Dauntless
Dauntless Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Equipment
- Presentation of Rules
- Existing Sections, Additions
- New Rules Sections
- Charts and Tables
Introduction
Dauntless is a gamette which expands the coverage of World War II tactical-level air combat, begun with Air Force, to the Pacific Theatre. The formats of components and rules are the same; game map and rules folder of Air Force are necessary to the play of Dauntless.
Game Equipment
The following parts are included in a complete gamette of Dauntless.
Unit Counters (354 pieces): Two sheets of die-cut counters are provided, compatible with Air Force counters in all respects. Lt. Red counters are Japanese, blue are U.S. Navy.
Sample Torpedo Counter: (All other types identical to Air Force.)
Aircraft Data Cards (15 Cards): All information on these cards is presented as explained in Air Force.
Log Sheet Pad: Identical to those provided with Air Force.
Rules Folder: This folder contains new rules and scenarios required for play. Additional charts and tables are included at the back of this folder.
Presentation of Rules
Rules in this folder follow the sequence of presentation set forth in Air Force. Numbering of individual sections corresponds. Rules which change or ramify concepts already presented in Air Force follow under headings which can be identified therein. New considerations, such as ships, are grouped in rules sections which follow those Additions to Existing Sections.
Existing Sections, Additions
XIII. Movement Options
Take-offs and Landings, Cont'd
Carrier Takeoffs:
Carrier takeoffs are handled the same as airfield takeoffs, with the following differences:
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The aircraft does not move down a runway (since the aircraft carrier counter is only one hex in size), but remains in place as power factors are applied, one per Turn, until enough speed is available to permit a takeoff and allow the plane to "fly".
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No more than one aircraft per Turn may takeoff from a carrier.
There are no limits on the number of aircraft that can be on the deck of an aircraft carrier.
Should a runway section be destroyed that the aircraft would have to enter in order to takeoff, the aircraft must end its movement and remain on the ground when it enters that hex. A carrier that takes bomb hits from level, glide, or dive bombing cannot be used for taking off or landing.
Planes can turn while on the ground at a rate of up to three hexsides per Turn.
XVI. Bombing Options
Glide and High Level Bombing — Ship Targets
For hits on ships, an additional die roll is necessary. Roll one die for each bomb that hits a ship. The number rolled on the die is the number of hits scored on the ship by that bomb.
Skip Bombing
Skip bombing, a technique widely used by the USAAF medium bombers (A-20, B25 and B-26), required great skill, but was very deadly when used against Japanese shipping. It consists of a low-flying aircraft dropping its bomb just before reaching the ship. The fast-moving bomb then "skipped" across the water and into the ship's side. To use this technique, the aircraft must end its movement at an altitude of 100 feet, at a speed of "4" or more, pointing directly at a hex containing a target ship, and in a hex adjacent to the target ship. If these conditions are not fulfilled, an automatic miss results. If the conditions are fulfilled, one die roll is made for each bomb. The number rolled on the die is modified according to the relative attitudes of the aircraft and the ship to each other, as shown on the SKIP BOMB/TORPEDO MODIFIERS CHART. This modified die roll is then multiplied times two to give the number of hits scored on the ship. For example, in the situation shown below, the aircraft dropped one bomb, then rolled a "3" on the die. Since the relative attitudes of the aircraft and ship, as shown on the Chart, yields a "−1" modifier to the die roll, this reduces the die roll number from "3" to "2". Thus, the final result is 2 x 2 = 4 hits scored on the ship.
Torpedo Bombing
Aircraft must be in a level bank attitude in order to perform torpedo bombing. Torpedo bombing requires the aircraft to come in at low altitude, but, since the torpedo can move on its own once dropped, the aircraft does not actually have to pass over the target, but can make its drop at a distance.
American aircraft must be at an altitude of 100 feet to drop a torpedo. Japanese aircraft can drop a torpedo from as high as an altitude of 300 feet. A torpedo dropped from a higher altitude is an automatic "miss", and should not be put into play.
Once dropped, a torpedo counter is placed on the Mapboard and immediately moved one hex straight forward, in the same direction as the aircraft is facing. The torpedo counter will continue to move forward at a rate of one hex per Turn until it enters a hex containing a ship, or moves out of the playing area (i.e., an obvious "miss").
A torpedo counter must enter a minimum of two hexes before it can score a hit. A torpedo that enters a hex containing a ship before it has moved at least two hexes is an automatic "miss".
When a torpedo enters a hex containing a ship, one die is rolled. The number rolled on the die is modified according to the relative attitudes of the torpedo and the ship to each other, as shown on the SKIP BOMB/TORPEDO DIE ROLL MODIFIER CHART (i.e., Handle the same as for skip bombing, considering the hex occupied by the torpedo prior to entering the hex with the ship.) This modified roll is then multiplied times four to give the number of hits scored on the ship.
Depth Charge Bombing
Aircraft were used extensively by both sides in attacks against submarines, using both conventional bombs (against submarines on the surface — handle the same as for normal glide or dive bombing), and aircraft-carried depth charges. The effectiveness of the aircraft was largely due to the fact that they were able to "see" a submarine at depths up to 100 feet under most conditions. Normal Bombs are effective against submarines which are at a depth of less than 60 feet. For depths of 60 feet or more, depth charges must be used. Aircraft carry an assortment of small bombs and depth charges for use against submarines. These are pre-set for depth. For game purposes there are two depth settings, shallow ("S") for use against submarines on the surface to 60 feet deep, and deep ("D") for use against submarines over 60 feet deep. The player using the aircraft should select and write down on a separate sheet of paper the number of each his aircraft carries, and subtract from these totals as they are dropped. The player may carry any desired mix of the two depth settings on the aircraft. "S" depth charges can cause no damage to submarines located at a depth of over 60 feet, and "D" depth charges can cause no damage to submarines located at a depth of 60 feet or under.
Depth charges must be dropped from an altitude of 100 feet, and may scatter, using the DIVE & GLIDE BOMBING CHARTS normally. For each depth charge that is of the correct depth setting, and ends in the same hex as a submarine, roll one die. The number rolled equals the number of hits scored on the submarine. No more than six depth charges can be dropped by one aircraft during any one Turn.
