Effects chart for a summary of reduced capabilities of units "broken down."
The cost to reorganize joint shipping units at sea is 20 Naval MP's. Except as described below, joint shipping units may not be repaired. They may always be recombined.
[60.2.1] APB "Repair"
Japanese. Japanese APB's may not be "repaired," per se. Damage levels (reflecting amounts of shipping present, not actual damage; see above) may be removed from Japanese APB's, without reorganization, in the following fashions (done during Strategic G/T's only).
To remove a damage level from a Japanese APB, the Japanese player must deduct 1 MSP permanently from his MSP total, and deduct 3 CP's. This process removes 1 level of "damage" from 1 APB. No limit exists to the number of APB steps that may be so-purchased in a single Strategic G/T.
Japanese APB's (amphibious transports) may be constructed normally (see Japanese Construction Costs chart). Construction of new APB's is a separate and distinct process from the above "repair" procedure.
Allied. The Allied player may likewise purchase APA/APB "repairs" by deducting 3 CP's. The Allied player may purchase no more than 3 APA/APB "repairs" per Strategic G/T.
[60.3] Japanese Captured MS
[60.3.1] Japan receives 6x MSP's following the initial capture of a Major Port, and 4x MSP's for each such Minor Port.
[60.3.2] These captured MSP's are placed as reinforcements, divided equally into 2 MSP portions (e.g., 3 increments of 2x MSP's for each major port; 2 increments of 2 MSP's for each minor port), which commence to arrive as reinforcements during the immediately-following Strategic G/T. The remainder arrive in increments during the following two cycles (major port captured MS) or the following cycle (minor ports).
[60.3.3] Arriving captured MSP's are placed directly into the Japanese strategic MSP pool total. They may not be received as tactical MSU's.
[60.4] Japanese CD Units
Japanese CD units that are not performing MS escort, and that end any active Naval Phase in a hex not containing a friendly port must immediately roll on the Critical Hit Table. In all other respects, CD units are treated as normal naval units.
[60.5] USN Motor Torpedo Boats (MTB'S)
US PT (in game terms, "MTB") boats function in some ways like subrons. MTB boats appear as MTB "points," like sub points. They are deployed in MTBRons (MTB Squadrons), as are subrons.
Player's Note: MTBRons function similarly to subrons. Players should consider MTBRon counters as MTBRon "main bases," as MTB searches (and attacks) may be launched a considerable distance (6 coastal hexes) from an MTBRon counter's actual location. This represents the normal USN practice of operating MTB's from "forward bases."
[60.5.1] MTB Deployment
During Strategic G/T's (Submarine Phase), the US player may deploy/redeploy MTBRons. To deploy a new MTBRon, a 1-time CP cost of 3 CP's applies if the deployment hex is a friendly linked port or anchorage. The CP cost is 4 if the deployment hex is a non-port hex.
The CP costs listed above apply regardless of the number of MTB points deployed in either new, or redeployed, MTBRons.
To redeploy (i.e., "move") an MTBRon costs 2 CP's, regardless of the hex type moved to, or the distance involved.
MTBRons may be deployed, or redeployed, in any linked, friendly-controlled coastal hex. Note: A countermix limit of 20 is the maximum number of MTBRons deployable by the USN.
Deployed MTBRons which become isolated are not required to redeploy. These MTBRons may remain in their pre-isolation deployment hex, but may not (unless again "linked") receive MTB point replacements. Thus, only new MTBRon deployments (or redeployments) are restricted to linked, friendly-controlled coastal hexes.
Multiple MTBRons may be deployed in the same hex, to a maximum of 4 in the same hex.
MTBRons exert no ZOC, but possess search ability (similar to subrons) out to a maximum of 6 coastal hexes. Not all of the coastal hexes from the MTBRon to the search hex need be coastal—but both the MTBRon base and the search target hex must be.
MTBRons may be redeployed (costing 2 CP's) by moving any distance. When done, 1/2 (rounded up) of its MTB points are returned to the MTB pool, as per subron redeployments.
MTB points in the MTB pool may be allocated to MTBRons anywhere on the map.
MTBRon deployment and redeployment is performed in the same Step Sequences as that for subrons (see 50.0 "F").
[60.5.2] MTBRon Composition
MTBRons are composed similarly to subrons, except the maximum amount of MTB points is 12.
There are no "dummy" MTB markers. The US player must record (as both sides do for subrons) the MTB point strength of each MTBRon deployed.
All MTB markers are deployed openly on the map. They are subject to attack by air, according to 60.5.6.
[60.5.3] MTB Search
MTBRons conduct searches similarly to that for subrons, but their search radius is limited to coastal hexes within 6 hexes of the MTBRon counter.
To conduct an MTB search on an enemy TF, take the number of MTB points in the searching MTBRon (maximum: 12), divided by 2 (rounding .5 up). From this total, subtract the distance, in hexes, from the MTBRon counter to the target TF. It is this number, or less, which must be rolled (1D6) for the MTB search to succeed. Apply a -1 DRM (i.e., a greater chance of success) to an MTBRon's search if at night.
Like subron searches, MTB searches may be conducted only once per enemy TF entering its eligible search radius. And, like subrons, MTBRons may conduct only 1 attack on any given enemy TF per Naval Phase.
[60.5.4] MTB Attacks vs. Task Forces
When an MTBRon successfully searches an enemy TF, the TF's owner must provide a "Report True" contact report. The MTB attack procedure then commences. First, the number of attacking MTB points are determined, then the TF's screen (and counter-attack, if any—to be applied later), then MTB attacks vs. individual targets, and finally assessment of damage to those targets.
MTB Points Available
To determine the number of MTB points from an attacking MTBRon that are available, the US player rolls 2D6. He applies a +1 DRM if the enemy TF attacked was previously located (i.e., it possesses a "located" chit or was successfully searched during that same Naval Phase—either by a friendly subron, or another MTBRon). An additional +1 DRM applies if at NIGHT. The modified DR result indicates the number of MTB points from that MTBRon which are considered "available" (maximum being 12).
TF Screen vs. MTB's
Unlike subron attacks, screening value is determined for the TF as a whole. No "defensive groups" are formed as in submarine attacks. This applies to resolution of MTB attacks also; the TF as a whole is targetable, not defensive groups.
The MTB screen strength of attacked TF's is determined according to the composition of that TF, and whether it is DAY or NIGHT.
Player's Note: Warships will have reduced screening values at NIGHT.
Two MTB Screen Tables exist: one for daylight attacks; the other for night (see charts).
Procedure, TF Screen. (Note that the MTB screening values of ships are not the same as those existing in screening enemy sub points).
After totaling the screen values present for his TF, the Japanese player rolls 1D6, cross-referencing the DR with the column corresponding to the strength of his screening force. The result is the number of enemy MTB points "screened" (i.e., prevented from attacking—as per submarine attacks).
