RulesPal
Chat
Rulebook
Coral Sea: Turning the Japanese Advance, 1942 thumbnail

Coral Sea: Turning the Japanese Advance, 1942

Coral Sea: Turning the Japanese Advance, 1942 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Components
    • 2.1 The Map
    • 2.2 The Counters
      • 2.2.1 Sample Aircraft
      • 2.2.2 Sample Ship
      • 2.2.3 Aircraft Types
      • 2.2.4 Ship Types
      • 2.2.5 Japanese Aircraft Models
      • 2.2.6 Allied Aircraft Models
      • 2.2.7 Aircraft Landing Modes
  • 3.0 Turn Sequence
    • 3.1 Initial Phase
    • 3.2 Reconnaissance Phase
    • 3.3 Air Movement Phase
    • 3.4 Combat Phase
    • 3.5 Air Return Phase
    • 3.6 Ship Movement
    • 3.7 Terminal Phase
  • 4.0 Initiative
  • 5.0 Weather
    • 5.1 Weather Determination
    • 5.2 Squall Effects
  • 6.0 Stacking
  • 7.0 Zones of Control
  • 8.0 Airfield Classification
  • 9.0 Aviation Maintenance
  • 10.0 Combat Air Patrol
  • 11.0 Task Forces
  • 12.0 Reconnaissance
    • 12.1 Land and Sea Based Reconnaissance
      • 12.1.1 Land Based Reconnaissance
      • 12.1.2 Sea-Based Reconnaissance
    • 12.2 Scouting
    • 12.3 Prohibitions
  • 13.0 Air Movement
  • 14.0 Air Missions
    • 14.1 Bombing
      • 14.1.1 Level Bombing
      • 14.1.2 Dive Bombing
      • 14.1.3 Torpedo Bombing
    • 14.2 Escort
    • 14.3 Interception
    • 14.4 Combat Air Patrol
    • 14.5 Scouting
  • 15.0 Ship Movement
  • 16.0 Ships
    • 16.1 Aircraft Carriers (CV)
    • 16.2 Light Aircraft Carriers (CVL)
    • 16.3 Seaplane Tenders (AV)
    • 16.4 Troop Transports (AP)
    • 16.5 Oilers (AO)
    • 16.6 Other Ship Types
  • 17.0 Replacements
  • 18.0 Australia
  • 19.0 Night
  • 20.0 Coast Watchers
  • 21.0 United States Army Air Forces
  • 22.0 Flags
  • 23.0 Invasion
  • 24.0 Victory Points
  • 25.0 Combat
    • 25.1 Air-to-Air (Aerial) Combat
      • 25.1.1 Preparation
      • 25.1.2 Running the Gauntlet
      • 25.1.3 The Wrap-Up
    • 25.2 Surface-to-Air (AA) Combat
      • 25.2.1 Airfields
      • 25.2.2 Ships
    • 25.3 Air-to-Surface Combat (Bombing)
    • 25.4 Surface-to-Surface Combat (Surface Naval Action)
      • 25.4.1 Procedure
        • 25.4.1.1 Movement
  • 26.0 Optional Aircraft Rules
    • 26.1 Extended Aircraft Range
    • 26.2 Long Range Aircraft
  • 27.0 Oilers (Optional)
  • 28.0 Scenarios
    • 28.1 Scenario 1: The Raid on Rabaul, 14 February 1942
      • 28.1.1 Situation
      • 28.1.2 Weather
      • 28.1.3 Japanese Forces
      • 28.1.4 Allied Forces
      • 28.1.5 Victory
    • 28.2 Scenario 2: The Battle of Huon Gulf, 3 March 1942
      • 28.2.1 Situation
      • 28.2.2 Weather
      • 28.2.3 Japanese Forces
      • 28.2.4 Allied Forces
      • 28.2.5 Victory
  • 29.0 Bibliography
  • 30.0 Designers' Notes
  • 31.0 Specific Force Structures
    • 31.1 Raid on Rabaul
    • 31.2 Battle of Huon Gulf
      • 31.2.1 Japanese Ships
      • 31.2.2 Allied Ships
    • 31.3 Preliminary Operations / The Battle of the Coral Sea
      • 31.3.1 Japanese Ships
      • 31.3.2 Allied Ships

1.0 Introduction

1.1 Background

A. In the late spring of 1942, Imperial Japanese forces moving to capture the allied-held airfields at Port Moresby (and thus forge the last link in the Japanese front-line island chain), met US and Australian forces in the Coral Sea. In a battle that was to set precedents for naval engagements throughout the entire Pacific War to come, opposing warships never sighted each other. Aircraft, not guns, rained deathblows from the skies. Literally overnight, capital ships became obsolescent, and the aircraft carrier replaced the battleship as reigning queen of the sea.

B. Coral Sea is a large scale air-naval simulation of the Coral Sea carrier battle between Japanese and Allied naval forces in May, 1942. Counters representing Japanese and Allied ships and planes conduct extensive searches and evasive actions, in an attempt to locate each other. Once the sighting has been made, each brings all resources to bear in an effort to destroy the enemy and achieve strategic objectives.

1.2 Abbreviations

AbbrMeaning
CAPCombat Air Patrol
CRTCombat Results Table
DRMDie Roll Modifier
MPMovement Point
TFTask Force
VPVictory Point

2.0 Components

Coral Sea consists of a game map, a set of die-cut ship and air counters, and this set of rules and charts. You will need a die (dice).

2.1 The Map

The game map presents a portion of the earth's surface centered roughly on the Coral Sea. The numbered hexagonal grid assists in the location and positioning of ships and aircraft, and serves to clearly define terrain and weather effects. Each hex is 40 miles across.

2.2 The Counters

A. The die-cut counters represent the contending forces in the game. The format for information on these counters is given below.

B. Extra counters on the counter sheet which are not used should be taken as extras or bonuses.

C. Each counter is color coded as follows:

Background/LetteringNationality/Service
White/RedImperial Japanese Navy (IJN)
Gray/BlackUS Navy (USN)
Green/BlackUS Army Air Forces (USAAF)
Green/WhiteAustralian Air/Naval Forces

D. Markers are provided in either a national color scheme or black on white.

2.2.1 Sample Aircraft

(Diagram in the printed rules; see the counter sheet.)

2.2.2 Sample Ship

(Diagram in the printed rules; see the counter sheet. Intermediate-secondary.)

2.2.3 Aircraft Types

CodeType
BLevel Bomber
DDive Bomber
VTorpedo Bomber
FFighter
S*Scout

* May be used with other types to confer scout status on an aircraft.

2.2.4 Ship Types

CodeType
AOOiler
APTroop Transport
AVSeaplane Tender
CAHeavy Cruiser
CLLight Cruiser
CVAircraft Carrier
CVLLight Aircraft Carrier
DDDestroyer
MLMine Layer

2.2.5 Japanese Aircraft Models

CodeModelCodeModel
A6M2Zero FighterF1M2Pete Scout Float Plane
A6M3Zero FighterG3M2Neil Bomber
B5N2Kate Torpedo BomberG4M1Betty Bomber
D3A1Val Dive BomberH6K4Mavis Flying Boat
E13A1Jake Scout Float Plane

2.2.6 Allied Aircraft Models

CodeModelCodeModel
B-17Flying Fortress BomberPBY-5Catalina Flying Boat
F4F-3Wildcat FighterSBD-2Dauntless Bomber
P-39DAiracobra FighterSBD-3Dauntless Dive Bomber
F-40DKittyhawk FighterTBD-1Devastator Torpedo Bomber

2.2.7 Aircraft Landing Modes

CodeTypeEligible Bases*
CCarrierAny CV, CVL, or airfield
LLandAny airfield
RSeaplaneAny seaplane base or any AV
WSeaplaneAny seaplane base

* Base must be a friendly airfield or ship.