Alternate Dive Bombing Rule
In WW2, dive-bomber attacks were carried out at angles up to 90 degrees, from about 12000 ft or higher. The aircraft would spend perhaps 12 seconds in the vertical, at 300 to 400 miles per hour, hence diving some 6000 ft, pulling out some 3000 ft above the target. It must have seemed forever at Midway, coming down from 19000 ft. For non-specialized dive-bombers, there was also a shallower dive-bombing attack, at up to 60 degrees, carried out by fighter-bombers and some light twins, up to the size of the Ju 88. Thus any new rules must reflect these two techniques, and the first part to be modelled is the nose-over from level flight into the dive.
Nose-Over Maneuver — Costs Two MPs. Increases Airspeed by One. (Code = NO.)
The aircraft moves 1 hex forward and 500 ft downwards, accelerating by 1 MP. This maneuver can be carried out at any time, even directly after any other maneuver, but must be begun with the aircraft in level flight or a standard dive. After the 2 MPs have been used, the aircraft is committed to a dive using the following rules. It cannot return to normal game movement mechanics without carrying out a Pull-Out maneuver (see below).
Vertical Dive-Bombing Attack — Costs Zero MPs. Does not reduce Air Speed.
Following a Nose-over, 1 MP counts as 700 ft vertically downwards. There is no movement forward, except under the circumstances explained later. The aircraft accelerates to its maximum dive speed as in the normal dive rules, but cannot exceed this speed nor reduce speed from this, except where loss of altitude reduces the maximum permitted. If a change of direction is desired, facing can be changed using BANK or HALF ROLL costs. BANK cost alters facing by one hexside, HALF ROLL cost by three hexsides. Aircraft are considered loaded at dive speed, naturally. No other maneuver is permitted.
At least 7 MPs must be expended in the vertical dive. After this has been done, the aircraft can carry out a Pull-Out maneuver (see below). Whenever the aircraft expends the whole of one turn in the vertical (this can include a Nose-Over, if this starts the turn, or a Pull-Out, if this ends the turn) then the aircraft can move forward one hex without penalty. This move forward must be done before the Pull-Out (if applicable).
The code for vertical movement is VERT, followed by the number of MPs so expended.
Steep Dive-Bombing Attacks — Costs Zero MPs. Does not reduce Air Speed.
Following a Nose-Over, 1 MP counts as 500 ft downwards. The aircraft moves without penalty 1 hex forward for every 1000 ft dived (round height loss downwards to the nearest 1000 ft). The aircraft accelerates to its maximum dive speed as in the normal dive rules, but cannot exceed this speed nor reduce speed from this, except where loss of altitude reduces the maximum dive speed permitted. If a change of direction is desired, facing can be altered using the BANK column of the Characteristics Card. No other maneuver is permitted.
At least 7 MP must be expended in steep dive. After this has been done, the aircraft can carry out a Pull-Out maneuver. Steep Dive-Bombing attacks are recommended for Kamikaze attacks. Only trained crews can carry out Vertical Dive-Bombing attacks—such were not generally available for Kamikaze attacks.
The code is STEEP, followed by the number of MPs so expended.
Pull-Out Maneuver — MP Cost and Airspeed Reduction Varies:
| Pull-Out Type | Wing Points Remaining | Move Forward | Altitude Lost | MP Cost | Airspeed Lost |
|---|---|---|---|---|---|
| 1 | 5+ | 1 | 500/300 | 2 | 3/2 |
| 2 | 3, 4 | 1/2 | 1000/500 | 2/3 | 2 |
| 3 | 2 | 2/3 | 1500/800 | 3/4 | 2/1 |
| 4 | 1 | 2/4 | 2000/1000 | 4/5 | 1 |
Figures before slashes apply to vertical dives, those after slashes to steep dives. Aircraft can carry out whichever Pull-Out type they prefer, unless limited by Wing hits. Thus a Dauntless with four Wing hits could only use types 3 or 4.
If an aircraft suffers Wing damage in the firing phase immediately following the Pull-Out, such as would have prevented it carrying out the Pull-Out type used, then the aircraft is shot down.
Pull-Out types 1, 2 and 3 are not permitted with 2 Cockpit hits.
Pull-Out types 1 and 2 are not permitted with 1 Cockpit hit.
After completion of a Pull-Out maneuver, the aircraft reverts to normal game mechanics, in level flight unbanked.
The code is PO, followed by the type number.
Bombing Results
Vertical Dive-Bombing uses Dive-Bombing Rules as presented.
Steep Dive-Bombing uses Dive-Bombing Rules, but does not gain +1 on the red die.
The bomb is dropped on the first hex entered during the Pull-Out.
Dive-Bombing may not be carried out through clouds.
NOTE: These rules do contradict the standard rules which state that the aircraft should end its movement in the hex being bombed, and that only one aircraft may bomb that hex.
Quality Effects
Skip and Depth Charge Bombing
Add +1 to the die roll for Ace crews, and -1 for Novice crews when determining the number of hits scored on a ship or submarine.
Pilot Characteristics Determination Table
Japanese pilots use the "German" line, but enter the final column early 1944.
Rockets
The die roll is modified by an amount equal to the size of a ship's silhouette number when rockets are fired at a ship. If several ships fall within the hit area, add their silhouette values together. For each hit scored on a ship, roll one die. The number rolled on the die is the number of hits of damage scored on the ship by each rocket hit.
XX. Solitaire Play
Solitaire Movement Table
To provide for the random movement of surface targets such as vehicles and ships, use the SOLITAIRE MOVEMENT TABLE. To use this table, roll one die for each unit, and crossgrid the result with the proper column of this Table. Move the unit to correspond with the movement given in the Table. Note that if the die roll is made during a Turn in which the unit can either turn or move, but not both, the extraneous portion of the notation is ignored. For instance, if a "1L" were called for during a Turn in which the unit could only turn in place.