Automatic Counter-attack on MTB's
If any of the MTB points of an attacking MTBRon were screened from attack, 2D6 are immediately rolled. If the number rolled is less than the number of MTB points screened off, the number of MTB points immediately sunk equals the amount rolled below the number of screened MTB points.
Example: If 6 MTB points were screened, a counter-attack DR (2D6) of "4" would result in the loss of 2 MTB points from that attacking MTBRon.
MTB losses from counter-attacks are in addition to any MTB points later lost in the conduct of those attacks perhaps dictated by the MTB Damage Table.
MTB Attacks
Non-screened MTB points present conduct attacks on enemy ships of the TF contacted.
To conduct an individual attack, the US player announces a target ship for that attack, rolls 1D6 for each MTB point available, and consults the Day or Night MTB Hit Table.
Player's Note: MTB attacks conducted at NIGHT have a greater chance of scoring hits against any surface TF.
If an "H" ("hit") is scored, the MTB Damage Table is consulted, and a 2nd D6 is rolled to determine the extent of damage (if any) to the announced target. A "---" indicates no effect. Parenthesized results indicate a potential loss to the attacking MTBRon. If a parenthesized result occurs, the damage to the MTB's target is applied, then 1D6 is rolled to determine the loss sustained by the MTBRon, in the number of MTB points "sunk."
Parenthesized results on the MTB Damage Table are applied to an attacking MTBRon only once. Subsequent parenthesized results obtained by MTB points from that MTBRon are treated as non-parenthesized results.
MTB targets are chosen as per submarine attacks, in that following a "hit" scored, 1D6 must be rolled. Only a "6" enables successive attacks against the same target.
[60.5.5] MTB Attacks vs. Enemy Subrons
If a Japanese subron conducts any successful search on a non-dummy TF in any coastal hex within a US MTBRon's search radius, the US player may conduct a search and attack (per 60.5.4) on that subron with the # of MTB's determined to be present (determined normally).
MTB searches use the contacted friendly TF's hex (not the enemy subron's location) to determine success.
DR's (1D6) are then made on the MTB Hit Table. The number of DR's made equals the number of enemy sub points determined as "available" (for their own attack on the friendly TF), or the number of MTB points determined as available—whichever is less. Note: Apply a negative DRM to an MTBRon's "available" DR equal to the distance from the MTBRon to the IJN subron's hex (not the TF contact hex).
If an "X" result is gained on the MTB Hit Table, that enemy subron's search is negated, and no other effects occur. If a "hit" is scored, 1D6 is rolled, for each hit achieved, on the MTB Damage Table, and the results applied immediately.
MTB's may only attack enemy subrons when they secure successful searches in a coastal hex within an MTBRon's eligible search radius. They may do so an unlimited number of times, in any G/T—each time an enemy subron does so.
[60.5.6] Air Attacks on MTB's
Air strikes vs. deployed MTBRons are conducted as normal air-naval strikes. Successful "contact" results must be obtained on targeted MTBRons beforehand. This "contact" result may arise from air search, or via an attack conducted by an MTBRon in the immediately-preceding Naval Phase.
Air strikes vs. MTBRons occur only during Air Phases; no "special strikes" are permitted.
Procedure: Air Attacks on MTB's
The Air/Surface Damage Table is used to resolve all air attacks vs. MTB's. All AP's conducting such attacks must use an attack altitude of LOW. After all air-to-air combat and AA fire (if any) have been resolved, surviving attacking AP's conduct an attack.
The (equivalent) Anti-ship value of AP's attacking MTB's is computed from the AP's collective Air Combat (not bombardment) value at LOW altitude, divided by 2 (rounded normally). Examples: 4x B5N Kate AP's—Air Combat value 3M—would be calculated as 4 x 3 = 12; divided by 2 = 6. 3x A6M2 Zero AP's at normal range—Air Combat value 5M—is calculated as 3 x 5 = 15; divided by 2 = 7.5, rounded up to 8.
The total equivalent Anti-ship value for all attacking AP's is used for one attack, conducted on the Air/Surface Damage Table. MTBRons are considered speed class "3" targets.
Air/Surface Damage Table, results. Using the equivalent Anti-ship value, if the combat result gained is greater than the number of MTB points present in the attacked MTBRon, subtract the number of MTB points from the combat result listed. The remainder is the number of MTB points sunk. If the combat result is equal to, or less than, the number of MTB points present, no MTB loss occurs.
Eligible Attacking Fighters. The number of Japanese FTR AP's eligible to attack an MTBRon is calculated after air-to-air combat. Only those FTR's in excess of the remaining Allied CAP AP's are eligible to join an attack on the MTBRon.
Examples, US MTBRon attack & Air attack vs. MTBRon (see Examples of Play Booklet)
[60.5.7] MTBRons occupying a hex captured by the enemy are returned to the US MTB pool.
[60.5.8] MTB Attrition
Like submarine attrition, MTB attrition is resolved with normal naval attrition.
Procedure: The US player rolls 1D10 during each phase naval attrition occurs. Reading "0" as "ten" (i.e., "ten percent"), the DR result indicates the percentage (rounded down) of his on-map MTB points that are lost—determined randomly. MTB points in the US MTB point pool are not subject to attrition.
[60.5.9] MTB Point Reinforcements
Newly-arriving MTB points are placed, during the Reinforcement Phase of Strategic G/T's, into the US MTB pool.
[60.5.10] Dutch MTBRons
Dutch MTB's function identically to USN MTB's. All preceding rules governing USN MTB's apply to the five Dutch MTB points. When the ABDA HQ is disbanded, or Java surrenders, all Dutch MTB points are removed (permanently) from play.
[60.6] IJN Hybrid Carriers
Beginning with cycle 0/7/42, the Japanese player may remove (from any major port in Japan) BB3 and/or BB4 (Ise & Hyuga) from the map and place them into production, in order to convert them into hybrid carrier (XCV) units.
[60.6.1] Each such conversion costs 2 PP's, and takes 7 cycles to complete. Each ship placed into production would be considered a naval unit, in regards to 53.7.1.
[60.6.2] XCV's are the only ships with both a surface attack/bombardment strength and an air capacity. Note: The number to the left of the a/c symbol (upper left) indicates these ships' surface bombardment strength; the number to the right their air capacity.
XCV's are considered carriers for all search and contact reports, and for deployment on the Air/Surface Tactical Display. On the Surface/Surface Tactical Display, they are considered to be combatant ships.
[60.6.3] All XCV's have an ASW screening value of 3 (under the normal carrier restrictions).
[60.6.4] Only AP's noted as seaplanes on the Japanese Air Point charts may be allocated to XCV's.
[60.6.5] XCV's roll for critical hits as carriers.
[60.7] Seaplane Tenders & Carriers
[60.7.1] AV's (Tenders) and Japanese CVS's (Carriers) act as floating airbases for seaplane AP's.