3.0 Turn Sequence

A. Coral Sea is played in turns. Each turn represents six hours of elapsed real time. For play purposes, each turn is divided into several discrete phases.

B. Coral Sea turns are not further divided into player turns. Instead, players alternate activity within phases on an initiative system, explained under the Initiative Rule (4.0).

C. The phases within each turn are:

3.1 Initial Phase

Initiative is determined. Weather is moved, and new squalls generated. Aviation maintenance is performed. Combat air patrols (CAP) are committed secretly. If this is a noon turn and the Allies hold the initiative, they may roll for the appearance of USAAF aircraft.

3.2 Reconnaissance Phase

Reconnaissance is performed. The player holding the initiative goes first and completes all checks before the opponent conducts reconnaissance.

3.3 Air Movement Phase

A. Aircraft may fly to target hexes within range.

B. Scouting may take place as air movement occurs.

C. The player holding the initiative moves all friendly aircraft and completes movement before the opponent may move.

D. The Scramble Rule (13.G) may restrict the movement of some or all of the second player's aircraft.

3.4 Combat Phase

Opposing aircraft and ships present in the same hex undergo combat, including aerial combat, bombing, antiaircraft (AA) fires, torpedo runs, and ship-to-ship surface action.

3.5 Air Return Phase

A. Aircraft fly from each target hex to carriers or airfields within range.

B. Scouting may take place.

3.6 Ship Movement

A. Ship TFs move secretly, with the number of the hex each TF has moved to noted on the Task Force Location Chart.

B. Ships not contained in TFs must be placed openly on the map, and move openly.

3.7 Terminal Phase

A. All task force counters on the board are removed. Replacements are taken.

B. CAP are revealed and land.

4.0 Initiative

A. Initiative is determined during the Initial Phase of each turn. Each player rolls one die; the high roll has the option of accepting or declining the initiative. In the event of a tie, the player holding the initiative from the previous turn receives the option.

B. The player holding the initiative gains several advantages or responsibilities during the turn. During each phase, s/he performs all activity in that phase before the opponent.

  1. During the Reconnaissance Phase, s/he performs all reconnaissance first.
  2. During the Air Movement and Air Return Phase, s/he moves all of his aircraft first.
  3. Japan may not invade without possessing the initiative.
  4. The Allies cannot receive USAAF reinforcements without possessing the advantage.

Commentary: No advantage is ever gained without paying a price; the initiative rule is an example of this. While having the initiative can gain advantages for a player, s/he is also subject to disadvantages. A colloquial name for initiative is "the plague."

5.0 Weather

Weather played an important part in the Coral Sea battle. It affects reconnaissance and air and surface movement.

5.1 Weather Determination

A. During each turn's Initial Phase, the current weather situation is determined.

B. Determine the wind speed for the turn from the Wind Speed Table, then move all squalls on the board southeast that number of hexes.

C. After all squalls have been moved, consult the Squall Appearance Table to determine if a new squall appears at the edge of the board.

D. If a squall appears, roll two dice, and place the squall in the hex numbered with the result, along the north or west board edges.

5.2 Squall Effects

A. Reconnaissance or scouting may not be made into or from a squall or squall influenced hex.

B. Sea based reconnaissance is made from a task force (TF) counter, not from the TF's true location. If the TF counter is in a squall influenced hex, it may not conduct reconnaissance.

C. The Coastwatcher rule (20.0) does not apply to partial sea hexes that are squall-influenced or contain a squall.

D. Aircraft must expend two movement points (MPs) to enter a squall-influenced hex. Aircraft are prohibited from entering a hex containing a squall.

E. While a ship normally moves two hexes during the Movement Phase, if it enters a squall influenced hex, it must stop. If it begins its phase in a squall-influenced hex, it may only move one hex.

6.0 Stacking

A. More than one counter may be placed in a hex. Generally, there is no limit to the quantity of counters allowed in a hex, but some common-sense restrictions do apply.

B. Ships and task forces may never be placed on wholly land hexes.

C. Aircraft counters may not be placed on an airfield or ship in excess of its stated capacity and required type.

D. Units in violation are eliminated.

7.0 Zones of Control

The concept of a zone of control is not used in Coral Sea.

8.0 Airfield Classification

A. Each airfield is classified as to its efficiency and capacity. Next to the airfield symbol is a letter, and a number, separated by a slash.

B. The letter represents the efficiency of the field. Used in conjunction with Aviation Maintenance (9.0), it determines how many aircraft become available, or ready each turn. The letter is also used to determine airfield AA fire (25.2).

C. The number is the quantity of aircraft counters which may be placed at an airfield. Aircraft counters in excess of this quantity are eliminated and go in the limbo pile.

  1. CVs may accept twelve aircraft counters.
  2. CVLs may accept four aircraft counters.

D. An airfield temporarily destroyed by naval bombardment may not receive aircraft until it is again in service (the next dawn turn). All aircraft on an airfield at the time it is destroyed are eliminated and go in the limbo pile.

E. There are two airfield types, airfields and seaplane bases.

  1. Airfields may accept aircraft with a landing mode of C or L.
  2. Seaplane bases may accept aircraft with a landing mode of R or W.
  3. Airfield symbols in a partial sea hex may accept all type aircraft.

9.0 Aviation Maintenance

A. All aircraft, upon return from any flying mission, are down. They need fuel, maintenance, overhaul, any number of seemingly minor requirements that, if ignored, could spell disaster in the air. Invert down aircraft to show their status.

B. Each airfield's efficiency corresponds to the rate that its down aircraft may be made ready. Only ready aircraft may fly. The Aviation Maintenance Rates Table shows the rates at which aircraft may be made ready.

C. The owner chooses which aircraft are made ready.

10.0 Combat Air Patrol

A. During the Initial Phase, both players determine the availability of aircraft at each airfield or ship. Following this determination, each may secretly designate as many ready fighter-type aircraft (Type F) at each airfield or ship to CAP as desired.

B. Record on paper or electronically the turn (date and time), hex number, and the type and quantity of aircraft.

C. CAP may be committed only to a hex containing an airfield or TF, and that airfield or TF must be the point of origin of the patrolling aircraft.

D. Aircraft flying CAP may not be used for any other purpose that turn.

E. The quantity of aircraft on CAP must be revealed at the end of the current turn, and all such aircraft are then down at the beginning of the next turn.

F. CAP aircraft form the initial wave(s) defending a hex from enemy air attack.

11.0 Task Forces

A. Ships do not normally appear on the map. They instead are grouped into task forces (TFs) for purposes of identification and control.

B. Each TF counter is numbered. When the game begins, note on the Ship Status Sheet the number of the TF to which each ship is assigned. Any number of ships may be assigned to a TF.

C. Ships may be reassigned from one TF to another whenever the TFs rendezvous (occupy the same hex). As long as the maximum number of TFs is not exceeded, new TFs may be created from the component ships of an existing TF.

D. The location and components of a TF are secret. Location may be revealed (temporarily) by reconnaissance. Components are revealed when a TF is attacked.

E. Each TF counter is numbered. Consistent use of the numbers is not required. Different counters may be used on succeeding turns to represent the same TF, though the true location must always be noted on the Task Force Location Sheet.

F. Ships not in a TF provided must be placed on the map, visible at all times.

G. Each scenario provides the number of TFs available to each side.

12.0 Reconnaissance

Reconnaissance to determine the location of enemy forces may be made by any of three methods.

Designer's Note: You cannot tell the contents of a TF because the scout pilots at this stage of the war could not tell. The scout plane crews (and other crews as well) were incapable of making accurate sightings and reports. They identified, for example, an oiler and a destroyer as a carrier and a cruiser. They called a school of whales a submarine pack. As a result, the components of a TF are revealed only if attacked. And even then, I am being generous.