XXII. Universal Scenarios
The following scenarios use the same basic formula presented in Air Force. For example, for "Scenario Nr. 1: Dogfight", all the information on Set-Up, Special Rules, and Victory Conditions can be used exactly as it appears in the Air Force folder, changing only the suggested sides to accommodate aircraft provided with Dauntless. In other cases an entirely new version of a familiar scenario may be provided, with all new Set-Up, Special Rules, etc. In every instance, the numbering follows the sequence of the Scenarios in the Air Force Folder; paragraphs presented here replace the corresponding paragraph in Air Force.
Scenario Nr. 1: Dogfight
3. Suggested sides:
Good match-ups include: A6M2 Zero vs. F4F Wildcat or P-40C; P-38G, F6F Hellcat, or F4U Corsair vs. A6M5 Zero, N1K1 George, or Ki. 84 Frank; or P-40N vs. Ki.43 Oscar, Ki. 44 Tojo, or Ki. 61 Tony.
Anti-Torpedo Plane Patrol (Advanced Level Game)
During most of 1942, the number of fighter aircraft carried on American carriers was small. To augment the weak Combat Air Patrol the fighters could fly in defense of their Task Forces, Dauntless dive bombers were stationed at low altitude to intercept low-flying enemy torpedo bombers.
1. Set Up and Entry
The Japanese player must enter from edge "1", facing in direction "4", and at an altitude that may be individually set at 3,000 feet or less. The Japanese player must write down the hex on which each of his aircraft will enter. The American player can then place his aircraft anywhere on the Mapboard, and at any desired altitude. Then the Japanese player places his aircraft in their designated positions, and play begins.
2. Special Rules
The Mapboard sections can be rotated as needed. The Japanese aircraft are loaded. Although the Mapboard can be rotated, the Japanese aircraft are supposed to be heading for American ships located somewhere off of Mapboard edge "4", and would not be deviating much from a straight course to their targets. Therefore, the Japanese aircraft that are still loaded may not leave the Mapboard through edges "2-3 or 5-6".
3. Suggested Sides
The sides are 4 SBD Dauntless vs. 4 B5N Kate.
4. Victory Conditions
The game lasts twenty Turns. The American player gets 10 Victory Points for each B5N Kate that was not shot down, but was forced to jettison its torpedo. The Japanese player gets 10 Victory Points for each B5N Kate that was not shot down, and was not forced to jettison its torpedo. Both sides get normal points for enemy aircraft shot down.
Scenario Nr. 2: Mass Bombers
3. Suggested Sides:
12 G4M Betty, D3A Val, or B5N Kate vs. 4 F4F Wildcat, F6F Hellcat, F4U Corsair, P-39D, P-40C, P-40N, P-38G, P38L, or F2A Buffalo; 12 SBD Dauntless, TBF Avenger, SB2C Helldiver, or TBD Devastator vs. 4 A6M2 Zero, Ki. 43 Oscar; 12 B-25C, A-20G, or B-26B vs. 6 A6M2 Zero, Ki. 43 Oscar, or Ki. 44 Tojo; 12 B-26C or A-20G vs. 4 A6M5 Zero, M1K1-J George, Ki. 45 Nick, N1K1-J George, or Ki. 84 Frank (combination). Escorting fighters can be of any friendly type, but normally carrier fighters will escort carrier bombers.
Scenario Nr. 3: Night Fighters
Both sides employed bombers at night, either singly, or in small groups to harass enemy positions and to keep enemy personnel awake. Later in the war, the Japanese sent out Kamikaze at night. The Americans developed a number of effective night fighters, but the Japanese never managed to develop effective airborne radar for their night fighters. The Visibility Options must be used to fully capture the flavor of night combat (note that night fighters were usually ground controlled).
Bedcheck Charlie
The night harassment bombers, generally sent out singly, were known as "Bedcheck Charlie" or "Washingmachine Charlie." Bomber Player is intruder; Fighter Player is interceptor.
1. Set Up and Entry
Both players secrety mark the hex number and any desired altitude they wish their aircraft to start at. The fighter player may begin anywhere on the Mapboard, the bomber player must begin in a hex on the edge of the Mapboard. Bomber altitude is known to the fighter player at time of set up.
2. Special Rules
Mapboard sections cannot be moved.
3. Suggested Sides:
1 G4M Betty vs. 1 P-70 (A-20 Variant) or P-61A; or 1B-25C vs. 1 Ki. 45 Nick.
4. Victory Conditions:
Game lasts up to twenty Turns. The bomber gains one Victory Point for each Turn it remains on the Mapboard, and the fighter gains one Victory Point for each Turn the bomber is not on the Mapboard (i.e., if it drives it off the Mapboard or destroys it), in addition to points for both sides if an aircraft is destroyed.
Night Kamikaze
The Kamikaze posed a severe threat to the American fleet, and stringent methods had to be used to combat the menace. The proportion of fighters aboard American carriers was increased from about 40% to 70%, and a proportion of these were the new night fighter versions of the Hellcat and Corsair. These were used to combat the Kamikaze aircraft that tried to attack the ships under the cover of darkness. Use "Kammhuber Line" Scenario for Set Up and Entry, etc. Kamikaze player is intruder.
2. Special Rules:
Keep in mind that the Kamikazes are "loaded".
3. Suggested Sides:
1 F6F Hellcat or F4U Corsair nightfighter vs. 4 Ki. 45 Nick, G4M Betty, D3A Val, or B5N Kate.
Superfortress Night Raid
For use in mass night incendiary raids, the B-29 bombers were stripped of all but their tail guns, and sent in at low to medium altitudes. These posed great problems for the Japanese, whose night fighters, though in contact with surface radar stations, carried no airborne radar. Use "Bomber Stream" scenario for Set Up and Entry, etc.
3. Suggested Sides
12 B-29 vs. 8 Ki. 45 Nick.
4. Victory Conditions:
Bombers get 8 Victory Points per bomber still flying and loaded with bombs at game's end, in addition to points for both sides for aircraft shot down.
