Coral Sea Solitaire
Coral Sea Solitaire Rulebook
Table of Contents
Table of Contents
- Mapsheet and Unit-Counter Errata
- 1.0 Introduction
- 2.0 Player Identity & Solitaire Guidelines
- 3.0 Components
- 4.0 Initial Deployment & Reinforcement Schedules
- 5.0 Sequence of Play
- 6.0 Victory Conditions
- 7.0 Command Points (CP)
- 8.0 Leadership Chits
- 9.0 Japanese Panic
- 10.0 Random Events
- 11.0 Reinforcement Arrivals
- 12.0 Stacking
- 13.0 Naval Task Forces (TF)
- 14.0 Ship Units
- 15.0 Aircraft Carrier Operations
- 16.0 Naval Surface Combat
- 17.0 Shore Bombardment
- 18.0 Naval Transport of Ground Units
- 19.0 Submarines
- 20.0 Amphibious Operations
- 21.0 Air Units
- 22.0 Air Unit Missions
- 23.0 Bases
- 24.0 Anti-Aircraft Fire
- 25.0 Fatigue & Damage
- 26.0 Night
- 27.0 Limited Intelligence & Fog of War
- 28.0 Unidentified & Identified
- 29.0 Scouting Phase
- 30.0 Alternative Deployments
- 31.0 Historical Deployment
- Optional Rules
- 32.0 Extended Range
- 33.0 Screening
- 34.0 US Fueling Group
- 35.0 Optional Initial Deployment & Reinforcements
- 36.0 More Charts & Tables
- 37.0 Designer Q & A
Mapsheet and Unit-Counter Errata
Mapsheet Erratum: On the Turn Record Track, the "IJN R" notation should appear in the "Day 4" box rather than in the "Day 3" box.
Unit-Counter Errata (25 January 2010 update)
USN
- Row 7: counter one should be CV-1 (front and back).
- Row 2: counter one should be CV-2 (front and back).
IJN
- Reverse of the Japanese aircraft should be 2 or 3 strength (they are used like change).
- The IJN has two CA-2 units. Use the 12-6-12-10 unit and disregard the other one.
- Japanese air units marked CVL-1 should be CV-1.
- Japanese air units marked CVL-2 should be CV-2. [The only CVL unit is CVL-3.]
- The ranges for Japanese aircraft are as follows: VF = 7; VB = 5; VT = 3; LF = 7; LMB = 10.
1.0 Introduction
1.1 Coral Sea Solitaire (CSS) is a one-player wargame of the aero-naval battle that took place between the US Navy (USN) and the Imperial Japanese Navy (IJN) in May 1942. It was the first of the Pacific War's great carrier versus carrier battles. The IJN objective was to transport invasion forces to New Guinea and Tulagi (off Guadalcanal). The USN moved to counter. While the battle was an IJN tactical victory, the USN won strategically as the New Guinea invasion force was returned to its base.
1.2 CSS is based on the game system used in World at War number 2's Solomons Campaign; however, there are significant differences owing to the smaller scale of the operation and the systemic necessitates inherent in a solitaire design.
2.0 Player Identity & Solitaire Guidelines
2.1 In the game the player controls various Allied forces (collectively called the USN). The game system controls IJN forces. In these rules, "the player" means the player who will be actively commanding USN forces; however, that same player will also take certain mandatory actions with IJN forces. The term "USN player" refers to the player specifically in his role as commander of Allied forces: US and Australians, and both USN and US Army Air Force units. The USN player may use his forces as he pleases within the structure of the rules. "The IJN" refers to the forces being moved and fought by "the player" when he's conducting system-required operations with Japanese forces.
2.2 Important Terms
- "At random" or "randomly" means, if there's more than one choice, the player selects one by dividing the options into die roll ranges. For example, if the player must choose a target "at random" from three different ships, he assigns each ship a number range (first ship = 1-2; second ship = 3-4; third ship = 5-6), and rolls a die. If that roll were a "3," the second ship is thereby selected as the target.
- "May" means the player has the option to take the action or may decline to do so. "Must" means the player is required to carry out that action.
2.3 Design Premise
Historically, US strategic intelligence was good in terms of identifying Japanese forces and their intentions. Consequently, the USN player will have a certain edge over the IJN insofar as he will have a general knowledge of the location and objectives of major IJN task groups. That's an intentional historical design feature, and one the USN player should exploit.
3.0 Components
3.1 Map
The game map shows the Coral Sea and adjoining waters, islands and bases as they were in 1942. A hexagonal grid has been overlaid to regulate the placement of units, their movement, and to determine aircraft range.
Major Bases
- USN: North Australia, South Australia & New Caledonia
- IJN: Rabaul
Minor Bases
- USN: Port Moresby
- IJN: Lae
3.2 "To Truk" Hexes
Those hexes show where IJN units based on the naval base at Truk, off map to the north, may enter play.
3.3 Task Force (TF) Holding Areas
Place the ships belonging to each TF in the corresponding box printed on the mapsheet.
3.4 Unit Counters
There are two distinct types of military units in the game: ships and aircraft. Each has its own rules, and both categories may interact with the other.
3.5 Ship Units
3.6 Ship Movement Factors
Each ship has a movement factor of one or two. Those factors aren't printed on the ship counters; rather, they're given on the Ship Movement Table printed on the mapsheet.
3.7 Ship Types
Aircraft Carriers
- CV: Fleet Carrier
- CVL: Light or Auxiliary Carrier
Capital Ships
- BB: Modern Battleship
- B: Old Battleship
Other Types
- CA: Heavy Cruiser
- CL: Light Cruiser
- DD: Destroyer
- GB: Gunboat
- TR: Transport
- CYP: Seaplane Tender
- SS: Submarine
- Dummy: see section 27.0
3.8 Back-Printing
Ship counters are back-printed to show only their general types. That's important because some rules will require the player to use certain face-down IJN ships without identifying which specific ships those units represent.
3.9 Seaplane Tenders don't have aircraft units assigned to them; rather, their patrol aircraft are built into their scouting function. Such ships aren't considered to be "aircraft carriers" for purposes of the game.
3.10 Aircraft Units
3.11 Types of Aircraft Units
There are two general types of aircraft: carrier-based, which are prefixed with a "V" and land-based, which are prefixed with an "L." Note that all "V" aircraft types are sometimes referred to generically as "NAC" (Naval AirCraft) in these rules.
Types of Aircraft Units (clarification). Air unit strength is in terms of squadron points, with each strength point being equal to one squadron. Air units are backprinted with higher strength numbers; these are used to combine more than one air unit. See rule 21.7.
Carrier-Based Types
- VF: Fighter
- VT: Torpedo Bomber
- VB: Dive Bomber
Land-Based Types
- LF: Fighter
- LD: Dive Bomber
- LMB: Medium Bomber
- LHB: Heavy Bomber
3.12 Markers
- Minor Base: used to indicate the reduced (after being attacked) aircraft basing and anti-aircraft strength of on-map minor bases.
- Command: indicates allocation of USN command capabilities for a 24 hour period.
- Damage/Fatigue: indicates temporary loss of efficiency by a unit.
- Initiative: indicates which side has the operational or tactical initiative for the turn.
- Invasion Completed: indicates a transport unit that's conducted an amphibious landing.
- Leadership: gained by the USN player as a result of intelligence operations and may be used to modify various die rolls. The IJN may gain them owing to certain game actions.
- Mission: indicates air units as being on escort, combat air patrol or strike missions. They're used as mnemonics, and have no other effect on play.
- Phase: indicates the current phase of the current game turn.
- Task Force (TF): indicates a group of ships operating together.