12.1 Land and Sea Based Reconnaissance

A. Aircraft counters are not involved in reconnaissance under this rule.

B. A reconnaissance check discovers only the contents of the specific hex examined, rather than all hexes between the source and the target.

12.1.1 Land Based Reconnaissance

A. During each daylight turn, one reconnaissance check may be made within of each friendly-controlled airfield or seaplane base. Land based reconnaissance (but not scouting) is allowed even if the airfield has no ready aircraft present at the time.

B. The owner asks if there are any forces in the hex to be checked, and the opponent must answer truthfully.

C. An airfield which has been temporarily destroyed may not be the source of reconnaissance checks.

12.1.2 Sea-Based Reconnaissance

A. During each daylight turn, each TF may make three reconnaissance checks within eight hexes of a partially revealed TF location. The owner places a TF counter on the map within two hexes of its true location. Reconnaissance checks are made within eight hexes of the TF counter.

B. Sea based reconnaissance is allowed from TFs containing CV, CVL, and CA ship types.

12.2 Scouting

A. During the Air Movement Phase of each daylight turn, scout aircraft may conduct reconnaissance flights, moving through the hexes on the map, and checking each one for enemy TFs. Only normal movement costs are required.

B. Scout aircraft also conduct reconnaissance during the Air Return Phase while returning to base.

C. If a player has a TF in a hex subject to a reconnaissance, s/he must so state. If the TF counter is currently in a different hex, it is moved to the correct hex.

D. A player may always make a reconnaissance check in the hex in which he places his/her TF marker (rather than the hex the TF actually occupies). This is in addition to the three hexes allowed for sea-based reconnaissance.

12.3 Prohibitions

A. Reconnaissance may not be made into squall or squall-influenced hexes.

B. Reconnaissance may not be made at night.

C. TFs in squall and squall-influenced hexes are not visible to scouting aircraft.

13.0 Air Movement

A. Aircraft have a range, expressed in MPs and printed in the lower right corner of the aircraft counter. These MPs are expended as the aircraft passes through the hexagonal grid. Each aircraft counter expends 1 MP to enter each clear hex. Aircraft begin their flights from airfields or ships.

B. Because ships are usually within TFs with their location on the map a secret, the following procedure is used to launch planes from TFs.

  1. If the location of the TF from which the flights will be made has been revealed this turn (deliberately, or through reconnaissance), flights are made from the actual location of the TF.
  2. If the TF counter has been placed on the map for the purposes of reconnaissance and the actual location of the TF has not been revealed, flights are made from the TF counter.
  3. If neither of the above is available, a TF counter is placed within two hexes of the true location of the TF, and flights are made from the TF counter.

C. Aircraft fly during the Air Movement Phase. Each aircraft counter is moved individually, and (because of the nature of scouting) such moves, once made, may not be changed or remade. At the end of the Air Movement Phase, each aircraft is in a target hex.

D. Aircraft return during the Air Return Phase after the Combat Phase. All aircraft are flown to any friendly airfield or ship within range.

E. The player holding the initiative moves first during both Air Movement Phases. The other player's aircraft may move only after the first player has finished.

F. If the player holding the initiative attacks an airfield or ship with aircraft (ready, non-ready, and CAP), there is a chance of surprise.

G. Following the first player's air movement, but before the other player is allowed to move, this procedure is followed to determine which aircraft may fly from an airfield under attack.

  1. All CAP aircraft may fly. They are placed in waves of five or fewer, in preparation for air combat.
  2. Total the number of attacking aircraft counters (including escorts) and the CAP counters. Subtract CAP from attacker.
  3. Using this figure, consult the Scramble Table for the quantity of ready aircraft on the airfield that may fly. Those aircraft may fly missions based on their type.

14.0 Air Missions

Aircraft flying during the Air Movement Phase must be committed to one of these missions:

14.1 Bombing

Bombing missions are divided into three types, each with specific capabilities and limitations.

14.1.1 Level Bombing

A. All Type B and SV aircraft may undertake level bombing. The aircraft fly to any target hex within range to attack enemy ships using the Level Bombing of Ships Table. They may attempt to destroy aircraft on the ground, using the Level Bombing of Airfields Table.

B. When attacking ships, total the bomb strength of each aircraft in the wave.

Commentary: The level bombing of ships table gives an approximate 1 in 36 chance for one squadron of B-17s to achieve a hit on a ship. This is a reasonable, if not generous, evaluation of the abilities of level bombers attacking ships in the 1942 era.

14.1.2 Dive Bombing

A. All Type D and SD aircraft may dive bomb. Aircraft fly to any target hex within range to attack enemy ships or airfields.

B. Dive bombers use The Dive Bombing of Airfields Table when attacking enemy airfields.

C. Dive bombers use The Dive Bombing of Ships Tables (first the To Hit Table, then the Hit Damage Table if the target was hit) when attacking enemy ships.

14.1.3 Torpedo Bombing

A. All Type V, SV, and S may torpedo bomb. Aircraft fly to any target hex within range, but may only attack ships. Individual aircraft bomb strength is used, with hits determined by the intermediate gun procedure given under surface combat.

B. Allied PBY-5 aircraft, and Japanese Type B bombers may also undertake torpedo bombing. H6K4s may torpedo bomb.

14.2 Escort

Fighter aircraft may fly with other aircraft to provide protection.

14.3 Interception

A. Fighter aircraft may fly to any hex and attack enemy aircraft in the hex, or which may enter it. Aircraft taking off from an airfield or carrier in the interceptor's target hex are deemed to be entering it.

B. Fighters may not attack the ground. They serve as defense and protection for aircraft that do.

14.4 Combat Air Patrol

Fighter aircraft may fly CAP (10.0).

14.5 Scouting

Scout aircraft (S, SV, and SD) may fly scouting missions (12.2).

15.0 Ship Movement

A. Ship TFs move during the Ship Movement Phase of each turn. The ability of a ship TF to move is governed by the ships it contains. A TF may normally move two hexes during the Ship Movement Phase. It may only move one hex per turn if any ships are restricted to one hex movement, unless it leaves such ships behind. If any ships are dead in the water, the TF may not move at all unless it leaves such ships behind.

B. Weather affects ship movement. A TF entering a squall influenced hex must stop, and may not move farther during the turn. A TF in a squall or squall influenced hex may only move one hex (5.0). APs may not move if in a squall or squall-influenced hex.

C. Ship movement is secret. During the Ship Movement Phase, both players examine the map, and note the hex numbered present location of each TF, and the destination of each TF this turn.

D. The destination of each TF is noted on the player's TF location chart. When this is done, movement is completed, and the TF occupies the new hex.

E. Ships not in TFs remain on the board and are openly moved. Such ships may not perform reconnaissance, except in the hex they occupy.

F. TFs and ships, because of the nature of this movement system, may conceivably occupy the same hex without detecting each other. This is possible and normal. The ships "pass in the night" so to speak, even at noon.

G. Ships and TFs may never enter all-land hexes.

H. If a Japanese TF enters a partial sea hex, it must be revealed to the Allies (Coast Watchers, 20.0).

16.0 Ships

There are a variety of capabilities for the various ships in Coral Sea.

16.1 Aircraft Carriers (CV)

CVs serve as mobile seagoing airfields. Each may carry up to twelve aircraft counters with a landing mode of C.

16.2 Light Aircraft Carriers (CVL)

CVLs are similar to CVs, but may only carry four aircraft counters with a landing mode of C.

16.3 Seaplane Tenders (AV)

AVs may carry up to six aircraft counters with a landing mode of R.