[60.7.2] AV's do not operate aircraft assigned to them while they are underway at sea. They must be in a linked port, anchorage, or coastal/atoll hex (with no enemy units of any type present there) in order to operate AP's. AV's operating AP's in non-port hexes must remain "activated" and "fueled" in order to operate AP's.
AV's occupying a friendly port or anchorage may operate seaplane AP's there. They need not be activated. If the port/anchorage hex is linked, AV's may operate up to triple their printed Air Capacities (as per 60.7.8, 2nd paragraph).
If the port/anchorage hex is not linked, AV's may still operate AP's up to their printed Air Capacities. Any excess seaplanes present are considered over-stacked, and ineligible to fly missions (other than to re-base) or contribute search values until & unless rebased to a linked airbase.
[60.7.3] CVS's may operate their seaplanes either as per AV's or, as long as they operate at speed class 1 or 2, they may operate their AP's while underway at sea (as per CV's).
[60.7.4] Any seaplane type, unless specifically prohibited by the rules, may operate from AV's and CVS's that are anchored (as in 60.7.2). Only single-engined seaplanes may be transported (crated or not) aboard them.
[60.7.5] CVS 1 (Chitose) and 4 (Chiyoda) are converted into CVL's 6 & 7, respectively, in 10/43, provided:
- They have not been sunk and
- They are withdrawn, in undamaged status, in 13/42. If withdrawn while damaged, their CVL counter enters in 10/43 with that level of damage.
Note: See Optional Rule 60.7.9 regarding CVS's 1, 3, & 4 as midget submarine carriers.
[60.7.6] Fueling of AV's & CVS's
AV's/CVS's operating seaplanes in non-port coastal hexes are considered "at sea" (though not necessarily "underway," for purposes of 60.7.2) and automatically active for the required number of Naval Phases, depending on their assigned speed class. As such, they must be "refueled" according to this schedule.
Refueling of these ships in such cases may be accomplished by one of two methods:
- By AO refueling
- By MSU's. MSU's of status "D2" or less may "refuel" at sea AV's & CVS's by paying a 10 MP cost x terrain value (non-mech ground MP costs) to "unload" such fuel.
AV's/CVS's which do not fulfill their normal fueling requirements while "at sea" are considered "unsupplied."
[60.7.7] AV's/CVS's operating seaplanes from friendly linked ports or anchorages are not considered "at sea" for fueling purposes.
As long as these ships occupy port hexes, they are immune from fueling and/or activation cost requirements.
[60.7.8] Seaplane Air Capacities
AV's/CVS's may transport a number of "ready-to-use" seaplane AP's equal to their printed Air Capacity. They may carry (while crated), and crate/uncrate double their Air Capacity in seaplane AP's in lieu of their normal Air Capacity.
When operating at speed class 2 or 3, any AV may be used to base a number of seaplane AP's equal to its Air Capacity in any coastal/island hex, and equal to triple its Air Capacity in any friendly port/anchorage hex.
AP's based on AV's/CVS's may be used for air search, escort, normal CAP, Cover & Naval Cover CAP, and may be assigned strategic-role ASW missions. AP's based on AV's operating at speed class 1 may be used only for air search.
Any damage level present on an AV or CVS reduces its Air Capacity to "0."
[60.8] Seaplane Bases
Linked coastal hexes and anchorages may be used to operate seaplanes, if a seaplane base is constructed there. Seaplane (S/P) Bases may be either Level-1 (allowing the basing of 5 seaplane AP's) or Level-2 (allowing the basing of 10 seaplane AP's. Level-2 S/P bases may be built in non-port hexes only by US ENGR's.
Player's Note: Thus, any Japanese S/P base of Level-2 must occupy a port or anchorage—or must have been captured.
Major ports (with an unlimited seaplane basing capacity) and Minor Ports (equivalent: Level-1 Seaplane Base) serve as S/P bases in and of themselves. Seaplanes based at port hexes (as inherent S/P bases) do not count against any regular airbasing capacity present in that port's hex.
[60.8.1] Coastal (Non-port) Hexes
During Engineering Segments, S/P bases may be constructed in friendly linked coastal hexes, by ENGR's only. If an ENGR is present, the CP cost for construction is 1 CP per G/T. The ENGR unit is "activated" normally, but the construction cost of 1 CP applies each G/T until the S/P base is completed.
Construction time is 2 G/T's for each level (i.e., construction of a Level-2 S/P base in a non-port hex requires, with 1 ENGR only present, four weeks' construction time).
As per A/F construction, multiple ENGR units present (and activated) may decrease required construction time by 1/2 (rounded up). Note that each ENGR must "spend" 1 CP each G/T of construction.
[60.8.2] Port Hexes
S/P bases constructed in Minor Port hexes add to that port's S/P handling capability. S/P bases may be constructed in Major Port hexes—even though these ports function as unlimited S/P bases by themselves. If a S/P base is constructed in a major port hex, it serves as a separate installation for enemy bombardment targeting purposes.
Construction of S/P bases in linked port/anchorage hexes is faster and cheaper. Construction of S/P bases in ports/anchorages may be accomplished by non-ENGR ground units. The construction time, in G/T's to complete the base (each level of) is calculated as: "14/TQ (rounded up)"
Example: A non-ENGR unit with a TQ of "5" would take 3 G/T's to complete a Level-1 S/P base (14/5 = 2.8, rounded up to 3).
1 CP must be spent per G/T, per unit, to initiate or continue construction, and all such units must be "activated." Non-ENGR units may not construct Level-2 S/P bases.
If ENGR's are present, construction time required is only 1 G/T per level. No CP costs are required, but the unit(s) performing the construction must be "activated."
Note: Two ENGR units present & activated in a port/anchorage hex may construct a Level-2 S/P base in a single G/T (as each contributes 1 weeks' worth of construction time).
[60.8.3] Seaplane AP's deployed at S/P bases conduct operations as if they were assigned to a normal airbase. Thus, they may fly any mission they are otherwise entitled to.
[60.8.4] Seaplane Base Damage & Repair
S/P bases are targeted (for bombardment purposes) and repaired as are ports.
[60.8.5] AA Value
S/P base AA value is computed as the S/P base's level (as a normal A/F level—i.e., either "5" or "10"), plus 1/2 the port's value (rounded down).
[60.8.6] Capacities: Isolated Bases
Isolated S/P bases' seaplane Air Capacities are halved (rounded down).
[60.9] USS RANGER
Through cycle 8/42, the US player may acquire the use of US CV4 (Ranger) via a combination of CV sinkings and a die roll.
The US player may roll 2D6 each Strategic G/T. If the total number of US CV's sunk is equal to, or greater than, the DR result, CV4 enters immediately in the East Coast USA Global Holding Area. Apply the following DRM's (respective CV differential sunk):
- +1 Each USN CV sunk/bottomed in excess of the # of IJN CV's.