- Turn/Weather: indicates the current game turn and if the weather is good or bad.
3.13 Scale
Each hex on the map represents 75 miles from side to opposite side. Each game turn represents 12 hours. Each aircraft strength point is called a "squadron," though each such point may actually represent from six to 24 aircraft, depending on type and pilot quality. Naval units represent one ship for carriers, battleships and heavy cruisers, and two or three ships for other units.
3.14 You will need a six-sided die in order to generate random numbers for various game functions.
4.0 Initial Deployment & Reinforcement Schedules
4.1 The game begins on 3 May 1942 (Day). Units are set up in accordance with the deployment instructions given below. Set up USN forces first, IJN second. The deployment instructions also include reinforcement schedules. Note that not all units will be set up during initial deployment. Some units are later-arriving reinforcements, others are optional units.
4.2 USN Initial Deployment
USN Ship Units
On and/or Adjacent to New Caledonia
- TF-11: CV-1 (Lexington), CA-1, CA-2, DD-1, DD-2
- TF-17: CV-2 (Yorktown), CA-3, CA-4, CA-5, DD-3, DD-4
- TF-6: DD-5
- TF-9: CYP-1
Australia (North or South)
- TF-44: CA-6, CA-7, CA-8, DD-6
Note: don't deploy TF-3 and TF-5 markers; their potential use is explained in rules section 35.0.
USN Aircraft Units
- CV-1: 3 x VF, 5 x VB, 2 x VT.
- CV-2: 3 x VF, 5 x VB, 2 x VT.
- Port Moresby: 2 x LF.
- Australia: 5 x LF, 6 x LMB, 2 x LHB.
USN Minor Base Strength
- Port Moresby: 4.
USN Leadership Chits
- None to start.
4.3 IJN Initial Deployment
IJN Ship Units
The IJN starts with the following TF: Carrier Strike Force (TF-1); Port Moresby Group (TF-2); Tulagi Group (TF-3); Support Group (TF-4); and the Covering Group (TF-5). The player determines which IJN naval units will be assigned to each IJN task force. All ship units are placed on the corresponding task force display on the mapsheet. Place the following ship units in the following TF displays.
- Port Moresby Group: TR-1, TR-2, TR-3
- Tulagi Group: TR-4
- Support Group: CYP-1, GB-1
Place IJN CV-1, CV-2 and CVL-3 in one area, face-down, and mix them up. Then, without looking at them, pick them one at a time and assign them, in the order picked, as follows:
- Carrier Strike Force: two carrier units
- Covering Group: one carrier unit
Place IJN CA-1, CA-2, CA-3, CA-4, CA-5, CA-6; CL-1, CL-2; DD-1, DD-2, DD-3, DD-4, DD-5, DD-6, DD-7 and Dummy-1 through 5 units in another area, face down, and mix them up. Then, without looking at them, pick them and assign them as follows:
- Carrier Strike Force: six units
- Covering Group: five units
- Port Moresby Group: five units
- Tulagi Group: two units
- Support Group: two units
All IJN units remain face down until the USN player: 1) identifies their TF; and 2) conducts a subsequent successful intelligence mission against it; or 3) the TF engages in surface combat. At those times the IJN units in an identified TF are flipped face up. Similarly, if the IJN Doctrine Table calls for a carrier task force to launch a strike, flip face up all carriers in it.
IJN Task Force Placement
- Tulagi Group: Santa Isabel island
- Support Group: Santa Isabel island
- Carrier Strike Force: reinforcement, Day 4 May, on "To Truk" hex chosen at random.
- Covering Group: reinforcement, Day 4 May, on Rabaul hex.
- Port Moresby Group: reinforcement, Day 4 May, on Rabaul hex.
IJN Submarine Placement. SS-1, SS-2 and SS-3 are deployed face-down using the following procedure: No more than one SS may end up in the same hex. If for some reason they do, roll again. For each SS, roll a die. That result indicates the "To Truk" hex on which they're first placed, starting with the westernmost hex.
Roll a second die for each SS and add three to that result. That's the number of hexes to the south of their "To Truk" hex to which they're then moved. If a hexside is involved, choose one hex to the west or east via another die roll.
IJN Aircraft Units (place on carrier display)
- CV-1: 3 x VF, 3 x VB, 3 x VT
- CV-2: 3 x VF, 3 x VB, 3 x VT
- CVL-3: 2 x VF, 2 x VT
- Rabaul: 2 x LF, 6 x LMB
- Lae: 2 x LF
IJN Aircraft Reinforcements
- Rabaul, Day 4 May: 6 x LF, 6 x LMB.
IJN Minor Base Strength
- Lae: 3.
IJN Leadership Chits
The IJN starts the game with two leadership chits, and receives one more on the Day 4 May turn, and more via the Random Events Table.
IJN Initial Panic Level
The Japanese Panic Level starts at zero (0).
5.0 Sequence of Play
5.1 CSS is played in game turns, each representing 12 hours. Each game turn is further divided into "phases," and phases are sometimes sub-divided into segments and sub-segments. CSS uses a detailed sequence of play. You can get a sense for the overall rules by reading the summary of actions that take place in each phase. You must rigidly structure all actions within the sequence of play. Note, though, in some phases, segments or sub-segments, nothing may actually occur owing to a lack of units. For example, if there are no opposing air units in a hex, then no air superiority operations would occur.
5.2 Command Points
If "(CP)" is shown in the sequence below, the player must expend command points to execute that phase for USN forces. See the USN Command Missions Table, printed on the mapsheet, for details. IJN forces never receive or expend CP.
5.3 Day & Night Turns
Day and night turns alternate. See section 26.0 for the effects of night. In the sequence of play, when "(Day Turns Only)" is shown, it means that phase occurs only during day turns, not at night. Unless noted in that way, phases take place during both day and night turns.
5.4 The sequence of play is asymmetric: IJN phases and USN phases don't necessarily correspond.
5.5 Game Length
The first turn of the game is "Day 3 May 1942"; the last turn is "Night 9 May 1942."
5.6 Game Turn Sequence Outline
1) Command Phase
1a) Random Events Phase (Day Turns Only)
Roll once on the Random Events Table and apply the result.
1b) USN Reinforcement Phase
Place USN reinforcements due to arrive this turn.
1c) IJN Reinforcement Phase
Place IJN reinforcements due to arrive this turn.
1d) USN Command Decision Phase (Day Turns Only)
Reset the USN Command Point Index to 20.
Commit available command points to the following staff slots: Organization, Intelligence, Operations, Logistics.
1e) USN Task Force Organization Phase (CP)
Reorganize USN TF by expending CP (see section 13.0).
1f) USN Air Transfer Phase (Day Turns Only) (CP)
Move some, none, or all of USN aircraft units via air transfer. Those air units, if any, are then fatigued.
1g) USN Strategic Intelligence Phase (CP)
Conduct any strategic intelligence operations. They may allow you to identify IJN TF or gain leadership chits.
2) Scouting Phase
2a) USN Scout Phase (Day Turns Only)
Conduct scouting for each USN TF and major base within scouting range of an IJN TF. That may identify IJN TF (see section 29.0).
2b) IJN Scout Phase (Day Turns Only)
Conduct scouting for each IJN TF and major base within scouting range of a USN TF. That may identify USN TF (see section 29.0).
3) Operational Initiative Phase
Determine which side will have the initiative for movement.
4) Movement Phase
The side with initiative is moved first. The procedure for movement is different for each side.