16.4 Troop Transports (AP)

AP counters represent approximately four individual ships. One counter transports one flag for invasion purposes. Troop transports may only move one hex per turn. If in a squall or squall-influenced hex, they may not move at all, though they may enter such a hex voluntarily.

16.5 Oilers (AO)

AOs may refuel other ships when using the optional refueling rule.

16.6 Other Ship Types

The remainder of the ships in Coral Sea are undistinguished except for their combat strengths.

17.0 Replacements

A. Aircraft are not always destroyed as a result of combat; some always manage to limp home, even though their attack has failed. Aircraft which receive an elimination result in aerial combat, or from some form of bombing of airfields (not carriers), are segregated into a limbo pile. This pile contains only aircraft destroyed at airfields or as a result of air combat, and holds those aircraft pending their use as replacements. This pile is culled during each turn's terminal phase to determine aircraft replacements.

B. When culling the limbo pile, aircraft are separated by type. Within each type, a 50% replacement rate applies. For each aircraft returned to play, one counter is permanently destroyed, and moves out of the limbo pile into the permanently destroyed pile.

C. Replacements may not be taken until there are sufficient aircraft, by type, to follow the above procedure, at which time they must be taken.

Example: During the terminal phase of a turn, the limbo pile contains two F4F-3s and one P-39 (all type F aircraft). Then there are sufficient aircraft to warrant replacements. The player may then choose one aircraft counter from those available within the type under consideration, either F4F or P39. One aircraft counter must be moved to the permanently destroyed pile. The third remains in the limbo pile.

D. Aircraft appearing as replacements may appear at any friendly airfield, including (for landing mode type C aircraft) friendly aircraft carriers, and (for landing mode type R aircraft) friendly seaplane carriers. They appear down and must be made ready using appropriate maintenance procedures.

E. Aircraft destroyed on the deck of any ship are permanently destroyed, and go directly to the permanently destroyed pile.

18.0 Australia

A. There is no purpose in idle harassment or invasion of Australia. The Japanese did not have sufficient troops or stepping-stone island bases to allow invasion at that time.

B. Allied aircraft on Australian airfields may be attacked.

19.0 Night

Every fourth turn is night. Daylight conditions are no longer in effect, and individuals cannot see. Each Turn Record Sheet has night turns shaded to note this. Aircraft may not fly and reconnaissance may not be made.

20.0 Coast Watchers

A. The Australian coast watcher service had access to virtually the entire coastline of the Solomons and New Guinea. If a Japanese TF moves into or through a partial sea hex, the Japanese player must state so. Honesty is required.

B. This rule does not apply to squall or squall influenced hexes, or during night turns.

21.0 United States Army Air Forces

American air units in Australia are not routinely shown. Busy achieving a readiness state necessary for efficient operations, refitting units shattered in the Java Sea operations, and supporting the Philippine efforts against the Japanese, the USAAF had little to spare for the Navy in the Coral Sea.

A. Some token forces can be committed to the fray.

B. If holding the initiative on a noon turn, the Allied player may consult the USAAF Commitment Table during the Initial Phase.

C. Roll one die. The result is the quantity of aircraft, by type, which become available in a ready state at any Australian mainland airfield.

D. Each result is coded temporary or permanent. Permanent aircraft are added to the Allied forces and may be used, even lost, as desired, without restriction. Temporary aircraft are on loan, and must be returned. They may be used for any length of time, the Allies may not roll again until the temporary aircraft return to Australia and the return is declared.

E. The return requirement is fulfilled if all surviving aircraft are moved to an Australian airfield, and the return is declared. The aircraft are removed from the board. At least one aircraft must be returned, thus if all aircraft are destroyed, the return provision cannot be satisfied.

F. Temporary aircraft do not undergo the replacement process. Aircraft may be returned at any time.

G. USAAF aircraft specified in scenario setup are in addition to any aircraft.

H. A maximum of four P-39D counters and three B-17 counters may appear.

22.0 Flags

A. The Japanese player receives several counters marked with battle ensigns (flags). These mark Japanese-controlled airfields and represent invasion troops.

B. The order of battle states which airfields should be marked as Japanese controlled. Airfields and seaplane bases are Allied-controlled unless marked as Japanese-controlled.

C. Two flags are designated as embarked on board troop transports to serve as invasion troops.

23.0 Invasion

A. The Japanese player is intent on invading Port Moresby. Invasion is accomplished by moving at least one troop transport, with a flag embarked, into Port Moresby (1414). If the turn on which this is done is a daylight turn, and the Japanese player holds the initiative, the invasion is successful. If not, on the first subsequent turn in which these conditions are met, the invasion is successful.

B. Some scenarios require the Japanese to place one flag counter on each troop transport (AP). If such a transport is sunk, the flag is lost at sea and invasion becomes impossible.

C. Flags may only be carried by APs and may not be transferred between ships.

24.0 Victory Points

A. The game uses a Victory Point (VP) system is used to determine the winner. The Victory Point Table shows the points received by each side for the destruction of enemy materiel.

B. Refer to each scenario's instructions for victory conditions.

25.0 Combat

A. Combat is divided into four parts:

  1. Air-to-air combat, conducted between aircraft counters.
  2. Surface-to-air (AA) combat, conducted between ships or airfields and aircraft counters.
  3. Air-to-Surface (bombing), conducted between aircraft counters and their targets.
  4. Surface-to-surface (surface naval action), conducted between ship counters, or between ship counters and shore targets.

B. Combat occurs between opposing forces present in the same hex. Normally, all combat in a hex will be resolved before players' attention is directed to another hex.

C. Combat involving aircraft occurs only once per Combat Phase, after which the aircraft are placed aside for later movement in the Air Return Phase.

25.1 Air-to-Air (Aerial) Combat

Enemy aircraft in the same hex during the Combat Phase attack each other, using an aerial dogfight sequence:

25.1.1 Preparation

A. Each side separates its aircraft into waves of five or fewer counters. (Air stacking restricts the content of these waves.) Any number of waves may be formed, and it is possible to create waves of fewer than five counters deliberately.

B. Creation of waves may be performed out of sight of the opponent.

C. Each friendly wave will meet each enemy wave in simultaneous combat. Each will attack, defend, remove losses, and then engage the next enemy wave.

D. Each wave is rigid once formed. In all probability, the wave will take losses, but it may not be reshuffled or reformed once combat is initiated.

25.1.2 Running the Gauntlet

A. Both attacking and defending waves are now poised to meet each other in combat. At this point, it is generally easier to array the opposing waves in some convenient area in order to allow an orderly combat resolution. Place the waves in the order in which they will enter combat. (Generally fighter waves are first, with bomber waves later.)

B. The first attacking wave attacks the first defending wave, forming an odds ratio of total air attack factors to total air defense factors, rounding as necessary in favor of the defending stack, and consulting the Air-to-Air Combat Results Table (CRT). Roll a die and note the results.

C. Before implementation however, the defending wave counterattacks, creating a new odds ratio (air attack factor to air defense factor), rounding as necessary in favor of the new defender, again rolling one die, and consulting the Air-to-Air CRT. Apply both results to the respective defending waves simultaneously. The defender determines its specific aircraft lost.

D. The first attacking wave, having fought the first defending wave, then moves on to fight the second and any subsequent, defending waves, using the above procedure.

E. When the first attacking wave has finished running the gauntlet (or is completely destroyed) the second attacking wave begins the same procedure.

F. The air-to-air combat procedures are repeated until the both sides' arrays of waves have passed each other.

25.1.3 The Wrap-Up

At this point, the remainder of each attacking wave deploys in preparation for bombing. Aircraft with no bomb factor may choose to abort their missions at this point, and leave their waves, not participating in the battle any further. If they do not participate, bombers are more likely to suffer losses due to AA fire. If they do remain, they are considered to be participating in flak suppression, and may suffer losses (at the owner's option) in lieu of bombers in the same wave. Waves may not be reformed, only that some aircraft may elect to leave their waves. Aircraft with a non-zero bomb factor may not abort their mission.