- -1 Each IJN CV sunk/bottomed in excess of the # of USN CV's.
The US player may place whatever carrier air block AP's he wishes aboard CV4, up to her Air Capacity, as long as the deployment does not conflict with the current (by date) Air Block Composition Schedule.
[60.9.1] Restrictions & Duration
This process applies through the end of cycle 0/8/42, then may never recur. If the Ranger is deployed to the Pacific via this process, she must be withdrawn (i.e., transferred back to the Atlantic Fleet), permanently, upon the arrival at any Pacific port (not including the USA West Coast Phase Holding Area) of the first US "Essex-class" CV.
[60.10] German Surface Raiders
In order to protect the trade routes around the Horn of Africa from German surface raiders, the Allied player must keep the indicated number of capital ships (and/or carriers and CL's) in the African Coast Phase Holding Area of the Allied Off-map Movement Display. These ships must be capable of operating at speed class 3. Ships undergoing Yard Periods in this area do count towards the required "garrison."
Allied CV's allotted to this task count double. Dutch ships may not be used for this purpose. Allied CL's (with speed classes of "3") may also fill these garrison requirements:
| Cycles | # of Ships |
|---|---|
| 13/41 | (None) |
| 1/42-4/42 | 6 |
| 5/42-13/42 | 8 |
| 1/43 + | (None) |
[60.11] Allied MS Transfers
The Allied player must, at certain points in the war, remove MSU's (in terms of Load Capacity)—reflecting inter-theater transfers.
These transfers are one-way; no MSU or APA removed is returned to the P.T.O. They are, however, returned to the US force pool—and are buildable from there.
The Allied OOB/Reinforcement Schedule lists the four removal cycles, as a reminder. MS removals is via random DR (2D6), according to the following schedule:
ALLIED MS REMOVAL TABLE
| DR | 7/42 (1) | 3/43 (1) | 6/43 (2) | 2/44 (2) |
|---|---|---|---|---|
| 2 | .50 | .50 | --- | .45 |
| 3 | .50 | .40 | --- | .40 |
| 4 | .50 | .30 | .20 | .40 |
| 5 | .50 | .30 | .20 | .35 |
| 6 | .40 | .25 | .20 | .30 |
| 7 |
Notes: 1) CW MS load capacity removed = 1/4 US total removed (rounded down). 2) CW MS load capacity removed = 1/2 US total removed (rounded down).
Results (Allied MS Removal Table): Percentages on the table above represent the percentage of each nationality's on-map MS strength (in load capacity). Note that this includes MSU's wherever situated—in port, at sea, in MS pools, etc.
[60.11.1] The Allied player may choose to remove APA units in lieu of tactical MSU's. APA's count as double their load capacity towards satisfying required withdrawals.
[60.11.2] MSU's removed may be of any status (i.e., full, D1, D2, D3), as long as the required amount of Load Capacity is removed.
[60.11.3] Calculation of required withdrawals is done prior to any reinforcements arriving for the cycle in question.
[60.12] US Engineer Special Brigades (ESB's)
The US OOB adds three distinct APB's (#'s 11, 12, & 13; arriving 0/4/43, 0/10/43 & 0/5/44, respectively). These ships represent inherent amphibious shipping permanently attached to US Army HQ's.
ESB APB's are, in game terms, permanently attached to the US 7th Fleet HQ. They function identically to normal APA's, with four exceptions:
- They may never enter or traverse a non-coastal sea hex.
- The CP cost to activate them is 1 CP.
- They may be rebuilt if lost
- They may be activated only by the US 7th Fleet HQ.
[60.13] Japanese Fuel Shortages
When the Japanese MSP level reaches below 350, all Japanese TF movement abilities, in terms of MP's, are reduced, as follows:
| MSP Level | Reduction Schedule |
|---|---|
| 300-349 | A |
| 250-299 | B |
| 200-249 | C |
| below 200 | D |
Reduction Schedules (MP's per active phase)
| Speed Class | A | B | C | D |
|---|---|---|---|---|
| 1 | 66 | 58 | 50 | 42 |
| 2/3 | 100 | 88 | 76 | 63 |
| Subs* | --- | -1 | -1 | -2 |
*Apply listed DRM's to all IJN subron sub point available DR's (when attacking).
The above restrictions apply for as long as the Japanese MSP level remains below 350. Exception: 60.13.1, Optional Rule 60.22.
[60.13.1] Emergency War Reserve
The Japanese player may mitigate the fuel shortage effects by exchanging CP's held in his Emergency War Reserve (EWR) Pool for additional Naval MP's.
Procedure: Each TF which sorties under fuel shortage conditions may have its MP's increased as follows:
- Divide the number of CP's taken from EWR by the TF's combined CP activation cost.
- Increase the TF's reduced MP capability by the result obtained, dropping fractions. The maximum a TF's MP allowance may be increased is equal to the normal maximum MP allowances (i.e., "84" for speed class 1; "126" for speed classes 2 & 3).
Example (see Examples of Play Booklet).
[60.14] USN Mobile Service Bases
Available for construction commencing 1/44, the US player has 5 Mobile Service Bases (MSB's) available.
[60.14.1] MSB's may be constructed in any linked hex containing an anchorage or port. Construction of MSB's requires at least one activated US ENGR, with times for completion depending on the number of ENGR's, and the CP's devoted (in total, at any point) to the task (see Engineering Tasks Summary).
[60.14.2] Cross-reference the number of CP's spent with the number of activated ENGR units. The numbers listed indicate the time (in G/T's) required to complete the MSB.
The number of ENGR's activated is a one-time cost. Though these units need not be "activated" each weekly G/T in order to complete the construction, they must remain present at the base construction hex until it is completed.
[60.14.3] MSB Effects
USN and attached Allied ships activated by US Fleet (or Combined) HQ's occupying MSB hexes receive the following benefits:
- Decreased TF fueling requirements: a) Speed Class 3: May remain active for four active Naval Phases. b) Speed Class 2: May remain active for six active Naval Phases.
- US AO's activated at MSB's pay activation costs as if the hex were a Major Port (see Activation Costs Summary; charts).
- If Optional Rule 38.4 ("Port Activation Limits") is in effect, deployed MSB's reduce Supply Base distance penalty categories by 1. Example: Category "B" becomes cat. "A;" Category "A" would not apply.
[60.14.4] Restrictions
The US player is limited to 5 functioning MSB's. As long as all are in play (or in play and under-construction), construction may not commence on others. MSB's may be voluntarily dismantled during any G/T, enabling construction to begin on another.
MSB's may be targeted via bombardments separately as if they were ports. As long as they possess any level of damage (including "suppressed"), they cease to function.
MSB's are entirely separate and distinct from Supply Bases (32.0). Neither has any effect on the other, though they may often be co-located.
Player's Note: If Optional Rule 38.4 is in effect, co-locating MSB's with US Supply Bases, especially later in the war, substantially increases a port's capability to operate ships.