4a) IJN Naval Movement
Determine the direction in which each of the IJN TF will move. Start with the top of the list of TF on the IJN Movement Doctrine Table, printed on the mapsheet, moving downward, and resolve the movement of each TF before going to the next. Roll on the table, cross-indexing each TF with its own die roll. That will give a direction for the IJN force to move, either as a compass direction (for example, SE) or toward a specific target hex.
4b) USN Naval Movement Phase
You move some, none or all USN forces and naval units. IJN submarines may attack USN naval units that enter their hexes. USN TF may move one additional hex by expending an operations CP.
Note: the side with the operational initiative moves first; so "4a" might actually be the USN Naval Movement Phase while "4b" is the IJN phase. Also note it's only phases 4a and 4b that may have their order switched in that way; all other portions of this sequence are always worked through in the order they're presented here in print.
5) Combat Phases
5a) Air Attack Phase
5a-a) USN Land-Based Air Mission Assignment (CP) (Day Turns Only)
Commit USN land-based aircraft units to missions by expending one CP per mission.
5a-b) USN Carrier Air Mission Assignment (CP) (Day Turns Only)
Commit USN carrier based air units to missions by expending two CP per mission.
5a-c) IJN Land-Based Air Mission Assignment (Day Turns Only)
Use the IJN Air Doctrine Table to determine which IJN land-based air missions will be executed.
5a-d) IJN Carrier Air Mission Assignment (Day Turns Only)
If the IJN Carrier Strike or Covering force unit is within NAC range of a potential target (USN TF, USN minor base), use the Japanese Doctrine Table to determine if they launch a carrier attack. If they do, the player identifies the TF and flips face up any carrier units in those TF.
5a-e) Ready Step.
All aircraft of both sides that will be conducting missions are shifted from the Recovery Box to the Ready Box.
5a1) Air Combat Execution Sub-Routine (Day Turns Only)
This step is used whenever aircraft of either side were given attack missions in step 5a. Aircraft units are moved from the Ready Boxes of their own side's Aircraft Status display to the Strike, Escort or CAP Boxes.
5a1a) USN Air Mission Assignment
Assign each USN air unit in that side's Ready Box to a mission. That's done by placing them in the box on the Aircraft Status display corresponding to the mission they will fly.
5a1b) USN Combat Air Patrol Execution
Launch USN combat air patrol (CAP) missions by placing them in the hexes on the map from which they were launched.
5a1c) USN Air Strike Execution
Move USN aircraft units assigned to strike and escort missions to their target hexes on the map. (They don't yet attack.)
5a1d) IJN Air Mission Assignment
Roll on the IJN Fighter Commitment Table for each Japanese carrier in range of US TF or minor bases. That will give the percentage of fighter squadrons on that carrier or minor base that will execute offensive (escort) and defensive (CAP) missions. Shift those aircraft units to the corresponding box on the Aircraft Status display.
5a1e) IJN Mission Execution
Move all IJN squadrons conducting strike missions to the target hex on the map as determined by the IJN Air Doctrine Table. (They don't yet execute their attack.) CAP missions fly in their own carrier or base hexes.
5a1f) Air Superiority Sub-Segment
All air units on both sides fire on all enemy air units in the same hex, regardless of missions. This is resolved simultaneously in each hex, and losses aren't extracted until both sides have completed firing within each hex.
5a1g) Initiative Side's Air to Surface Sub-Segment
The aircraft on the side with the initiative now attack enemy TF and airbases. Resolve all land-based air attacks, then all carrier air attacks, of that side. Any Anti-aircraft fire is resolved prior to each attack being executed.
5a1h) Non-Initiative Side's Air to Surface Sub-Segment
The aircraft on the side without the initiative now attack enemy TF and airbases.
Resolve all land-based air attacks, then all carrier air attacks, of that side. Any anti-aircraft fire is resolved prior to each attack being executed.
Note: though air-to-air combat is resolved simultaneously, air-to-surface combat isn't resolved that way.
5b) Surface Naval Combat Phase
If any opposing TF are is in the same hex, go to the Surface Combat Execution Sub-Routine given below.
5b1) Surface Combat Execution Sub-Routine
For each hex in which there are opposing surface naval units do the following.
5b2) Tactical Initiative Determination
Roll on the Tactical Initiative Table to see which side will be the attacker for this individual combat.
5b3) Surface Combat Execution
Resolve each surface combat, with the attacker for each battle being the side with tactical initiative.
5b4) Fatigue Step
All ships that survive the combat are fatigued. Place a fatigued marker on each of them.
6) Bombardment Phase
6a) USN Bombardment Phase
If a USN TF is in the same hex as an IJN base, you may decide to execute a USN bombardment mission.
6b) IJN Bombardment Phase
If an IJN TF is in the same hex as a USN base, you must execute a bombardment mission.
7) IJN Amphibious Landing Phase
If an IJN amphibious TF is in the same hex as its target (Port Moresby or Tulagi), execute that landing and record any VP. (Only the IJN conducts amphibious landings.)
8) Air Basing Phase
Land all USN and IJN air units that are flying.
9) Logistics Phase
9a) USN Logistics Sub-Phase.
Do the following for USN units:
9a1) USN Refit Step (CP)
Expend logistics CP as listed on the USN Command Missions Chart: 1) for each carrier and airbase that has aircraft in its Recovery Box in order to return them to ready status; 2) to remove Fatigued markers from USN ships; 3) to remove Damaged markers from USN ships.
9a2) USN Refuel Step (Night Turns Only) (CP)
Expend the listed number of logistics CPs for each USN TF at sea. All such ships that don't refuel are marked as fatigued.
9b) IJN Logistics Sub-Phase
Do the following for IJN units.
9b1) IJN Ship Fatigue/Damage Step
Roll a die for each Fatigued and/or Damage marker on an IJN ship. A result of one through four removes a Fatigue marker; a one through three removes a Damaged marker. Roll separately for each marker.
9b2) IJN Aircraft Recovery/Ready Step
Roll a die for each carrier air unit in a Recovery Box. On a one through five, move it to the Ready Box; on a six, it remains in the Recovery Box. Roll a die for each land-based air unit in a Recovery Box. On a one through four, move it to the Ready Box; on a five or six, it remains in the Recovery Box.
Note: the IJN doesn't perform refueling as such; that's factored into the various tables.
10) End of Turn Phase
10a) Victory Check Step
Check for a sudden death decisive victory.
10b) Panic Check Step
Check to see if the IJN panics. If so, that changes the movement and victory rules for the IJN for the remainder of the game.
10c) Weather Step (Night Turns Only)
If the current weather is "Bad," flip the turn marker to the "Good" weather side.
10d) Turn Advancement Step
Move the Turn Record Marker forward one space on the Turn Record Track. If this is the last turn of the game, check to see which side, if any, has won.
6.0 Victory Conditions
6.1 Victory is determined by the accumulation of Victory Points (VP). VP are awarded according to the schedule given below on the mapsheet for the elimination of enemy units and the possession of objectives. At the end of the game, check the accumulated VP. Divide the number of VP of the higher side's total by the lower side's total in order to get a ratio. The higher-scoring side will either have won the game or—if its ratio isn't great enough—the game ends in a draw.
6.2 Level of Victory
Strategic victory is the highest (best) kind of victory, followed by tactical, etc.
- 3:1 or greater = Strategic Victory
- 2:1 or greater = Tactical Victory
- 1.5:1 or greater = Marginal Victory
- 1:1 through 1.49:1 = Draw
6.3 Sudden Death Decisive Victory
At the end of any game turn in which the following has taken place, the game instantly comes to an end and the side that's achieved the condition wins a "decisive sudden death victory," which is an even higher kind of victory than strategic. A decisive sudden death victory has been won if one side has sunk or "crippled" all opposing aircraft carriers and still has at least one surviving carrier of its own on the map. If playing with optional reinforcement carriers, those carriers must have been deployed onto the map in order for them to be counted as part of "all opposing aircraft carriers."