25.2 Surface-to-Air (AA) Combat

Aircraft waves now designate their targets, and those targets respond with AA fire.

25.2.1 Airfields

Airfields under attack respond with AA fire based on their flak letter, which is the same as their airfield type letter. Each fires once per attacking wave of aircraft on the Airfield Anti-Aircraft Fire Table.

25.2.2 Ships

A. Ships under attack respond with AA fire based on their AA fire factors. Ships are placed in an AA formation before resolving AA fire. All ships in a TF are divided into two stacks, the screen and the main body. Placement in this formation is made by the owner. Ships not in a TF are each treated individually.

B. The attacker then specifies the ship the first wave will attack. If the target ship is in the screen, the wave undergoes AA fire from the target ship only. Each wave attacking a ship in the screen undergoes AA fire from that ship only.

C. If the target ship is in the main body, the attacking wave must first pass through the screen and suffer AA fire from one ship in the screen. It then moves to the main body where it receives AA fire from the target ship itself. Each ship (in the screen) may be committed once to firing at an incoming wave and is then inverted to show that it has fired AA in the screen. If that particular ship is itself attacked, it may always fire AA in self-defense.

D. The owner always determines which planes are lost due to AA fire.

25.3 Air-to-Surface Combat (Bombing)

A. After suffering flak, aircraft attack the ground or ship target they have been allocated to. Specific aerial bombing missions are described in Air Missions (14.0), based on aircraft type. Dive bombers use The Dive Bombing of Airfields Table when attacking enemy airfields. Dive bombers use The Dive Bombing of Ships Tables (first the To Hit Table, then the Hit Damage Table if the target was hit) when attacking enemy ships.

B. Some aircraft may be committed to attacking an airfield, and other planes may attack enemy aircraft on the ground.

25.4 Surface-to-Surface Combat (Surface Naval Action)

When all else fails, and enemy ships are present in the same hex, the battle resorts to naval surface action. Opposing ships range and fire their guns and determine damage inflicted by their actions.

25.4.1 Procedure

Surface action is resolved in a series of cyclic firing rounds, in which ships close in range, choose targets and fire to inflict damage. Each firing round consists of the following three sections:

25.4.1.1 Movement

Each player states if s/he is closing or breaking off.

25.4.1.2 Firing

Each player designates those targets at which s/he is firing, and determines the attack results through the use of the various gunfire tables. Damage is noted on the Ship Status Sheets after all firing in the round is resolved.

25.4.1.3 Torpedoes

Surface launched torpedoes are fired at appropriate targets.

25.4.1.4 Additional Rounds

Firing rounds continue until naval action is broken off.

25.4.2 Movement and Ranges

A. Ships initially encounter at extreme, or primary, range.

B. During the movement section of each firing round, both players secretly write whether they desire to close (move to a closer range), stand (remain at the current range), or break-off (move to a greater range). These written desires are then simultaneously revealed.

  1. If one player has a movement advantage (all of his/her ships present are capable of moving one or more hexes faster than the slowest of the enemy ships present), that player's choice is implemented.
  2. If one player has only destroyers and the other player's force has at least one non-destroyer, the choice of the player with destroyers is implemented.
  3. If there is no movement or destroyer advantage, the player holding the initiative may implement her/his choice on a 4 or less on one die, otherwise the non-initiative player chooses.

C. Ships move as a TF, and if a player elects to close, for example, all ships present must close. No ships may be left behind, and the TF may not be split. If a ship becomes reduced in movement due to combat damage, it may be excluded from a TF and left behind if the player elects to break off. This advantage may not be used to allow an advantage in closing.

D. At primary range, only primary guns may fire (not applicable to Coral Sea). The next range in from primary is intermediate. At intermediate range, primary and intermediate guns may fire. The last step in from intermediate range is secondary, where all guns may fire and torpedoes may be launched.

E. Refer to the Movement and Range Effect Table for the effect of movement on the range.

F. When the entire naval action is terminated, firing rounds stop, and play proceeds to shore bombardment.

25.4.3 Gunnery

A. Each ship has a set of two gun factors detailing the strength of its gun batteries. During each firing round, the player holding the initiative designates targets, fires at them, and determines damage using the Gunnery Tables. The opponent then completes the same procedure, and both players mark the damage they have received on their Ship Status Sheets simultaneously.

B. Each ship has a set of gun factors detailing its strength in intermediate and secondary armament. In some cases, what are called secondary guns are actually high angle guns for AA use; their strength is properly included in the ship's AA factor rather than its secondary gun factor. During each firing round, the player holding the initiative designates those targets s/he is engaging and determines the damage inflicted, using the Intermediate and Secondary Gunnery Tables. The opponent completes the same procedure, and then both mark the damage inflicted, simultaneously, on the Ship Status Sheet.

C. Gun factors at a given level on a given ship (i.e., the Minneapolis' intermediate guns) may not be divided between several targets. Unfired factors do not accumulate.

D. If a hit is achieved, determine damage per 25.4.5.

25.4.4 Ranging

On the first firing round in which guns are directed at a specific target, the guns are considered to be adjusting for range. Because there is considerable fire and adjustment necessary, apply a +1 die roll modifier (DRM) before consulting the to hit portion (the first portion) of the Gunnery Table. Ranging is required every time guns fire at a new target. Ranging is only required at secondary range.

25.4.5 Damage

A. As types of hits are determined, they should be noted for marking on the Ship Status Sheet. Always darken the boxes beside the ship's name from right to left. Each of the boxes on the Ship Status Sheet contains a number.

B. Flotation boxes contain the highest possible speed for the ship during the Movement Phase. The last undarkened box indicates the current allowed speed for the ship.

  1. Zero indicates that the ship is dead in the water, and may not move. In the rare case that a ship becomes dead in the water, and is then left behind by both players, the ship may move one hex per in which the owner successfully rolls a 5-6 on one die. Ships with zero MPs may be towed by a CA, one hex per turn, if no enemy ships are present in the hex.
  2. When all flotation boxes for a ship are darkened, the ship is sunk and removed from play.

C. Gunnery boxes indicate the current gunnery factor for the highest class of guns on the ship. This factor may be reduced below that printed on the counter. When all gunnery boxes for a ship have been darkened, all other ship's gun factors (including AA) are also rendered inoperable. Further gunnery hits on the ship then have no effect.

D. Gunnery hits on ship types CV and CVL destroy AA factors, and the numbers in the gunnery boxes for such ships refer to AA factors. Further, the first gunnery hit on a CV or CVL destroys half of all aircraft on the ship, and reduces the ship's aircraft capacity to half (round fractions down). The second gunnery hit on such a ship destroys all aircraft on the ship, and reduces the aircraft capacity of the ship to zero.

E. Any hit type on an AP ship is treated as a flotation hit.

25.4.6 Torpedoes

A. Torpedoes may be fired by all DD and by Japanese CL type ships. After all firing in a round, such ships which are at secondary range may fire torpedoes. When torpedoes are fired, darken the torpedo box on the Ship Status Chart.

B. American destroyers are each capable of firing torpedoes once per turn. Japanese ships may fire torpedoes twice per Combat Phase, but not in consecutive rounds.

C. All torpedo hits are flotation hits.

25.4.7 Shelling of Shore Targets

A. Ships in the same hex as a town, airfield, or seaplane base may attack it.

B. Naval Bombardment occurs after all surface-to-surface combat, and damaged ships may not conduct naval bombardment. Also, ships that broke off during surface combat may not bombard.