[60.15] Operation "Ironclad"
Sometime in 1942, the CW player must conduct Operation "Ironclad" (the British occupation of Vichy-held Madagascar) by removing, temporarily, the following ships from his OOB:
- CV's Indomitable & Illustrious (with their full air complements)
- BB Ramillies
- 1x CA (any)
- 1x DD
Operation "Ironclad" may be conducted during any cycle of 1942, commencing with cycle 5/42. The above ships are removed for one consecutive three-week period—they can be any the CW player desires. Upon completion of this operation, these ships are returned to play, arriving as normal British naval reinforcements.
If, due to losses or damage, one or more of the required ships is unavailable, the CW player must substitute a "like-type" ship, if possible.
Upon completion of this operation, the CW player announces this fact openly. This announcement must be made prior to the return of any of the involved ships. When announced, the Japanese player has the option of declaring a special midget submarine attack on these British ships. To do so, he must remove 2 sub points from the nearest (to any African Coast mapedge holding area) on-map subron. These sub points are added to the Japanese sub point pool. 1 CP must be spent, and two separate midget sub attacks may be made. The provisions of 22.10.1 apply, except that in this case, the midget subs' targets must be chosen randomly.
This special midget sub attack is voluntary and, if declared, does not count against the allotted two regular Japanese midget sub attacks.
[60.16] Expanding Allied SUBRON Squadrons
Beginning with cycle 0/1/44, the Allied player may "expand" his submarine squadrons (in both tactical and strategic subrons, if desired), so that they contain a maximum of 12 (rather than six) sub points. Such expanded squadrons (and the subrons they compose) have the usual ZOC and use the same search and attack procedures as before, except that the Allied player rolls 2D6 when determining the number of sub points available.
Note: The search of a 12 sub point squadron will always be successful, since the Allied player would always have a search point total of at least "6."
[60.17] CW Sub Operations
CW subs (including any Dutch sub points "absorbed" by the CW following the disbandment of the ABDA HQ; see 22.15) operate as normal Allied (CW) sub points.
CW subs are never subject to the "US dud torpedo" rule (22.12), but if employed in strategic subrons (of which British "T" class subs may do without restriction), CW subs receive no bonus; they act as normal US sub points according to the timelines governing the Japanese MS Attrition Table.
CW sub points must be segregated from US sub points, and a separate sub pool established for CW sub points if they are operated in tactical roles. CW sub points may never be part of a US subron, and vice-versa.
CW "T" class subs must form separate subrons from "S" class subs. Only CW "T" class subs may be allocated to strategic subrons.
CW sub points may operate from any CW-controlled (including Australia) sub base.
[60.18] Allied Carrier Ferries
Allied carriers may be used as "aircraft transports" in order to carry land-based AP's that would otherwise have to be crated to move by sea. In addition to (Exception: see Note, below) their normal Air Capacity, Allied carriers may transport AP's according to the following schedule:
| Carrier's Air Capacity | Type of Air Point Carried: F, FB, D, T or B | B (B-25, B-26, A-20, B-18) |
|---|---|---|
| Less than 3 | (None) | (None) |
| 3-4 | 2 (4) | 1 (1) |
| 5-14 | 4 (8) | 2 (2) |
If the carrier's Air Capacity is not being used (i.e., no carrier-trained AP's are deployed aboard), the number of AP's in parentheses may be transported instead. While a carrier is functioning as an aircraft transport, no AP's deployed aboard may perform any missions other than "flying off" (see 60.18.1).
AP's to be ferried in this fashion must be loaded aboard their carrier transports in port. No MP penalties accrue from such "loading."
Note: British CV & CVL's may not function as aircraft transports if any British carrier-trained carrier block AP's are deployed aboard.
[60.18.1] "Flying Off"
Non-carrier-trained AP's being ferried by carriers may conduct strikes from the carriers, but they may not be plotted to return to the carrier (i.e., they may take off but not land). Carriers may "fly off" their entire deck-load of planes being transported.
After all non-carrier-trained AP's have flown off the carrier, any carrier-trained AP's still deployed aboard revert to functioning normally.
[60.18.2] Conventional Off-Loading
Ferried AP's not "flown off" may be off-loaded in ports as if the AP's embarked were an item of cargo aboard MSU's (but suffer no "uncrating" operational time penalties).
[60.19] Carrier Air Operations in Port
Carrier AP's, while their carrier occupies a port, may be considered to occupy the airbase (if any) present in the port hex. Any currently unused airbasing capacity of that port's A/F hex is considered to contain carrier AP's (in whatever fashion desired by the owning player), up to the maximum basing capacity of that A/F.
Carrier-based AP's (temporarily) based ashore in this fashion are limited to providing normal CAP over that base, Cover CAP (5.3.2), and Naval Cover (5.3.4). They may not perform any other combat-related activities.
Rebasing carrier AP's aboard their carriers when they sortie is automatic—they need not be "flown out" to sea.
[60.20] Ship AA Upgrade
The reverse of ships' counters may contain periodic AA upgrades. If a specific month is listed for a ship, AA upgrade is automatic for that year, and is effective, in game terms, as of that calendar date.
If only a year is listed, AA upgrade is effective:
- If that ship has undergone its Yard Period for that year or
- If that ship arrives as a reinforcement anytime during a listed year, or after.
[60.21] Doolittle Raid
[60.21.1] The Doolittle Raid may be launched at anytime in 1942. Special naval movement and search procedures govern its launching TF's movement prior to, and following, the raid.
[60.21.2] The Doolittle Raid involves a carrier-launched US B-25 bombardment strike against a Japanese Industrial or Homeland Resource Center. A maximum of 2 US B-25 AP's may be deployed, aboard 1 CV, for this raid. These B-25 AP's arrive "for free," and may be deployed aboard a US CV either at Pearl Harbor or the W. Coast USA Phase Holding Area, at any time.
B-25 AP's deployed do not count against the carrier's Air Capacity (whether standard or maximum capacities are used); they are, rather, a special addition to it. The carrier's regular (carrier) AP's may not, however, be operated as long as the B-25 AP's are deployed aboard.
[60.21.3] The Doolittle Raid TF (however constituted) is an exception to normal naval movement plotting and execution rules, specifically regarding its ability to void its plotted mission. If the Doolittle Raid TF is located via air search or sub contact, the US player has the option of voiding (at the moment of location) the TF's plotted move—altering it as necessary and continuing its mission with a new plot designated.
The Doolittle Raid's B-25 air strike may be launched immediately, if desired; thereafter the TF is free to execute its (new) mission plot.
[60.21.4] Doolittle Raid Air Strike
Doolittle B-25's may not be intercepted nor engaged in air combat. They are also immune from AA fire. The air strike may be launched during any Air Phase.