Note: for the definition of "crippled," see the combat result explanations printed on the mapsheet.
7.0 Command Points (CP)
7.1 Command Points (CP) are central to the play of CSS. CP are a quantification of the USN's ability to plan, support and execute military operations. Only the USN has CP.
7.2 CP Augmentation
The USN receives 20 CP at the start of each Day turn. Immediately assign them to the various Staff Slots during the Command Decision Phase (1d) of the Day Turn. (Use the markers provided on the track printed on the mapsheet.) During the course of each Day turn and the ensuing Night turn, you may expend CP to enhance various USN operations. At the start of each Day turn's Command Decision Phase, reset the CP level to 20. Note that means you must think ahead during Day turns to try to anticipate what the USN's CP needs will be for the coming Night turn.
7.3 Assigning CP to Staff Slots
During the Command Decision Phase, assign available CP to one of the four missions listed on the US Command Missions Chart, printed on the mapsheet, as follows.
- Organization: allows for the reorganization of TF.
- Intelligence: allows you to examine hidden Japanese forces.
- Operations: allows for additional movement of USN TF.
- Logistics: refits flown squadrons back to ready status, repairs damage, and sustains ships at sea.
7.4 When CP are used, reduce the corresponding Staff Slot allocation number by the corresponding amount. You don't have to assign or use up all available CP; however, CP may not be accumulated from turn to turn. Any left unused are forfeited at the end of each game turn.
7.5 Aside from the actions listed on the Command Missions Chart, all other USN actions are performed without expending CP.
8.0 Leadership Chits
8.1 Leadership chits are received according to the initial deployment instructions, USN intelligence operations, and random events. Leadership chits are used to modify die rolls on various tables.
8.2 The actions for which a leadership chit may be used are listed next to the various game tables.
8.3 Store both sides' available leadership chits in their IJN and USN displays, where they're kept until used. Neither side may ever have more than three Leadership chits available at any one time, though there's no limit on the number of them ether side may acquire and use over the course of a game.
8.4 You may decide to use USN leadership chits for any eligible game function throughout the game turn, but no more than one may ever be committed to any one function at any one time.
8.5 You must check to see if the IJN will use an available leadership chit whenever a game function allows for one to be used (listed as a die roll modifier next to a table). Determine that by rolling a die. A result of one through four means no chit will be used by the IJN for that function; however, the unused chit isn't lost; it's retained and may be used later. A result of five or six means it will be used for the checked function.
8.6 Leadership chits are expended by being used, though each may be regained (and expended, and regained, etc.) if some later instruction calls for it. A maximum of one leadership chit may be used by a side for each eligible action during a particular phase.
9.0 Japanese Panic
9.1 The IJN has a "panic level." When that panic Level is reached, certain IJN actions are changed. Keep track of the IJN panic level using the counter provided on the IJN Panic Points Track printed on the mapsheet.
9.2 Panic points are listed next to the IJN Panic Points Chart printed on the mapsheet. The IJN panic level is raised or lowered by the number of points listed for each panic-generating/reducing event as soon as each one occurs. Panic points are adjusted immediately. If combat causes panic to go up and down simultaneously, use the difference. The panic point level may never go above 10 or below zero. If it goes to 10 and stays there until step 10b in the turn sequence, panic has taken hold. Note that means if the panic level reaches 10 during a turn, but then goes below 10 later in the turn, the IJN does not panic that turn.
9.3 Panic Checks
Check for panic being triggered only during the Panic Check Step (10b) at the end of each game turn. If IJN panic points are at 10 during that step, panic sets in for the rest of the game. In that case, don't record any more panic points.
9.4 Panic Effects
IJN Movement Doctrine Explanations Table: use the Post-Panic explanations for IJN ship movement.
Victory: the IJN receives three VP at the end of the game for each of its CVA, CVL, BB and/or CA in Rabaul.
10.0 Random Events
10.1 During the Random Events Phase (1a) of each Day turn, roll a die and consult the Random Events Table. All results are immediately applied.
10.2 Skip the Random Events Phase on Game Turn 1.
11.0 Reinforcement Arrivals
11.1 Reinforcements are units that first appear after initial deployment has been completed. They're listed on the Turn Record Track printed on the mapsheet, while optional ones are listed in section 35.0 of these rules.
11.2 Reinforcements are placed in the hex indicated by their specific reinforcement instructions. Placing a unit in a hex isn't considered movement and doesn't apply against the unit's movement for the turn. A reinforcement may appear in hexes containing enemy units.
12.0 Stacking
12.1 Having more than one friendly unit in the same hex at the same time is called "stacking." Generally, there's no limit on the number of units either side may stack in a hex. The following exceptions apply.
- Carriers: each aircraft carrier has an aircraft capacity. That's the maximum number of naval aircraft points that may be embarked on that carrier. For example, a carrier with a capacity of "8" could have up to eight naval air points based on it.
- Air Bases: each airbase has an aircraft capacity. That's printed on the map in the case of major bases, and it's represented by a changeable numbered counter for minor bases. Both sides may only use friendly air bases to base their aircraft.
12.2 Enemy Units
Generally, friendly and enemy units may occupy the same hex, which may lead to combat. Under certain circumstances, opposing units may even move through each other.
12.3 On-Map Organization
Indicate where units are on the map by placing them properly within their hexes. That is, naval units should be placed in the sea-part of a hex containing an island, while grounded aircraft units should be placed on the land-part, or anywhere in the hex if flying a mission.
12.4 Moving Through Enemy Units
Aircraft flying missions may always fly through enemy air and naval units without stopping or fighting. They engage in combat only in their target hex or, for air transfer missions, in the hex in which they will land. TF must stop when entering a hex containing an enemy TF, which will generally lead to naval combat.
12.5 TF & Initiative
A TF on the side with the initiative may exit a hex containing an enemy TF. A TF of the initiative-holding side may exit a hex containing an enemy TF even if moving into a hex containing another enemy TF, though it would then have to stop in that hex for that phase. A TF on the side that doesn't have the initiative may not make any such exits. Enemy aircraft and bases never affect the movement of naval units.
12.6 Submarines make up a special subset of naval units. Units may move through hexes containing only enemy submarines without stopping, though they may be attacked by those subs while transiting their hexes. Submarine movement isn't affected by the presence of enemy surface units.
13.0 Naval Task Forces (TF)
13.1 Both sides have task force (TF) markers that represent formations of ships. All ships must be assigned to task forces, and each TF must be composed of at least one ship. Not all TF markers need be used. Units in a TF are placed in the box corresponding to their TF's marker. For example, USN units assigned to TF-17 would be placed in the TF-17 box.
13.2 IJN TF are set by the initial deployment instructions. They may not change their composition in the course of a game. If all ship units in an IJN TF are eliminated, the TF marker is permanently removed from the map.
13.3 USN TFs
USN TFs are initially set by the initial deployment instructions. The USN player may change the composition of a TF during a USN reorganization phase during a Day turn:
- If you want to create a new TF, expend three Organization CPs. Place a new TF marker in the hex. Transfer one or more ship units from an already existing TF unit in the same hex to the new TF. More than one TF can be created per hex by paying three CPs each.
- If you want to reorganize existing TFs without adding new TFs (transferring ships between them), then expend two Organization CPs and transfer the ships between them. In this case, expend two CPs per hex containing transferring ships, regardless of the number of TFs involved.