Scenario Nr. 4: Low Level Mission
Solitaire Vehicle Attacks
2. Special Rules
The solitaire rules for firing flak and moving vehicles should be used.
3. Suggested Sides
Ki. 45 Nick, Ki. 84 Frank, D3A Val, F4U Corsair, SBD Dauntless, TBF Avenger, SB2C Helldiver, A-20G, B-25G, B-25C or B-25G, B-26B, P38G, P-38L, P-39D, P-40N, and P-61A.
Airfield Raid
3. Suggested Sides
4P-40C, P39D, or F4F Wildcat vs. 2 A6M2 Zero or Ki. 43 Oscar; P-38G, P-38L, F4U Corsair, F6F Hellcat vs. A6M5 Zero, N1K1-J George, Ki. 44 Tojo, Ki. 61 Tony, or Ki. 84 Frank.
XXIII. Exclusive Scenarios
Scenario 4: Low Level Missions, Continued
Shipping Strike
The low-level attacks by American medium bombers on Japanese ships were a key factor in maintaining blockades on by-passed Japanese held islands. These were often small, but bitter actions. The following scenario can be played solitaire, using only the ship and the bombers, as a two-player game by adding escorting and defending fighters (two or four per side), or as a multi-player game by multiplying the number of ships and aircraft in use.
1. Set Up and Entry
The Japanese ship or ships are placed in Mapboard sections V and/or VI. The defending Japanese fighters (if any) can be placed anywhere in these same game sections. The American aircraft enter the Mapboard from edge "1", traveling in direction "4", and at an altitude of 5,000 feet or less, as individually decided for each aircraft.
2. Special Rules
Mapboard sections can be rotated as needed.
3. Suggested Sides
2 B-25C or A-20G vs. 1 Japanese DD; pr 3 B-25C or A-20G vs. 1 Japanese CL. Escorting and defending fighters can be added as desired in games not played solitaire.
4. Victory Conditions
The game lasts twenty Turns. The side with the most Victory Points at that time is the winner.
Carrier Strike
This scenario represents a carrier attack on a small naval force or on a small portion of a larger force. This scenario can be played solitaire, using only the ships and bombers, as a two-player game by adding escorting and defending fighters (two or four per side), or as a multi-player game by multiplying the number of ships and aircraft in use.
1. Set Up And Entry
The ships are placed in Mapboard sections V and/or VI. The defending fighters (if any) can be placed anywhere in these same two sections. The attacking aircraft (including escorts, if any) enter the Mapboard from edge "1", traveling in direction "4", and at any individually decided altitudes.
2. Special Rules
Mapboard sections can be rotated as needed.
3. Suggested Sides
The naval forces should consist of one major surface vessel (BB, CV, or CA) and two smaller vessels (DD, EE, etc.) of the opposite nationality of the attacking aircraft. The attacking aircraft should consist of 8 D3A Val and/or B5N Kate, or 8 SBD Dauntless, TBD Devastator, SB2C Helldiver, and/or TBF Avenger. Escorting and defending fighters can be added as desired in games not played solitaire, but should be carrier types.
4. Victory Conditions
The game lasts twenty Turns. The side with the most Victory Points at that time is the winner.
Atoll Attack
Attacks on enemy positions located on small atolls, islands, or positions near the sea often encountered a variety of targets, and fierce opposition.
1. Set Up And Entry
Mapboard sections I, II, III, V, and VI are considered to be land, and Mapboard section IV is considered to represent water. The following surface terrain counters should be placed anywhere on the "land" hexes, in an interesting manner: 25X100', 20X200', and 15X300'. After determining sides, the defender should place the following on the Mapboard, as desired: two M-1 or LS class ships and one DD class ship in water hexes—these ships are not anchored, and can be moved during the game; two airfields, each of four ground target counters, located at least 15 hexes apart; four truck counters, two of which are to be placed within three hexes of each of the airfields; and an additional ground target counter that represents an installation of size GT-2. Once these are placed, the attacker should secretly write down the hexes, direction numbers, and altitudes where his aircraft will enter the Mapboard—attacking aircraft may enter from edge hexes along edges "1" and/or "4", and at any altitude of 10,000 feet or less. The defender now places nine light and four heavy flak counters, spaced at least three hexes apart, and containing 15 light flak guns valued at two gun factors each, and 6 heavy flak guns valued at five gun factors each. The defender then rolls a die once for each of his aircraft. If a "1-3" is rolled, the aircraft may be placed anywhere on the Mapboard and is "flying" at the start of the game. Any aircraft for which a "4-6" is rolled must be placed at the end of a runway, ready to take off when they start their engines. The attacker's aircraft are now placed, and the first Turn starts.
2. Special Rules
Mapboard sections cannot be moved. The attacking bombers are loaded, and their escorting fighters can be either loaded or "clean".
3. Suggested Sides
The attacker has six bombers and four fighters, the defender four fighters. Suggested sides are: G4M Betty, D3A Val, or B5N Kate escorted by A6M2 Zero, Ki. 43 Oscar, or Ki. 61 Tony vs. P-40C, P39D, F2A Buffalo, or F4F Wildcat; G4M Betty escorted by N1K1-J George, Ki 44 Tojo, or Ki. 84 Frank vs. P39L, P-40N, P-38G, or F4F Wildcat vs. A6M2 Zero or Ki. 43 Oscar; SBD Dauntless, TBF Avenger, SB2C Helldiver, B-25C, or A-20G escorted by F4F Wildcat, F6F Hellcat, F4U Corsair, P-38L, or P40N vs. Ki. 44 Tojo, Ki. 61 Tony, Ki. 84 Frank, A6M5 Zero, or N1K1-J George.
4. Victory Conditions
The game continues until all attackers have exited the Mapboard. Normal Victory Points apply for aircraft or ships destroyed. In addition, the attacker gets 10 Victory Points for each airfield bombed (at least one direct hit on any counter making up the airfield), plus twenty bonus Victory Points if both airfields are bombed successfully. The attacker can also get four Victory Points for every target hex of the installation bombed (no additional points for hexes hit more than once). The attacker must gain at least twenty Victory Points more than the defender in order to win. The defender must gain more Victory Points than the attacker in order to win. Otherwise, a draw results.