Doolittle raiders resolve their bombing attack (collectively against a single target or individually against two) on a Japanese Industrial or Homeland Resource Center normally, using the Bombardment of Ports & Airbases Table. They receive a special +3 DRM to their attack.
If an "S" or higher result is gained, the Doolittle Raid is considered as "successful." No actual damage occurs to the target(s), but the following results occur:
- A. The US player is automatically the "1st player" in the immediately-following Naval Phase.
- B. The Japanese FTR air garrison requirement (see 48.1.2) is increased to 20. Note: This occurs regardless of the "success" status of the mission (i.e., a hit need not have been scored).
- C. The Strategic Initiative Level is immediately moved 3 boxes to the left (Allies' favor).
- D. The US player rolls 1D6 (secretly, if desired). The DR result indicates the number of "Doolittle Raid SI +1" Strategic Intelligence counters he may place on his Turn Track, 1 per cycle, beginning with the immediately-following cycle. The effects of these counters is to add "1" (to a maximum level of "4") to the Allied SI level drawn for that cycle.
[60.21.5] If a hit is not scored on the Doolittle Raid, results "A" & "D," above, do not occur. Result "B" does occur. Result "C" may occur, but is dependent upon a roll of 1D6:
DOOLITTLE DR TABLE
| DR | SI Mkr Moved |
|---|---|
| 1 | --- |
| 2 | +1 Allied |
| 3 | +2 Allied |
| 4-6 | +3 Allied |
[60.21.6] The Doolittle Raid is a one-time event. It may never recur, regardless of results gained.
[60.22] IJN "Ferry-Role" Carriers
Those IJN CVE's (2, 3, & 4) with "F" ("Ferry") counter designations have restricted abilities to operate aircraft. Carrier-trained (CT) AP's deployed aboard these CVE's may fly missions only via "flying off." The procedures are identical to 60.18.1, but without reference to other AP's deployed aboard.
These carriers' AP's may also be conventionally off-loaded (per 60.18.2).
[61.0] SPECIAL RULES: AIR
[61.1] Crating Air Points
In order to be transported as cargo (by MSU's), AP's must first be "crated" (i.e., dismantled for shipping). Note: See 60.7.8 regarding transport via seaplane carriers. Crating may be done at any friendly airbase/port to which the AP's are currently assigned.
[61.1.1] While crated, AP's are not subject to attrition, as long as they have been crated for at least three consecutive Air or Naval Phases.
[61.1.2] The number of crated AP's that equals one Load Point for transport load capacity purposes varies depending on the air block type. This is listed on the Air Point Charts (Note: where applicable, round fractions up).
[61.1.3] Costs in loading and unloading AP's are borne by the transporting MSU's, in terms of Naval MP's. To load, or unload an Air Load Point costs 10 Naval MP's.
[61.1.4] In order to "debark" crated AP's in their destination ports, MSU's must have sufficient MP's remaining—or must have been deactivated in the preceding Naval Phase.
[61.1.5] Air block Load Points are always computed separately; they may not be combined with different air blocks in constituting a single Load Point. For example, 3 Japanese FTR AP's (at 4 AP's per Load Point) could not be combined with 1 BMR AP (at 2 AP's per Load Point) to constitute a single Load Point. In this case, the AP's of each air block constitute a single Load Point (totaling 2).
[61.1.6] When AP's are debarked (still "crated"), unless they were transported via AV or CVS (see 60.7.8), they are not immediately available for employment. All such AP's have "uncrated" markers placed atop them as they are unloaded as cargo during a Naval Phase.
When initially uncrated, the markers are placed with the "2" side up (indicating a delay of two following Air Phases). At the end of the next Air Phase, the marker is flipped to its "1" side. Then, at the end of the next Air Phase, the "uncrated" marker is removed, indicating that the AP(s) is available for use during the following Air Phase.
Player's Note: Though not specifically proscribed by the rules, it is not (obviously) intended that sides "crate up" AP's and essentially store them inside ships to avoid attrition loss. Accordingly, crating of AP's should be done solely for legitimate sea transport purposes.
Example (see Examples of Play Booklet)
[61.2] KAMIKAZE Strikes
Player's Note: Toward the end of the war, the Japanese desperately sought to halt the Allied advance through the use of suicide aircraft known as Kamikaze ("Divine Wind"). Kamikaze strikes are a form of naval air strike.
When the Strategic Initiative Level reaches "2" in the Allies' favor, and the Japanese "Inner Defense Perimeter" (see 62.2) has been breached, the Japanese player may initiate Kamikaze strikes.
The Japanese player may initiate Kamikaze strikes earlier, once the SI Level first reaches any level in the Allies' favor, if 62.2 applies. He may do so at any time these conditions are met. If Kamikaze strikes are initiated prior to the SI Level reaching "+2 Allied," the Japanese player must, upon initiating the first Kamikaze strike, roll 1D6. The DR result indicates the SI (Strategic Initiative) shift immediately applied, in the Allies' favor.
Kamikaze strikes are plotted and executed in the same basic manner as Naval Strikes, but several special rules apply. Among them are the provision that Kamikaze Strength and Kamikaze Range of the assigned AP's are used—in place of normal values. Additionally, since Kamikaze tactics depend on actually crashing the attacking aircraft into the defending Allied ship, generally all Kamikaze AP's are immediately eliminated following the completion of their attack, regardless of the results of that attack.
[61.2.1] Kamikaze Assignments
Once Kamikaze strikes are initiated, the Japanese player may allocate a maximum of 10% of his total currently-deployed land-based AP's (of all non-cargo-types) to Kamikaze strikes, during any given Air or Naval Phase. This total is calculated, "from scratch," at the beginning of each Air (or Naval, in the case of special strikes) Phase. In 1945, this percentage is raised to 20%. Kamikaze strikes may not be launched from carriers.
Exception: The above per-phase restrictions are lifted, permanently, if any Allied ground unit occupies any Japanese Homeland hex—no matter when this occurs.
Once initiated, the ability to launch Kamikaze strikes remains in effect for the duration of the war, even if Japan should restore its Inner Defense Perimeter.
As initiating Kamikaze strikes has an effect on Japanese surrender, the Japanese player may of course decline to initiate Kamikazes. He could later choose to initiate them at any time, so long as the conditions triggering them are still met.
[61.2.2] Trained AP's used as Kamikazes use the Air Combat Strengths as listed on the Kamikaze Air Point Charts. Untrained Kamikaze AP's have these values halved, rounded down—to a minimum of "1."
[61.2.3] AP's making a Kamikaze strike use the Dive-Bomber/FTR-BMR approach mode when AA fire is resolved against them. They use the LOW Attack Altitude when resolving combat on the Air/Surface Tactical Display.
[61.2.4] Certain Japanese AP's have 2 Kamikaze strengths. The first indicates their Kamikaze strength when performing Kamikaze strikes within their Normal or Extended Range; the second is their Kamikaze strength when performing strikes at their Kamikaze Range.