- If you transfer all ships out of a TF, remove that TF marker; there is no CP cost for this.
- Both (1) and (2) can be done in the same hex in the same organization phase by paying all appropriate costs.
13.4 USN ships may not be cross-assigned or detached to other TF during the course of the turn except as and when described above.
13.5 Reinforcement Ships
See the optional rules for details on assigning reinforcement ships to USN TF. The IJN receives reinforcements during the game, but they come already assigned to TF.
13.6 TF Movement
Each TF must be moved individually, and all of its ships move with it.
13.7 Stacking
Both sides may have more than one TF in the same hex at the same time. They maintain their separate identities, and their ships may not transfer between them other than via the reorganization process given above.
13.8 Combat
More than one TF may be combined for a single attack or defense provided they're in the same hex (and while still maintaining their identifies as separate TF).
13.9 Carrier air squadrons embarked on aircraft carriers are part of that TF. Land based air units are never part of TF.
13.10 Elimination
If all ships in a TF are eliminated, that TF marker is removed from the map. An eliminated USN TF marker may be returned to play by using the procedure for creating TF. Eliminated IJN TF markers may never be returned to play.
14.0 Ship Units
14.1 TF Movement
Move TF, not individual ships. The movement allowance of a TF is always the movement allowance of the slowest ship in it.
14.2 Movement Allowances
USN Battleships (BB), IJN Transports (TR), IJN Gunboats (GB), IJN and USN Seaplane Tenders (CYP), IJN Submarines (SS), and IJN and USN damaged ships all have movement allowances of one hex per friendly Naval Movement Phase. All other ship units have movement allowances of two hexes per friendly Naval Movement Phase.
14.3 Fast Move
Making a "fast move" adds one movement point to a TF's normal movement allowance. TF containing one or more damaged ships may not use fast move. For the IJN, a fast move is made as the result of certain table results. For the USN, you may decide to have a TF execute a fast move by expending one operations point.
14.4 Movement Procedure
TF are moved into and through contiguous hexes. They may enter all hexes on the map, even those containing islands (since the islands take up only a small part of the area covered by an individual hex). They may not cross all-land hexsides.
14.5 USN TF Movement
A USN TF doesn't have to expend all it available movement points (MP) when moving. For example, a TF with a movement allowance of two could be moved two, one or no movement points.
14.6 IJN TF Movement
Determines the movement for each IJN TF each IJN Naval Movement Phase by consulting the IJN Movement Doctrine Table printed on the mapsheet. Roll a die for each IJN TF in the order listed. Move each TF in the direction given as soon as that movement order is obtained. A TF must be moved the maximum number of hexes it can move as given in 14.1 and 14.2. The initial movement allowances of the various IJN TF are as follows.
- Carrier TF = two
- Covering Force = two
- Port Moresby Group = one
- Tulagi Group = one
- Support Group = one
14.7 If a TF that has ships of one and two MP movement allowances (MA), and its ships with MA of one are eliminated, that TF has its MA increased to two. You will know that for the IJN owing to the fact combat resolution causes all ships in a TF to be identified.
14.8 Movement Restrictions
Naval units may not move through hexsides containing all land. If an IJN TF is directed to move across such a hexside, it instead goes into the next hex in the same general direction to which it was directed that isn't all land. If a TF enters a hex with an enemy TF, it must stop.
If an IJN TF reaches its objective hex, it stops. An IJN TF in its objective hex remains there until one of the following first occurs: 1) all transports in it have completed amphibious landings; or 2) panic occurs. If either of those occur, resume the normal movement procedure.
14.9 Disengagement
A TF that starts its movement in the same hex as an enemy TF may leave that hex only if its side has the initiative. If it doesn't have the initiative, it must remain in that hex.
14.10 In general, once in play, units may never leave the map except when eliminated. If an IJN force reaches a map edge, and is ordered to keep moving, its movement is deflected in a direction chosen at random along the map edge. The exception is post-panic, when IJN naval units reach Rabaul or a "To Truk" hex are removed from the map.
15.0 Aircraft Carrier Operations
15.1 Naval aircraft based on carriers may be launched on missions; see the sequence of play for details. Aircraft carriers may launch any number of air missions in a game turn without the carrier becoming fatigued, though the naval aircraft they launch are affected by fatigue. A damaged aircraft carrier may not launch or land aircraft. See section 22.0 for more details.
16.0 Naval Surface Combat
16.1 Surface naval combat occurs during every Surface Naval Combat Phase (step 5b in the turn sequence) when enemy task forces are in the same hex. There may be a maximum of one surface naval combat per hex per phase, and each such battle must involve all enemy surface naval units in the same hex.
16.2 Combine all friendly TF in the same hex for combat, though each TF retains its own ships regardless of the outcome of combat.
16.3 Combat Resolution
Surface naval combat (ships versus ships) is resolved on the Surface Naval portion of the Consolidated CRT (printed on the mapsheet) using the following procedure.
- Reveal TF: flip all TF markers in the hex to their identified side and reveal all ship units of both sides.
- Tactical Initiative Determination: roll on the Tactical Initiative Table, applying all pertinent modifiers, to determine which side will be the attacker for this particular combat.
- Attack Strength Determination: total the attacking surface combat strength points.
- Defense Strength Determination: total the defending surface combat strength points.
- Combat Percentage Determination: divide the attacker's strength by the defender's, then multiply that number by 100. This gives the initial percentage column on the CRT.
- Combat Shift Determination: apply all pertinent shifts listed on the below the table for surface combat.
- Resolution: roll one die and cross-index that result within the final percentage column. That will give the combat result. Immediately apply the result on the left of the slash to the attacker, and the result to the right to the defender.
- Post Combat: surviving ships are returned to their TF holding boxes.
16.4 Combat results are explained next to the CRT on the mapsheet.
16.5 No Screening
All ships in both attacking and defending forces must be involved in the combat. No ships may be withheld. Units with a "0" attack strength still "attack." If all attacking units have "0" attack strength, use the far left column on the CRT.
17.0 Shore Bombardment
17.1 TF can attack enemy airbases on land in order to destroy grounded aircraft and reduce the anti-aircraft level. Bombardment may also generate VP. Shore bombardment takes place during the Bombardment Phases (steps 6a and 6b in the turn sequence). The bombarding TF must be in the same hex as the target to be bombarded. There may be a maximum of one bombardment per hex per friendly Bombardment Phase, involving all surface naval units in the same hex.
17.2 Resolve the combat on the bombardment portion of the consolidated CRT.
Total the number of ship bombardment factors. Note that there is no defense strength involved here. Roll a die and cross-index the result within the proper column. Apply the result immediately.
17.3 When making a bombardment, examine the units in the hex being attacked.
17.4 You may choose to have the USN bombard if in the same hex as an IJN base.
17.5 The IJN must bombard if a TF is in the same hex as a USN base.
18.0 Naval Transport of Ground Units
18.1 There are no ground units as such in the game. They're considered to be embarked on transports. See section 20.
19.0 Submarines
19.1 Only the IJN has submarines. They don't use the normal rules of movement and combat, nor are they ever part of any TF.
19.2 There are two types of submarines: "real" and "false" sightings. Both types of counters have the same front side. Their other side is revealed only if they're used in combat.
19.3 Submarine units have an MA of one hex per IJN Naval Movement Phase.
19.4 Contact
Submarines may not initiate attacks, nor are they ever added to the combat strengths of other friendly units in their hex, attacking or defending. Instead, submarine combat occurs under the following circumstances. That is, during any Day USN Naval Movement Phase that a USN TF enters a hex containing, or that's adjacent to, a submarine, do the following.