Kamikaze Attack
This scenario represents an attack by Kamikazes on an American radar picket destroyer. At the height of the suicide attacks off Okinawa, American destroyers were deployed individually at some distance from the main fleet to provide advance warning. These ships often became prime targets for heavy Kamikaze attacks. This scenario can be played solitaire, using only the ship and the Kamikaze aircraft, or as two-player game, adding more Kamikazes and defending fighter aircraft.
1. Set Up and Entry
The American DD and defending fighters (if any) are placed in Mapboard sections V and/or VI. The Kamikazes enter the Mapboard from edge "1", traveling in direction "4", and at any individually decided altitudes. The Japanese player should secretly write down the hex each of his aircraft will enter on after the American units have been placed. The Japanese player must roll the die once for each aircraft that has not yet entered once each Turn. When a "6" is rolled, the aircraft is placed in its hex and may begin movement.
2. Special Rules
The Mapboard sections can be rotated as needed.
3. Suggested Sides
For the solitaire version, use 3 Kamikazes vs. 1DD and 2 American fighters. Any combination of aircraft types can be tried.
4. Victory Conditions
The Japanese win if the destroyer is sunk. The American player wins if it is not sunk.
ASW: Anti-Submarine Warfare
Aircraft were used against enemy submarines extensively by both sides, the Americans being far more advanced in this field than the Japanese. Some aircraft were specially armed and equipped for this mission, while others were used since nothing else was available, or had an accidental encounter. Almost any armed aircraft would attack a submarine, given the chance, even if not armed for it (normal bombs and rockets are as effective against a submarine on the surface as against any other ship). The key to any such attack was to destroy or severely damage the submarine before it could dive to a safe depth. Such short encounters make for a fast, but interesting solitaire scenario.
1. Set Up and Entry
Place your aircraft in any edge hex, facing in any desired direction, and at any altitude. The placement of the submarine (which is on the surface, i.e., at "0" depth) is determined by a number of die rolls: Roll the die and place the submarine counter in the "compass" hex in the Mapboard section whose number corresponds to the number rolled on the die. Roll the die again, and face the submarine in the direction that corresponds to the number rolled on the die.
2. Special Rules
Mapboard sections may be rotated as needed. You may wish to use the Visibility Options and not allow the submarine to start submerging until the aircraft is "spotted". The submarine will move according to the Solitaire Movement Table, and will submerge as rapidly as possible.
3. Suggested Sides
Suggested sides are one submarine and one aircraft. Good aircraft to try are the B-25C, SBD Dauntless, TBF Avenger, and SB2C Helldiver for the Americans, and the Ki. 45 Nick, B5N Kate, G4M Betty, and H8K Emily for the Japanese.
4. Victory Conditions
The game has no time limit, but is usually short (unless the submarine is forced to the surface, and a protracted duel begins). The winner is the side that destroys the other's unit.
Scenario 5. Reconnaissance Mission
Reconnaissance flights were a very important function of Pacific airpower, being used to locate enemy ships or positions prior to launching an attack, and to determine the effects of previous attacks.
Fleet Contact
To locate enemy fleets at sea, numerous patrol aircraft would be sent out, each covering its own sector of the ocean. Once an aircraft spotted some enemy ships it had to observe the composition of the task force, and radio back reports, usually while being hotly pursued by the enemy fighters. The Visibility Options should be used with these scenarios, as the reconnaissance aircraft usually had to dart in and out of cloud cover to avoid enemy fighters.
1. Set-Up and Entry
Before the sides are determined, both players lay out the ships and cloud counters. The ships should be set up in a standard formation grouped near the center of the Mapboard. Then the cloud counters should be laid out, at least 13 hexes apart. Then the sides should be determined, and both players should secretly write down the hex numbers where he wishes to place his aircraft, the directions they face, and any desired altitude. The player with the reconnaissance aircraft must start in a hex on the edge of the Mapboard. Now the sizes of the cloud formations are determined, as covered in the rules.
2. Special Rules
The Mapboard sections can be rotated as needed.
3. Suggested Sides
Reconnaissance flights were generally made by bomber types, flying boats, or float aircraft, the SBD Dauntless, TBF Avenger, SB2C Helldiver, B-25C, G4M Betty, D3A Val, B5N Kate, and H8K Emily all being common types for this work. Any enemy fighter types can be used to intercept. One reconnaissance aircraft is used by one player, and two fighters by the other player. The fleet should consist of 12 ships of various types, and these will not use their flak during the game (to avoid giving away their positions).
4. Victory Conditions
The game lasts twenty Turns. In addition to normal points for aircraft destroyed, the reconnaissance aircraft must end with at least twelve more Victory Points than the Opposition in order to win.
Photo Reconnaissance
This was effectively practiced only by the Allies, the photographs being pieced together to form complete maps.
1. Set-Up and Entry
The set-up is as above, only instead of ships six target counters are laid out on the Mapboard. These represent features that must be photographed to complete the mission.
2. Special Rules
As the Mapboard represents a section of land, sections containing the target counters should not be moved, although other sections could be rotated as needed.
3. Suggested Sides
One photo-reconnaissance aircraft variant is used by the Allied player, the other player getting two Japanese fighters.
4. Victory Conditions
Game lasts twenty Turns. The reconnaissance aircraft must pass over at least five of the target counters and exit the Mapboard in order to win.
XXIV. Creating Your Own Scenarios
As examples of historical situations turned into scenarios, two are included here that were drawn up while this game was undergoing playtesting prior to publication. The information for both came from Edward Jablonski's AIRWAR, a two-volume set that provides an excellent general history of World War II in the air.
Get Yamamoto
Allied intelligence, which had broken the Japanese code, intercepted a message giving the travel itinerary for Admiral Isoroku Yamamoto, the brilliant commander of the Japanese Navy. One point in this trip was found to be just within range of the P-38 fighter, and it was decided that an attempt would be made to intercept the Admiral's aircraft at that point. Sixteen P-38's were sent, but twelve of these were to provide top cover. The actual interception was left to one flight of four fighters. The time is 0935, April 18, 1943.