[61.2.5] "Aborted" Kamikazes
A. Air-to-air combat
In air-to-air combat, all "abort" results against Kamikaze AP's at Kamikaze Range (i.e., beyond their indicated "XTD" range) are treated as "eliminated." As such, the Allied player may add the "elim" and "abort" results together, into one total, before allocating losses to Kamikaze AP's at Kamikaze range. Example: A combat result of "5/1" against attacking untrained Kamikaze AP's (with an Air Combat Strength of "1"), all at Kamikaze range, results in the elimination of 6 AP's.
Air-to-air "abort" results against Kamikaze AP's launched within their "XTD" range may result in unpredictable results. For each affected AP, the Japanese player rolls 1D10. If the DR is less than the attacking Kamikaze's Air Combat Rating, the "aborted" result is treated as "no effect" (the AP continues on towards the target). If the DR is equal to the rating, the AP is aborted normally, and returned to base. If the DR is greater than the rating, treat the "abort" result as "eliminated."
Player's Note: Contrary to popular belief, many Japanese a/c launched as Kamikazes did in fact return to base, if the launch range was not too great—and their luck held out.
B. AA Fire
Treat all "abort" results via AA fire vs. Kamikazes similarly to (A), above. Exception: A DR (1D10) that is equal to, or less than the AP's Air Combat Rating is treated as "no effect." A DR greater than the rating is treated as an "eliminated" result.
[61.2.6] AA Adjustments: Kamikazes
If an attacking Japanese air strike wave consists of Kamikaze AP's (entering the display at DB/FB approach mode), and any other AP attack type (i.e., non-Kamikaze), at any other approach mode, the 1 Column Shift (left) for "more than 1 approach mode" applies.
[61.2.7] Kamikaze Damage Inflicted
The amount of damage points achieved (on the Air/Surface Damage Table) by Kamikaze strikes on certain Allied ships is adjusted as follows:
| Ship Type | Adjustment |
|---|---|
| All DD, DE types | Plus 25% |
| CW CV, CVL | Minus 50% |
| CW CVE | Minus 25% |
Note: Round all fractions down.
[61.2.8] Kamikaze AP's may never attack during air-to-air combat.
[61.2.9] Only AP's with a listed Kamikaze strength and range may perform Kamikaze strikes. Allied AP's may never perform such missions.
[61.2.10] Eliminated Kamikaze AP's may not be replaced. Thus, the combat loss of these AP's does not result in movement of any "Air Point (type) Eliminated" marker.
[61.2.11] USN Radar Picket DD's
Commencing with the cycle following the first Kamikaze air strike, and in order to counteract them, the US player may deploy Radar Picket DD TF's, as a special "screen" against Kamikaze attacks.
Radar picket DD TF's must contain a minimum of 3 DD's (not DE's). They may be initially part of, then detached from, USN TF's as they move (an exception to the normal TF Reorganization requirements.
Picket DD's must remain within one hex of a TF in order to screen it. Any Kamikaze strike which overflys, or flies within two hexes of a picket DD TF, is considered "screened" by the picket DD's.
Prior to resolving air combat between Allied CAP and a picket-screened Kamikaze attack, the Allied player rolls 2D6. He receives a column shift (right) equal to the DR differential, in resolving his air-to-air attacks vs. that Kamikaze strike.
When formed, picket DD TF's comprise a separate TF, with its own TF card, assuming the fuel status of the detaching TF. Its mission is "MOVT/SCREEN."
[61.2.12] Japanese "Baka" Bombs
Japanese Kamikaze attacks by MXY7 (Ohka; or derisively named "Baka" by the Allies) AP's occur via a special process.
"Baka" bombs must be carried by G4M Betty AP's. Each G4M AP may carry 1 "Baka" bomb AP.
G4M's (G4M2's in 1944; G4M3's in 1945) possess special "transport" ranges (see Kamikaze AP charts). G4M's must transport their "Baka" bombs to an Allied TF target hex, and survive CAP in that hex (they are not subject to TF AA fire) in order to launch their transported "Baka" AP's.
"Baka" Attack Procedure. "Bakas" successfully released all attack individually. Prior to resolving AA fire, the Japanese player rolls 2D6. On any DR of "2" or "12," the Japanese player may nominate the target ring for the attack. Otherwise, the target must be either the inner or outer ring.
If the target ring is to be the inner or outer ring, the Japanese player rolls 1D6. On a DR result of "1-2," the inner ring is the designated target; on a DR of "3-6," the outer. If the target ring, as determined, has no ships, there is no attack—the attacking "Baka" AP's attack is considered to have failed.
Determine AA effects against a target ring normally, except that only the immediate target ring fires. Use the "1-2" AP's attacking column, against a MEDIUM altitude approach mode. Only AA "eliminated" results affect the attacking "Baka."
If an attacking "Baka" survives AA fire, determine its target within the designated target ring randomly, amongst all ships present, as follows:
- Enumerate all ships present as #'s 1 - ?.
- Roll 1D10. If the DR result equates to an enumerated eligible target ship, that ship will be attacked. If not, no attack occurs—the "Baka's" attack has failed.
Example: If a targeted inner ring slice (or core) has four ships, they are numbered 1-4, randomly. On a DR (1D10) of "1-4," one of these ships may be attacked. On any other DR result, the attack automatically fails.
Surviving "Baka" AP's then conduct their attacks, as if they were a normal air-surface attack, using an attack altitude of LOW; applying rule 61.2.7.
[61.2.13] Japanese AP Reserves
During any Strategic G/T, after the first successful (defined as any damage inflicted upon an Allied ship by one) Kamikaze mission, the Japanese player gains the option of mobilizing the bulk of the remaining Japanese "training" and "reserve" aircraft establishment, as special air blocks.
Each block withdrawn costs 1 Japanese CP plus 1 PP (exception: if Japan is unable—for whatever reason—to produce PP's, the PP requirement is waived). In addition, the first time the Japanese player "purchases" such air blocks, the Air Point Training Schedule (see 58.4) for all Japanese air block types is increased by one cycle, permanently. The Japanese player must record this, and adjust any scheduled air block reinforcements on his OOB/Reinforcement Schedule, by "pushing them back" one cycle.
For each subsequent (i.e., after the 1st) training air block released, no additional time is added to Japanese AP training schedules but, in order to avoid the "cycling behind" (as above) of all air blocks currently on the Reinforcement Schedule, the Japanese player must immediately expend 1 PP (above PP waiver applies) + 2 CP's for each block he wishes to maintain "on schedule."