- Flip over the submarine marker. If it's a false sighting, remove it from the map. Regardless if real or false, if the USN TF was unidentified then it is identified.
- If it's a real submarine, the IJN launches a submarine attack. The attack may be in the same or adjacent hex to the sub.
19.5 Combat Sequence
- Flip the triggering USN TF to its identified side (if not already identified).
- If there are any CV, BB, or CA in the TF, the attack occurs; otherwise there's no attack and the sub is available for another use.
- If there's a CV, BB or CA in the TF, pick one at random and execute an attack on it using the Surface Naval vs. Surface Naval portion of the CRT using 100-149% column.
- ASW Column Shifts: if the number of USN DD and/or CYP units in the attacked TF exceeds the total number of CV, BB and CA by a ratio of at least two to one, the submarine attack is shifted one to the left. Conversely, if the number of CV, BB and/or CA exceeds the number of DD plus CYP by a ratio of at least two to one (or if there are no DD and CYP units in the TF), the column is shifted one to the right.
- Submarines are never affected by combat, and they're never fatigued.
- The attacked USN TF may continue moving if it has any MP remaining.
19.6 Limited Combat Use
Each submarine may attack only once per game turn. That's indicated by keeping it face up. For the rest of the turn in which it's made an attack, it has no further effect. At the end of the turn, all submarines are flipped to their unrevealed side.
19.7 Submarine combat is resolved during the USN Naval Movement Phase. Consequently, the presence of any IJN TF in the hex has no effect on the combat.
19.8 False Sightings
If a submarine is revealed to be a false sighting, it's removed from the map. On the following IJN Night Reinforcement Phase, replace the false sighting markers using the initial deployment procedure.
20.0 Amphibious Operations
20.1 The IJN has two amphibious TF: Port Moresby and Tulagi. When an amphibious TF reaches its target hex, it executes the amphibious landing procedure. A transport must stay in its target hex a certain number of friendly Naval Movement Phases in order to get the VP for making an amphibious landing. That is, at both Port Moresby and Tulagi, one complete IJN Naval Movement Phase must be spent per transport unit. The IJN receives the listed VP for each transport on a phase by phase basis.
20.2 If at any time before a landing is completed an amphibious unit is sunk or crippled, no VP are received for that landing. (Damage has no effect.) Also, if while the amphibious landing is in progress, the IJN reaches its panic level, the amphibious invasion is called off. Points already received aren't lost, but no more VP may be gained afterward. Use the Amphibious Invasion completed marker as a mnemonic.
20.3 As long as an IJN amphibious TF is in the same hex as its objective, don't roll for its movement. It remains in that hex until its amphibious landing is completed, all transports in it are sunk or crippled, or panic sets in, whichever occurs first. At that time it resumes movement procedures.
21.0 Air Units
21.1 Combat Strength
Air(craft) units have a combat strength, which is equal to the number of squadrons each one represents, and which is represented by a number on the counter. That number is used for both air-to-air combat and strike missions.
21.2 Range Allowance & Movement
Air units also have their ranges printed on their counters. That's the number of hexes they may move one way for a mission.
For example, an air unit with a range of "5" could move up to five hexes and attack a target. It could then fly another five hexes to land at a base. Air units move on a hex-by-hex basis from their starting hex to the target hex. They may fly through enemy naval and/or ground units without having to stop or engage in combat. They may fly through enemy air units without having to stop or engage in combat, except when those enemy air units are assigned to a combat air patrol mission (CAP), in which case the moving air units have to stop and engage in combat in the ensuing Air Superiority Sub-Segment (5a1f in the turn sequence).
21.3 Basing & Landing
Air units must start their movement on an airbase or carrier; they don't have to end their flight out on an airbase or carrier (they are at a target hex). They must end the Air Basing Phase (step 8 in the turn sequence) on an airbase (for all air types) or carrier or airbase for NAC.
21.4 Air units must land on the carrier or base from which they started, as printed on the counter. For example, Lexington aircraft must land on the Lexington. The only exception is, if an aircraft carrier has been sunk or crippled, any NAC units from it must be landed on the nearest friendly carrier within range. If no carrier is within range, they land on the nearest friendly land base within range. If no such carrier or base exists, those air units are eliminated and count as points lost. Also, land-based aircraft may land on another airbase if their own base lacks the needed capacity to land them. In all cases, a unit may land only within its range. For the USN, flying from a carrier or base other than the original costs extra CP; see the USN Command Missions Chart printed on the mapsheet.
21.5 Air Transfer is a special case of air unit movement that occurs only in the Air Transfer Phase (step 1f of Day turns). When conducting air transfer, air units may move triple their printed range. They may not engage in combat. For example, an air unit with a range of "5" could move up to 15 hexes to reach a new base, but it could not engage in any type of combat along the way.
21.6 When on a carrier or base display, an air unit must be in one of the following boxes.
- Recovery: the aircraft is below the deck of the carrier or in a revetment on an airbase. The aircraft may not fly any missions, but it may be moved to the Ready box. Note that fatigued aircraft will always be here until the fatigue is removed.
- Ready: the aircraft is on the flight deck/airstrip and may fly missions.
- Combat Air Patrol: the aircraft is flying a defensive mission over its own hex.
- Escort: the aircraft will accompany other air units flying strike missions in order to fight off enemy aircraft.
- Strike: The aircraft will attack a ground target.
21.7 Breaking Down & Combining
Air units are treated like "change." They may be replaced by an equal number of other air units whose total combat strength is equal to the total of the original unit. This may be done at any time in the game turn. Air units may be combined or broken down only with other air units of their same type. Ready and fatigued units may not be combined. For example, a "3" point VF unit could be exchanged for three "1" VF units, but an LF unit and a VF could not be combined.
21.8 Fatigue
Air units become fatigued due to certain combat results and after executing an air transfer any mission. Fatigued air units that are fatigued again while still fatigued are eliminated, but they otherwise function normally. Fatigued USN Air units become ready by expending CP. Fatigued IJN air units become ready via a die roll. See the sequence of play.
22.0 Air Unit Missions
22.1 Assign eligible USN air units to whichever missions you choose. IJN air units are assigned to missions depending on the IJN Air Doctrine and Fighter Commitment Tables. The details and requirements for each mission are explained on the Air Missions Chart.
22.2 Targeting
In general, a given air point may attack one of the following: 1) a single TF, and within it, a single ship; or 2) a single base hex. You may divide available USN air units to attack any combination of TF and bases in a hex. IJN targeting priorities are set by the IJN Air Doctrine Table.
22.3 If an IJN target is within range of some of the aircraft on a base or carrier but not others, only those aircraft that are in range fly to that target. Out of range fighters switch to CAP while other types simply remain in the Ready box.
23.0 Bases
23.1 Naval units may not enter enemy major base hexes. Both sides' air units may make air attacks against all enemy bases, major and minor. Such attacks affect only grounded air points and AA strength. Both sides naval units may enter enemy minor base hexes and attack units there.
23.2 To Truk hexes aren't base hexes in functional terms; they're simply entry hexes for certain IJN reinforcements.
23.3 Each major base's strength is printed on the map. Those strengths can never be reduced or increased. Show each minor base's strength on the map by using the markers with its name. A Minor bases' strength may be reduced by attacking the base with air or naval bombardment. When a base goes to zero, remove the marker. No base strength levels may be increased during the course of a game.