C. Roll on the Naval Bombardment Table to see if the target was damaged.

D. An airfield temporarily destroyed by naval bombardment may not receive aircraft until it is again in service (the next dawn turn). All aircraft on an airfield at the time it is destroyed are eliminated and go in the limbo pile.

26.0 Optional Aircraft Rules

26.1 Extended Aircraft Range

A. An aircraft counter's movement allowance represents its tactical radius, about 70% of its listed book range value. Full theoretical range was rarely achieved due to the necessities of load, warmup, rendezvous for formation flying, maneuver over the target, and other factors. This rule is a more complex addition to allow greater tactical radius at a sacrifice in combat ability.

B. Aircraft may fly up to three additional hexes in the Air Movement Phase and the Air Return Phase. Extended range must be declared before counter begins flying. All bombing factors are lost. Air attack and defense factors are reduced one point per additional hex flown.

26.2 Long Range Aircraft

A. For greater realism, some aircraft may be allowed to remain airborne at the end of a turn, landing during the next turn's Air Return Phase.

B. Each of the aircraft listed below may fly its complete range each Air Movement Phase and each Air Return Phase. Each may attack a surface target once per Combat Phase.

C. If a squall moves onto a long range aircraft during the Initial Phase of a turn, the aircraft is permanently destroyed.

D. The aircraft that may fly long range are:

  • Allied: B-17C, B-17D, PBY-5
  • Japanese: G3M2, G4M1, H6K4

27.0 Oilers (Optional)

A. Considerable difficulty in bookkeeping, effort and honesty dictated the exclusion of the original oiler rule. Although the game proceeds nicely without it, it is presented here for what its worth.

B. Oilers (ship class AO) move as transports, at one hex per turn.

C. Ships may cruise at high speeds (i.e., two hexes per turn) for a maximum of sixteen turns between refuelings.

D. Refueling is accomplished by spending one full turn (stationary, or at a speed of one hex per turn) with an oiler. Any number of ships may refuel per turn using the same oiler.

E. Destroyers may refuel from CV or CA type ships, at no disadvantage to the carrier or cruiser. Refueling must be made while stationary or at a speed of one hex per turn.

F. Allied ships begin the game with no high speed cruising capability; they must be refueled first.

G. Oilers move at one hex per turn if this optional rule is used. They move at two hexes per turn (as shown on the Ship Status Sheet) if this rule is not used.

28.0 Scenarios

28.1 Scenario 1: The Raid on Rabaul, 14 February 1942

28.1.1 Situation

The Japanese seizure of Rabaul, and subsequent rapid buildup loomed as a tempting target for the American carrier forces in the Pacific. A fast surprise raid could set back the Japanese timetable by weeks, or even months.

Length: This game lasts 34 turns. The first turn is Noon, 14 February, 1942.

28.1.2 Weather

The entire map is experiencing clear weather at the beginning. Normal weather determination then occurs every turn.

28.1.3 Japanese Forces

Japan sets up first.

  • Airfields: Place Japanese flags at Rabaul, Gasmata, and Kavieng.
  • Aircraft: Place these Japanese aircraft at any Japanese airfield, subject to airfield capacity: 5 x A6M2, 5 x B5N2, 1 x F1M2, 6 x G3M2, 4 x H6K4.
  • Task Forces: Japan receives no ships/TFs in this scenario.

28.1.4 Allied Forces

  • Airfields: All non-Japanese airfields are Allied controlled, except for Shortlands and Port Moresby Two, which may not be used by either side.
  • Aircraft: Place these aircraft at Port Moresby: 6 x P40, 2 x PBY-5.
  • Task Forces: The Allies receive two TFs.
  • Ships: Form TFs from these ships: 1 x CV, 4 x CA, 10 x DD.
  • Naval Aircraft: Place these aircraft on the CA above: 4 x F4F-3, 3 x SBD-2, 3 x SBD-3, 2 x TBD-1.
  • Initial Placement: The Allied TFs must enter along the east edge of the map on Turn 1.

28.1.5 Victory

A. It is possible for Rabaul to be damaged under the Naval Gunfire rule (25.4.7). If Rabaul is damaged, and the Allies have lost less than 10 VPs in equipment destroyed, the [Japanese] achieves a decisive victory.

B. If Japan sinks the Allied CV, it wins a decisive victory.

C. In any other case, the winner is the side with the most VPs. A tie goes to the Japanese player.

28.2 Scenario 2: The Battle of Huon Gulf, 3 March 1942

28.2.1 Situation

One of the Japanese consolidation steps necessary for uncontested control of New Guinea was the seizure of Lae, as a foothold on the North Coast.

Length: This scenario lasts 34 turns. The first turn is Noon, 3 March, 1942.

28.2.2 Weather

Follow the weather procedure for ten turns prior to beginning the game. Weather is determined normally during the course of the game.

28.2.3 Japanese Forces

Japan sets up first.

  • Airfields: Place Japanese flags at Rabaul, Gasmata, and Kavieng.
  • Aircraft: Place the following aircraft at any Japanese controlled airfield, subject to airfield type and capacity: 9 x A6M3, 1 x E13A1, 1 x F1M2, 6 x G3M2, 4 x H6K4.
  • Task Forces: Japan may form up to three TFs, using the ships provided.
  • Ships: Form TFs from these ships: 1 x AO, 2 x AP, 1 x AV, 4 x CA, 3 x CL, 6 x DD, 2 x ML.
  • Naval Aircraft: Place these aircraft on the AV: 3 x F1M2.
  • Initial Placement: The APs and all ships in the TF with them must be placed in Rabaul harbor. The Japanese player must roll one die during each turn's Initial Phase. Upon achieving a 5 or 6, the APs are released and may move normally. They may not move at all until released. Other Task Forces may be moved normally.
  • Miscellaneous: Each Japanese AP carries one flag for invasion purposes.

28.2.4 Allied Forces

  • Airfields: All non-Japanese airfields except Port Moresby Two and Shortlands may be used by the Allies. Shortlands and Port Moresby Two may not be used by either side.
  • Aircraft: Place these aircraft as specified:
LocationUnits
Port Moresby One6 x P40, 2 x PBY-5
Cloncurry2 x B-17
  • Task Forces: Up to three TFs may be formed, using the ships provided.
  • Ships: Form TFs using any or all of these ships: 2 x CV, 8 x CA, 18 x DD.
  • Naval Aircraft: Place the following naval aircraft on the aircraft carriers, observing carrier capacities: 8 x F4F-1, 6 x SBD-2, 6 x SBD-3, 6 x TBD-1.
  • Initial Placement: Task Forces enter from the east edge of the map, on or after the Noon, 3 March, 1942 turn. Any or all of the Task Forces may enter from the south edge of the map instead, on any turn on or after Morning, 5 March, 1942.
  • Reinforcements: No Allied reinforcements are scheduled. Rule 21.0, USAAF Aircraft is not used in this scenario.

28.2.5 Victory

If the Japanese do not possess Lae at the end of the game, they lose. If they do possess Lae, the winner is the side with the most VPs.

28.3 Scenario 3: The Seizure of Tulagi, 27 April 1942

28.3.1 Situation

The Japanese advance to the south was planned as a two-part operation. First, the seizure of the seaplane base at Tulagi, gaining control of the Eastern Solomons, and second, the actual invasion of Port Moresby, and completion of the expanded Japanese Empire's southern perimeter.

Length: This scenario lasts 32 turns. The first turn is Noon, 27 April, 1942.

28.3.2 Weather

The weather begins clear. Normal weather procedure is followed every turn.

28.3.3 Japanese Forces

Japan sets up first.