Japanese Emergency Training Air Blocks are constituted as follows:
JAPANESE EMERGENCY TRAINING AIR BLOCKS: KAMIKAZES
| AP Type | Thru 4/45 | 5/45+ |
|---|---|---|
| Ki-27 Nate | 2 | 1 |
| A5M Claude | 1 | 1 |
| A6M3 Zero | 2 | 1 |
| A6M2-N Rufe | 1 | 1 |
| F1M2 Pete | 1 | -- |
| E13A1 Jake | 1 | 1 |
| Ki-43 Oscar | 2 | 1 |
| Ki-45 Nick | 1 | -- |
| J1N1 Irving | 1 |
When emergency training air blocks are released, they are constituted as above, depending on the date released (i.e., "purchased").
Emergency air block AP's are not required to be expended as Kamikazes, but (of course) they may be.
The Japanese player may remove a maximum of 1 such air block per cycle. Immediately after withdrawing the 1st (and all subsequent) such air block, the Japanese player rolls 2D6. On a DR of "7," he must, in order to free subsequent training air blocks, roll another "7." If unsuccessful release DR's are made, no CP's/PP's are spent in the effort. The Japanese player must make this "release DR" following the successful withdrawal of each emergency training air block.
Pilot Status. All emergency training AP's arrive, in airbases in Japan, as "green."
Player's Note: These units represent the "scraping of the bottom of the barrel," which the Japanese were relegated to in a desperate effort to fill out the rapidly-thinning Kamikaze ranks. For the most part, these aircraft were obsolete, but effective as Kamikazes.
[61.2.14] Operation "Tan"
Once Kamikaze strikes are initiated by Japan, Japanese non-seaplane land-based BMR block AP's may initiate 1-way suicide bombardment air strikes vs. land targets as well.
All Kamikaze rules apply equally to these strikes. Attacking BMR's which survive CAP & AA conduct bombardment strikes using their Extended-Range Bombardment Values, as if the strike were a normal one. Following the attack, though, all striking BMR's are eliminated.
Use attacking BMRs' Kamikaze Range as the maximum range allowable. Note: G4M2 Betty AP's use the G4M3 Kamikaze range.
[61.3] Seaplanes
Seaplane AP's are marked as such on each sides' Air Point charts. Unless specifically noted, seaplanes must be based at seaplane bases (see 60.8). Those AP's (e.g., PBY) noted may operate either from seaplane bases or from normal A/F hexes.
Seaplanes based at both A/F's and seaplane bases may be attacked by normal bombardment and strafing procedures.
[61.4] Fighter-Bombers
Fighter-Bomber (FB) AP's operating in their FB role resolve air-to-air combat defensively using their FB Air Combat Values. After receiving an enemy air-to-air attack, FB AP's (all or some) may choose to "jettison their bombs" and immediately revert to their FTR role. They would then attack the enemy AP's using their normal Air Combat Strength; afterwards they would return to base without completing their plotted strike.
Alternately, such AP's may choose to retain their bombs and continue their plotted strike. They would then attack their plotted target, as FB's.
[61.5] Alternate Airbases
AP's performing a strike that are plotted to return to an airbase that receives any damage level during the same phase may instead return to some other friendly airbase within their range, as if they were plotted to perform a Strike Transfer. (This rule becomes especially important when carriers are sunk, and the AP's allocated to them must seek an alternate place to land).
[61.6] US B-26'S: Attrition
[61.6.1] US Tactical Air Block Attrition
US B-26 AP's must contribute the first AP "attrited" from US Tactical Air Blocks, during each cycle (see 37.1.3).
[62.0] SPECIAL RULES: MISC.
[62.1] US Command Delineation: MacArthur/Nimitz
When the US Southwest Pacific (S.W. Pacific) HQ is initially deployed, the US SW Pacific Force Naval HQ arrives with it, commanded by Adm. Leary.
Ground units activated by, or only capable of being activated by, the SW Pacific HQ may be sea-transported only by naval units activated by the SW Pacific Force HQ.
In addition, any ships (regardless of type) comprising such TF's (i.e., including escorts, if any) must be activated by that HQ.
[62.1.1] SW Pacific Force HQ
This HQ is unique among Fleet-type HQ's, in that it is a permanent appendage of the (senior) US SW Pacific HQ. If the SW Pacific HQ is moved, the SW Pacific Force HQ may be moved along with it, for no additional CP cost. This HQ is not required to remain with the SW Pacific HQ.
[62.1.2] 7th Fleet HQ
The SW Pacific Force Fleet HQ is replaced in cycle 0/1/43 by the US 7th Fleet HQ (commanded by Adm. Carpender). The US 7th Fleet HQ functions identically to the SW Pacific Force HQ.
[62.1.3] US Combined HQ's are eligible to activate ships within the SW Pacific Force or SW Pacific HQ's Command Radius without penalty, except for the above restriction regarding transport of SW Pacific-commanded ground units.
[62.1.4] SW Pacific HQ: CP Restrictions
If a US Combined HQ exists (e.g., South Pacific) within the Command Radius of the SW Pacific HQ, and Gen. MacArthur is in command of the SW Pacific HQ, the US player is bound by certain CP allocation restrictions.
During any Strategic G/T, as long as these conditions exist, the US player may not allocate CP's to those 2 HQ's in excess of a 2:1 ratio in favor of either HQ. For purposes of this rule, both the SW Pacific Force Naval & the 7th Fleet HQ's are considered part of the SW Pacific HQ.
Note: This restriction is lifted, permanently, commencing with G/T 0/5/43.
[62.1.5] SW Pacific HQ: CP Borrowing
If Gen. MacArthur is in command of the SW Pacific HQ, any Fleet HQ (7th Fleet; SW Pacific Force) stacked with Gen. MacArthur's SW Pacific HQ may exchange CP's with that HQ freely—as if they were "like-type" HQ's.
[62.2] Breaching Japan's Inner Defense Perimeter
The Japanese Inner Defense Perimeter is breached whenever, after 1942, the Allied player has ground units in any two of the following territories:
- Philippines
- Formosa
- Okinawa
- Malaya
- Java
- Borneo
- The Marianas
For purposes of this rule, the conditions satisfying the breach of the perimeter must result from Allied re-invasion, liberation, or re-conquest of the geographical areas listed.
[62.3] Collapse of the Japanese Economy
[62.3.1] If at any time the Japanese player cannot produce at least 1 PP during a Strategic G/T, his entire economy and production system "collapses." The Japanese player may no longer produce units or withdraw units from production. In addition, Japanese Homeland Resource Centers cease to be a source of CP's (i.e., they are all effectively reduced to "zero").
[62.3.2] When the Japanese economy collapses, Japanese CP's are determined using the "1-10" column resource level for the remainder of the war (regardless of the Co-Prosperity Sphere resource level). Additionally, the Japanese player rolls 2D6. The DR result is multiplied by 10. This product is the amount of special "reserve" CP's immediately placed into a Future Operations Pool—if, and only if, one is available). These CP's represent the country's final stocks of military and economic goods, and are unrelated to any other reserve CP stockpiles.
[62.3.3] Once the Japanese economy has collapsed, it may never recover. There is nothing the Japanese player can do to create more CP's or resume production.