1. Set Up and Entry
Place all Japanese aircraft in Mapboard section I, facing in direction 4, at maneuver speed, and at 500 feet altitude or less. Place two of the American aircraft anywhere in Mapboard section VI that lies along edge "4". All American aircraft must be at 100 feet altitude.
2. Special Rules
Mapboard sections cannot be moved. No aircraft can exit the Mapboard during the game. All Japanese fighters have drop tanks, and, if Visibility Options are in use, the Americans have spotted the Japanese, but have not yet been spotted. Three of the Americans are 5 "kill" Aces. One of the Japanese fighters can be designated as a 15 "kill" Ace.
3. Suggested Sides
The Japanese have 2 G4M Betty and 6 A6M2 Zeros. The Americans have 4 P-38G.
4. Victory Conditions
Games lasts fifteen turns. The Americans win if they can destroy both G4M Betty bombers (since Yamamoto is in one of them, both must be destroyed to insure his loss). The Japanese win if at least one G4M Betty survives.
The Enemy Ace
Thomas McGuire was the second ranked American Ace with 38 "kills" to his credit. Shoichi Sugita was the second ranked Japanese Ace with 80 "kills" to his credit. The two met on the morning of January 7, 1945, and McGuire, with odds of 4-1 in his favor, came out second best when he stalled out at low altitude and crashed into the jungle.
1. Set Up and Entry
Place all American aircraft near the center of the Mapboard, all facing in the same direction, at maneuver speed, and at 2,000 feet altitude. Once these are placed, place the Japanese aircraft at least ten hexes behind the closest American aircraft, at any desired facing, speed, and at a 3,000-4,000 foot altitude.
2. Special Rules
Mapboard sections can be rotated as needed. All American aircraft have drop tanks attached. The Japanese aircraft is an 80 "kill" Ace. Designate one American as a 38 "kill" Ace, one as Average and two as Green. Do this secretly so that the Japanese player will not know which is which.
3. Suggested Sides
1 A6M5 Model 52b Zero vs. 4 P-38L.
4. Victory Conditions
Game lasts twenty Turns. The American wins if the Japanese fighter can be destroyed. The Japanese wins if he can destroy at least one American fighter, and avoid being shot down.
XXV. Players Notes
Point Nr. 9: Japanese Aircraft and Torpedo Attacks
Many Japanese fighters lack the firepower and toughness to stay and shoot it out with the American bombers (especially the B-29's). It is therefore essential for these aircraft to make massed attacks that permit one close-range attack, followed by a quick escape. When making a torpedo attack, line up the aircraft to launch their torpedoes ahead of the target ship. Try to make a simultaneous attack from several directions (the so-called "Anvil" tactic), so that any evasive maneuver by the ship to avoid the torpedoes from one side will place the ship in danger from torpedoes on the other side. Torpedo attacks have to be made from very low altitudes, but start the aircraft at an altitude of 2-3,000 feet. This will enable the aircraft to dive during the attack.
New Rules Sections
XXVI. Ships
These rules cover the operation of ship counters in the game. A ship counter represents a single actual ship.
Ship Types
Certain ship counters can be used to represent certain types of ships.
The "CV" (Aircraft Carrier) counters can be used to represent any "CV" class ships listed on the American or Japanese Ship Characteristics Charts.
The "BB" (Battleship) counters can be used to represent any type of heavy surface ship listed as "BB".
The "CA" (Heavy Cruiser) counters can be used to represent surface ships listed as "CA" or "CL" (Heavy or Light Cruisers).
The "DD" (Destroyer) counters can be used to represent any type of light surface warship, listed as "DD", "DE", "E", "CM", or "PT" (Destroyer, Destroyer Escort, Escort, Minelayer, or Patrol) classes.
The "SS" (Submarine) counters can be used to represent any "SS" class ships.
The "TP" counters can be used to represent any non-warship vessels, listed as "M" (Merchant), "LS" (Landing Ship), or "A" (Tenders, Transports, Oilers, etc.) classes.
Ship Characteristics
The Ship Characteristics charts for major ships of the American and Japanese navies, include information necessary for the use of these ships in Dauntless. This information is broken down as follows.
Class ID Nr: This is an identifying code used to differentiate between the major types of ships, as used in the game.
Light and Heavy Flak: This gives the value of the various light and heavy flak guns found aboard the various ships. As this varied during the course of the war, this is further broken down into a column for 1941 to early 1943, and from late 1943 through 1945 (the increase is quite dramatic in many cases). The numbers found in these columns are, with the exceptions listed below, the number of gun factors a ship can fire at a target in each clock arc. For instance, the American CA-1 class has 3 light and 9 heavy flak gun factors available for use in every clock arc. For instance, the ship could fire 3 light flak gun factors at an aircraft in its 2 o'clock, 3 light flak gun factors at another aircraft in its 4 o'clock arc, etc. At the same time, it could also fire 9 heavy flak gun factors at the same or at other aircraft in those same arcs. Each of these flak gun factor numbers can fire up to once per Turn at a target in any given clock arc. There are four exceptions to these general rules:
Ships listed with multiple numbers (i.e., 2 x 20) have two flak gun factor numbers that can be fired at targets in each clock arc—these can be fired at separate targets, or fired individually at the same target.
Numbers with the letter "A" next to them indicate flak gun factor numbers that cannot be fired into all six clock arcs during the same Turn. They cover two larger sectors, one consisting of the 10, 12, and 2 O'Clock arcs, and the other consisting of the 4, 6, and 8 o'clock arcs. Such a ship can fire at only one target in each of these two larger sectors with each gun factor number.
Numbers with the letter "B" next to them indicate that the listed flak gun factors can only be fired at one target falling within the large 4-6-8 o'clock sector.
Numbers with the letter "C" next to them indicate that the listed flak gun factors can only be fired at one target falling within the large 10-12-2 o'clock sector.