23.4 Airbase Capacity
Each airbase has a capacity, either printed on the map for major bases or shown on minor bases' markers. That's the maximum number of air points that may be based (be on the ground) at that airbase. If for any reasons the airbase capacity is reduced, and there are excess air points on the base, you must eliminate all that excess. Capacity is in terms of squadrons, and all squadrons count as one point.
23.5 Anti-Aircraft Level
Each base on the map has an Anti-aircraft (AA) level, which is represented by its basing capacity. AA markers are used like "change" to represent the current AA level.
AA Combat: AA is used to attack any air units attacking the base. They have no other game function.
23.6 Capture
Airbases are generally controlled by their own side throughout every game, with the following exception. If the IJN completes an invasion of Port Moresby, the USN base there is reduced to zero strength; however, the IJN doesn't gain an airbase there.
23.7 Summary of Minor & Major Base Characteristics
- Minor bases show their strength on the map by the use of the numbered counters with their names on them.
- That one number on those minor base counters indicates both the current air unit basing capacity and the current anti-aircraft strength.
- Those twinned minor-base capacities may be decreased to zero by air attack or naval bombardment.
- Major bases have their AA and basing strengths printed on the map, and those strengths may not be reduced except by the IJN completing an ordered invasion operation in that hex.
24.0 Anti-Aircraft Fire
24.1 Naval units have their antiaircraft values printed on them. Minor bases have an AA value equal to the current strength of their AA marker. Major bases have their AA strengths printed on the mapsheet.
24.2 When AA is fired at aircraft, it's generally combined into one combined AA factor.
24.3 Anti-aircraft fire is restricted as follows: 1) when air units are conducting strikes against naval units, only naval unit AA in that hex may fire at them; and 2) when air units are conducting strikes or close air support against ground units, only ground unit AA in that hex may fire at them.
25.0 Fatigue & Damage
25.1 Fatigue
Ships become fatigued by not being re-fueled, or if they engage in any ship-to-ship naval combat. Aircraft are fatigued by flying any mission. Place a Fatigue marker on such ship units or place air units in their Recovery box.
25.2 Fatigue effects are described in the CRT notes.
25.3 Damage
Ships may be damaged by combat results. Those effects are described in the CRT notes.
25.4 Recovery
Fatigue is ended as described in the sequence of play and the USN Command Missions Chart. That occurs during the Logistics Phase.
26.0 Night
26.1 Turns are designated as "Day" or "Night" on the Turn Record Track printed on the mapsheet. These rules are generally written with day turns in mind.
26.2 During night turns, the following modifications are made: 1) air units may not fly any missions; 2) the IJN receives a modifier for initiative determination for surface naval combat, as given on the CRT. The USN receives a penalty for night surface attacks.
27.0 Limited Intelligence & Fog of War
27.1 You may not examine IJN forces except as follows.
- General: you may see what's in each hex in a general way. That is, you may view task force markers. The reverse of naval counters has a generic silhouette for carriers, transports and other warships. You may examine the backs of IJN units since that's necessary for certain game functions (for example, to determine if a carrier is in range for launching an air attack).
- Combat: during the designated step of combat resolution, you may examine the contents of IJN formations.
- Intelligence Operations: see section 28.0.
- IJN Air Launch. When IJN air units are to be launched, you may examine the air units in that base or on that carrier to determine their missions. You must also flip face up any carrier units in that force. IJN carriers should be kept piled separately in each TF display to facilitate that.
27.2 Even though you may have units in the same hex as the IJN, you may not examine those units unless one of the above conditions apply.
27.3 Dummy Ships
A dummy ship is removed from play the instant that it's flipped face up.
28.0 Unidentified & Identified
28.1 Each TF marker has two sides. The front side is the "Unidentified" side; the reverse side is "Identified." All TF start with their unidentified sides showing upward. A TF is flipped to show its identified side via various intelligence operations. TF have the name of the TF on both sides, so you know in a general way what is out there.
28.2 Identifying TF
TF are identified whenever any of the following take place.
- The USN conducts a successful Intelligence mission against an IJN TF.
- When there are enemy surface naval units in the same hex.
- Whenever a TF containing CVA or CVL launches an air strike.
- As a result of a successful scouting operation.
- When a TF is in the same hex as an enemy major or minor base, regardless of that base's strength.
- Note that simply identifying an IJN TF doesn't allow you to examine the ships in it.
28.3 When checking any IJN doctrine tables, apply any listed modifiers depending on whether USN identified or unidentified TF are within the range listed.
28.4 The USN may not launch air strike or escort missions against an unidentified IJN TF. It may launch all missions against identified IJN TF. The IJN doesn't have a corresponding restriction, but the IJN is bound by the dictates of the various tables that generate IJN actions.
28.5 When determining the tactical initiative for surface naval combat, apply the die roll modifier listed next to the chart.
28.6 Duration
Once a TF is identified, it generally remains identified for the rest of the game. You may expend intelligence CP to flip back a USN TF to unidentified. Random events may also cause TF to become unidentified.
29.0 Scouting Phase
29.1 During the Scout Phase, you check each TF and major base that's within range of an enemy TF or base to see if its scout planes have detected it. Use the Scouting Table printed on the mapsheet, which also lists scouting range. Scouting is not done by actual air units; rather, it's conducted by recon aircraft not otherwise represented in the game.
29.2 Procedure
Check each scouting TF and base individually. That is, one check per TF and major base, not per individual ship. Each TF/major base scouts all unidentified TF within range. That is, a TF/base can make more than one roll as long as no more than one roll is made per TF/basebeing scouted. If there's more than one enemy TF in a hex, each TF is scouted individually. A single hex may be scouted more than once per phase, provided each TF/base makes no more than one roll for it. Don't scout identified TF.
29.3 Results
If an unidentified TF is successfully scouted, it becomes identified. That doesn't allow you to examine face down IJN units in the TF, which may be done only under the conditions given above in section 28.0.
30.0 Alternative Deployments
Note: you may elect to use alternative deployments from the rules below to vary the scenario and explore historical "what ifs."
30.1 Bigger Carrier Battle
Both the IJN and USN had more carriers available. The other IJN carriers were slated for the Midway operation later in May, while the USN carriers were being held in reserve in Hawaii. You may select this option prior to the start of play. Both sides receive an extra carrier on the assumption that, had the IJN committed an extra carrier, the USN high command would have done the same.
IJN: during initial deployment, add IJN CV-4 (plus 4 x VF, 3 x VB, 4 x VT) to CV-1, CV-2 and CVL-3 during initial set up, placing three carrier units with the Carrier Strike Force and one with the Covering Group.
USN: after completing initial set up, determine when the USN will receive CV-3 (plus 4 x VF, 5 x VB, 2 x VT). Roll a die and subtract one from the result. A final result of zero means CV-3 and DD-7 are deployed with any of the TF starting in New Caledonia. A final result of one through five means CV-3 and DD-7 will be received on that turn (starting with the first turn) as a reinforcement on New Caledonia. Place them on New Caledonia at the start of that turn. In that case, CV-3 and DD-7 form an entirely new TF. Note that's even if received as a reinforcement on turn one, as opposed to being initially placed at the start of the game.
30.2 More Carrier Fighters
A lesson drawn from the historic Coral Sea campaign was the carriers lacked sufficient fighter strength to conduct both CAP and escort bombers to their targets. Using this option, deduct one VB from each USN and IJN CV and replace it with a VF. This rule does not apply to CVL.