  • Airfields: Place Japanese flags at Rabaul, Kavieng, Lae, Gasmata, and Shortlands.
  • Aircraft: Place the following Japanese aircraft at any Japanese controlled airfield, subject to aircraft landing mode and airfield capacity restrictions: 3 x A6M3, 1 x F1M2, 7 x G3M2, 2 x H6K4.
  • Task Forces: Form five separate TFs, observing these conditions:
    • A. TF 1 must contain 2 x AP.
    • B. TF 2 must contain at least 1 CV.
    • C. TF 3 must contain the AV.
    • D. TF 4 must contain the CVL.
    • E. TF 5 must contain 1 x AP.
    • F. The remaining ships may be placed in any TF.
    • G. After game play begins, Japan may rearrange the TF numbers to confuse the enemy.
  • Ships: Keeping in mind the requirements for TF composition given above, place the following ships in TFs: 2 x CV, 1 x CVL, 1 x AV, 6 x CA, 4 x CL, 4 x AO, 3 x AP, 15 x DD, 3 x ML.
  • Naval Aircraft: Place these naval aircraft on aircraft carriers or seaplane carriers, observing carrier capacity and landing mode restrictions: 10 x A6M2, 10 x B5N2, 8 x D3A1, 2 x E13A1, 3 x F1M2.
  • Placement and Appearance: Japanese TFs appear on the map, based on the composition of each TF.
TFLocationTurn Eligible to Move
TF1RabaulMorning, 4 May
TF2Along the north map edgeNoon, 4 May
TF3Along the north map edgeEvening, 29 April
TF4Along the north map edgeNoon, 4 May
TF5RabaulAt Start
  • Miscellaneous: Each AP carries one flag for invasion purposes.

28.3.4 Allied Forces

  • Airfields: All non-Japanese airfields are Allied controlled.
  • Aircraft: Place 2 x USN PBY-5 in New Caledonia. Place the aircraft below at any controlled airfield, observing aircraft landing mode restrictions and airfield capacities: 7 x P39D, 7 x P40D, 1 x PBY-5.
  • Task Forces: Initially, three TFs may be formed, two of which must each contain 1 x CV. The third TF must contain the Australian ships Hobart (CL) and Australia (CA). After the Noon, 3 May 1942 turn, up to four TFs may be formed.
  • Ships: Form TFs using all of these Allied ships: 2 x CV, 7 x CA, 1 x CL, 2 x AO, 13 x DD.
  • Naval Aircraft: Place the following naval aircraft on the aircraft carriers, observing carrier capacities: 8 x F4F-3, 6 x SBD-2, 6 x SBD-3, 4 x TBD-1.
  • Placement and Appearance: The two TFs containing CVs appear anywhere on the east edge of the map on the Evening, 3 May 1942 turn. The Australian Task Force appears anywhere on the south edge of the map on the Morning, 3 May 1942 turn.
  • Reinforcements: USAAF Aircraft may become available under Rule 21.0.

28.3.5 Victory

The Japanese must occupy Tulagi by the end of the game, or they automatically lose. If they do possess Tulagi, the winner is the side with the most VPs.

28.3.6 Optional Extension Into Campaign Game

A. At the end of this scenario, players may elect to continue into the Battle of the Coral Sea. If so, no changes are made in the situation on the board.

B. Japanese reinforcements (per the Coral Sea scenario) appear on the Noon, 6 May 1942 turn.

C. The Coral Sea victory conditions apply at the end of an additional 34 turns.

D. It is recommended that the optional Oiler Rule be used.

28.4 Scenario 4: The Battle of the Coral Sea, 5 May 1942

28.4.1 Situation

The air-naval battle of the Coral Sea began in earnest on 5 May 1942, after several days of preliminary operations. Both belligerents had naval forces in the area, and intense searches were already in progress.

Length: The scenario lasts a maximum of 34 turns, automatically ending if Japan successfully invades Port Moresby. The first turn is Noon, 5 May, 1942.

28.4.2 Weather

Follow the weather procedure for 20 turns, to determine the local meteorological situation. Use the weather procedure each turn.

28.4.3 Japanese Setup

  • Airfields: Place Japanese flags on the following airfields to indicate Japanese control: Gasmata, Lae, Shortlands, Kavieng, Rabaul, and Tulagi.
  • Aircraft: Place these aircraft at any controlled airfields, observing landing mode restrictions and airfield capacities: 3 x A6M3, 1 x F1M2, 7 x G3M2, 2 x H6K4.
  • Task Forces: At start, up to five TFs may be formed using the ships provided. After the Noon, 6 May 1942 turn, Japan may have up to six TFs.
  • Ships: Form TFs using any or all of the ships below. Ships not placed in TFs must be placed in Rabaul or Shortlands, visible to both players: 2 x CV, 1 x CVL, 1 x AV, 6 x CA, 4 x CL, 14 x DD, 3 x AO, 3 x ML, 2 x AP.
  • Naval Aircraft: Place these naval aircraft on carriers or the AV, observing capacities and landing mode restrictions: 10 x A6M2, 10 x B5N2, 8 x D3A1, 2 x E13A1, 3 x F1M2.
  • Initial Placement: One TF may be placed initially within four hexes of hex 4715; and all others must be placed within five hexes of Rabaul. Secretly note placement on the Task Force Location Chart.
  • Reinforcements: On the Noon 6 May turn, the Japanese player receives the aircraft below at the north edge of the map during the Air Movement Phase. They may fly any missions consistent with their capabilities: 7 x A6M3, 7 x G4M1.
  • Miscellaneous: Each Japanese AP carries one flag for invasion purposes.

28.4.4 Allied Setup

  • Airfields: All airfields not controlled by the Japanese may be used by the Allies.
  • Aircraft: Place 2 x USN PBY-5 seaplanes in New Caledonia. Place the aircraft below at any controlled airfields, observing airfield capacities and landing mode restrictions: 7 x P39D, 7 x P40D, 1 x PBY-5.
  • Task Forces: The Allies may use up to four TFs, using the ships provided.
  • Ships: Form TFs using these ships: 2 x CV, 7 x CA, 1 x CL, 13 x DD, 2 x AO.
  • Naval Aircraft: Place these naval aircraft on carriers, within capacities and landing type: 8 x F4F-3, 6 x SBD-2, 6 x SBD-3, 4 x TBD-1.
  • Initial Placement: All TFs must be placed within five hexes of the east edge of the map. Do not count partial edge hexes. Secretly note placement on the Task Force Location Chart.
  • Reinforcements: USAAF Aircraft may become available under Rule 21.0.

28.4.5 Victory

A. The overriding criteria for victory by the Japanese is possession of Port Moresby. If Japan succeeds in placing troops ashore at Port Moresby, it automatically wins, regardless of any naval or air losses.

B. If Port Moresby is not taken, victory is determined by VPs. Besides the VPs for destroyed enemy materiel, the Allied player receives 10 VPs for holding Port Moresby. The winner is the side with the most VPs. Use the table below to determine the level of victory.

Victory LevelStrategicTactical
VP Difference1-2021+

C. At this point in the Pacific War, strategic victories were easily, and lightly, claimed, often on the basis of light losses. Tactical naval victories required more substantiation, and meant a lot more in the long view. A tactical victory in this scenario is better than a strategic victory. Historically, the battle of the Coral Sea was a strategic victory for the US; the battle at Midway was a tactical victory.

29.0 Bibliography

A. There simply is no book titled 'The Battle of the Coral Sea or Dramatic Precedent or some such. Instead, treatment of the Coral Sea action is usually contained in a work dealing with the entire war, or as a prelude to Midway. The sad part is that the Coral Sea battle is a fascinating subject in its own right.

B. The works I have listed are, of necessity, an incomplete listing and represent a range of light and heavy reading that I found interesting. I hope you do, too.