Ship's flak fires similarly to flak counters. The usual modifiers and Range Tables are used. For deflection, a ship's flak is always considered to be firing into its 12 o'clock arc. Flak cannot be fired at aircraft in the same hex as the firing ship.
Examples:
The following examples show the use of ship's flak against enemy aircraft.
Example 1:
This shows an American submarine with three enemy aircraft. The aircraft are all out of range of the submarine's light flak. The submarine's heavy flak is "6B", and cannot be fired at aircraft #1, which lies in its 12 o'clock arc. Both aircraft #2 and aircraft #3 can be fired at, aircraft #2 being in the 6 o'clock arc, and aircraft #3 being in the 4 o'clock arc. Since a "B" flak gun factor can only be used against one target in its 4-6-8 o'clock sector, only one of the aircraft can be fired at (probably #3, as it is the closest).
[Diagram: hex map showing an American submarine (Am SS) with aircraft #1, #2 and #3 at the positions described above. Altitude of all three aircraft is 8000 ft.]
Example 2:
This shows an American CA-1 class ship with three enemy aircraft. Aircraft #1 is in the 8 o'clock arc at a range of 14 hexes, and can be fired at by both light and heavy flak. Aircraft #2 and #3 are both in the 2 o'clock arc, #2 being at a range of 3 hexes, and #3 being at a range of 12 hexes (too close to use the heavy flak). Only one of these can be fired at, this being #2, as it is the closest. Had #3 been 13 or more hexes away, the heavy flak could have been fired at it.
[Diagram: hex map showing an American CA-1 (Am Ca-1) with aircraft #1, #2 and #3 at the positions described above, with altitude markers of 3000, 200 and 2000 feet.]
Speed/Turn
This gives the speed at which a ship can move. For instance, "1/1" indicates a ship that can move one hex per Turn. "1/2" indicates a ship that can move one hex on Turn numbers evenly divisible by 2. "1/3" indicates a ship that can move one hex only on Turn numbers evenly divisible by 3.
Turning/Turn
This gives the number of hexsides a ship can turn through during a Turn. For instance, "1/1" indicates a ship that can shift the front of its counter one hexside every Turn. "1/2" indicates a ship that can do so only on Turn numbers evenly divisible by 2. "3/1" indicates a ship that can pivot through three hexsides every Turn.
Ships that can both move and turn during the same Turn must move into the new hex before executing the turn—the ship cannot turn in its original hex, then enter a new hex during the same Turn.
Nr. Hits
This is the number of hits that must be scored on a ship in order to sink it. Such hits can only be scored on a ship by bombs, torpedoes, or bracketed gun factors (see "Firing Options—Strafing").
Silhouette Nr.
Use this number as a modifier when firing guns at a ship.
Point Nr.
This is the number of Victory Points a ship is worth if it is sunk.
Class Names
These are the class names of the ships represented by each CLASS ID NR. Ships can be considered as either moving at sea, or as anchored in harbor. Ships at sea must move (entering next hex) whenever possible, although they are not required to turn whenever possible. Ships at anchor cannot move or turn in place.
Hits on Ships
Ships can be either hit with bombs and/or torpedoes, or by gunfire.
Bomb and Torpedo Hits
Hits scored by bombs or torpedoes are scored against the total number of hits the ship can take.
When the total number of hits scored on a ship equals or exceeds the number of hits listed on the ship's characteristics, the ship is sunk.
When the total number of hits scored on a ship equals or exceeds 50% of the number listed on the ship's characteristics, the ship's speed will drop to half of its listed speed (i.e., from 1/2 to 1/4, etc.)
When the total number of hits scored on a ship equals or exceeds 75% of the number listed on the ship's characteristics, the ship will no longer be able to move or turn (i.e., it will be "dead in the water").
Each hit scored by bombs and/or torpedoes will reduce a ship's heavy and light flak gun factor numbers by one gun factor in every direction.
Strafing Hits
Hits scored on ships by bracketed gun factors are handled as follows: The aircraft fires at the ship in the normal strafing manner (remembering to use the ship's Silhouette # as a modifier), and a Hit Table number is obtained. The die is rolled, and the results noted. Only "C", "E", and "G" hits count. "C" hits eliminate one gun factor of heavy flak in every direction. "E" hits count against the ship in the same way as a bomb hit would. "G" hits reduce the ship's light flak factor numbers by one gun factor in every direction.
Other Hits
Hits scored on ships by other guns are handled as follows: The aircraft fires at the ship in the normal manner for strafing, a Hit Table number is obtained, the die is rolled, and the results noted. Only "C", "E", and "G" hits count. Each of these hits will reduce the ship's light flak by one gun factor in every direction.
Recording Ship Hits
Use extra Hit Charts to mark hits on ships. Set these up in any convenient manner.
Ship Intervals
Ships normally sail in formation, with certain intervals between the ships to avoid possible collisions. American and Japanese policy on this was different. American ships should normally be placed on the Mapboard at least five hexes apart. Japanese ships should be placed at least ten hexes apart.
Submarines
Submarines can submerge at a rate of 15 feet per Turn. Thus an aircraft which catches a submarine can reach a depth of over 100 feet (the deepest at which the submarine can be seen from the air), and is safe. Submarines can rise to the surface at a rate of 7 feet per Turn. A submarine that suffers 50% or more of the hits listed must, in addition to dropping to half its listed speed, come to the surface as quickly as possible.
XXVII. Multi-Player Rules
These are some suggested rules for use in games where there are several players per side.
Timed Movement Plotting
Different players take different lengths of time to make their Log notations. In games involving a large number of players, it can become very frustrating for the faster writers to have to wait every Turn for the slowest writer involved to finish his notations. Besides, actual air combat calls for split-second decision making, and it is more realistic to have the players operating under a pressure-producing time limit.
-
To make the game move quickly, use a kitchen timer (one with a bell that rings when the time is up) to time the Movement Plotting Phase. The time limit should be agreed upon before the game begins. Two to three minutes is usually about right, being long enough to finish the task, but not long enough to permit prolonged contemplation of the current situation.