30.3 Japanese Battleships
Historically, the IJN battleships were committed to the Midway operation. This option presumes one or two of them were diverted to support the Coral Sea operation. IJN BB-1 and BB-2 are initially held off map. The first time the USN identifies the contents of one of the following IJN TF—Carrier Striking Force, Support Group, Covering Group—roll a die. On a five, one BB is present (pick one BB at random); on a six, both BB-1 and BB-2 are present. Place the ship(s) in the TF. That's checked the first time each of those three TF are identified. If a BB turns up with a TF, don't place it in subsequent TF if the roll is successful. And, obviously, if both BB end up being placed, there are no more rolls for later TF identifications. Each IJN BB placed gives the USN player 20 VP.
30.4 USN Battleships
This option may be taken only if you've decided to use the IJN battleship option. The US had several battleships available on the west coast. Those units were still being trained but, even so, they could've had an impact on the battle. When using this option, you may, during initial deployment, add B-1 and/or B-2 to any task force starting in New Caledonia. Alternatively, you may choose to start them as a completely separate TF at no cost in CP, along with one DD drawn from any other USN TF at New Caledonia. USN Bs have a movement of one hex per turn. A TF with a USN B costs one extra logistics CP to refit. Each USN B placed gives the IJN 20 VP.
31.0 Historical Deployment
31.1 Use this if you want to deploy IJN units as per their historical organization. If you selects this, it costs the USN two CP to make an intelligence die roll.
- Carrier Strike Force: CV-1, CV-2, CA-1, CA-2, DD-1, DD-2, DD-3.
- Covering Group: CVL-3, CA-3, CA-4, CA-5, CA-6.
- Port Moresby Group: CL-1, DD-4, DD-5, DD-6.
- Tulagi Group: DD-7.
- Support Group: CL-2, GB-1, CYP-1.
Optional Rules
32.0 Extended Range
All aircraft types may fly extended range missions. This may be done for any combat missions but not for air transfer. A unit on extended range has its printed range increased by 50 percent, rounding down any remainder. For example, a unit with a printed range of "5" would have it increased to "7" when flying extended range.
USN: you may always choose to fly USN units at extended or normal range.
IJN: use IJN units to fly normal range before flying extended range. They may fly extended range only if there is no other target available.
32.1 Effects
Units flying extended range have their combat strengths halved for air-to-air and air-to-surface combat (round down). They take double the normal combat losses; that is, each point counts as only half a point when it comes to extracting losses. If units flying both extended and normal range are involved in the same mission, the units flying normal range must be lost first.
33.0 Screening
33.1 If the attacker has greater combat strength than the defender, the attacker may "screen." Deduct ship units from the screening force as long as the total remaining attack strength is at least 150 percent of the defenders' defense strength. The excess ships don't take part in the battle, nor may they be taken as losses. Similarly, if the defender has greater combat strength than the attacker, the defender may "screen" and deduct ship units from his force as long as his total strength is at least 150 percent of the attacker.
33.2 For the USN, the decision to screen or not is always made by the player.
For the IJN, screening must be put into effect if IJN carriers and/or transports are present and the prerequisites for screening are met. Only carriers and transports are screened, other units are never screened.
34.0 US Fueling Group
34.1 USN TF-6 also included oilers. If a USN TF is in the same hex as TF-6, you don't have to expend a logistics CP to resupply that TF. This applies to all TF in that hex. Also, TF-6 itself never needs to be refueled. If all ships in TF-6 are eliminated, the TF-6 marker is permanently removed from play; it may never be rebuilt.
34.2 Movement
TF-6 moves one hex per turn, regardless of the ship types in it.
34.3 If TF-6 is eliminated, the IJN receives an additional 10 VP.
35.0 Optional Initial Deployment & Reinforcements
Prior to start of play, roll for each TF to see where and when it begins the game. Roll in the order listed. All other units deploy normally.
The table below was reconstructed from the layout of the eRules table, whose cells are flattened in plain text. Columns read left to right: initial deployment by first die roll (1-2, 3-4, 5-6), then turn of arrival by second die roll (1-2, 3-4, 5-6).
| TF | Initial deployment: 1-2 | 3-4 | 5-6 | Turn of arrival: 1-2 | 3-4 | 5-6 |
|---|---|---|---|---|---|---|
| USN 11 | Australia | New Caledonia | New Caledonia | Start | Start | Start |
| USN 17 | Australia | New Caledonia | New Caledonia | Start | Start | Start |
| USN 6 | Same Hex TF11 | New Caledonia | New Caledonia | Start | Start | Start |
| USN 9 | Australia |
36.0 More Charts & Tables
The following charts and tables couldn't be fit onto the mapsheet. Players should feel free to photocopy them if that facilitates their play of the game.
Random Events Table (Roll only during day turns.)
- 1: No Event
- 2: IJN receives one leadership chit.
- 3: IJN Intelligence: choose one USN unidentified TF at random; flip it to its identified side.
- 4: Victory Fever: if IJN panic is at one through three, it goes up a level; it's at seven through nine, it goes down a level. Otherwise, no event.
- 5: Command Control Foul Up: Roll a die & subtract that result from total USN CP for the turn.
- 6: Bad Weather: roll a die for each identified TF: on a five or six it immediately becomes unidentified. For the rest of this day and night turn, neither side may launch air strikes at more than two hex range. Scouting range is reduced by half. Place the turn marker "Bad Weather" side face up. It remains so until the end of the night turn of the same date.
USN Intelligence Table
Used during the USN Intelligence Phase against any IJN TF.
- 1-3: No Effect
- 4: Flip an unidentified IJN TF in the hex to its identified side; or flip face-up all ships in one identified IJN TF in the hex.*
- 5: Flip all unidentified IJN TF in the hex to their identified sides; or flip face up all ships in all identified IJN TF in the hex.*
- 6: USN gains a leadership chit.
*Player choice in all cases.
Movement Points Table
- CV: 2
- CVL: 2
- BB: 2
- B: 1
- CA: 2
- CL: 2
- DD: 2
- GB: 1
- TR: 1
- CYP: 1
- SS: 1
- Dummy: 2
- Fast Move: +1 to Normal MA
Terrain Key
- All-Sea: All units may enter.
- Coast: All units may enter.
- All-Land Hexside: Naval units may not move across. Air units not affected.
- Minor Base: All units may enter.
- Major Base: Enemy naval units may not enter. Air units may attack.
- To Truk: See rule 3.2.
37.0 Designer Q & A
Q1. The Victory Point Schedule on the map appears to have two errors: Japan gains 75 VP when it panics?
A1. USN should gain the 75 points.
Q2. Japan receives 20 VP per extra BB it receives?
A2. USN gains them. This is stated on the chart: "IJN gains per USN BB committed", but the 20 ended up in the wrong column.
Q3. I'm setting up and notice that the counter mix and the aircraft set up for Lexinton and Yorktown don't match. Set up says 5VF and 2VT on each. But there are 6VF and 1 VT for each carrier in the counter mix. I am assuming the set-up instructions are right and borrowed the VTs from CV3.
A3. Set-up instructions in the rules are correct.
Q4. On the Air Strike vs Naval Target Selection Table, I'm playing that each "strike package" from different carriers rolls separately on the table if they're attacking the same hex. Is that correct?
A4. All aircraft attacking a single hex make one single combined die roll. This is for the sake of simplicity. Optionally, you can have each carrier/airbase make a separate die roll.
Q5. I'm setting up and notice the counter-mix and the aircraft set up for Lexington and Yorktown don't match. Set up says 5VF and 2VT on each. But there are 6VF and 1 VT for each carrier in the counter mix. I'm assuming the set-up instructions are right and borrowed the VTs from CV3.
A5. You're reading 4.2 wrong. It is: 3 x VF, 5 x VB, 2 x VT for each USN CV. Two of the CV-3 VT are misprinted and should be CV-1 and CV-2.