  • Craven, W.F., ed., The Army Air Forces in World War II, University of Chicago Press, 1955. This work is a six volume set, all of which is interesting and informative. The unofficial (i.e. not GPO produced) official history. Especially helpful are Volume I, Plans and Early Operations, Jan. 1939-Aug. 1942, and Volume VI, Men and Planes.
  • D'Albas, Andrieu, Death of a Navy, Devin-Adair, New York, 1957. This English translation of a French naval officer's work on the destruction of the Japanese navy concentrates on the major encounters.
  • Francillon, R.J., Japanese Aircraft of the Pacific War, Putnam and Co., London, 1970. There is no better work for absolute hard data, on any Japanese airplane in World War II.
  • MacArthur, Douglas, and his general staff, Reports of General MacArthur, U.S. Army, Washington, D.C., 1966. These elaborate records deal with the entire Japanese war effort. These are the closest you can get to the Japanese side without reading Japanese, especially Vol. 1 and 2.
  • McGuire, Frances Margaret, The Royal Australian Navy, Oxford University Press, Leighton House, Melbourne, 1948. I encountered the Australian War Memorial (covering, in many volumes, the air, land, sea, civil and medical efforts) late in my research, but found I relied on this volume to the extent of several dollars in library fines.
  • Morison, Samuel Eliot, History of U.S. Naval Operations in World War II, Coral Sea, Midway, and Submarine Actions, May 1942-August 1942, Little Brown, 1950. Morison's multi-volume work is often the first treatment encountered on the Navy in WW II. He is also excellent, if sometimes too interpretive.
  • Okumiya, Masatake, Zero!, Dutton, New York, 1956. This work is simply nice light reading on Japanese naval aviation, especially Zeros, in the war.

30.0 Designers' Notes

A. The carrier battle of the Coral Sea marked the beginning of the shift from a purely defensive allied position, as the result was technically a Japanese defeat. Historically, both sides claimed victory, and in the short view, the Japanese claim was closer to the truth. While the allies sunk the smaller Shoho, they lost the considerably larger Lexington and an oiler. In the longer view, the American claim for victory strengthens: because of the encounter, Japanese strength for the battle of Midway was reduced, a factor in that victory. And Port Moresby held.

B. Design dictates that some simplifications be made in order to make the game easier and interaction more fluid. Thus, I have arbitrarily decided to make all Japanese A6M2 fighters capable of carrier landing, while restricting A6M3 fighters to land airfields. The purpose is simply one of fast and easy identification, rather than one of strict historical veracity. I have similarly arbitrarily differentiated the SBD-2 and SBD-3 naval dive bombers into type D and SD aircraft.

C. The Aircraft Replacement Rule (17.0) radically changes the effective unit size represented by each air counter. Each counter initially represents six aircraft, based on the number of counters presented in the OB, the historical aircraft strength available on a carrier, etc. But because almost half the aircraft destroyed are returned to play, the effective representation of a counter is three aircraft. In effect, the aircraft replacement system is not of new equipment arriving, but instead is a form of step reduction.

D. The Reconnaissance Rule has caused a lot of comment because only scouts can scout, and no one can tell what ships are in a task force until it is attacked. In fact, scouts were the only people trained to observe and reconnoiter, and did it as part of their assigned mission; other aircraft crews were trained to go to a specific point, look around, and attack what was there. Along the way, they chatted, slept, or played cards, hardly an efficient spotting force. And when even a trained scout crew did spot the enemy fleet, their recognition level was atrocious. Consistently, they misidentified ships as to type, class, and even nationality. Some typical examples were Japanese identification of the Neosho (AO) and the Sims (DD) as a cruiser and a carrier; an attempt, by a Japanese air squadron to land in an American carrier they had misidentified as their own; and the attempted bombing by American Army aircraft, of the Australia, in broad daylight. Ideally, neither player should be totally sure what was attacked, even after attacking them, but that was just a little complex to put into a two-player game.

E. A basic to the Coral Sea encounter was the weather. TFs scooted in and out of bad weather, using the overcast as favorable but changing terrain. The weather rule as presented, is constantly inserting an unpredictable weather situation, which can occasionally be used to benefit. To be sure, the rule is an abstraction, and does not necessarily exactly simulate weather in the area.

F. A lot of work and effort was expended during the fourteen month development of Coral Sea.

G. This is the second edition of Coral Sea, and incorporates substantial gamer feedback, and some rules modifications, as well as additional scenarios for other activity.

H. During development, it became obvious that the optimum movement system would require a numbered hexagonal grid.

31.0 Specific Force Structures

The following is a list of the ships, by name, which actually were involved in each scenario. RAN indicates Royal Australian Navy.

31.1 Raid on Rabaul

There are no Japanese ships in this scenario.

Allied Ships:

TypeName(s)TypeName(s)
CVLexingtonCAMinneapolis, San Francisco, Indianapolis, Pensacola
DDPatterson, Dewey, Hull, Dale, Drayton, Phelps, Clark, MacDonough, Aylwin, Bagley

31.2 Battle of Huon Gulf

31.2.1 Japanese Ships

TypeName(s)TypeName(s)
CAAoba, Kinugasa, Kako, FurutakaAVKiyokawa Maru
CLYubari, Tatsuta, TenryuAOToho Maru
MLKoei Maru, OkinoshimaDDAsanagi, Mutsuki, Motiduki, Oite, Yunagi, Yayoi

31.2.2 Allied Ships

TypeName(s)
CVLexington, Yorktown
CAIndianapolis, Pensacola, Astoria, Chicago, Minneapolis, San Francisco, Louisville, Australia (RAN)
DDPerkins, Lamson, Hammann, Anderson, Phelps, Patterson, Bagley, MacDonough, Dale, Russell, Sims, Hughes, Clark, Aylwin, Dewey, Hull, Drayton, Walke

31.3 Preliminary Operations / The Battle of the Coral Sea

31.3.1 Japanese Ships

TypeName(s)TypeName(s)
CVZuikaku, ShokakuCVLShoho
AVKamikawa MaruMLTsugaru, Koei Maru, Okinoshima
CLYubari, Kashima, Tatsuta, TenryuAOToho Maru, Goyo Maru, Hoyo Maru
CAHaguro, Myoko, Kako, Aoba, Kinugasa, FurutakaDDUshio, Asanagi, Akebono, Uzuki, Ariake, Mutsuki, Shiratsuyu, Motiduki, Yogure, Sigure, Yayoi, Sazanami, Oite, Yuzuki, Kikuzuki*

* Sunk during preliminary operations and thus not present during Scenario 4.

31.3.2 Allied Ships

TypeName(s)TypeName(s)
CVYorktown, LexingtonAOTippecanoe, Neosho
CAMinneapolis, Astoria, Portland, Australia (RAN), New Orleans, Chester, ChicagoCLHobart (RAN)
DDPhelps, Farragut, Monaghan, Walke, Anderson, Russell, Worden, Dewey, Aylwin, Perkins, Morris, Hammann, Sims
  • 25.4.1.2 Firing
  • 25.4.1.3 Torpedoes
  • 25.4.1.4 Additional Rounds
  • 25.4.2 Movement and Ranges
  • 25.4.3 Gunnery
  • 25.4.4 Ranging
  • 25.4.5 Damage
  • 25.4.6 Torpedoes
  • 25.4.7 Shelling of Shore Targets
  • 28.3 Scenario 3: The Seizure of Tulagi, 27 April 1942
    • 28.3.1 Situation
    • 28.3.2 Weather
    • 28.3.3 Japanese Forces
    • 28.3.4 Allied Forces
    • 28.3.5 Victory
    • 28.3.6 Optional Extension Into Campaign Game
  • 28.4 Scenario 4: The Battle of the Coral Sea, 5 May 1942
    • 28.4.1 Situation
    • 28.4.2 Weather
    • 28.4.3 Japanese Setup
    • 28.4.4 Allied Setup
    • 28.4.5 Victory