-
Players who are slow in making their Log notations should be given the command of a smaller number of planes or formations to enable them to meet the time limit restrictions.
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Planes or formations whose movement is not noted when the time limit expires, should fly straight ahead, performing no maneuvers or altitude changes, unless these are absolutely necessary (i.e., a plane in the stall speed increment would have to perform a "spin", and a plane in the dive speed increment would have to apply brakes and/or continue diving to meet the requirements of the rules). Power factors cannot be used in any such case.
Communications
Plane-to-plane communication during the Second World War was by radio, hand signals, and/or by plane motions such as "wagging the wings", etc. All of these methods proved less than perfect in the heat of action, even radio communication breaking down between the various formations involved in a battle.
-
Allow no talking between the players on a side.
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Players may pass written notes during the timed Movement Plotting Phase. Such note writing and passing may only take place during this timed period.
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Before a player may read a note that is passed to him he must roll a die to see if he sees or hears it. If the plane types of the players involved are the same (i.e., if both the player sending the note and the one receiving it were in Corsairs), the die roll must be "4 - 6" for successful communication. If the plane types of the players involved are different, the die roll must be a "5" or a "6" for successful communication.
XXVIII. Drop Tanks
Fighter planes and many bomber types would extend their range by carrying "drop tanks" under the fuselage and/or wings. These extra gasoline containers would be used during the flight to the target, then normally dropped before the plane entered combat. For game purposes, only the drop tanks used on fighter planes are considered.
A. Players must decide prior to the game which planes are carrying drop tanks.
B. Drop tanks are considered to be dropped when the player announces that this has been done, during the Plotted Movement Execution Phase. They cannot be dropped prior to the planes entering the Map-Board, or (if Visibility Options are in use) until the enemy is sighted.
C. A plane can drop its tanks only during a Turn in which it ends in a level bank and moving in its maneuver speed increment (planes with no maneuver speed increment cannot be exceeding their lowest possible level speed). A plane cannot fire "FF", "FH", or "FL" guns during the same Turn as it drops its tanks.
D. Planes carrying drop tanks are considered to be loaded.
E. Planes carrying drop tanks require one less "L" hit than normal to be destroyed.
XXIX. Kamikaze Attacks
The Japanese used virtually every type of plane available to them during the last ten months of the war for their kamikaze suicide attacks. These attacks required less skill than normal bombing attacks, and could be carried out by the poorly-trained pilots available. To make a kamikaze attack and crash into a ship, the plane must end its movement at an altitude of "0", and either pass over or end its movement in a hex containing a ship.
A. When a single engine kamikaze hits a ship, roll one die. Multiply the number rolled times two to find the number of hits scored on the ship.
B. When a two engine kamikaze hits a ship, roll one die. The number rolled times three is the number of hits scored on the ship.
C. Kamikaze attacks were used only by the Japanese in the last stages of the war. In the game they can be made only by Japanese planes. Most kamikaze pilots were very poorly trained, and it is suggested that these rules be used with the TRAINING AND EXPERIENCE rules (Option XVII), treating the kamikaze pilots as "Green".
XXX. Historical Background
Printed pages 12 to 17 of the gamette are a historical essay on the air war in the Pacific, the air organization charts for the Japanese, U.S. Navy and U.S.A.A.F., and historical notes on the aircraft types in the game. They are not rules and are omitted from this transcription.
XXXI. Designer's Notes
The designer's notes and game design credits printed on page 18 are not rules and are omitted from this transcription.
Charts and Tables
The charts and tables printed at the back of the gamette rules folder.
Bomb Hit Multiples
Multiples are used to determine how many hits are recorded on ships.
| Type of Attack | Type of Aircraft | Multiply Die Roll by | Multiply Pts. Damage by |
|---|---|---|---|
| Skip | 2 | ||
| Torpedo | 4 | ||
| Kamikaze | One-engine | 2 | |
| Kamikaze | Two-engine | 3 | |
| Dive, Glide, Depth Charge | 1 | ||
| High Level | Extra die roll |
Skip Bomb/Torpedo Modifiers
The modifier to the skip bombing or torpedo die roll depends on the position of the ship relative to the attacking aircraft, as shown on the chart's hex diagram of the ship: the hex directly ahead of the ship's bow is −2; the two forward-side hexes are +1 each; the two rear-side hexes are −1 each; the hex directly astern is −3.
Skip Bombing Quality Effects
- Ace: +1
- Novice: −1
Ship Characteristics
United States Ship Characteristics
Columns: Class ID Nr.; Light Flak 1941–1943 and 1943–1945; Heavy Flak 1941–1943 and 1943–1945; Speed/Turn; Turning/Turn; Nr. Hits; Sil. Nr.; Pt. Nr.; Class Name.
| Class ID | Light Flak 1941–43 | Light Flak 1943–45 | Heavy Flak 1941–43 | Heavy Flak 1943–45 | Speed/ Turn | Turning/ Turn | Nr. Hits | Sil. Nr. | Pt. Nr. | Class Name |
|---|---|---|---|---|---|---|---|---|---|---|
| BB-1 | 3 | 2X16 | 7 | 9 | 1/2 | 1/2 | 33 | +5 | 1000 | Arkansas, Texas |
| BB-2 | 4 | 2X17 | 14 | 17 | 1/2 | 1/2 | 41 | +5 |
Japanese Ship Characteristics
| Class ID | Light Flak 1941–43 | Light Flak 1943–45 | Heavy Flak 1941–43 | Heavy Flak 1943–45 | Speed/ Turn | Turning/ Turn | Nr. Hits | Sil. Nr. | Pt. Nr. | Class Name |
|---|---|---|---|---|---|---|---|---|---|---|
| BB-1 | 9 | 2X19 | 9 | 14 | 1/2 | 1/2 | 45 | +6 | 1300 | Nagato, Fuso, Ise |
| BB-2 | 10 | 2X23 | 9 | 14 | 1 | 1/2 | 39 | +6 |